Darkness in the Heartlands - a Pathfinder 1e / Forgotten Realms Adventure

Game Master Tara Ravenheart

Applicants


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GM, do you have any general thoughts on the flaws that players have come up with? Like, are we more or less hitting what you hoped for in that character feature? I guess you'll probably get into more detail with the players who have characters selected, but if you're willing to say more about what you had in mind, I suspect all of our applications could benefit. :)


Good call, eriktd. This reminds me of a writing test I took in high school where the goal wasn't to see how much we knew about the topic but how good we could write. I failed that test. Hope I did better this time but now I'm not so sure.


GM Tara, are you still on track for closing the recruitment on the 10th?


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Flaws I would say people are more or less in the realm of what I am looking for with regards to 'Flaws'.

Recruitment Timeline Yes, I am still planning to wrap up recruitment on Tuesday, September 10th at 11:59 pm EST. That gives everyone a little over 5 days to finish up their applications.

There are a bunch of excellent submissions thus far, it is going to be challenging to put together a party of only 6!


Klynt:
Klynt “The Canter” Uskreven
5th Dhampir Bard (Animal Speaker, Sound Striker) N
Age: Hgt: 6 Wgt: 200 Hair: White Eyes:Red
Diety:Lliira
Inti” +2 Perception:+7
Languages: Common,Elven,Draconic, Sylvan
Speak with Animals @ will: Rats, Bats, Wolves, Cats, Birds
Str:12 |+1
Dex:14|+2
Con:11|+0
Int:15|+2
Wis:13|+1
Cha:21|=+5
HP: 28
AC:18|10+4(Armor)+2(Shield)+2(Dex)| FF:16|Touch:12
+1” Hell Knight” Leather Armor AC:+4|Max Dex+6| AC Penalty:+0|
1,130gp| 25lb| 15% Arcane Spell Failure
+1 Buckler AC+2|-|+0|5%|5lb|1105gp

BAB:+3
CMB:+4
CMD:16 |10+3+1(Str)+2(Dex)

Fort:+1 |+1
Reflex:+6 |+4+2(Dex)
Will:+5 |+4+1(Wis)
+2 to Diseases and Mind-Effecting Spells and Effects

Melee +4{3+1(Str)
+1 Raiper +6 |1d6+2|18-20/x2|P|2lb|2,320gp
Daggers(10) +5 |1d4+1|19-20/x2|P|1lb|2gp
Cestus +5|1d4+1|19-20/x2|B|1lb|5gp
Bladed Boots +5|1d4+1|x2|P|2lb|25gp

Ranged: ++5{3+2(Dex)
Daggers(10) +5|1d4+1|

Skills:
7+2+1=9 x5=45 Cunning+5

Arcobatics +13*|(Dance Instead of Acro)
Appraise
Bluff +12|4+5(Cha)+3 +3 v.Sense Motive
Climb +5|1+1(Str)+3
Diplomacy +12|4+5(Cha)+3
Disguise +10|2+5(Cha)+3
Escape Artist +6|1+2(Dex)+3
Intimidate +12|4+5(Cah)+3
Knowledge:Arcana +9|1+2(Int)+3+3
KnowledgeDungeoneering +9||1+2(Int)+3+3(Brd)
Knowledge:Local +9|1+2(Int)+3+3(Brd)
Knowledge:nature +9|1+2(Int)+3+3(Brd)
Knowledge:Planes +9|1+2(Int)+3+3(Brd)
Knowledge:Religion+9|1+2(Int)+3+3(Brd)
Perception+7|3+1(Wis)+3
Perform:Sing +12|4+5(Cha)+3
Perform:Oratory +12|4+5(Cha)+3
Perform:Dance +13|5+5(Cha)+3
Perform:String +12|4+5(Cha)+3
Sense Motive +9|4+1(Wis)+3+1(Trait)
Spellcraft +6|1+2(Int)+3
Stealth+8|3+2(Dex)+3
Swim +5|1+1(Str)+3
Use Magic Device +9|1+5(Cha)+3

Background:10 points
Handle Animal: +7|2+1(Wis)+3+1(Trait)
Sleight of Hand +7|2+2(Dex)+3
Linguistics +6|1+2(int)+3
Knowledge:History +9|1+2(Int)+3+3(Brd)
Knowledge:Nobility +10|1+2(Int)+3+3(Brd)+1(Trait)
Knowledge:Geography +9|1+2(Int)+3+3(Brd)
Last 2 added to Perform(Dance) and Perform (String)

Traits:
Beast Bond:+1 Handle Animal and Ride, Handle Animal is a Class Skill
Noble:+1 to Knowledge(Nobility) and Sense Motive
Secret Keeper: +3 to Bluff v. Sense Motive checks to hide a secret.

Feats: Light Dependant Soul, Cunning, Lingering Performance, Martial Weapon Proficiency: Bladed Boots

Spells:
0(15)-6
Detect magic, Read Magic, Prestidigitation,Spark, Mending, Oath of Anonmity
1(16)-4
Summon Nature’s Ally 1* ,Identify,Innocence,Ear Piercing Scream,Charm Person
2(17)-2
Summon Nature’s Ally 2*,Sound Burst, Enthrall

Class:
Weapon and Armor:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Feat added Bladed Boots

Bardic Knowledge (Ex)+3
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:17 rounds
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy,dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su):DC 17 Will
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): +2/+2, +2 save v.Charm and Fear
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Animal Friend:
Animal Friend:Birds, Cats
An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.

Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.

Summon Nature’s Ally
At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known.

This ability replaces mass suggestion.

Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex) Dance (Acrobatics,Fly)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times day at 17th level.

Dhampir:
Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Dayborn A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Vampiric Empathy Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.

Equipment:
Bard’s Kit:Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch,Lute( a common musical instrument), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Chroniclers’ Kit:Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Gear Maintenance Kit:Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons

Grooming Kit:Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

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

Shaving Kit:Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Nobles’ Outfit:
These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.

Traveller’s Outfit:

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

Soldiers’ Uniform:Price 1 gp; Weight 5 lbs.
Black Skull motif from his days in the Black Skull mercenary company.
The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.

Jewelry: 100gp
The cost of jewelry varies wildly by its quality. Many cultures consciously use jewelry as a form of portable wealth, most notably in belts and bangles made from coins. A commoner’s ornaments may only be worth a few copper pieces, a tradesman’s a few silver pieces, and a merchant’s a few gold pieces, while nobles rarely wear jewelry worth less than 100 gp.

Signet Ring:(x4) 20 gp

Signets for Lliira, House Uskreven, Scarlet Mummers, Company of the Black Skull

Lliira for his devotion to the goddess
House Uskreven for his Noble House
Scarlet Mummers for the Secret Sect of Lliiran Warriors who are out to hurt Lovitarrans.
Company of the Black Skull For his time with the Uskreven Mercenary Company in Westgate.

Bandolier(x2)Price 5 sp; Weight —
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

Tabard(x2) House Uskrevens’ colors the Other in the garb of Lliira
Price 5 gp; Weight 1 lb.

Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer’s membership in an order readily apparent.

Odes to Joy: A Revel Mistresses' Book of Joy: 25 gp, 2lb
A durable beautiful book dedicated to the various odes of Joy Lliira professes to. Part hymnal, part instruction manual with a variety of poems and scriptures for any who seek ot live a happy and joyful life full of revelry and dance.

Wooden Holy Symbol. Lliiras’ wonderful tristar Holy Symbol.

Pets:

2 Ravens Noir and Luna
1 Rat Named Blanc
1 Cat named Pips

Background:
Concept: Fun Loving Noble Entertainer, with a blood dark past
Name:Klynt Uskreven, the Canter, Formerly: The Dancer of Death, Blood Fang,
Race:Dhampir Age:30
Place of Birth: Westgate, Dragon Reach
Current Residence: Transient, But Has access to Uskreven holds in Westgate, Sembia and beyond.
Deity:Lliira
Profession:Entertainer, House Mercenary, Reveler, Kennel Master,Adventurer
Organizations:Lliira,Scarlet Mummers, House Uskreven, Formerly Company of the Black Skull
Goals: Hunting down Worshippers of Lovitar, Spreading Joy, Amassing rare books for his own personal Library, Having a Menagerie of pets
Flaw: Blood Hunger and Obsession, As a Dhampir his Blood Hunger wells up when he fights or ends up seeing lots of blood. He has to keep himself from falling prey to his lust by often paying to feed on others. As for Obbessions he is obsessed with books, having learned much from his time as a youth in the various Temple Libraries.
Living Relatives: Ultina Uskreven (Keeper of house Uskrevens’ Holdings in Westgate. She is a Vampire), Kandor Uskreven(Klynts father who has moved back to Selgaunt and is a Nobleman), Vilna Uskreven( Step Mother, Diviner), Ulgenteel Uskreven (Klynts’ Grandfather and leader of House Uskreven. Master manipulator and Negotiator.) Assorted Aunt, Uncles, Nieces, Nephews, Cousins, Brothers and Sisters.
Acquaintances and Friends: Eclara Faulks {Devotee of Lliira, His oldest friend and part time lover}, Horace Blacktoes {Halfling Scarlet Mummer contact}, Knight Captain Vos Horntusk{ Half-Orc Mercenary in the Company of the Black Skull}

Background: Klynt was born to Ultina and Kandor Uskreven. Both were in Westgate at the time managing House Uskreven businesses. Ultina however succumbed to a vicious Vampire known as Kologar Huest, Who was a servant of a Sharran Vampire known as Thulst. Thulst punished Kologar, locking him away for 50 years. However he had to turn Ultina completely or she and Klynt would die. Thus upon Ultina’s change Klynt was born.

Shortly after his birth he was taken to the Uskreven Hold in Westgate and was raised with his mother and father. However Kandor had divorced her, turning to a young Westgater named Vilna, a street wizard and diviner. She was years younger than him. Still Klynt grew up in a strange environment. He learned all the necessary things House Uskreven wanted, though he floundered on the business part of business. With vampires and Uskrevens of Sembia, Klynt began to learn a variety of facts from the various libraries and teachers. Laws, Etiquette, Religion, Arcana, Planes and more.

Until age 10 he was at Westgate. His father officially moved back to Selgaunt, taking Klynt and his new wife to the Uskreven manor. There he was transported to a different land, Once he was there he found himself beset with tutors. To escape he found himself at the Halls of Revelry where he mingled with the clergy of Lliira. This was great in his upbringing learning to dance and sing.. A Tutor came to play a lute and from his family how to be an incredible Orator. Upon his 16th he began to change. It was during this time he was training in combat. During which he tried to drink the blood of one of the other cousins.

This was his awakening. Using this his tutors and strangely a few priests of Lliira began to train him in strange and unique fighting style. Both focused on his speed. Fast and light on his feet he is capable to striking fast with his rapier, or even a punch or dagger. Combined with the Dancers’ style of the Lliirans he was given Blade Boots to fight whilst on a hand stand. At 18 he was ready and inducted into the Scarlet Mummers. An order of Lliiran warriors tasked with hunting down and killing clergy of lovitar.

This lead him to joining the Company of the Black Skull. An loyal mercenary Outfit that works for House Uskreven. He was given to the order for his variety of unique skills. One of which was his communicative nature with animals. Combined with Klynts natural charisma and sharp mind he was talented as one of the units clerks and oddly spies.

Back in Westgate the city of his birth, Carried out dangerous missions for his family, often at the will of his Mother. During this time he met Knight Captian Vos Horntusk, his friend and companion known for his own unique mix of song and savagery. The two lead small units against a variety of targets from Cormyrean Nobles, Zhentarium, Red Wizards and more. If it was a Worshipper of Lovitar he praticualrly took pleasure in the act, letting the blood rage take him and only Vos could stop him fully committing. To feasting. It is hear that he became the Bloody Fang.

On his last mission, One where he was fighting in Scardale, Klynt found himself poised against a Lovitaran Noble and his faithful retainers. Their he sang and danced his way through the manor house. The hauntingly beautiful sounds mixed with the cries, as well as the bloody dance of bladed boots, fists and blades flying about the room. Here Klynt dealt a blow to the church of Loviatar, the ones who took away the High Revelmistress, by taking out another high ranking noble funding the whole affair. In doing so the Talented bard, left the employ of the Company and returned to a life of dance.

This period became him wondering the likes of Cormyr and the Dales. He met up with Elcara Faulks, a young priestess who spread joy to all she could. Klynt and her travled for a year, until he had an episode. There he found himself taken over and almost took her out for blood. Elcara though stopped him with spells. They parted, but they reconciled and like a moth to the flame they meet and found themselves together.

After Elcara, Klynt continued on to dance and fight the life away, seeking out cultists of Loviatar, it was here that he met the Senior Mummer Horaco Blacktoes a Halfling dancer with one good leg. Horaco, refined Klynt and made him see even doing the work of the Mummers didn’t have ot be ruthless. No he began to teach the lad greater things. After a few years of doing missions with Horaco, Klynt was not longer just a vengeance seeking dhampir with blood lust. He had become something more. He would seek out the real joy in life, but also deal the swift kick to those who sought to stop happiness.

This is how the Nobleman lived, wondering with his pets, and people laughing, singing, dancing. He protected the innocent and fought hard to protect them. What made this possible was a magical blade, a thin metal crown, and his bag of holding, all which held most of his stuff. These along side his armor hidden by clothing, his helmet with the mask stays hidden until he needs it.

As for his pets Klynt found himself wanting friends when young, found himself capable of talking to rats, later he learned he could talk to bats and wolves. Then while learning to sing, he found his voice capable of being turned to entertaining animals, which unlocked the ability to talk to birds and later cats.

Grand Lodge

Changed my concept to a Dhampir Animal Speaker Bard. Went completely weird and delved inot one of my favorite Realms Goddesses Lliira!


Don't know if it will make a difference but I will spend some time this weekend adapting my character background/concept to the specific setting.


5 people marked this as a favorite.

Okay, here is the recruitment as it currently stands, with 5 days left:

COMBAT - PRIMARY
TheWaskally - Jored Huntsilver - Human Paladin (Lathander) (Empyreal Knight)
Zahir ibn Mahmoud - Norde - Human Barbarian (u) (Invulnerable Rager)
Ironperenti - Marcus Nocturnus - Half-Elf Paladin 4 (Milil) / Swashbuckler 1 (Virtuous Bravo / Tempered Champion)
FangDragon - Sir Adrith Foehammer - Human Paladin (Oath of Vengeance, Shining Knight)

COMBAT - SECONDARY
Codanus - Calen Derethor - Human Inquisitor (Selune) (Sacred Huntsmaster)
Ouachitonian - Hellig Usvart - Half-Orc Warpriest (Red Knight) (Arsenal Chaplain, Divine Commander)
DeathQuaker - Flame Ashhammer - Half-Elf Warpriest (Sune) (Forgepriest)
Corrik - Theodluin Oritumal - Elf Magus (Kensai / Bladebound)

SKILLED / ADAPTIVE
Ridge - Ezmelda - Half-Elf (moon) Bard 3 / Swashbuckler 2 (Buccaneer / Inspired Blade)
Rdknight - Raziah Barany - Human Inquisitor (Torm) (Sanctified Slayer / Ravener Hunter)
Violant - Modemus Hawklin - Kitsune Rogue (Phantom Thief)
Critzible - Klynt Uskreven - Dhampir Bard (Animal Speaker)

CASTER - SUPPORT
Slowdrifter - Aelanurel Silvermist - Elf, Moon Witch (Hex Channeler, Mirror Witch)
Therenger - Ialia Frostmoon - Changeling Witch (White Haired Witch, Invoker)
Veegees - Tariina - Elf, Drow Cleric (Blossoming Light)

CASTER - CONTROL / BLAST
Dorian Grey - Arkhan Silvanesti - Half-Elf Ranger 1 / Wizard 4 (Dandy / Poleiheir Adherent)
Stormraven - Samara of the Sword - Human Monk 1 / Sorcerer 4 (Scaled Fist / -)
Eriktd - Lord Ryjel Featherbottom III - Gnome Oracle 4 / Inquisitor 1 (Dual Cursed, Seeker / Ravener Hunter, Sanctified Slayer, Urban Infiltrator)
BigRig107 - Sylthara Stormscale - Sylph Druid (Draconic, Storm)

CHARACTERS-IN-PROGRESS
Hassan Ahmed - Kaliban the Forgotten - Half-Orc Paladin 3 / Rogue (u) 2 (Divine Hunter, Holy Guide, Tempered Champion / Chameleon, Scout)
MonkeyGod - Thelyssra Moonstrike - Human (pious?) Druid (Selune) (Halcyon)
Almonihah - Dithad Seroe - Human Witch (Beast Bond)
Wanderer82 - (unnamed) - Halfling Cleric (Chauntea/Yondalla) (Evangelist )
TheLastGhost - (unnamed) - Dwarf Ranger (Wild Stalker, Divine Tracker)


Wait. I labeled Modemus as a Kitsune? Wrong Rogue! Human.

I have a different Rogue that's a Kitsune, sorry for the confusion, haha.


Quite the buffet of character choices.


Apologies, thought I had posted this earlier. She's not coming together as a character so I'll be pulling myself out. Good luck all, and have a great game!


Looks like the Witch space has some competition. XD

Grand Lodge

This looks like it could be really fun, even though I am rather late to the party. Let's see what the dice say.

Roll 1: 3d6 + 6 ⇒ (3, 2, 4) + 6 = 15 - lowest(2) = 13
Roll 2: 3d6 + 6 ⇒ (3, 5, 1) + 6 = 15 - lowest(1) = 14
Roll 3: 3d6 + 6 ⇒ (3, 1, 4) + 6 = 14 - lowest(1) = 13
Roll 4: 3d6 + 6 ⇒ (5, 4, 3) + 6 = 18 - lowest(3) = 15
Roll 5: 3d6 + 6 ⇒ (4, 2, 4) + 6 = 16 - lowest(2) = 14
Roll 6: 3d6 + 6 ⇒ (5, 6, 3) + 6 = 20 - lowest(3) = 17


Almonihah wrote:
Looks like the Witch space has some competition. XD

Who woulda thunk it? There's no rule against 2 witches in a party... ;P


With three you've got the makings of a coven... and you get a group discount at Potions 'R Us!

RPG Superstar 2009 Top 16

Very late to the party but huge fan of The Realms.

3d6 + 6 ⇒ (5, 2, 6) + 6 = 19lowest(2) = 18
3d6 + 6 ⇒ (3, 1, 2) + 6 = 12lowest(1) = 11
3d6 + 6 ⇒ (6, 5, 1) + 6 = 18lowest(1) = 17
3d6 + 6 ⇒ (3, 1, 2) + 6 = 12lowest(1) = 11
3d6 + 6 ⇒ (1, 2, 3) + 6 = 12lowest(1) = 11
3d6 + 6 ⇒ (5, 2, 2) + 6 = 15lowest(2) = 13

Not bad at all, though nowhere near as impressive as some others. Going through the creation details now.


Ialia Frostmoon wrote:
Almonihah wrote:
Looks like the Witch space has some competition. XD
Who woulda thunk it? There's no rule against 2 witches in a party... ;P
Samara of the Sword wrote:
With three you've got the makings of a coven... and you get a group discount at Potions 'R Us!

MORE WITCHES!! MORE WITCHES!!!

RPG Superstar 2009 Top 16

So it looks like this is a rare opportunity, where the combination of Pathfinder archetype, and not having to lose the replacement feature really captures the flavor I'm going for.

With a spell dancer magus who's a devotee of Ellistree and a self-styled arcane sword dancer, she'll be able;e to wear armor as a magus, but gain insight bonuses to her AC when not wearing armor, and be gracefully flitting around the battlefield.

This is going to be fun to create.


Now I kind of want the witch coven party to happen, and not just because I'd be in it. :D

I should finish up with my character tomorrow.


Almonihah wrote:
Now I kind of want the witch coven party to happen, and not just because I'd be in it. :D

When shall we three meet again? In thunder, lightning, or in rain? When the hurly-burly's done. When the battle's lost and won. ;-)

Grand Lodge

Well that would be entertaining. Though they should be Earth, Wind and Fire.


1 person marked this as a favorite.
Aelanurel Silvermist wrote:
When shall we three meet again? In thunder, lightning, or in rain? When the hurly-burly's done. When the battle's lost and won. ;-)

"There was a pause.

"Finally another voice said in far more ordinary tones: 'Well, I can do next Tuesday.'"


Terry Shakespeare’s Funk Witches playing Hillsfar, Zhentil Keep, Neverwinter and laneway shows in the Dales!!! And just added: ultra secret show in Menzoberranzan!!!


3 people marked this as a favorite.

Hahaha, now I feel like I should run the Coven game! Of course, in addition to witches it could include: shamans, cleric (divine scourge), inquisitor (hexenhammer), rogue (Sylvan trickster), magus (hexcrafter), oracle (spirit guide), summoner (spirit), and probably a few more I have missed.....

RPG Superstar 2015 Top 8

1 person marked this as a favorite.

Maybe that can be your next campaign. ;)

And now the new Marvel earworm, "Down the Witches' Road" is in my head again... *sigh*


Need to roll hot points for my cleric.

Hit Dice: 4d8 ⇒ (7, 6, 5, 8) = 26


Hi @ DM Tara, should this be in a profile? Or is this OK for now?

Here is Kaliban - I do still need some help reskinning some things into Forgotten Realms, also need 3 most likely languages.

Crunch:
Kaliban
Male half-orc
paladin (divine hunter, holy guide, tempered champion) 2
unchained rogue (chameleon, scout) 3 (Pathfinder RPG Advanced Class Guide 107, Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Combat 62, 71, Pathfinder Unchained 20, Weapon Master's Handbook 7)

LG Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft.; Perception +6 (+4 when further than 10 feet from a fallen ally)

--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 19 (+6 armor, +4 Dex, +1 dodge, +3 shield)

hp 46 (5 HD; 3d8+2d10+18)

Fort +9, Ref +9, Will +6

Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . mwk chakram +4 (1d8) or
. . mwk light flail +6 (1d8) or
. . mwk whip +10 (1d3+4 nonlethal) or
. . spiked gauntlet +8 (1d4)
Ranged
. . darkwood light crossbow +9 (1d8/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)

Special Attacks smite evil 1/day (+2 attack and AC, +2 damage), sneak attack (unchained) +2d6

Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil

Rogue (Unchained) Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—minor magic

--------------------
Statistics
--------------------
Str 11, Dex 18, Con 16, Int 13, Wis 11, Cha 14

Base Atk +4

CMB +8 (+10 dirty trick, +10 disarm, +10 reposition, +10 steal, +12 trip)

CMD 19 (21 vs. dirty trick, 21 vs. disarm, 21 vs. reposition, 21 vs. steal, 23 vs. trip)

Feats
- Agile Maneuvers (E)
- Black Market Dealings
- Combat Expertise (E)
- Deadly Aim (E)
- Deft Maneuvers (E)
- Dodge
- Improved Trip
- Power Attack (E)
- Precise Shot
- Weapon Finesse (E)
- Weapon Focus
- Weapon Trick (weapon and shield)
- Whip Mastery

Traits
- caravan drover
- open-minded explorer (averaka)
- sacred touch
- westcrown firebrand

Skills
- Acrobatics +10
- Appraise +5
- Bluff +10 (+2 if humanoid)
- Climb +4
- Diplomacy +13 (+2 if humanoid, +1 if native language, +4 black market)
- Disable Device +6
- Disguise +2
- Escape Artist +8
- Fly +4
- Handle Animal +7
- Heal +5
- Intimidate +2
- Know (local) +9
- Know (nobility) +6
- Know (religion) +6
- Linguistics +7
- Perception +6
- Profession (driver) +5
- Ride +8
- Sense Motive +10 (+2 if humanoid)
- Spellcraft +5
- Stealth +10
- Survival +5
- Swim +4
- Use Magic Device +6

**Overprotective: –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from a fallen ally.

Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive

Languages Common, Orc, Osiriani, need 3 languages***

SQ effortless sneak (urban), finesse weapon attack attribute, lay on hands 3/day (1d6), misdirection (3 stealth points), orc blood, overlooked mastermind, overprotective, rogue talent (minor magic)

Other Gear
. . +2 mithral chain shirt
. . +1 darkwood heavy wooden shield
. . crossbow bolts (10)
. . darkwood light crossbow
. . mwk chakram[APG]
. . mwk light flail
. . mwk whip
. . spiked gauntlet
. . ring of sustenance
. . shawl of shadowy disguise
. . masterwork backpack[APG]

Money 452 gp

--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Black Market Dealings +4 diplomacy to locate black markets & no cost. Locate merchants as 1 size larger settlement.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Effortless Sneak (urban, Favored Terrain [Urban]) (Sp) Can take 10 on Stealth checks in the selected terrain.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Trip You don't provoke attacks of opportunity when tripping.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Misdirection (3/day) (Ex) As a free action, use points to gain an equal bonus to a Stealth check.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Weapon Focus (Flails) Gain a +1 bonus on all attack rolls you make using weapons from the selected group.
Weapon Trick (Weapon and Shield) You may perform weapon tricks with the chosen weapon type.
Whip Mastery Using a whip does not provoke attacks of opportunity


Some background:
Kaliban was born on the trade routes of Faerûn, where his father, Targrun, was a sought-after caravan drover. Known for his ability to navigate not just the treacherous desert terrain, but also the high-stakes negotiations that defined the trade, Targrun was a master at turning challenges into opportunities. His sharp mind and command over his crew earned him respect from merchants across the land. Often did his mastery of people's nature avert much bloodshed, demanding each side give without losing face.

His mother, Sameerah, was a warrior-priestess devoted to Osiris, the god of judgment, law, the natural order and the harvest. A paladin in spirit and deed, she was known for her fierce dedication to justice and her unwavering commitment to protecting the innocent. She believed that every soul deserved fairness and balance, and she wielded her authority with the same precision as her whip. Sameerah’s life was dedicated to upholding the law and serving those who had none to stand for them.

Growing up between these two worlds, Kaliban absorbed the lessons each parents imparted. From Targrun, he learned how to think quickly, negotiate shrewdly, and move unnoticed in the shadows. He practiced with the whip, mastering its use as both a weapon and a tool, learning to strike with precision and control. The whip became a part of him, a versatile symbol that echoed both his father's pragmatic nature and his mother's divine mission.

From Sameerah, Kaliban learned that justice was not merely a concept, but a duty. She taught him the values of honor, integrity, and compassion for those who were often overlooked. She showed him that a warrior's strength lay not just in battle but in the quiet moments of decision when one chooses to stand up for what is right, even at great personal cost.

Kaliban grew into a man who walked the line between light and shadow, understanding that true justice often required methods others might shy away from. He saw the gaps where the law could not reach, the places where injustice thrived in the darkness. Embracing his unique skillset, he became a defender of the people, striking from the shadows against those who abused their power and preyed upon the helpless.

His mastery of the whip became his signature, a bridge between his dual heritages. In Kaliban's hands, the whip was more than a weapon; it was an instrument of justice, delivering swift and decisive punishment to the wicked while offering hope to the downtrodden. The crack of his whip in the night became a herald of change, a signal to the oppressed that they were not forgotten.

Now, Kaliban roams the lands of Faerûn, a shadowy defender for those who have no other champion. He moves freely, a shadow with the heart of a paladin, guided by the teachings of his mother and the cunning of his father. In a world that often judges him by his appearance, Kaliban has found his true calling — not in the light nor the darkness, but in the spaces between, where justice, in all its forms, must be fought for and won.

Rob Zombie - Dragula
...Dig through the ditches and burn through the witches...

Flaw He's overprotective, especially of younger children and women. Specifically, he is emotionally affected by not being able to help the fallen. Mechanically, I took the drawback. Obviously, DM will leverage as they choose.

Appearance Tall, dark and handsome for a half-orc. slightly over 6'2", 210 lbs. A bit swarthy with storm grey eyes and dark shock of hair.

Personality & Motivation mostly in background.

History Mostly protecting the interests of the local populous and the temple (reclamation of antiquities), escorting clergy, caravans and dignitaries, breaking up trafficking rings (drugs, human), etc... Happy to have a shared history if anyone would care to.

Allies & Associations Mother, Father, temple officials, childhood friend at the palace and one in the black markets (good guy, but stuck in the family business). Folks he's helped across the local region. Obviously, this means he's got enemies as well.


wanderer82 wrote:
Hit Dice: 4d8 ⇒ (7, 6, 5, 8) = 26

Awesome on the HP!


Kaliban the Forgotten wrote:

Hi @ DM Tara, should this be in a profile? Or is this OK for now?

Here is Kaliban - I do still need some help reskinning some things into Forgotten Realms, also need 3 most likely languages.

** spoiler omitted **...

Sorry, Kaliban should not have Improved Trip.

RPG Superstar 2009 Top 16

HP (2-5): 4d8 ⇒ (4, 3, 8, 1) = 16 (slightly below average)

HP (2-5): 4d8 ⇒ (4, 5, 8, 2) = 19 (reroll)


Still a work in progress,(gear etc..) but I present Lythrana Bayle, half-drow Spelldancer Magus, daughter of a Sword Dancer of Elistree and a retired Cormyran war wizard.

Driven by her boundless energy, and hunger for both experiences and knowledge, her favorite thing is to lose herself in the magic of battledancing.

Her flaw is both her hyperactivity and impulsiveness, bordering on recklessness, despite her brilliance. She actually comes off as less intelligent than she actually is because of it.


Tara Ravenheart wrote:
Hahaha, now I feel like I should run the Coven game! Of course, in addition to witches it could include: shamans, cleric (divine scourge), inquisitor (hexenhammer), rogue (Sylvan trickster), magus (hexcrafter), oracle (spirit guide), summoner (spirit), and probably a few more I have missed.....

That could be fun... and I mean, it's not like you have to sleep or eat or whatever other non-GMing stuff you do. Those aren't important, right? :D

...Okay, maybe you should be careful about not trying to run too many games.


I had some free time so I made a couple of tweaks to Adrith. Nothing major, I changed his traits and added some more detail to his story / appearance. In case it matters, please note he's a follower of Torm the True.

Background:
Adrith was born in a tiny village in the foothills of the mountains on the eastern edge of The Vast. Aged 8 he was orphaned when ${CAMPAIGN_APPROPRIATE_ENEMY} raided his village, killing and enslaving as they saw fit. Adrith’s parents hid him in a wardrobe and he was stuck in there for a long time. The enemy went house by house, taking their time and it was well past dark when they finally arrived at his house. Curled up in a ball, Adrith had fallen asleep inside the wardrobe and he was awoken to the sounds of his parents' grizzly deaths. Through a crack he saw everything, and was deeply traumatized. Adrith quietly swore a sun oath and a moon oath to bring their attackers to justice. But what could a boy do? Nothing but bide his time.

With their houses burned and all the men gone, it was no longer safe to stay there so the handful of survivors were forced to make the long journey to Tantras to seek refuge. The way was arduous and filled with hunger and danger, but by some miracle most of them made it. Around this time the Temple of Torm’s Coming had become world famous, and the young Adrith was impressed by all the knights and paladins in shining armor and like a light switching on in his head he knew what he wanted to serve The Loyal Fury. The followers of Torm gave alms to the poor and spread Torm’s teaching. Adrith listened intently and helped out with menial tasks around the temple, cleaning and helping to prepare food for the poor and was soon accepted within the cloister to learn the way of Torm.

Years passed and Adrith grew into a man, the church of Torm was his family and he rose through the ranks to join the Tormtar. On his twenty-first birthday, which coincidentally was the thirteenth anniversary of the raid that destroyed his village, he felt a calling. He was needed somewhere to the west. He sought spiritual advice from the clergy of Torm and they advised him to walk out into a blessed hill in the wilderness near Tantrass to fast and pray. His vigil lasted for three days and three nights and in the middle of a storm the most incredible horse appeared. Bread for war, this was a noble creature, bigger and smarter than other horses. Instinctively Adrith knew his name was Cloud and that duty called, so together they traveled west to where they were needed.

Appearance and personality:
In his early twenties, Adrith cuts a dashing figure in full dusky blue, almost purple steel armor astride his faithful steed Cloud. Adrith is clean shaven with short flaxen hair, dark eyes and a square jaw with a ready smile, he grew up into the shining knight he always wanted to be.

He’s tall at over six foot with good muscle definition. His kit is simple but well cared for, with his weapons and armor typically buffed to a mirror shine - mostly to prevent rust but it looks great too. He has a simple cloak emblazoned with Torm’s gauntlet.

Flaw:
The trauma from Adrith’s childhood never really left him, and the loss of his parents is a raw festering wound. This has affected him in several different ways:

1. Normally Adrith has a cool head but on several occasions he’s encountered suspected minions of ${CAMPAIGN_APPROPRIATE_ENEMY} and harshly interrogated them in such a way he later felt that he’d sullied himself badly enough to seek atonement. NB I’m not necessarily looking for a falling from grace character arc, rather trying to give him believable emotions.

2. Adrith was never a particularly good sleeper and ever since the death of his parents his insomnia got far worse. Sometimes he manages some fitful sleep, but others he can’t sleep for days, dulling his senses leaving the world seem gray and oppressive. There are some unofficial rules for insomnia.

3. He is hopeless with anyone who might be romantically interested in him.

Crunch and notes:

Sir Adrith
Human paladin (oath of vengeance, shining knight) 5 (Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +2; Senses Perception +10
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 52 (5d10+15)
Fort +11, Ref +8, Will +10; +1 trait bonus vs. illusion effects.
Immune fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +8 (2d6+13/19-20) or
. . mwk lance +8 (1d8+12/×3) or
. . warhammer +7 (1d8+8/×3)
Ranged +1 composite longbow +8 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Paladin (Oath of Vengeance, Shining Knight) Spells Prepared (CL 2nd; concentration +6)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 14, Wis 12, Cha 18
Base Atk +5; CMB +7; CMD 21
Feats Combat Expertise, Deadly Aim, Hands Of Valor, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge
Traits athletic champion, hardly a fool, honest
Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +13 (+13 to influence friendly or helpful creatures), Handle Animal +12 (+16 to force this mount into an Unnatural Aura.), Heal +5, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +10, Ride +10 (+14 to force this mount into an Unnatural Aura.), Sense Motive +6, Spellcraft +6
Languages Common, Elven
SQ channel wrath, divine bond (mount), finesse weapon attack attribute, lay on hands 6/day (2d6), mercy (fatigued), skilled rider
Other Gear +1 full plate, +1 composite longbow (+4 Str), +1 greatsword, mwk lance, warhammer, cloak of resistance +1, ring of resistance +1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hands of Valor +4 (1/day) Lay on hands grants creature bonus on attacks and saves vs. fear for 1 minute.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex, Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Spirited Charge Double damage when making a mounted charge (triple with a lance).

--------------------

Cloud CR –
Horse
N Large animal
Init -4; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 22, touch 9, flat-footed 22 (+7 armor, +6 natural, -1 size)
hp 15 (5d8+15)
Fort +7, Ref +6, Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +0 (1d4+4), 2 hooves -5 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Combat Expertise, Deadly Aim, Hefty Brute, Power Attack, Stable Gallop, Valiant Steed
Tricks Attack, Combat Riding, Come, Defend, Detect, Down, Get Help, Guard, Heel, Stay, Watch
Skills Acrobatics +0, Perception +7, Swim +2
SQ combat riding, detect, finesse weapon attack attribute, get help, stay, watch
Other Gear mwk splint mail
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect [Trick] Indicates unusual smells, noises, etc.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Get Help [Trick] Attempts to bring back people it considers "help"
Hefty Brute Count as one size larger for CMB, CMD, carrying capacity, and size-based special attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Watch [Trick] Stands watch over designated area.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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I ummed and ahhed about what to build and ended up going for the classic shining knight. Mechanically Oath of Vengeance and Shining Knight don’t normally stack due to both replacing aura of justice. My intention here is for Shining Knight to be the free archetype, which if I’ve understood correctly allows him to take Oath of Vengeance. I also partly did this because herolab is able to cope with this build without too much custom stuff, which is way more challenging with archetypes that replace a lot of things.

Note I’ve not spent all his starting gold, and if selected I’ll buy him some camp gear.

Long term I’d like Adrith to earn the nickname Foehammer, but he’s not there yet!

Re-mounted combat, obviously for a M sized character this doesn’t work in dungeons. As long as encounters are in mixed environments I expect it’ll be fine for Cloud to wait outside when we are dungeoneering. Still if it’s going to be mostly dungeons I could rebuild him as a halfling riding a war dog, granted if I did that the visuals would change and I think he’d be more a virtuoso bravo instead.

Long term I suspect Adrith’s story will tend towards tragedy with him sacrificing himself for the greater good. That’s very much on point for one of Torm’s followers.


All right, I have a build put together in HeroLab for Dithad & Silvertail in this profile. I'll give it a look-over and expand on background & personality stuff later today.


Well... I ended up helping my wife with something most of the day, so more writing did not happen. It'll be done Monday for sure!


Oaky I think everything is complete. Looking at the sheet I note that I'm actually the absolute bottom of the stat rolls. The dice gods went insane on this recruitment, lol.


-------------------------------------
BACKGROUND & APPEARANCE
-------------------------------------:

Lythrana Bayle
Height: 5'4 Wt: 122lbs Hair: Silver Eyes: Violet Skin: Dusky Grey-lavender
Visual appearance: Notably half-drow with a sleek dancer’s body, wearing light armor and carrying a beautifully crafted, mithral sword. In daylight she practically always has the hood of her cloak up and tries to stay out of the direct midday sunlight as much as possible.
Aside for the tell-tale incidental scars from the nicks and cuts associated with spending a long time working with the sword and various bladed weapons, the most notable would be the arcane sigil for “movement” tattooed in the small of her back.
Lythrana moves like a dancer, every movement is fluid and elegant. Once in conversation with her for a while, she’s far more intelligent than her first impression might lead one to believe, since she can be rather impulsive

Background:
Born in Waterdeep and raised by her parents, (her mother) a Sword Dancer of Eilistraee, and (her father) a retired Cormyran War Wizard, Lythrana was raised to embrace both magic and dance, finding in the practice of both disciplines, an indescribable beauty and freedom that allow her to fully express herself in a way nothing else ever has.
To Lythrana, The Weave is alive, and through her movement, when she slipped into a battledance, feeling the flow of it around her, she transcended the mundane. With her continued study, she found movement to be the key to influencing the forces of the world around her. The young magus feels closest to Eilistraee when dancing to embrace her magic, seeing magic, dancing, and combat all as a fluid meditation that connects to something beyond the everyday mundane world.
Her wanderlust and hunger for knowledge have led her to adventuring, seeking to help those in need, embrace life and the inherent magic and beauty of movement. As a warrior-mage, she brings both arcane expertise and martial might to any group that she is a part of, and uses her expertise both to earn a living, and expose herself to the vast world of knowledge and experiences that exist.

Flaw::

Spending any substantial amount of time with her, one would notice that she is definitely hyperactive, finding the idea of confinement or being physically restrained, abjectly terrifying.
Extended periods of inactivity tend to leave her agitated, and she finds it near impossible to remain completely still. She feels like she’s not fully living if she isn’t in motion, and forced stagnation has a profound effect on her emotional state. On a related note, she tends to find irritation with indecisiveness, or those who willingly choose inaction in situations that call for something to be done.


I've been the before with low dice rolls, GM Ravenheart suggested there would be some kind of balancing for dice rolls so hopefully it won't matter too much if you rolled high or low.


Lythrana Bayle wrote:
Oaky I think everything is complete. Looking at the sheet I note that I'm actually the absolute bottom of the stat rolls. The dice gods went insane on this recruitment, lol.

I'm right there with ya. I think it was good for me to grind hard on the crunch - helped me make a more realistic character, with weaknesses that can be more easily exploited for roleplaying. Being awesome at everything is pretty boring, so hey, we're the lucky ones!


Hi all, this is Wanderer82 tagging in with my avatar. I messed up and typed too much stuff into the paizo character page directly (I should know better) and lost a bunch, so I will retype tonight. Pilgrim Gadibrand Underhill, servant of Yondolla, at your service.


1 person marked this as a favorite.

Always keep it on your clipboard.


Spent a few hours reading Forgotten Realms lore this weekend, some of which I knew and most that I did not. 1373 was quite a year for high adventure!

Question, @DM Tara, do our characters have knowledge of the many volatile events around the region, or will we be learning about things as the campaign unfolds? I was thinking about adding a second part to this character's background but I did not want to assume she is privy to all the goings on.


Obviously not the GM but I do have a few thoughts on the matter that are hope are helpful. Generally how much your character might know about any given thing probably depends on some key questions: who they are, where they're from, how big the news is, where they get there information from, and how relevant it is to them.

To use a real world analogy, how much do you know about German politics? You're much more likely to know more if you're German, though a large proportion of people don't really engage with politics or the news. Perhaps you're a politics nerd and are just interested, or if you're in France, the UK or Poland maybe you've heard because something happening there is relevant regionally. If you're in Canada, Brazil or Korea, it's less likely to matter to you (or the average person in that country) so you're probably less likely to hear about it in the first place.

Similarly, in the Realms, if there has been a recent spate of drow attacks in Cormanthor, you probably know about it if you're in one of the central Dales. Maybe you know someone whose farm was torched or someone who was killed. But do you know the drow were actually behind them because they raid by night and leave no trace? If you're in neighbouring Cormyr maybe you've heard rumours there's going to be a poor harvest this year (but not necessarily why) and the nation imports food from the Dales, causing food prices to rise - that's how it affects you. Same if you're a Sembian merchant who trades in wheat. You've also heard about the poor harvest and to make up for it you're speaking to your contacts in the Vilhon Reach to see if they can supply you with extra to make up the shortfall. You're a Zhent wizard? How can you use the strife to further your own interests? Maybe by sneaking an agent in somewhere useful while minds are occupied elsewhere. If you're in Waterdeep or Calimshan or Rashemen, chances are you've not heard anything about this because it's hundreds or thousands or miles away and not relevant to you.

Or to use another analogy, maybe you're a big sports fan? If so, you can probably reel off stats and talk about a great play from two years ago or such and such a player from the 90s. No interest in sport? What level of sports news does reach you? Do you know who won the Super Bowl this year? Maybe you don't ordinarily but this year you do because it intersected with something (e.g. Taylor Swift) you are interested in that happened to draw your attention. Can you name the current holders of the FIFA World Cup (men's and women's)? How did your country do at the Olympics last month? What you're interested in personally and professionally determines in part what, and how much, you know.

So how do things affect you? Take AI, which is potentially hugely significant and going to affect the world. Maybe you work in tech so you know a lot about it, or you were an early adopted of ChatGPT and are just interested. Maybe you love sci fi films and dystopian fiction so you're watching through your fingers. Maybe you've got no interest but last year your workplace had to hastily write an AI policy or you've heard worried colleagues discussing what it might mean for your job. So maybe you've got a professional interest in it, or a personal one, but regardless of anything else, people tend to look at things through a personal lens of how it will affect them.

And where do you get your information from? The local gossip at the market? Old Bill at the tavern, a notorious drunk and teller of tall tales? A trusted friend or professional associate? Which of these is a reliable source? Were they an eyewitness or have they heard about it third- or fourth-hand? Remember you're in an analogue world (admittedly with magic) full of rumour and hearsay. Consider how different outlets or individuals can report the same news story, depending on personal beliefs, which country you may be in, what sort of angle are they taking because of how it's relevant to them. Or how you work out what a reliable source is online when there's no shortage of mis- and disinformation.

Does your character live in a small village like Feather Falls or a bustling metropolis like Suzail? Are they a hermit who lives in the woods, a Harper agent travelling from place to place who trades in information, or a Purple Dragon Knight? These things will affect what sort of things your character might hear about.

All of which is to say if you've got an idea that you think would be fun and interesting for your character that ties them to a lore event then probably go for it. Just think about a plausible reason how and why your character would know about it and why they would care about it. It helps add more depth to your character and gives the GM more hooks and ideas they can potentially utilise so it should be a win for everyone. I hope this helps and apologies if I've trodden on anyone's toes (mostly the GM's) with unsolicited advice.


@Aelanurel Silvermist, I hope you're running a game somewhere because that was very well explained and lots of great examples. Your knowledge of the Realms is equally impressive. I do have a specific location in mind for this character so I'll run with that and see where it takes this young hero. Thanks!


@DM, fyi, I'm working on additional background concept where Ialia is from Saerloon, and she is operating incognito as a spy in Selgaunt as tensions rise between the neighboring port cities. Her guise is as a dancer with a traveling company popular in Sembia, known as The Red Silk. Of course, intrigue may draw her elsewhere in the Heartlands...

Anyway, lots to develop there and not sure I'll have it written before tomorrow so just giving you an idea where my head is at in the current setting.


I really shouldn't be applying for this, is what I tell myself. I have enough on my plate just GMing one game on these boards. I don't know the first thing about Faerun. And stormraven already submitted an excellent PC with darn near exactly the same build I'm hoping to play.

And yet. The generous character creation rules are just too good a fit for the feat starved Dragon Disciple, my very favorite prestige class. I'm also just plain starved for some RPing in PF, so here goes. This is Red Heat applying with Sigmar Darastrix, Un Monk 1/Sorc 4. Ability scores were rolled for earlier here and speaking of, I need to roll for HP.

4d6 ⇒ (4, 1, 4, 4) = 13

Dice gods still aren't too kind. Average it is. Overwrought background go.

A fairy tale, a report and a child’s account of a strange man:
Once upon a time there lived a mighty sorcerer-king. Because his crown was so heavy, his coffers so full and his magic so strong, he thought himself the mightiest man in the world. Only one thing vexed the proud king, and that was stories of dragons. Dragons, he was told, had no match in this world and few in the next, being the pinnacle of creation. The king’s pride could not abide such stories, and so it was that he set out alone to find a dragon to best.

The king traveled far, beyond the borders of his realm even, and everywhere he went he asked where one might find a dragon. At last, his journey took him to a bleak land of shabby towns and raddled people. Believing that a realm should reflect its ruler, the king thought that this land must belong to a poor monarch indeed, and asked a villager who their leader was. All the greater was his surprise when the villager answered, “We toil for the Crimson King, the dragon who lives on our highest peak, mightiest in all the world.”

The king departed for the mountain. It was a perilous climb, steep and rugged, but with magic in his soul and hubris in his heart, he reached the peak. There the mighty dragon awaited him. “What does a meagre human wish of me?” it asked.

“A contest!” answered the king. “I wish to prove the mastery I have earned over every asset nature has gifted you!”

“And what will you offer when you fail?”

“The blood of a king, just as you will give me one drop of your own for every competition in which I best you.”

“For your conceit, I should eat you whole,” the dragon snarled. “But your despair will taste sweeter than your flesh.”

With this, the contest began. The king had heard how dragons could soar through the skies as nimbly as salmon through the surf. He therefore challenged the dragon to a race over the clouds. With his magic, the king had long since mastered flight and took off into the air as confidently as any bird. Upon reaching heights forbidden to avian-kind, however, a shadow loomed over him. This was the dragon, flying higher still, and with a single beat of its great wings, it summoned a hurricane that sent the king crashing back to the earth. So it was that the proud king had to acknowledge his loss.

Undeterred, he then challenged the dragon a second time, this time to a contest of kindling. For the king had heard how dragons could command flames just as he commanded armies and would prove his superiority with this purest of destructive furies. Calling upon his sorcery once more, the king conjured an eruption of fire with such force it cracked boulders, sending them rolling down the mountain in a rockslide. But the dragon merely laughed. It let loose an infernal breath so hot it melted any boulder, sending them pouring down the mountain in a molten stream of magma. There it met the only remaining forest in the dragon’s lands and set it alight. As the sun was blotted out by black smoke, the proud king once again had to acknowledge his loss.

Yet proud as he was, he did not give up. He challenged the dragon a third time in what was to be a contest of magic. The king evoked the limits of his sorcery now, transforming himself into a great beast of tangled fur and sharp teeth, large enough to match even the dragon. In turn, the dragon mirrored his spell, also changing shape. But where the king transformed into a beast, the dragon transformed into a man. For, said it, it is so very easy for the pettiest of paupers to pretend at brilliance. Mortalkind did so every day of their miserable lives. Indeed, one had only look to the king himself for proof. For the magnificent to guise themselves as ordinary, however? This was a grand feat. The king recognized the truth of the dragon’s words and, one final time, acknowledged his loss.

The king, no longer proud but despondent, lowered his head. “You have bested me, dragon. My life is yours to take.”

“I will not eat you,” replied the dragon. “You promised me your blood and I shall have it, but you may go. Return to your kingdom.”

Although baffled at these words, the king was beholden to the dragon now and did as he was bidden. He left the bleak land and returned to his own realm where he had been greatly missed. Yet all cried bitter tears in his kingdom and could not tell him why. The king passed a farmer and asked him why he wept, but the farmer could not bear to say. The king then passed a guard and asked him why he wept, but the guard could not bear to say. At last, the king reunited with his queen and asked her why she wept. To her fell the unhappy duty of telling the king how a dragon had stolen their children in the night. The prince and two princesses – three blood drops of the king – were never seen again.

From this we are to learn that even the loftiest among us have our betters. For blood is blood, the hen will never compare to the eagle, and a man is just a man.

---

The journal of Kresser Dragonbane, 4th Alturiak, 14XX.

The Crimson King is dead. As is most of my company, damn its flaming hide. And by Bane’s blood, if that silk-stockinged bint denies me their part of the reward, I’ll have her join them. Will send the gold to their families. Awful hassle, but least I can do.

On topic of family, not sure what to do with kid. CK had this cult worshipping it. Heard of this with other dragons. Maintain the lair, run errands, fan their f*cking egos, that sort of thing. Usually just kobolds. This one was people. Casters too, the lot of them. Dragon maybe teaching them. Think they were all related, though. Not sure. Wouldn’t listen to reason. Attacked us afore we ever saw dragon. Relentless. Killed Vaalyun. Had to kill them in turn. Does a person die twice if you go on to kill the thing they died for?

CK tough. But plan worked. All I’ll write on it. Let the evil thing be forgotten. Stupid name. Found cult quarters in lair afterwards. Kid there. Maybe 4 years old, not good at gauging humans’ age. Odd one. Quiet-like. All left of cult. Probably killed his parents myself. This part of job no one prepares you for. Might be mercy, but can’t bring myself to off him. Taking him with me to town, find someone to rear him.

Will sell dragon remains. No glory in this one. Too many bad memories to make some damn red dragonhide pantaloons out of it.

---

”Where you off to, kid? You’re all wimpery and whiny. That’s not a good look!”

The voice is as cocky as it is cheery. I look up from the cobblestones to see a man. He’s young. And strong. And handsome. And weird. He wears a red leather jacket, which is kinda cool, I guess. But no shirt underneath. One, two, three, four, five… Boy, that’s a lot of stomach muscles. He’s just pacing up and down a dead end of the alleys, and… punching at the air?

”What do you want?” I ask him, sounding more alarmed than I mean to. I’m still rattled. But I don’t know this man. A child learns to be careful on the street, a girl doubly so.

”What, are those fancy ears of yours just for show? I’m telling you you look like a wuss!”

He never stops his mock fighting. His punches are fast. Very fast. As quick as his grin. I don’t understand why he’s provoking me. Haven’t I suffered enough this evening?

”What’s it to you?” My voice still can’t carry any proper anger.

“Nothin’. But I bet those tears will mean something to whoever you’re going home to.”

This gives me pause. I don’t want my dad to worry. He always worries about me. The man just keeps up his pantomime. He moves onto kicks now. He can kick very high. I wipe at my face.

“That’s better. Gotta keep up that brave face, right?”

“I guess.”

I should move on. These streets are no place to linger. But there’s something about this man. Some intrigue, attraction or magnetism I can’t explain. He keeps smiling. Even during his routine, he never stops smiling.

“So what was that all about earlier, those guys stopping you?”

I flinch. I get angry again. “You saw that?”

“Sure did!”

“… They stole my bread.”

Now he laughs. He leaps through the air to strike at the brick wall and laughs. ”Is that all?! Hah! And here I thought you were crying over something serious! Psh. Bread is boring, anyway.”

My empty stomach hurts and I get angrier. ”It was all I had for today! The temple won’t give me any more!”

“Oh yeah?” He looks at me now. He has funny eyes. Amber. “Well, that’s no good. What are you gonna do about it?”

I think he might be dumb. “What am I supposed to do about it? They’re bigger than me. And there are more of them.”

“Yeah, you are real scrawny.” The man has no trouble talking through his exertion, his punches and kicks. He isn’t even breathing heavy. “Guess it’d be easier to work on that second part, then.”

”What?”

”Getting more of you.”

”… You’re weird.” The back alleys are in no short supply of crazies. I’ve let this one distract me long enough. I make to leave.

”Hey now, givin’ up like that is what got you crying in the first place. Doesn’t matter if its weirdos like me or bullies like them, you have to stand up for yourself.”

He stopped his routine. He doesn’t follow, but he’s facing me now. I stop. That silly grin never wavers. ”Can you just say what you mean to say? I need to go.”

”Heh. I mean you need to ask others for help. Girlie like you is a mark all on her own. That’s why you gotta rely on your friends!”

He is dumb. And I’m dumbfounded. ”You stopped me to give me a lecture on friendship?”

”Sure!” The punches resume now, except he’s striking at the brick wall, not empty air. The blows reverberate through the alley. ”You might call it a simple lesson. But then you’re real simple for never havin’ learned it, ha hah!”

”Hey, screw you!”

”That’s the spirit! That’s the fire you need if you’re going to stand up to thugs like that.”

”What are you even suggesting? That I form a posse or something?”

”That’d be awesome!” His blows focus on a particular brick. Cracks are forming on it. ”But nah, probably not for you. Not yet. For now, just that you travel in groups so you – so everyone they prey on – won’t get jumped.”

“You think it’s just that easy?” He kicks at the wall and somersault through the air. The motion is as graceful as it is unnecessary.

“I mean… yeah? Kinda? Why do you think birds fly in flocks? Why do fish swim in schools? Why do… snails crawl in, uh… I dunno, but point is that individually they’re weak. On their own, they’re prey. But together? Now we’re cookin’! And when people get together? Oh man!” The boyish grin grows wider. “You think any one dude built this city? Nah, that’s done by hundreds over, like, generations. Get enough people together and you can do anything. They’ll build towns, reroute rivers and then topple the dumbass ruler they put in charge of town! Hell, the right people working together can even slay a dragon. ‘Together we stand, alone we fall’ and all that!”

I must be as dumb as him to still be listening. But there’s an earnestness to the man’s words that make up for the lack of pretty speech. More than that, I feel… targeted. He’s touching thoughts buried. I understand what he’s saying.

“But I don’t want…” I hesitate. Why am I telling him this? “I don’t want to rely on others. I… want to be strong.”

He laughs. “Yeah, thought you were the type. Could smell it on ya. But listen,” Another blow against the wall. Except this one is different. It doesn’t strike; it cuts. There are gouges left in the brick. Claw marks. “Strength is great, but everyone has their limits. There’s no shame in asking for help. The lone wolf is cool and all, but even wolves travel in packs.”

”… Have we met before?”

”Never seen you before in my life, kid! But ‘like knows like’ or however it goes.”

I look up and down his chiseled form, his fancy jacket, his sharp jaw. We are nothing alike. But he follows my eyes and taps his temple with a smirk. I understand. Alike in mind, he means. I think this man strange. I think him simpleminded. And I think he’s really trying to help me.

“… What are you doing?” I finally ask after a pause.

“Me? I’m warming up!”

Heavy footsteps crash down the street. ”Ey! That the guy?” Assenting hoots follow. Men, a dozen of them. I smell them before I can get a proper look in the dark. Leather, sweat and drink. I don’t need a proper look. I know who they are. These are part of the Untamed, one of the worst gangs in the slums, infinitely worse than the hoodlums who robbed me. What are they doing here? I back away. The man walks forward. No. No, he saunters.

“You lugs are just in time! I’m all limbered and ready to party!” He cracks his knuckles. They brandish clubs.

“You some kind of maniac, picking fights with us Untamed,” the biggest of the bunch growls. “Attackin’ my crew… You lookin’ to die?”

“Nah, just looking to get paid. Local kettle hats promised me a fat stack o’ gold for running you dolts outta town. Though I admit, smacking your underlings about to lure you out was just as much business as it was pleasure!”

A blade whispers in the dark. “I’m gonna kill you.”

“Kid, I’m afraid that concludes our little talk,” the man says to me. He’s still smiling. The smile is only growing wider. “You should run away now.”

Yes, I should. I don’t know why I instead yell at him, “No, you can’t fight them all! You can’t win!" I don't want him to get hurt. "Run! What about everything you just said? You said groups are always stronger than any one person! Was that all bull’?”

For the first time I see an expression other than amusement on the sharp features. He looks surprised. Then he looks at me like I’m the dumb one. Then he smirks again.

”Heh! Kid, I was talking general-like. About people. About kids like you. But me? Puh-lease, I don’t need any help. I’m no bird nor fish nor flaming snail. I’m not even a wolf. I’m not even people. I’m different from you. I don’t need anyone. I’m Sigmar Darastrix. And I’m a damn dragon.”

A shark crack rings through the alley as a nose breaks beneath the man’s fist – a scaled fist.

Appearance:
Sigmar Darastrix is an undeniably handsome young man. Actually, he may be trying to ensure you cannot deny this, as his typical ensemble includes an ostentatious longcoat in red leather with no shirt. This garment is kept perpetually unbuttoned, its tails billowing behind him dramatically and ensuring that his *sick pecs!* and *perfect abs!* are visible to all. It is a fashion statement only palatable to the most laddish of 13-year-old lads, the ranks of which Sigmar never seems to have matured from, mayhap wilfully so.

Gauche stylings aside, the young man almost carries these through sheer confidence alone. Sigmar is never without a swagger in his step and a smirk on his lips, traits attractive to some and infuriating to others. It is not immediately clear where this self-assurance stems from. He is tall, yet the six ft. aren’t overly impressive. He is strong, yet the lean musculature veers closer to swimmer than strongman. He is imposing, yet he carries no weapons. This may lead the ill-intentioned observer to conclude the young man a rube, an overconfident teenager whom life is yet to knock off his peg. This is half true. Sigmar is, in so many ways, a bit of a fool. Again, wilfully so.

But those who look beyond the veneer find the amber eyes not quite so vapid as his easy demeanour might otherwise suggests. Twinkling, yes, but not vapid. These contrast with his pale skin and dark hair, both well groomed.

Personality & motivation:
Sigmar is a mess of contradictions. While first impressions paint the picture of a youth as carefree, brash and infuriatingly overconfident as only a teenager can be, that layer is in fact paint thin. Because while the young man is happy to showcase his prowess, there is a part of him that simply revels in anonymous violence. And while he is personable and even charming, he never puts any effort into maintaining relationships. If character truly is what we are in the dark, then Sigmar isn’t much of anything. When not on a job or with someone else to play off of, the young man is quiet, lazy and lacks much of a drive to do anything. While there’s no denying that he really does enjoy fighting and showing off, his more over-the-top antics and thrill seeker behaviour may be no more than a coping mechanism. Given a more modern setting, a psychiatrist might diagnose him with depression.

A troubled childhood is the culprit, as is so often the case. Alone in the world, a vestige of a dragon cult whose members - his family - died for a monster that never cared for them, Sigmar is left with very little. Little but a base drive for recognition, and a dull pain that sometimes sees him lash out at a world he doesn't feel part of. Of course, the dragon blood flowing through his veins only makes him feel more alienated from mortal-kind. At his lowest, Sigmar has all the worst tendencies of what tabletop circles call the ‘murder hobo’, violence being just a way of life.

However, merely feeling removed from people doesn't mean the young man cannot admire them. Paradoxically for a loner so self-reliant, he has a deep appreciation for cooperation in particular, crediting it as the reason simple races like humanity can triumph over monsters so much stronger than themselves. Monsters like dragons. Deep down he is an idealist, and at his best, Sigmar is every bit the hero he wants to be.

History (and allies):
What is there to say about a foundling? Beyond the background suggested above, Sigmar was passed around foster parents and orphanages, none of which were ready or able to help, nor even understand, the dragon-blooded child handed them. Just old enough at the time of his family’s demise to understand the loss, Sigmar was left with some hefty emotional baggage. This baggage is only further burdened by the knowledge that he owes his life to the same man who killed said family. Sigmar is aware of Kresser Dragonbane, leader of the party that slew the so-called Crimson King, his own draconic progenitor in magic if not in blood. He is still unclear on that point.

Sigmar hasn’t seen the famed dragon slayer since the day Kresser dropped him off on a doorstep. He’s not sure he wants to. Frankly, having heard the stories surrounding the red dragon in growing up, the youth isn’t sure what he would do should they meet. Thank the man for saving him from a life of brainwashed servitude? Kick his kidneys loose? One or the other. Sigmar doesn’t like to think that far ahead. All Sigmar cares for is the here and now – instant gratification. It is this drive that saw him strike out on his own at just fourteen. For the last five years he has been wandering from town to town doing whatever odd job lets him flex his muscles, sometimes literally so, for the viewing pleasure of himself and others. Most days though, there’s some mean fool that needs a beating. Sigmar is only too happy to oblige. Heck, if said fool is just mean enough, he’ll do it for free! Work is its own reward, don’t you know?

Flaw:
Emotionally stunted (also way overconfident). A chicken or egg quandary: Is Sigmar so self-assured because he knows he carries draconic blood, or does the blood of the proud reds impart an inherent conceit of its own? Whatever the case, the young man typifies the ‘fool’ in foolhardy. There is just about no fight he won’t fling himself into with glee, no matter the odds. After all, he’s just that good, or so he believes. And in the event his adversary truly outmatches him, well… That’s why he chooses jobs pitting him against the crooked, vile and monstrous. Sigmar doesn’t mind dying if it’s for the right cause. Not like he has a whole lot else going on in his life.

Of course, the primary reason the young man leads such an empty existence is – in part - another expression of his alien lineage: the inability to relate to others. Childhood trauma, a rough upbringing and the magical blood of tyrants have left Sigmar emotionally detached. He has trouble reading others’ feelings and rarely knows what is expected of him in any given social situation. This only contributes to his devil-may-care attitude; not knowing what’s appropriate, he leans further into the inappropriate. Even so, he harbours no ill will towards the people he wishes he could connect with. Sigmar realizes that the problem lies with himself, ‘different’ as he is.

Crunch:
Sigmar Darastrix
Male human Unchained Monk 1 (Scaled Fist), Sorcerer 4 (Dragon Drinker?)
19 Years of Age
CG medium humanoid [human]
Init +4; Senses - low-light vision, perception +12
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Defense
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AC 17, touch 16, flat-footed 11 (+2 Dex, +4 Cha, +1 nat armor)
HP ? (1d10 + 4d6 + 1 Con mod x5 + 2 FC)
Fort +4, Ref +6, Will +6 [+3 vs charm, compulsion]
5 fire resistance
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Offense
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Speed 30 ft.
Weapon: unarmed, +9 attack (1d6+6), bludgeoning
Weapon: 2 claws, +10 attack (1d4+6), b/p/s
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Statistics
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Str 20 (+5), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 13 (+1), Cha 18 (+4)
Base Atk +3; CMB +8; CMD 24
Feats (class): Dragon Style, Eschew Materials, Stunning Fist, Unarmed Strike
Feats (choice): Dragon Ferocity, Eldritch Heritage [Abyssal], Favored Prestige Class [Dragon Disciple, spellcraft], Feral Combat Training, Skill Focus [perception], Spell Focus [evocation], Weapon Focus [natural]

Traits: Magical Knack [Magic; +2 caster level, never exceeds HD], Reactionary [Combat; +2 init.], Irrepressible [Faith; Cha to Will vs charm, compulsion]
Skills (6/Monk, 20/Sorc, Int included + 1 FC): Acrobatics +10, Climb +9 [1 point], Intimidate +12, Know (arcana) +9, Perception +12, Spellcraft +11, Swim +9 [1 point]
B. skills: Lore (dragons) +9
Languages: Common, Draconic
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Wealth
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Adventuring Gear: backpack (m)
Other Gear:
Belt of Giant Strength +2, Headband of Alluring Charisma +2, Amulet of Mighty Fists +1
Weight: ? lbs./? lbs.
Coin: 12000/12000 gp
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Magic
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Cantrips: Detect Magic, Jolt, Light, Mage Hand, Prestidigitation, Spark
1st (7/day): Burning Hands, Heightened Awareness, Mage Armor, Magic Missile, Windy Escape [FC bonus]
2nd (4/day): Scorching Ray
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Special Abilities
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Class: bloodline (draconic), Flurry of Blows, Draconic Might [Cha to AC]
Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
This ability replaces the sorcerer’s 1st-level bloodline power [replaces Dragon Drinker's first feature]

Racial:
Focused Study - All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the (DRAGON) Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

If you managed to get through all of that, thank you. I'm hoping there isn't anything I've missed and, in particular, that the crunch is legible for the GM (bit tired in writing this). Please forgive the unfettered 'orphan loner' angle so typical in these games; it is a reflection of my own unfamiliarity with the setting. The GM may also note the missing skill point and placeholder equipment (just three items worth 4000 each equaling the 12,000 limit).

With the deadline closing in, best of luck to all other applicants and commendations to Tara for taking on a game. Wish it all the best.


Just a note here, I added a section to Ryjel's profile about how I imagine his story developing going forward, taking into account some of the setting themes mentioned in the Player's Guide to Faerûn.


Okay, this ended up being a bit of a novel so I'd better stop here. XD

History:
Dithad hails from the northwestern part of Mistledale, from a sleepy little hamlet not too far from the forest of Cormanthor. Born to a simple farming family, he proved far too clever to be satisfied with the simple life. Dithad quickly displayed a sense of innocent mischief that tended to make him popular with the other youths and much less popular with the working adults. When not making trouble, he tended to explore the edges of the forest of Cormanthor whenever he could. It was on one of these exploratory trips that he encountered an odd fox whose tail had silvery-colored fur at the end that walked right up to him. When he hesitantly touched the fox (who seemed to be staring expectantly at him), he was very surprised to find a mystic bond forming between him and the fox.

Dithad of course couldn’t wait to try out his new magical powers, much to the frustration of his new familiar and the shocked surprise of everyone that knew him. What was, perhaps, less surprising to his family and friends was that he took it as a sign to leave and travel the world. This was much more to the liking of his familiar, who he named Silvertail for obvious reasons. Indeed, as soon as they left the nameless hamlet Dithad had lived in his whole life she led him… to another sleepy little hamlet. Where they healed a cow.

This confused both of them.

Since then Dithad and Silvertail have traveled the world and explored their powers, Dithad getting the adventure he'd craved while Silvertail got intelligence and power she'd never known. Silvertail is still very much of the opinion that humans (and humanoids in general) are destructive, evil brutes, while Dithad does his best to show her the better side of humanity. They sometimes deal with odd 'requests' they figure are from their patron, where Silvertail will suddenly *know* they have to go somewhere, they go and do something seemingly small, and then they're done and have no idea why it was so important for them to do it.


Appearance:
Dithad looks very average at first glace… middling height, tanned skin, brown hair, brown eyes, and a generally youthful appearance. But somehow his gregarious, cheerful personality makes him seem larger and more memorable than his generic appearance would suggest.

Personality & Motivation:
Dithad wants to explore and see the world, help people out, learn about magic, and see cool sights. In terms of personality, he’s cheerful, friendly, quick with a joke, not very serious about things, a bit mischievous… in fact, he resembles the stereotypes about foxes more than his familiar does.

Allies:
Dithad has made various acquaintances across the Dalelands since leaving home. He’s worked with a few different adventurers, including an unusual pair: Tomacca Labini, a halfling rogue, and Torcall Lathar, a human paladin. In spite of seeming like total opposites, the pair get along well, and Dithad enjoyed working with them on a couple different occasions to put down some undead and solve some mysterious disappearances.

Silvertail’s viewpoint:
Silvertail was a fox who was driven from her den and her kits by human hunters. Injured and frightened, she fled far, through places strange to her. Rendered feverish by an infected wound she did whatever she could to survive, eating and drinking things she normally would have turned away from as her strength faltered. Something she encountered must have had some magic to it, for she suddenly found her thoughts changing, questioning the world around her more. In pain and despair she turned to the skies, saw some stars that momentarily reminded her of another fox, and wished for something to improve her fortunes. An odd sense led her through the forest to, of all things, a human. While at first she was inclined to flee, the sense told her it was safe, so she approached the human... and was shocked when he touched her and a mystic bond formed between them.
Silvertail was not particularly fond of being beholden to a human, and she was especially unhappy when she found out that, for all that she got some abilities she couldn’t otherwise have, she didn’t have the ability to use the ‘magic’ that her ‘master’ did. Not to mention she couldn’t inform said human of just how terrible his species was. So she did everything she could think of to direct some of the magic towards herself. She succeeded in at least getting the capability to make Dithad (what sort of a name was that?) understand her… and in growing a second tail.
Since the rather odd demand that strange sense that led her gave to them right after they first met, Silvertail has had to deal with other strange feelings of needing to be somewhere, which is annoying but at least she seems to be making some kind of progress. Perhaps someday she might be able to have a litter of kits that won’t get murdered. Wouldn’t that be nice. There doesn’t seem to be much chance of changing the world from its annoyingly humanoid-dominated state, so she’ll just have to settle for that.

Silvertail’s Appearance:
Silvertail is a sleek, fit red fox, with the typical red-orange fur with white on her belly and extremities. The fact that she has two tails is more unusual, as is the way one of the two tails ends in silver-colored rather than white fur. She wears a magical ring threaded halfway up one of her tails.

Silvertail’s Personality:
Silvertail is sharp-tongued, imperious, and quick to point out the flaws of the big humanoids around her (Dithad usually… moderates exactly what she’s saying when translating for her). All of this hides the deep insecurities and anger she harbors after seeing how easily her life and her kits were destroyed.

Flaws:
For Dithad, I was thinking his flaw is how he tends to not take things seriously enough, both in terms of being flippant about everything and a tendency to underestimate danger. Silvertail, of course, has the flaw of being unreasonably critical about civilization and humanoids in general, not to mention a fair bit of paranoia. The fact that Dithad and Silvertail don’t see eye to eye (Dithad doesn’t take Silvertail’s criticisms seriously, Silvertail hates being forced to work with a human) is also something of a flaw… but I was also thinking that the strange ‘requests’ from their patron (who they’re not sure of the identity of… perhaps one of the neutral or good animal-related deities, who thought the pair would make effective ambassadors for better treatment of animals…) could be another ‘flaw’ of sorts.

I think this should be plenty to get across the idea. I might edit a bit if selected to fit in with the party, of course, but I think this is now a complete submission!


Here is my attempt to recreate my very first character, a wizard in Forgotten Realms AD&D 2nd Ed, Trawets

HP: 4d6 ⇒ (5, 6, 2, 5) = 18


I wrote for an hour last night and then I realized it read like a crappy vampire romance for teens. I live in an actual Stephenie Meyer setting in the PNW so I blame osmosis. I'll probably just go with it at this point.


I'm making a late substitution, withdrawing Raziah the Inquisitor to be replaced by Joska, a Brawler archetype Fighter. She's a sword and shield bash two-weapon fighter who treats combat like a rugby match, but with sharp, pointy things instead of a ball and bodies instead of points.

Elevator-Sized Background:

She grew up around Zhentil Keep, and matriculated into the Zhentarim in her later teens as a soldier in the Zhentilar. After a few years though, she realized the whole Black Network thing was way crazier and nastier than she'd ever imagined. When the opportunity came, she faked her own death and took off for greener pastures.

Everything is complete for Joska except her background, and I'll finish that part today.

HP roll with correct HD size: 4d10 ⇒ (7, 9, 3, 6) = 25

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