
The Shadowed GM |

Welcome! I’m looking for 1, potentially 2, new recruits to join up with the current party in their work for the Sharran church. They haven’t gotten too far into it, so the gameplay thread is worth a read if you’re interested.
The most important part of your character is who they are and why they’re working with the Sharrans. They don’t have to be worshippers themselves, but you most certainly need a reason to be here. If need be, can use an existing party member as an existing connection.
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Level: 1st
Alignment: any, but I don't want a CE party wrecker character. If you're evil, I expect you to work with the party towards your stated goals.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo (within reason, no drow noble etc) are accepted, as the church isn't picky.
Traits: two normally, can take a drawback for a third.
Wealth: maximum starting for your class, you have been well equipped by the church.
Skills: we will be using the extra Background Skills rule.

The Shadowed GM |

Will most likely keep the recruitment open for a few days, until Thursday or Friday at the most, unless I get my 1-2 new members first. I won’t close the recruitment randomly, I’ll let you know ahead of time if I decide to close early.
Also, when I say it’s an ‘intrigue’ campaign, I use that word somewhat loosely. There will be investigation segments and social encounters, but also dungeon delves and plenty of combat. Even now, the group is preparing to dive into a wererat gang-infested sewers in order to find out where a secret auction is being held. So don’t worry about being lacking on action!

The Shadowed GM |

This sounds interesting! Can I ask when/where/how your group will be playing?
I see that you’re new to the boards, welcome!
It’s a play by post, the tabs at the top have the gameplay and discussion threads. We use Roll20 for maps and have a discord for an extra communication line amongst the group.
Take a look at the gameplay thread and you’ll see an example of how PbP gameplay usually goes.

Markus the Librarian |

Not for spoilers, but ultimately (OOC or meta)... are we the good guys or bad guys?
I can easily come up with reasons to work with Sharran, but not to the end of oppressing, enslaving, killing or destroying populations.
Is it a lesser of two evils angle? Pure chaos or law (or alien) vs maintaining balance? That's quite doable.

The Shadowed GM |

Most certainly a lesser evil situation. You will be working in the best interests of Neverwinter and Faerun against a greater evil (eventually). Some morally questionable activities may be required (what adventurer doesn’t do any of those?), but nothing nearly as extreme as your examples.
The current party includes a newspaper reporter who works for the Sharrans in exchange for juicy stories, a ‘worshipper’ who is paying off their amnesia debt, a farmer mercenary who is searching for info on who murdered their family, and a halfling treasure/secret seeker who believes he’s ‘using’ the Sharran church to get his family back into good noble standing. So, a diverse variety of motivations.

Isabeau |

Current party is an investigator, unchained summonerrogue, urban skald, and a fighter.
Fixed that for ya! ^_~
Hello, I'm Isabeau and I'm the Sharran Amnesiac. Happy to be a background association with any PCs connected with the church. She was raised a follower. The ability to heal somehow will be greatly appreciated!

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Oops, no idea how I forgot that. Divine casting it is then, though I’m sure they wouldn’t turn down a full arcane caster either.
But they have a full caster, right? The Summoner?
Healing is always problematic for evil parties, especially of an evil god. How have they handled this so far?
With an Investigator, a Summoner, and a Skald, who is doing the damage? Mostly the fighter then?
What is it you're hoping to get from a divine caster? Would an Inquisitor of Shar work? Melee? Archer?

The Shadowed GM |

But they have a fill caster, right? The Summoner?
When I say full caster I mean a 9th level caster, like wizard or sorceror. They do have a 6th level caster though, yeah.
Healing is always problematic for evil parties, especially of an evil god. How have they handled this so far?
As I said, it’s not explicitly an evil party. They also haven’t gotten into combat yet, actually, just started relatively. That said, there are plenty of healing options even if you want to be actually evil.
With an Investigator, a Summoner, and a Skald, who is doing the damage? Mostly the fighter then?
Fighter and the eidolon most likely, yeah. Although this isn’t a classic dungeon delve 100% of the time so damage isn’t something you necessarily need to have.
What is it you're hoping to get from a divine caster? Would an Inquisitor of Shar work? Melee? Archer?
My main goal with this recruitment is to find a character that meshes well with the current party and the investigation themes. I don’t have any party balance needs myself, although the current party members could step in and suggest some things.
The inquisitor of Shar would work, yeah, depending on background of course. Dark Justiciar bound, eh?

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I’m thinking someone likeKolaiah here, an Inquisitor of Shar, who is also a Barrister.

The Shadowed GM |

Alright, here is Kolaiah, an Inquisitor of Shar, who is also a Barrister.
Looks good mechanics-wise, let me know when you have a background together!

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Zahir ibn Mahmoud ibn Jothan wrote:Alright, here is Kolaiah, an Inquisitor of Shar, who is also a Barrister.Looks good mechanics-wise, let me know when you have a background together!
Yes, so, about that. My Forgotten Realms knowledge is dodgy it best. I've played more Greyhawk, Birthright, and Pathfinder than I ever did in the FR realm, so any help would be much appreciated.
Any existing players have an idea for a bit of assistance? Obviously, my plan, as an Inquisitor of Shar, is to be a formal member of the enforcement arm of the church itself, so the why and the how of my being assigned to assist is simple, but where am I from, etc? I imagine tieflings come from everywhere humans do in FR, the same as elsewhere.

Robert Macintyre |

My main goal with this recruitment is to find a character that meshes well with the current party and the investigation themes. I don’t have any party balance needs myself, although the current party members could step in and suggest some things.
I'm the fighter in the game. My preference would be for a full divine caster, preferably cleric. Eventually status removal and resurrecting become important and IMO clerics do that best. The ability to swap out spells for cures and channel positive energy help as well. (I know we are helping Shar but any neutral cleric of a neutral or good god can use the positive energy tricks.)
While full arcane would be nice, I don't think it is as important so most things would be ok I think.
That's my 2 cents which isn't worth anything :)

Isabeau |

Yes, so, about that. My Forgotten Realms knowledge is dodgy it best. I've played more Greyhawk, Birthright, and Pathfinder than I ever did in the FR realm, so any help would be much appreciated.
Any existing players have an idea for a bit of assistance? Obviously, my plan, as an Inquisitor of Shar, is to be a formal member of the enforcement arm of the church itself, so the why and the how of my being assigned to assist is simple, but where am I from, etc? I imagine tieflings come from everywhere humans do in FR, the same as elsewhere.
You definitely don't need to be FR specific in your background. I wasn't since I adapted this character from a Ravenloft campaign that died on the vine. Tieflings do indeed come from everywhere. We are currently in Neverwinter, so you could base your history there. If you like the Eastern based themes of the Hungerseed Tiefling, you might have ancestors from Kozakura.
Our initial quest has us working to battle/infiltrate local gangs (in a sewer hideout, ew!) to retrieve an artifact that is important to the church of Shar. So a Barrister with an axe to grind with one or more of said gangs might be a good angle. One group is the Gnashing Fangs(Wererats) and another is the Tower Girls, but I suspect these are homebrew with no pre-established lore in the campaign setting. Here is a link on Dark Justicars the GM mentioned.
This stormraven with my WIP Aja...
I have it in my background that Isabeau's mother was an Oracle of Shar, so she could be a direct friend or at least acquaintance. That would also serve to provide a means to disturb Isabeau's memory block here and there since it's centered around her mother's death.
Zahir ibn Mahmoud ibn Jothan wrote:I’d have no trouble putting in a full divine caster, really, if that is desired. Let me take a look at it.I wasn't saying you need to change. An oracle has been put forth as well.
Right, most important is to play a character you will enjoy and think will engage with the story. One good point of being affiliated with the Church is that there are bound to be NPC clerics we can seek out for aid if it really comes down to it.

The Shadowed GM |

One group is the Gnashing Fangs(Wererats) and another is the Tower Girls, but I suspect these are homebrew with no pre-established lore in the campaign setting.
You would be correct. Although there are wererat gangs in Neverwinter, so it’s not completely made up!
One good point of being affiliated with the Church is that there are bound to be NPC clerics we can seek out for aid if it really comes down to it.
This is also true. I won’t punish you for not choosing specifically a cleric, there are plenty of resources for the group to pull upon if the group needs them and proves themselves worthy of the expense.
Question though, why would Sharran clerics enlist the aid of a cleric of any other deity?
I will admit that a part of it is suspension of disbelief so as to not hem the entire party as worshippers of Shar and therefore all evil or whatever.
But you also have to remember that Sharran priests are also just (mostly) mortal people as well. They have their own goals and aspirations, and Shar is a surprisingly complex deity. The Mistress of the Night is undoubtedly evil and conniving, but her end goals and how she gets there are as much of a mystery to you as they are to her clergy. There’s any number of reasons the church itself might work with outside agents, beyond Shar’s direct intervention (because deities usually aren’t supposed to act directly on the Material Plane). You might owe them a debt of services rendered, like the removal of painful memories/amnesia (like Isabeau) or vengeance gained on a rival, or you might have information particularly valuable to them. Or you are in a prime place for a friendly figure, such as in a noble family or a politician or the like, or your interests align at least somewhat. They could even be trying to convert you, for all you know!
I’m sure whatever character you make we can find a reason for them to be working with the church. The current party only has one true believer, as I mentioned before.

The Shadowed GM |

Hi, here is a link to my submission, Mehji Thicktoes, halfling shadow sorcerer.
Sheet looks good, let me know when you get the background together!

SphinxTreecat |
Sheet looks good, let me know when you get the background together!
A basic background is up now. I made a few mechanical changes too to fit with it. Once I decided that Mehji's connection with Shar was going to be figuring out where her ability to cast spells came from all of a sudden, it no longer made sense for her to have a rank in Spellcraft. I put that rank in Bluff and also chanced my favored class benefit to a skill rank, which I put in Disguise. Let me know if you need more details on the background.

The Shadowed GM |

The Shadowed GM wrote:A basic background is up now. I made a few mechanical changes too to fit with it. Once I decided that Mehji's connection with Shar was going to be figuring out where her ability to cast spells came from all of a sudden, it no longer made sense for her to have a rank in Spellcraft. I put that rank in Bluff and also chanced my favored class benefit to a skill rank, which I put in Disguise. Let me know if you need more details on the background.
Sheet looks good, let me know when you get the background together!
Looks great, thanks!

Valvira |

Submitting for your arcane consideration... a former goody two shoes diviner who now finds herself thrust into her darker side. Despite the NE alignment, she is not meant to be a 'mwhwhhaha conquer the realms' evil type. She may look after her own interests, but it is ENLIGHTENED self interest and she knows that strong allies are smart to have.
Click the profile for all the details...
but the backstory is here
Dearest Diary:
To be a Hodge in Neverwinter is to live a life of privilege, thus it behooves us to use our many advantages to better those less fortunate than ourselves. So mother and father have ingrained into me, an I do believe it. I have had opportunities few of this city will. Why I was even humored with a tutor to learn a touch of the art. Master Holbolt said I excel at divination! Though sadly, something in me struggles with transmutation and protective magics, both quite important. Oh if only I were wretched at Necromancy or Charms instead. I am sure I’ll not be using those too often. Still, the notion that I can offer more than a bit of coin and a smile, but some modest minor spells to those in need fills my heart with undue pride. It is a vanity, but I do believe I have much to give.
Dearest Diary:
Sister and I went to the poorer parts of Neverwinter, with a servant to help protect us, of course. I do so love my sister and she I. She is far more disciplined I am sure, for there are times I do wish for a bit of excitement, where as she seems the soul of contentment. The poor folk appreciated the food we brought to them, and our second hand clothes. Though the latter shouldn’t be too impressive, we were going to throw them out soon anyway. Sister stays above it all, but I can’t help but strike up a conversation or two. There are such interesting urban myths. I do wish father would increase our allowance, I would have gladly shared some more coin for the rougher cases.
Dearest Diary:
Master Holbolt left over a week ago. Having taught me the basics, he is taking up duties as a tutor in Waterdeep. It is a dream job and I wish the old dear well. I will miss him, but it was not like I sought to delve deeply in the Art myself. Valvira the Archmagus? Ha. Such is never to happen. No, as the courting with Galvin Rumbottom is most polite and promising, perhaps he and I shall wed in two years or so. He’s not the wealthiest noble, but has kind eyes.
Dearest Diary:
A most curious situation has happened. A shipment was sent to our estate addressed to Master Holbolt! Accompanying it was a request to identify some magic items that were found in some hoard by some adventurers. Adventuring? Oh I admit it might be nice to go about the Realms doing good deeds, but ever so dangerous. Intriguing though. Ah, but I digress, with Master Holbolt no longer here, I thought the least I could do would pursue them for myself. Only three objects appear to be truly magical. The first was a dagger, of elven make. The enchantment is minor, but the artistry is wondrous. I am glad this came to me, a greedier person would have kept it for herself. I mailed it back with a note three days ago. The cloak was more magical still, not elven at all, but rather one that can grow batwings? It too was returned to my old mentor’s friend. I hope it serves him well. The last item, I’ll have to study it tomorrow, is a lovely coronet of tiny pearls alternating black and white. I’ll have to resist the urge to wear it.
Dearest Diary:
I was told that even the most experienced sages and mages alike can make a mistake in identifying from time to time. I thought the coronet’s magic was illusionary allowing fancy dresses to cover your true garb. To test this, I had to try it on. I did not gain the illusion of a pretty dress. No, I gained insight.
I’ve been an absolute fool! I could have kept that lovely dagger and cloak of power for mySELF! After all, that old fart Holbolt had run off like a panting dog to Waterdeep showing no loyalty to his employer. The more I think about it, the more I realize what a push over I’ve been for the lower classes period. My family is such an embarrassment. All this wealth, influence, and property and what do we do with it? Apologize for being successful? Does cream apologize for rising to the crop?
Dearest Diary:
It has been several days until I realized what really mattered in this world. There are the weak and foolish, and the strong and cunning. I will no longer be the former. And why, why did I decide a few measly cantrips was enough in the first place? Knowledge is power. Knowledge of Arcane spells is power few will ever taste. I have nibbled at the table of power when I could have been stuffing myself.
Fortunately, this new insight has had me dedicate myself more to the arts. Divination is still my gift, but that is not weak. If I learn people’s secrets for my own, then I have power over them. People pay for knowledge, and pay dearly. I’ve learned that the object I used is now forever spent. It shares properties with something called a ‘Helm of Opposite Alignment’ but , the details are fuzzy? Will a simple dispel magic reverse me back to the saccharine parody of a woman I was before? My research indicates that that religion might yet be the answer. Divine power is power too.
I need help cementing my new self. I need secrecy so my parents and sister don't try to ‘fix me’. My research on faiths tells me I need Shar. Where to find a representative who can be discrete?
Dearest Diary:
Excuses were made to throw my family and ‘love’ off the scent. I met a curious young woman of great beauty called Isabelle… no, Isabeau. I sense the art on her. Shadows cling like a second skin to her. Fascinating really. And through her, I have made contact with the Church of Shar.
Dearest Diary:
The Paracountess Amcathra informs me that she can indeed cement my soul to the dark wisdom I have found. Further, the Church has the resources to muddle memories or cover my conversion as few can. Of course, THEY aren’t fools. So I shall be doing them a service or two. Who knows, as my power grows, perhaps I can work with them to further cement myself as the hidden head of the Hodge Household. I deserve luxury, I deserve wealth, I deserve pleasures, and by the goddess who seems to most support my goals, I deserve power.
I. Deserve. More.
I should mention that I briefly mentioned Isabeau as the person who got Valvira in contact with the Church as the player posted earlier that she was open to that sort of thing. If that changed, let me know and I can edit.

Monkeygod |

People love their oracles don't they? And yeah, I'm looking to pick at the end of Thursday.
The PF1e cleric is **awful**. Aside from getting access to your higher level domain power, there's literally no reason to stay in the class beyond first level. All it gets after level is are increases to channel dice and spellcasting, which can easily be covered by PrCs if ya care that much for them.
Edit: Important question: What year is this taking place in? 1372(the starting year for 3.0)? 1374(which I believe is the 3.5 year)? or something else?

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Skurl “Ash”
N Small Ratfolk Druid (Swarm Monger) 1st
Deity:Ilbrandul Hgt:3’9” Wgt.71lbs. Hair: Black with Ash Gray Mask Eye:Yellow
Str:8 Dex:14 Con:14 Int:14 Wis:16 Cha:13
Init:+2 HP:10 |HD 1+2Con|
Fort: +6|2+2(Con)+2(Rat)
Reflex:+2|0+2(Dex)
Will:+5|2+3(wis)
AC: 18 |10+ 3()+2 (shield)+2(Dex)+1(size)|
Wooden Armor: Armor Bonus +3 Max dex bonus +3 penalty:-1 25lb Cost: 20gp
Large Wooden Shield Armor Bonus+2 Max dex +0 AC penalty-2 10lbs 7gp
BAB:+0|+0+1-1|
Club|+0| 1d4-1|Crit:x2|Distance:10ft|3lb|-|Bludgeoning
Dagger|+0| 1d3-1|Crit:19-20/x2|Distance:10ft|1lb|2gp|Piercing
Sickle|+0|1d4-1|Crit:x2|-|2lb|6gp| Slashing
Sling|+2|1d4-1|Crit:x2|Distance:50ft|-|-|Bludgeoning
Skills:7
Handle Animal+7(+11)|1+3(Wis)+3(Class)+4(Rodents)
Heal+7|1+3(Wis)+3(Class)
Perception +11|1+3(Wis)+3(Class)+2(Race)+2(Fam)|
Survival +7 |1+3(Wis)+3(Class)
Spellcraft +6 |1+2(Int)+3(Class)
Stealth+9 |1+2(dex)+4(size)+2(race)
Heal:+7 |1+3(Wis)+3(Class)
Background:
Craft(Alchemy) +8|1+2(Int)+3(Class)+2(race)
Profession (Cook) +8 |1+3(Wis)+3(Class)
Ratfolk:
Ability Score Modifiers: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: Ratfolk are humanoids with the ratfolk subtype.
Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed (Slow): Ratfolk have a base speed of 20 ft
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
Swarm Monger Druid:
Weapon and Armor:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Fecund Familiar (Ex)
A swarm monger bonds with an urban familiar, treating her druid level as her wizard level for the purposes of determining her familiar’s abilities.
The swarm monger must select her familiar from the following options: cat, house centipede, rat, raven, or scarlet spider. The fecund familiar gains the benefits of its master’s child of pollution, shadowy opportunist, and venom immunity class abilities.
As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack.
Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated.
A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum 1), and the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form.
This ability replaces nature bond.
Spells
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet
Shadowy Opportunist (Ex)
A swarm monger gains a +2 bonus on Knowledge (local) and Stealth checks.
This ability replaces nature sense
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Low Friends (Ex)
At 2nd level, a swarm monger gains Vermin Heart as a bonus feat.
This ability replaces woodland stride.
Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Child of Pollution (Su)
Starting at 4th level, a swarm monger gains a +4 bonus on saving throws against disease and poisons, and she can eat spoiled or rotting food and drink without ill effect. Once per day for every 4 druid levels she has, a swarm monger can devour a handful of rotting food as a standard action to gain a number of temporary hit points equal to 1d8 + her druid level that last for 1 hour.
This ability replaces resist nature’s lure.
Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals,, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
Swarm Shape:At 12th level, a swarm monger can use wild shape to transform into a swarm of vermin, functioning as swarm skin, but not allowing her to split into more than one contiguous swarm.
She doesn’t leave her gear behind when she uses this ability, and she can revert to her mundane form normally.
This ability replaces the normal wild shape options gained at 12th level.
Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su)
At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex)
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
0-(DC:13) 3
1-(DC 14) 2
2-(DC 15)
3-(DC16)
4-(DC17)
5-(DC18)
6-(DC19)
7-(DC20)
8-(DC21)
9-(DC22)
0-Purify Food and Drink,Guidance,Mending
1st-Shillelagh, Cure Light Wounds
Queex: HP: |5| HD:1
AC15: |10+1(Natural)+2(Dex)+2(size)
BAB:+0 CMB:+0 CMD:6(10)
Bite:+4 Dmg:Bite 1d3-4
S:2 D:15 C:11 I:6 W:13 Ch:2
Weapon Finesse
Speed:15ft,Climb 15ft, Swim 15ft
Skills:Climb+10 Stealth+18 Swim +10 Perception +4
Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Equipment:
Explorer's Outfit
Kit, Druid’s
Price 14 gp; Weight 44 lbs.
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Dire Rat Mount
Horc
HP:12 HD:1
AC15: |10+3(Natural)+2(Dex)
S:12 D:15 C:15 I:2 W:13 Ch:2
BAB:+0 CMB:+1 CMD:14(18v trip)
Bite:+2 (1d6+1)
Skill Focus:Perception
Skills: Climb+11, Perception +4, Swim+11 Stealth+11
Speed:40ft Climb20ft Swim20ft
Low Light Vision, Scent
Exotic Pack Saddle 15gp
Saddle Bags 4gp

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What about backgroumds. So far mine is lostrning to the lord of sewers [Ibrandlin, though his own form of the guy] while in his clan im Waterdeep.sewers. he lived as Sharran seemed to notoce somethingm in him ans let him loce, if he served the Daek Lady.
So je did. Hopomg to prove the God of Rats,trash and ruins lives

Silas Lunaraque |

I would like to submit Silas here. He's not particularly healing focused, but I figured the Shadow mystery was the most fitting for someone affiliated with Shar. The crunch should be done, except for figuring out what to do with the rest of his starting gold.
Would you consider allowing the PFS ruling that lets a character learn Lip Reading with a rank in Linguistics (at the end of the page)? I figure it would be important to ensure the party could talk to him easily enough.
As for his backstory, I wanted to check with Isabeau first that this would be appropriate, as I was thinking she would be the one who brought him to the church.
My idea was that Silas would be an orphan on the streets, who lost his hearing and acquired light blindness at a young age, when his powers started manifesting. His affinity for the shadows helped him get by, but his afflictions lead to him being picked on. I was thinking Isabeau could have met him at one such time, stepping in to help, and seeing him pin one of his attackers shadows as he tried to get away. Isabeau (or her mother after she told her of the event) could have realised Silas might have been blessed by her goddess and convinced him to let her take him to the Church of Shar. He would join as well, and the two would become friends, with Silas looking up to Isabeau.
So he would join the group on the orders of the church, with them figuring he would be a good choice to work with Isabeau.
My knowledge about the Forgotten Realms lore is pretty much non existent. After reading up on Shar and her church, things seem pretty brutal - he would probably be bothered by some of the more violent aspects that seem to be expected from her worshippers, and he would definitely have to draw a line at being ordered to murder a loved one, which according to the wiki is apparently required to join the church clergy (although the target would probably have to be someone from the temple as well). Not that this would be a problem, mind, far from it: I think making him doubt his faith after it was what helped him be accepted and gave him a purpose could lead to some decent roleplaying opportunities.

Monkeygod |

As much I dearly want to play in this game, as I heckin love the Forgotten Realms(my 2nd fave setting, *right* behind Golarion), I'm gonna bow out.
Silas has somewhat of a similar concept(Shadow mystery oracle of Shar), and they don't know much about the Realms. Getting to play in a game is a great way to learn more.
I could probably rush a concept and throw a character together, but that wouldn't be fair to the others. Good luck and happy gaming all!

Silas Lunaraque |

If you're bowing out mainly to not clash with my submission, I would ask you to reconsider.
With the group looking for just one player, we'd be competing for the same spot even with vastly different concepts anyway. And even if there's some mechanical overlap, I'm guessing that your character's personality and motivations would be quite different from my own.