At the Foothills of Leng - GM Assembler's Rise of the Runelords

Game Master DM DoctorEvil

Book 1: Burnt Offerings
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Greetings to all.

A few years back, I attempted to run a Curse of the Crimson Throne campaign on the boards here - due to my inexperience with the PbP style, it went... poorly, to say the least, not helped by the fact that I lost the book itself. However, now that I have a bit more experience, I would like to try and run Rise of the Runelords for a group of players - I was recently gifted the Anniversary Edition, and I hope that this run goes smoother than my previous attempt. Depending on whether I succeed in this campaign or not, I may try to expand on the boards to run further campaigns.

Recruitment will run through the 27th, at which time I'll hopefully select four to six players.

Rules:
25-point buy (I know it's unusually large, but from what I can see, RotRL is a bit of a meat-grinder)
Average starting wealth
Maximum HP at first level
Core Races, Aaismar, Changeling, Ifrit, Oread, Sylph, Tiefling, Undine are allowed. I am amenable to other options on a case-by-case basis.
All base classes are allowed, with the exception of Gunslingers other than the Bolt Ace. Unchained versions of applicable classes (Rogue, Summoner, Barbarian, Monk) are in use, but gun-based archetypes for any class are disallowed.
3 traits, with a relevant drawback available for 4, but one must be a campaign trait from the Rise of the Runelords list at AoN
Elephant in the Room
Background Skills
Automatic Bonus Progression
Milestone Leveling

Characters:
Ideally, I'd like to focus this campaign on role-playing and getting to know the characters. Included below is a short questionnaire from a recruitment I applied for some months ago - since then, I've often found it useful when making up characters of my own. While this is not required, I would at least like something for a background, as well as an RP sample if you would like to provide one - I will be taking it into consideration when making decisions, likely even more so than stat blocks.

Twenty Questions:
What is your character's name?
How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character's marital status?
Kids?
What is your character's alignment?
What is your character's moral code?
Does your character have goals?
Is your character religious?
What are your character's personal beliefs?
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?

On a more metagame note, if there are any issues you would prefer we steer away from, please mention it or PM me if you don't feel comfortable discussing it out in the open - this is meant to be a form of entertainment and relaxation, after all, not a painful therapy session, and I'd like to make sure that everyone is able to enjoy it.

About Me:
I've been on the boards for close to three years now, and I've participated in a number of campaigns - I certainly hope my skills are up to snuff, though I admit to being an amateur PbP GM. I am a big fan of Pathfinder 1E, though I generally focus on roleplaying and character development over mechanics. I'll be the first to admit that cosmic horror is kind of my 'fallback' writing style, as anyone who glances through my posts in existing campaigns can see, so there's likely to be strong themes of it throughout, intentionally or not. I hope to finish the campaign, but if I leave, I will inform the players first.


I will have Erryll ready for your consideration shortly: Erryll Reyven II, the Shame of Valdemar

Spoiler:

Erryll
Half-elf bonded witch 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 43)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2; -5 vs. emotion effects, +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hex (flight[APG])
Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect magic
. . 1/day—dancing lights, darkness, faerie fire, feather fall, levitate
Witch Spell-Like Abilities (CL 1st; concentration +4)
. . At will—feather fall (self only)
Bonded Witch Spells Prepared (CL 1st; concentration +4)
. . 1st—command (DC 14), identify
. . 0 (at will)—light, mending, read magic
. . Patron Ancestors (empath)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 17, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Drow Nobility[ARG]
Traits merchant family, natural flier, rich parents
Skills Acrobatics +2 (+3 while flying), Appraise +4, Bluff +3 (+1 for 24 hours when you fail an opposed Charisma based check, +4 vs. humanoids), Diplomacy +3 (+1 for 24 hours when you fail an opposed Charisma based check, +4 vs. humanoids), Disguise +3 (+1 for 24 hours when you fail an opposed Charisma based check), Fly +7, Intimidate +7 (+5 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +7, Lore (SANDPOINT) +7, Perception +2, Spellcraft +7, Swim +4, Use Magic Device +7 (+5 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Goblin
SQ bonded object, bonded object (ring[ARG]), drow heritage, elf blood, perfect[HA], vain, witch's familiar
Other Gear crown, 80 pp, 100 gp
--------------------
Special Abilities
--------------------
Bonded Object (Crown, 1/day) Your bonded object grants you one powerful spell per day.
Bonded Object (Sp) Your bonded object stores your spells, and allows comunion with your patron.
Drow Heritage Count as a drow for pre-reqs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Tongues (1 minutes/day) (Su) Understand any spoken language, as comprehend languages.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.



He needs a few more spells and needs to spend some money, but the background will be delicious, and he misses Magnimar very much.
Moonlighting at the Pixie's Kitten takes his mind off things ...


This sounds like a lot of fun. I’ll be working up a druid for submission.

Will Variant Multiclassing be allowed?


Pinging with Latore Vauquenis. The profile has a Google Sheet that's a WIP.

20 Questions:
Name: Latore Vauquenis
Age: 31 (Not following the stated 60 maturity age for tieflings, I hope that's okay.)
At a Glance: Favors greens in his clothing, small black horns just under his hairline, a dark prehensile tail, and sickly yellow-green eyes.
Mannerisms: Speaks fluently and eloquently unless angry, then his Riddleport accent comes out and he sounds like a pirate. He holds himself tall unless studying, then he crouches over.
Place of Birth: He was born on the road in a Varisian caravan, somewhere between Riddleport and Magnimar.
Raised: He was raised on the road, then he received schooling in Riddleport.
Guardians: His grandmother - a witch named Calynse - took interest in his magical talents and then sponsored his education under a Cyphermage named
Parents: His parents are Varisians, Mendes and Coriana Vauquenis.
Parental Status: They are both alive, as far as Latore knows. He has not sought out his caravan after fleeing Riddleport.
Parent Occupation: They are guards for their caravan.
Family/Friends: Other than his grandmother, Latore's jealous nature led him to have very few friends. He calls Brodert Quink, Sabyl Sorn, Ilsoari Gandethus, and Chask Haladan associates, but their friendship is dictated by shared and opposed theories on history, magic, and other theories.
Marital Status: He has little interest in romance, especially after the falling outs he had in Riddleport.
Kids?: He knows better than to procreate.
Alignment: He is Lawful Neutral or True Neutral.
Moral Code: He holds intelligence as a measure of worth, the privilege of free will and choices made weighing more than race, gender, or creed.
Goals: Ancient Thassilon fascinates Latore, and he learned of the ancient Runelords binding fiends as magical batteries and sources of knowledge. He desires to uncover the mastery these Runelords held over magic and outsiders.
Religion: Latore has little love for the gods. He cannot ignore their existence but his circumstances lead him to believe they have little love for mortals. He holds that the wicked gods are more willing to offer aid to mortal worshipers, saying "evil is more attentive than good".
Personal Beliefs: See Moral Code and Religion
Quirks: Eager to learn/debate, excellent memory, envious, deal maker, suspicious
Why Adventure?: Knowledge cannot be gained sitting in a pirate haven or a sleepy fishing town. The ruins of Varisia are there, and they hold lore and power that is worth the risks. Nothing risked nothing gained. Besides, Latore has enemies he is not yet powerful enough to face.
Party Role: He sees his abilities as a show of his value and worth. He specializes in counterspelling other mages and preventing damage, dismissing summons, and proving his magic is more potent than his peers. He also sees his knowledge of history and magic as invaluable to those of more martial mindsets.
Physical Characteristics: He is a tiefling, and though his nature manifested during puberty, he now sports small black horns and a prehensile tail. He has a few Varisian tattoos down his left arm, reminders of his heritage.
Get Along with Others: He prefers the company of intelligent and wise characters, is envious of charismatic ones, and thinks physical strength is cheap.
Hates: People ruled by emotions, despite being envious himself. Racial prejudice.
Fears: Calistrians. Not being the smartest one in the group and thus seen as just another "sideshow".

Mini


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While I suspect a heated recruitment may erupt, I am dotting as I have a couple of ideas starting to form. We'll see if anything fully coalesces in time.


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Ruin Explorer wrote:
Will Variant Multiclassing be allowed?

Unfortunately, after doing a bit of digging, I'm disinclined to use it - I like the theory behind it, but I think its implementation in PF1E leaves something to be desired.

Latore Vauquenis wrote:
Not following the stated 60 maturity age for tieflings, I hope that's okay.

No problems at all - Paizo seemed to ignore the APG lifespans in most cases, and as far as I'm aware, both the later ARG and Blood of Fiends errata'd it to a human-parallel lifespan with maturity at 20.


Interesting. Dot for sure.


Would like to apply with Cricket here, a former viking turned into a fencer who venerates Desna. Mechanically he is a fighter with the eldritch guardian archetype and has butterfly familiar. Took a couple of flavor choices for now and while he is not outstanding now in terms of power, he has the potential to become very effective later.

Questions:
What is your character's name?
Fredrik Oskarson, but almost no one knows it. Everyone calls him Cricket.
How old is your character?
23.
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Cricket is a lanky Ulfen with long blond hair and scraggly facial hair. He has an easy smile and seems to be both dim-witted and lazy. He wears an old chain shirt, has a couple daggers in his belt and carries a rapier by his side. Strangely, he is followed by a large butterfly.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Cricket is very optimistic and hopeful, is always smiling and always trying to see the positive side on everything. He isn't dim-witted at all, being quite smart, but because of his self-doubt and some wounds from the past, he rather prefer others to underestimate him. Better to surprise than disappoint.
Where was your character born? Where were you raised? By who?
Cricket was born and raised in Bildt, on the Broken Bay kingdom of the Land of the Linnorm Kings. He was raised by his mom and a large amount of "aunties".
Who are your parents? Are they alive? What do they do for a living?
His mother is called Edda Istriddottir, and is still alive. His father he never met, but her mother says his name was Oskar. His mother is a prostitute and his father was a warrior.
Do you have any other family or friends?
Cricket has no other family aside from his mother, but he considers many of his mother's friends as his aunties. He had very few friends in Bildt, but has a couple in Sandpoint, mostly patrons of The Hagfish. His best friend is, by far, Jargie Quinn himself, the owner of the place.
What is your character's marital status? Kids?
Cricket is unmarried, single and have no kids... not that he knows about at least.
What is your character's alignment?
Chaotic Good, even if the 'good' part had been repressed a lot when he lived in Bildt.
What is your character's moral code?
Be loyal to your friends.
Does your character have goals?
To be admired.
Is your character religious?
While this is a recent thing, he is devoted to Desna.
What are your character's personal beliefs?
Enjoy life and live in the moment. There is no fate.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Cricket is very optimistic and a reasonable singer. He pretends to not care about what others think and can be quite obnoxious from time to time, specially with bullies. His voice cracks constantly and while he tries to sound as confident, he doubts of himself.
Why does your character adventure?
To get filthy rich. He craves admiration from others and due to his Ulfen upbringing, he believes it is linked to him getting rich.
How does your character view his/her role as an adventurer?
Cricket is a fighter. He gets into the thick of it and is a devil with his rapier... quite the opposite from when he used to fight with an axe and a heavy shield.
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A good amount of scars. He doesn't know how he got most of them.
How does your character get along with others?
Pretty well, as long as they do not try to change his ways.
Is there anything that your character hates?
Cricket hates other Ulfens and bullies. The moment they'd left him behind in Sandpoint was the best thing to happen to him.
Is there anything that your character fears?
Cricket fears that his new friends in Sandpoint discover he is a failure.


Interest dot. I'll do some cooking and see what I come up with.

Bonus question: Since you are using elephant, how would you treat classes that provide weapon finesse in their base kit?

I'm a sucker for dex when it comes to martials, so just wondering how to proceed if I go for such a class.

Dark Archive

NotEspi wrote:

Interest dot. I'll do some cooking and see what I come up with.

Bonus question: Since you are using elephant, how would you treat classes that provide weapon finesse in their base kit?

I'm a sucker for dex when it comes to martials, so just wondering how to proceed if I go for such a class.

In the end of the Elephant in the Room document, it gives an errata of the core and unchained classes. For the unchained rogue it gives you Deft Maneuvers instead of Weapon Finesse. For the sorcerer, however, if the bloodlines that had Weapon Finesse now have Agile Combatant.

Extrapolating these changes a bit, I believe a Swashbuckler would also get Deft Maneuver. IMO, letting the player choose from any feat instead is too powerful.


NotEspi wrote:

Bonus question: Since you are using elephant, how would you treat classes that provide weapon finesse in their base kit?

I'm a sucker for dex when it comes to martials, so just wondering how to proceed if I go for such a class.

Sir Longears has it right - URogue and Swashbuckler get Deft Maneuver, Sorcerer gets Agile Combatant.


Alright. Thank you for that. I'm looking at either a frontline pally or a hydrokineticist for artillery support.

Toying with backstories to see which I fancy more. I should have something ready throughout the weekend.


I'm very interested in this but probably will not bring my poor wizard who slogged through four years to get half of Book 1 done.

Thinking a rogue-type, but still not sure which class or archetype, and that in turn will influence personality.

I do see from NotEspi's post above a mention of a hydrokineticist; are Occult classes in use?


I’m thinking about a Warpriest, possibly a Magus. Gishes are fun.


Aldizog wrote:

I'm very interested in this but probably will not bring my poor wizard who slogged through four years to get half of Book 1 done.

Thinking a rogue-type, but still not sure which class or archetype, and that in turn will influence personality.

I do see from NotEspi's post above a mention of a hydrokineticist; are Occult classes in use?

Oh. I assumed it was included in base classes. Did I misinterpret?

If that is the case, pally it is.

Dark Archive

In the d20pfsrd site, classes are divided in Core, Base, Alternate, Hybrid and Occult. On Archive of Nethys there is no such distinction.

Since the GM mentioned only "Base", I believe the intent is to allow all of them.


Occult classes are in use, but bear in mind that the AP was written with divine/arcane casters in mind - you're unlikely to get a kineticist's diadem without specifically looking for/crafting one, for instance.

I apologize, I probably should have been more clear. For the record, hybrid classes like Bloodrager and non-core base classes like Alchemist are also allowed.


Latore is finished. Let me know if there are any discrepancies. Best of luck to all.

Roleplay excerpt:
I’m telling you, old man, Old Light was not a lighthouse, it was a weapon!

The ‘old man’ shook his head. “You youths think you know everything. Old Light is clearly a scrying tower by old Thassilon to spy on the Runelord of Greed’s neighbor.

The Curious Goblin was once again roused by the furious debates of Latore Vauquenis and Brodert Quink, observed by the three others who learned better than to intervene when the two got like this.

Latore opened a sketchbook, showing the tiefling’s vision of what Old Light would have looked like before Earthfall. “Look, the runes on the ruins show no signs of divination, rather transmutation and evocation. Based on findings in other Thassilonian ruins, and the rivalry between Runelords, my theory is the only one that makes any sense.

It is the nature of the greedy to be watchful of thieves. Divination was not a recognized school of magic in the Empire of Sin, so of course it wouldn’t feature in what runes remained.

Alaznist was aggressive, and Karzoug would have wanted what was hers. Warfare between the two was inevitable, but Earthfall brought them low before they could come to blows.

How much you want to wager they last like this?” Chask Haladan asked the two sitting with him, watching the debate.

Five more minutes.” Sabyl Sorn mused. “I’ll wager five gold coins.

I match that, but I think only three minutes.” Ilsoari sipped at a cup of tea. “They’ve not gotten this heated so quickly before, so they couldn’t last much longer.

I’ll say seven.” Chask reshelved a scroll. “Their lungs have gotten good exercise of late.

Latore and Brodert when on for six minutes, arguing finite details and hypothesis till both had to sit down, panting. The three member audience began to debate about whether Chask or Sabyl won the pot. Latore chuckled darkly as he and his rival watched, catching their breath.

"Do we sound like that?"

"Worse, my boy. Worse."

"I hear Amaya's got in a cask of Old Erebus from Magnimar. First round's on me."

"I'll agree to that."

Liberty's Edge

My character concept is a male Varisian human relic channeler medium, and (if you allow it) instead of the six spirits being those of legendary heroes, are instead the spirits of his six childhood friends who were killed by goblins at Junk Beach five years ago.

Spoiler:

Twenty Questions:

What is your character's name?

Cashmerez "Cash" Magravi

How old is your character?

18

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

5'4" (slender-framed and well-toned runner's physique) Varisian male with pale skin, wind-swept dark hair that is chin-length, pale green eyes. On his right hand he wears six silver rings (two on the ring finger and one each on the other digits). He wears brown leather armor; attached to his belt on his right side is a cold iron light hammer and sheathed dagger; on his left side a bola and a silver light hammer. He is wearing an explorer's outfit (brown sturdy boots, a dark green hooded cloak, with the hood down, a multi-coloured scarf wrapped around his neck).

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

His eyes - which tend to get moist briefly about once every ten minutes or so - just on the brink of tears forming, giving his eyes a perpetual look of sadness to his eyes.

Where was your character born?

Sandpoint

Where were you raised?

Sandpoint

By who?

His mother

Who are your parents?

Father - Zanesh Magravi, Mother Deshniza Magravi (nee Callinova)

Are they alive?

mother is, father was killed a few years ago in the processing of saving me the night my friends were killed by goblins at Junk Beach.

What do they do for a living?

My father was a bartender at The Hagfish. My mother is a waitress at Cracktooth's Tavern.

Do you have any other family or friends?

Family- (great aunt) Risa Magravi and her descendants in Sandpoint, many Callinova cousins that are part of a Yondabakari route Varisian caravan

What is your character's marital status?

single

Kids?

no (not including the spirits of his childhood friends who are the spirits he communes with)

What is your character's alignment?

Neutral (he was neutral good until his friends were murdered, which impacted him deeply, though the spirits of his friends (when they take control of his body) tend to do things that reminds him of the joy of their childhood and they are confident Cash will eventually become the outgoing kind soul they all knew in life).

What is your character's moral code?

Honor the memory of his firends, if he is capable of preventing immediate harm to a child he will try to protect the child.

Does your character have goals?

To become the person his friends tell him he still is and that he yearns to to be able to become that carefree again.

Is your character religious?

He was, and his primary deity he revered was Desna, but he tends to have nightmares of that cursed night at least twice a month, so he feels like Desna blames him for his friends' deaths.

What are your character's personal beliefs?

Treat others as you would prefer they treat you. If they offer a friendly smile or hand, return in kind; if they are demeaning, they are not worth your time.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

For ones who are not familiar with him he tends to come across as alternating between being aloof and focused and appears to have a habit of talking to himself.

Why does your character adventure?

To accomplish what his friends and him dreamed of becoming when they were grew up - famous adventurers, though if were not for the spirits of his friends still hanging around he might settle for a quiet life with as much peace as possible - but that desire is outweighed by not wanting to let his friends down - for the only way for their names to go down in the annals of great adventurers is if he does not give up on the goal.

How does your character view his/her role as an adventurer?

As someone who tries to support the more capable adventurers, as well as letting the spirits of his friends take control of his body so they experience the thrill of being adventurers, that he has the ability to give them.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?

A scar on the back of his right hand, where one of the goblins grazed him with a dogslicer.

How does your character get along with others?

He is quick to return friendly attention, and becomes withdrawn when unfriendly attention is given to him.

Is there anything that your character hates?

Mean-spirited suggestions that it is his fault that he is to blame for his friends' deaths.

Is there anything that your character fears?

Losing the only remaining close family member he has - his mother. Falling off Junker's Edge, which is partly how his friends died.


I'm going to throw my investigator who has tried this AP a few times in the ring. I need to back him down to first level but hopefully will be posted by the end of the weekend.


Sounds fun, currently I'm leaning towards an Aasimar Arcanist(Magaambyan Initiate or White Mage) with the Scholar of the Ancients trait.


Oh a classic! Very much interested in participating in a Runelords game again. Still running though ideas but I think an Ulfen Cleric of Erastil is what I'll be submitting unless something else captures my imagination.


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Addressing Cashmerez's question, but also directed at the group as a whole, I'm largely okay with you altering the flavor/fluff of a class so long as you can articulate your idea with the existing rules - your medium's spirits could be the lingering souls of his childhood friends, facets of a once-great mage's shattered mind, alternate/future selves, or even abstract Jungian hero-archetypes. A summoner's eidolon might be the spirit of a long-dead hero, an embodiment of the summoner's memories of a lost loved one, or a fiend masquerading as an obscure deity.

I've always held that a character is a concept first and foremost and a stat block second - if your concept requires a slightly unorthodox flavoring of the stat block, I say go for it. The goal is to have fun, after all.


Alright, here is my submission, a Halfling Paladin, devotee of The Calamitous Turn. Scribe living in Magnimar, visiting her family in Sandpoint for the Swallowtail Festival.

Let me know if you need a stat block or more information.

Questions:

What is your character's name?
Baanritiu Mistcreek. It's a real tongue-twister, so she allows people to call her 'Buttons'.

How old is your character?
23

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Baanritiu is a fairly athletic halfling just a smidge above 3 ft in height with beige skin tones. Her straight chestnut hair is in a ponytail most of the time, but if she lets it flow, it goes down to her shoulder blades. A thin, elevated nose rests between her inquisitive brown eyes and above her narrow lips. Her clothing of choice is usually a dark gray, flowy robe that ends at her elbows, from which point on her hands are tightly wrapped in cloth up to the fingers. As most halflings, she is fond of walking barefoot. Above the robe, she wears a bandolier and a belt. Affixed to the belt on her waist is another leather strap that usually holds a few books for her to read in her free time. The waist belt and bandolier are also decorated by... buttons. Buttons clearly not of the same make. As a matter of fact, each one is clearly unique on the dress. Either by colour, shape, or texture. A buckler is strapped to her left forearm, but there are no visible weapons on her person.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
SPending most of her time translating or reading books, Baanritiu is a slow speaker. She frequently fiddles with the buttons on her bandolier when in thought, to a point when she tears a button off. A situation she attempts to fix as soon as possible. Due to this, the bandolier had to be fixed several times in the area covering her sternum.

Where was your character born?
She was born on the Jittery Snail, a Bellflower tiller ship that was moving Baanritiu's mother and older brother from Kintargo to Varisia.

Where were you raised?
Sandpoint.

By who?
Mother, aunt, older brother.

Who are your parents?
Mother - Lunthelut
Father - Trobemar

Are they alive?
Mother is alive, living in Sandpoint with Baanritiu's older brother, Deafarais. Father's state is unknown. As far as the family is aware, he is still enslaved in Cheliax.

What do they do for a living?
Mother is a baker in Sandpoint. Father unknown. See above.

Do you have any other family or friends?
Brother - Deafarais - works for House Scarnetti in Sandpoint
Aunt - Sisoedgit Skavner - owns a book shop in Magnimar

What is your character's marital status?
Single.

Kids?
None.

What is your character's alignment?
LG

What is your character's moral code?
Complicated, but very briefly: Oppose and/or eliminate slavery and subjugation (due to her family history). Support and protect your family, friends, and community (from the teachings of her faith). A little mischievous fun in life is good, as long as it does not cause harm or suffering to others.

Does your character have goals?
A few.
-Baanritiu would very much like to find out what happened to her father after the rest of the family escaped from slavery. If he is still alive, find a way to remedy that situation.

-Ever since she was a little girl, she had been fond of reading. And she read a great many tales of heroes facing villains. She currently works as a scribe, but dreams of a life of adventure.

Is your character religious?
You could say that, yes.

What are your character's personal beliefs?
See moral code.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She's been sheltered for a long time. Removed from the world because their mother was hiding both her and her brother. So she is a bit socially awkward. The fact that she makes a living closed in a room and translating books does not help much. But she tries. She is also a history buff and studies languages.

Why does your character adventure?
She doesn't, really. She would like a taste of that, however. That said, I imagine that something like a goblin attack on her mother's and brother's town could trigger something in her.

How does your character view his/her role as an adventurer?
If Baanritiu would work with a group of heroes, she would make sure they are all working together as a team and enjoy their time together. At least that's what she thinks would happen. Or hopes, rather. Role-wise, ya girl would charge into the fray to be nearby if her friends need help.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Fuzzy feet tops, I guess.

How does your character get along with others?
She tries to. But she doesn't quite have the social skills. On the other hand, she's good with languages, so she offers to interpret anyway.

Is there anything that your character hates?
Slavers, oppressors, and bullies.

Is there anything that your character fears?
Actual social isolation. As in, being prevented from interacting with her friends and/or family.

Grand Lodge

I was pretty much gonna work and submit on a Spiritualist who seeks to put the dead to rest. Following his Phantom and fights with "shovels"


Okay, working on my gnome bard's sheet, but here are the 20 questions

Twenty Questions:
What is your character's name?
Isidiana "Izzy D" Gimblewabe
How old is your character?
52 years old, of course, as a gnome that she's still rather youthful.
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Isidiana is a mighty three foot three inches tall, if you don't count the purple hair she sometimes piles up. Normally, however, said hair is in a lush pony tail. Her skin has a pink sheen, the exact hue varying depending on what sort of light it is in. Her eyes glisten like Turquoise. As she is in the business of seeking attention, she often wears outlandish and flaymboyant clothes, which do not always match. She almost always has a musical instrument on her!
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Izzy likes to keep moving, be it foot tapping, bouncing on her heels, or pacing. She also has an unfortunate tendency to start to mimic accents around here, not always well. She has been known to make up words on her own and declare them perfectly cromulent!
Where was your character born?
The Town of Whistledown, in a tav... shrine of Cayden Cailean
Where were you raised?
In that very same town, mostly but sometimes went on long trips with gramgram!
By who?
Mother, Father, GramGram, that poor human who she liked a lot and followed around.
Who are your parents?
Maximilius Copernicus Gimblewabe and his wife ... Bixi.
Are they alive?
Doing okay for Gnome Boomers, thanks!
What do they do for a living?
They craft musical instruments and sell them at a store called "Note worthy!"
Do you have any other family or friends?
Gramgram, lost to the bleaching. Xanxan, her big brother who is off adventuring, and little sister Vida, who is attending a magical school.
Lots of friends, but none in Sandpoint.
What is your character's marital status?
Well, bards are okay at fighting but not nearly as good as some and.. oh, MARITAL, not Martial.. Single!
Kids?
Never tried them, but she hears they taste like chicken. :)
What is your character's alignment?
Chaotic Good! While the good part might not seem obvious, when folks are in danger she often rushes to help.
What is your character's moral code?
While useful, never forget Laws are the leading cause of criminals! Shine or Die! Joy is the gift that keeps on healing! Music may not make the world go round, but it gives it something to dance to!
Does your character have goals?
She longs for fame, so even if she should be bleached, some part of her will be remembered. She hopes to gather songs and memories! She rather enjoys winning at life, she's petty like that. She also has contemplated getting a castle one day, one with good accoustics!
Is your character religious?
She's quite fond of the chaotic and or goodly gods and says hello to them or at least their shrines. Her favs are probably Cayden, Desna, and Shelyn.
What are your character's personal beliefs?
See Moral Code above as there is some cross over, but here are a few more:
1) Never trust a smiling goblin you don't know. Rarely trust one you do. 2) Shadows are incredibly shy, they never go out without a friend. 3) It's not 'don't tread on me' it's don't tread on ANYONE!
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
See Mannerisms earlier.. she talks a lot, and is whimsical. She tries to be upbeat!
Why does your character adventure?
To learn, to experience, and avoid the bleaching. To spread joy, and perhaps get famous. Oh, and the more she thinks on it, she really would like to own a castle. I mean who wouldn't?
How does your character view his/her role as an adventurer?
Oh, nothing much... just as the bold chronicler, spokeswoman, morale officer, supporting backup, and champion of the oppressed and bored!
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She's a gnome, they're just odd by default.
How does your character get along with others? Hopefully well, as her profession requires her being likable. But she is not above mocking the arrogant, or rolling her eyes at those who she would dub 'buzzkill'.
Is there anything that your character hates? She's a goblinphobe! There, she said it, she hates those green pumpkinheaded bastards! They give chaotic a bad name! She also hates slavery, tyranny, and monotone voices though she tries to forgive that last.
Is there anything that your character fears?
The Bleaching, of course. She's very uncomfortable around Bleachlings, seeing it as a dimming of all that a gnome was! She also is scared of losing her voice, forever!


Probably going to go with the good doctor. I need to do a pass over with her profile and get you the 20 questions.

Alchemists get throw anything for free, however that is not a feat you can take with Elephant. The rules are silent on whether alchemists get catch-off guard which throw anything is merged into.

Do alchemists get catch off guard as a bonus feat? That is the recommendation for fixing monsters.


Throwing my hat in with a Sylph Investigator/Questioner.

The 20 questions are at the end of my CS.


Ferelith here is the character I'm submitting for consideration. She's an Aasimar Cleric (Divine Paragon) of Kurgess. I've always had a soft spot of the the "cut-rate" deities that nobody ever uses, so it's time for me to try to give Kurgess his moment in the sun.

Ferelith will be a fairly straightforward support caster who doesn't mind getting her hands dirty up on the front line in combat.

I'm still working on the questions, but the character build is finished and in the profile.


Lots of great submissions so far! There's still a whole week left - I doubt this will be an easy choice!

In response to Delmoth's question, alchemists would indeed get the merged feat Catch Off Guard instead of Throw Anything - it fits more into the theme of removing unnecessary feat taxes and opening up options for players.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.

You say all Base Classes except Gunslinger. How do you feel about Base Classes with Ex-Class Archetypes from level 1?

Specifically, the Vindictive Bastard for Paladin?


Here are the answers to the 20 Questions. I've also added them to the character profile.

20 Questions:

Twenty Questions:

What is your character's name?
Ferelith Delronge

How old is your character?
22 years old.

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Ferelith is a little taller than the average human woman at 5’7” and is an extremely fit 145 lbs. Her hair is medium to dark brown with a bit of waviness, and long enough to fall midway down her back. Ferelith has hazel green eyes. Her skin tone is the typically Taldan light bronze with some freckles on her cheeks and nose because Ferelith spends a lot of time out in the sun. Her clothes are unremarkable, standard travel fare.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Ferelith has an very open and friendly demeanor. She seems confident, and very much an extrovert. Her clothes are nothing special, basic and durable garments of the kind worn by people who travel lightly and a lot. Ferelith is an aasimar, but that is probably back some number of generations. While she is very attractive, there is nothing about her that hints at celestial blood, or that she’s anything other than fully human. Both of Ferelith’s arms bear several tattoos. She has a new tattoo added, something in the local style, whenever she reaches a new land. The back of her right hand bears an image of a muscular flexing arm grasping a broken chain. While it looks like another tattoo, it is actually a mark of Kurgess that appeared after Ferelith took her clerical vows.

Where was your character born?
Cassomir, Taldor

Where were you raised?
Also in Cassomir, Taldor.

By who?
Ferelith was raised by her parents.

Who are your parents?
Hamlin and Ausra.

Are they alive?
Both are still alive and well.

What do they do for a living?
They both work running the family business. They own a number of warehouses which they lease out for the storage of materials and cargoes. Most of their business is contracts with the Taldan Navy, which is the most profitable part. But also to ship builders and private trading companies. It’s a comfortable living.

Do you have any other family or friends?
Yes, there are quite a few aunts, uncles, and cousins, mostly in Cassomir as well. Ferelith also has an older brother named Cassian, and an older sister named Philomina. Ferelith has some old friends in Cassomire, but she’s been away for a couple of years now and hasn’t really kept in touch. Ferelith makes new friends on her travels, and continues to count the as such even if she may never see them again.

What is your character's marital status?
Single

Kids?
None

What is your character's alignment?
Neutral Good

What is your character's moral code?
While she isn’t bound as strictly to the code a Paladin of Kurgess’s follows, it is an excellent summary of Ferelth’s code:

Fairness and good sportsmanship are testaments to one’s virtue. I must set the finest example of what it means to be sporting and noble in challenges of strength and honor.

A challenge that is won unfairly is not a challenge won. I am no cheat, and I will lose any contest of brawn, honor, or mettle rather than resort to knavery or trickery.

Frauds have no place among true competitors. In contests of import and high-stakes trials, I will unrelentingly reveal the untruthful and deliver them to their proper justice.

Winning and losing are two sides of the same coin, and both are worthy of acknowledgment. I treat champions with respect, but honor losers for their courage and willingness to challenge themselves.

I respectfully seek tutelage from my betters, give honest guidance to the less accomplished, and cherish most of all my friendships with rivals whose skill matches my own.

Every day is a contest to better oneself, and every deed undertaken is an opportunity to condition my allies and myself for the trials ahead.

Does your character have goals?
Ferelith has taken on the task of spreading the Kurgassan faith as widely as she can. Since Kurgess is mostly known in Taldor, she travels mostly in foreign lands so she can introduce Kurgess to those who are unaware of him. More personally, Ferelith tries to work every day to better herself so she may eventually reach her greatest potential.

Is your character religious?
Well, Ferelith is a cleric. Yeah, quite so.

What are your character's personal beliefs?
Obviously Ferelith is a believer in self-actualization. While she believes in striving to be better, and competition as a virtuous means to do so, she does not believe it must be zero sum. If contests or competitions are fair, and all participants exhibit grave in winning or losing, everyone benefits from it. Although Ferelith does not favor violence or killing as a solution to problems, she also recognizes that battle is in some cases necessary and does not avoid it if it is the only way to right a wrong or prevent evil acts. Ferelith doesn't lie (small fibs in the service of being polite or sparing another's feelings don't count) and would have a hard time doing so if she were to try.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Ferelith is almost unfailingly optimistic and upbeat.

Why does your character adventure?
Well, strictly speaking she hasn’t adventured before, unless traveling around to see new places and meet new people counts. If it does, then she’s been on the road moving from place to place for a couple of years now. While she enjoys the travel and seeing new places, traveling from one faire, festival, or celebration to the next one down the road is a way to spread the word about Kurgess, offer her services if needed, and model fair and sportsmanlike behavior for others to (hopefully) emulate.

How does your character view his/her role as an adventurer?
While Ferelith always welcomes new challenges, she would adventure primarily to protect those who can’t defend themselves. Ferelith cares little about wealth. Money is necessary to meet one’s needs, but Ferelith leads a fairly ascetic life by choice. She sees no need to accumulate riches.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Ferelith has the tattoos on her arms and holy symbol of Kurgess on her hand as mentioned previously.

How does your character get along with others?
Extremely well if those others are not cynics or curmudgeons. Negative types might be irritated by her relentlessly glass half full outlook.

Is there anything that your character hates?
Cheaters, poor sportsmanship, cruelty.

Is there anything that your character fears?
Ferelith really doesn’t like snakes, but she can’t say why exactly. She also fears physical incapacity.


Throwing my hat into the ring. I do have a couple of questions for you, GM.

1. It doesn't come up in the AP, but would you be alright if I played a character that was part of House Thrune in Cheliax? If not, I have an alternate idea that, if you're okay with it, parallels a character from Book 1. I'll PM you the details to avoid spoilers.

2. How low are you letting us drop an ability score?


Ex-class archetypes will be allowed at 1st level, including the fallen paladin. If you're inclined to seek a redemption path and remove the ex-class archetype, I'd be happy to discuss it with you if your character is selected.

As for AdamWarnock's questions, I have no problems with your character concept. Ability scores can be dropped as low as 7, pre-modifiers, as per the point buy system - a score of 5, however, will likely have an impact on the game, such as badly damaging related skills.


20 Questions:
What is your character's name?
Dr. Ethyl Ermengarde (née Stubbs), named after her father’s favorite kind of alcohol.

How old is your character?
Ethyl confesses to 18 summers but has been branded as mendacious, all reports to the effect that she is 30.

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Large black eyes, prominent Andoran nose, light hair with no dark roots except when she runs out of supplies, exactly 5” 5.33…’ weighing 115.47 lbs. A beautiful but inexpensive complexion. Her clothes are simple and functional, with the addition of a leather smock. They are stained, sometimes even burned, in spots. She carries a large backpack that occasionally drips with some queer fluids.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
A persistent sneer of derision.

Where was your character born?
A farm outside of Hogton, a small town near Almas in Andoran.

Where were you raised?
That same farm.

By who?
Her parents see below.

Who are your parents?
Hiram and Hannah Stubbs.

Are they alive?
Yes, as far as Ethyl knows.

What do they do for a living?
Hiram is a poor but honest farmer and bootlegger. Hannah is a nanny.

Do you have any other family or friends?
S. Van Itty, a wealthy heiress who said that Ethyl reminded Mrs. Van Itty of her missing daughter Maude. Coincidentally Ethyl’s mother nannied for Maude 28 years before Maude went missing. Mrs Van Itty put Ethyl through school.

What is your character's marital status?
Thrice widowed, through a series of unfortunate accidents. Ethyl has sworn off marriage, but hasn't regretted the decisions due to the wealth is gave her.

Kids?
No, she does not like children.

What is your character's alignment?
Lawful Neutral

What is your character's moral code?
While Ethyl cares little for other people, she believes she has to live in a society and engages in a tit for tat strategy. Only harming others that have harmed her and in equal measure. Also safety in numbers is something she believes in.

Does your character have goals?
To become rich (again) and live in luxury, this time through her own resourcefulness.

Is your character religious?
No, she is vehemently atheist. But she does have to account for abundant evidence of divine beings.

What are your character's personal beliefs?
That magic and the divine are poorly understood forces. Divine beings are likely merely incredibly powerful and not deserving of worship. While wizards and their ilk are like infants playing with fire, only that fire can potentially destroy nations.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She has a habit of humming a strange tune while she works on alchemy. And mumbling to herself while pondering a problem. Also arrogant.

Why does your character adventure?
Academic interest.

How does your character view his/her role as an adventurer?
The smartest person in the room.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She has several burns from fire or acid that she covers up.

How does your character get along with others?
Ethyl has an acerbic attitude and often pushes away people she finds distasteful, which are most people.

Is there anything that your character hates?
The smell of cows. The sound of a whimpering child. Bright hot days and tired muscles. The taste of hard candies.

Is there anything that your character fears?
That she is not as competent as she thinks she is.


I would like to submit Lazur Anil for this game. Most of your questions are answered in his background.


I'm still doing some refining and cleanup, but Ntisi is largely ready to go. Backstory, Questions, RP, and Stats are in the profile. I had a lot of fun coming up with the girl with the skeleton arms. Really leaning into the curse.

A Pei Zin Practitioner Oracle with the Life Mystery, she will be able to cover the party's support needs and then some. However, her -5 melee attack and (current) lack of armor means she is no front line combatant. A sub focus on summoning will help make up for that. She also gets some good blasty spells from her curse, so she won't be completely incapable in combat.

I've played through the first book of Jade Reagent, so I'm somewhat familiar with the town of Sandpoint. I actually know very little about the Rise of the Runelords AP, besides the titular Runelords rising and all.


I would love to give Zorlen another chance. I'm still rethinking his current and future build a bit, but won't be making changes to his character concept - so everything besides the "Stat Sheet" section on his profile should be final. I think most of your questions are answered in some way between his backstory, appearance and personality, and the 20 deep questions, but I'll try to get your questionnaire filled out as well during the week.

The RP samples on his profile are for other characters, but you can also take a look at his posting history - there's only ten in character posts, as his game didn't get very far - but we did have a great group and we roleplayed quite a bit with each other as we waited for the GM to start things off.


I'm going to bow out. There's some really great submissions here (and some who's concepts overlap with mine) and I'd rather give them better chances of playing. Best of luck everyone.


Pathfinder Adventure Path, Rulebook Subscriber

Dotting for interest, not sure if I will come up with a submission or not but I will be trying.


@GM Mokmurian: If our character is Aasimar, do we have the option of rolling on the Variant Aasimar Abilities Table to replace the SLA?


Pathfinder Adventure Path, Rulebook Subscriber

Getting these up here so I can access them when I am home and can do a more work after work. The bare bones concept is a pitt born tiefling silver balladeer bard named Jenni. Her biggest song to date is The Devil came down to Taldor.

20 Question:
Twenty Questions:
What is your character's name?
Jennizella Torlini

How old is your character?
18

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
The first thing people would notice about Jenni are the horns protruding from her brow and the spade tipped tail swaying behind, likely the next thing would be her hooved feet. Contrary to expectations for one so fiendish her eyes are a dull silver glow in their sockets.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Jenni is quite graceful and always has a fiddle near at hand. Her tone is measured and lilting with a Varissian Accent and she seems to have little shame based of her flambouyant, and often revealing, outfits.

Where was your character born?
Somewhere in Varissia with the nomadic Torlini Clan she was born into.

Where were you raised?
Jenni was raised by the Torlini clan of nomadic Varissians. She has traveled across much of the lower half of Varissia and even into the edges of some of the neighboring countries during that time.

By who?
Her parents and the rest of the clan.

Who are your parents?
Corsico and Juliana Torlini

Are they alive?
Yes, still traveling with their caravan.

What do they do for a living?
A bit of this, a bit of that. The clan were largely performers but would also do odd jobs as tinkerers and no small amount of "wealth redistribution" and smuggling when needed.

Her father was a superb thief and it was said that if it wasn't nailed down he could steal it, sometime even if it was nailed down too. While he tried to teach Jenni to pick pockets her appearance and the natural distrust for tieflings most people have made it very difficult for her to gain any real skill at it.

Her mother was a superb dancer and was said to be one of the greates dancers in the region. She would usually bring in money with her performances and sometimes would be a distraction for her husband's heists. She did teach Jenni how to dance but the hooved feet and the tail made it difficult for Jenni to mirror the movements. Jenni is still a passable dancer, especially as she has adapted her own style, but is still not able to measure up to hr mother's skill.

Do you have any other family or friends?
Jenni learned to play the fiddle from her Uncle Sylvestri and proved to be an apt pupil and became one of the best fiddle players of the caravan.

Cousine Cole help Jenni learn a way to adapt her dance tracining to work with her unique body shape and features as well as to interweave her fiddle playing into the performance.

What is your character's marital status?
Single

Kids?
nope, maybe one day

What is your character's alignment?
Not sure just yet, leaning towards CN or CG

What is your character's moral code?
Jenni largely leans away from taking from others, or at least from those who don't "deserve it" (namely evil or mean people) and will go out of her way to avoid harming an innocent if she it can be avoided (she is a pragmatist about this and realizes it isn't always possible). Outside of this her morals can be summed up as, if you do what makes your happy or fulfilled, and it isn't hurting others (unwilling ones at least, some people are into that kind of thing and she doesn't judge) then it is fair game and none of her business.

Does your character have goals?
Currently her main goal is to experience living away from her clan for a while and see what she can make of herself.

A possible second goal is to build a following as a performer which is what brings her to the Swallowtail festival to begin with.

Is your character religious?
Not particularly, though she does have some preferences towards both Desna and Shelyn.

What are your character's personal beliefs?
Exactly that, personal! j/k

Jenni largely believes that what others do is not her business unless it hurts others who are not conesnting to it. This can be a bit vague when it comes to someone doing something rather stupid but she does tend to at least try to warn such people.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

Jenni tends to be a bit self concious about aspects of her appearance, namely that the nails on one hand look like they are made of onyx and the ones on the other look like they are made of ruby Comments that come across as negative about them, which she sees as almost any, tend to illicit a rather vicious response. Jenni is also a rather major flirt and sometimes can take this a bit too far which does, occassionally, cause some troubles.

Why does your character adventure?
Jenni both wants to experience life on her own for a time and try to make a name for herself as a performer. She dreams of being an idol, whatever that means since everyone knows idols are objects of worship not performers, and hopes to learn more and start a following during her travels.

How does your character view his/her role as an adventurer?
Jenni is primarily a support character when it comes to a party, buffing her allies and trying to inhibit their enemies. She can also serve as the party face when needed but is smart enough to leave that to others when possible due to the common prejudice against tieflings.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Jenni has horns, a spade tipped tail, glowing silver eyes, and red and black claw-like nails on her fingers as well as hooves for feal. All major indicatiors of her demonic heritage.

How does your character get along with others?
Jenni tends to be easy going most of the time getting along with others. While she will put her hoof down when someone is doing something clearly malicious to someone she is very much of the mindset of live and let live.

Is there anything that your character hates?
Having the fact that her claws are two different colors.

Is there anything that your character fears?
To be unable to be given a chance to build a following because of her race, to be a failure because of things outside of her control.

On a more metagame note, if there are any issues you would prefer we steer away from, please mention it or PM me if you don't feel comfortable discussing it out in the open - this is meant to be a form of entertainment and relaxation, after all, not a painful therapy session, and I'd like to make sure that everyone is able to enjoy it.

None that I can thing of at this time.


Ferelith Delronge wrote:
If our character is Aasimar, do we have the option of rolling on the Variant Aasimar Abilities Table to replace the SLA?

Sure - both aasimar and tieflings can roll on the variant abilities table if they so wish.


3 people marked this as a favorite.

Only five days left in the recruitment - I thought it fitting to create a list of the character submissions thus far.

Complete:
"Cricket" - Sir Longears
Cashmerez "Cash" Magravi - GM_Drake
Isidiana - Ridge
Doctor Ethyl Ermengarde - Delmoth
Erridon Drallen - AGM Lemming
Ferelith Delronge - rdknight
Lazur Anil - trawets71
Ntisi Kwazeel - Corrik
Zorlen Brightstar - Pancakes

Incomplete:
Erryl Reyven II - Evindyl
Baanritiu Mistcreek - NotEspi
Jenni - Drogeney

Dots:
Ruin Explorer
pinvendor
Aldizog
Delightful
Critzible
Irnk, Dead-Eye's Prodigal
AdamWarnock

As always, this is simply as I see it at the moment, and I could very well have missed something. If anyone takes exception to any of the categorizations I have here - you still want to fiddle with your character, or you posted your concept somewhere I missed - I would be happy to take a second look.

Also, I thought it might be worth clarifying - while I'll be looking at backstories and roleplaying opportunities over stat blocks, I would still prefer one if you have one created. With so many great submissions, I'll undoubtedly have my work cut out for me, and stat blocks might let me better determine which PCs will work best with other PCs, and how well a given PC meshes with other characters in the group may well serve as a tie-breaker in some cases.


Here is Aldizog's submission.

I had thought about making a rogue, but decided I really wanted to play a Ghost Rider. It's always struck me as a cool concept.

20 Questions are in the profile.


Okay, I believe that I have everything in the profile here.

Also, hi Zorlen! Long time no see!


Alright, extra material for Buttons. The 20 questions remains the same, but I added some chitter-chatter for you. Not sure if you want to consider it a backstory, but there's not really much to tell in that department. She just reads books her whole life, then found work translating and rewriting old ones before they fall apart.

20 questions:
What is your character's name?
Baanritiu Mistcreek. It's a real tongue-twister, so she allows people to call her 'Buttons'.

How old is your character?
23

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Baanritiu is a fairly athletic halfling just a smidge above 3 ft in height with beige skin tones. Her straight chestnut hair is in a ponytail most of the time, but if she lets it flow, it goes down to her shoulder blades. A thin, elevated nose rests between her inquisitive brown eyes and above her narrow lips. Her clothing of choice is usually a dark gray, flowy robe that ends at her elbows, from which point on her hands are tightly wrapped in cloth up to the fingers. As most halflings, she is fond of walking barefoot. Above the robe, she wears a bandolier and a belt. Affixed to the belt on her waist is another leather strap that usually holds a few books for her to read in her free time. The waist belt and bandolier are also decorated by... buttons. Buttons clearly not of the same make. As a matter of fact, each one is clearly unique on the dress. Either by colour, shape, or texture. A buckler is strapped to her left forearm, but there are no visible weapons on her person.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Spending most of her time translating or reading books, Baanritiu is a slow speaker. She frequently fiddles with the buttons on her bandolier when in thought, to a point when she tears a button off. A situation she attempts to fix as soon as possible. Due to this, the bandolier had to be fixed several times in the area covering her sternum.

Where was your character born?
She was born on the Jittery Snail, a Bellflower tiller ship that was moving Baanritiu's mother and older brother from Kintargo to Varisia.

Where were you raised?
Sandpoint.

By who?
Mother, aunt, older brother.

Who are your parents?
Mother - Lunthelut
Father - Trobemar

Are they alive?
Mother is alive, living in Sandpoint with Baanritiu's older brother, Deafarais. Father's state is unknown. As far as the family is aware, he is still enslaved in Cheliax.

What do they do for a living?
Mother is a baker in Sandpoint. Father unknown. See above.

Do you have any other family or friends?
Brother - Deafarais - works for House Scarnetti in Sandpoint
Aunt - Sisoedgit Skavner - owns a book shop in Magnimar

What is your character's marital status?
Single.

Kids?
None.

What is your character's alignment?
LG

What is your character's moral code?
Complicated, but very briefly: Oppose and/or eliminate slavery and subjugation (due to her family history). Support and protect your family, friends, and community (from the teachings of her faith). A little mischievous fun in life is good, as long as it does not cause harm or suffering to others.

Does your character have goals?
A few.
-Baanritiu would very much like to find out what happened to her father after the rest of the family escaped from slavery. If he is still alive, find a way to remedy that situation.

-Ever since she was a little girl, she had been fond of reading. And she read a great many tales of heroes facing villains. She currently works as a scribe, but dreams of a life of adventure.

Is your character religious?
You could say that, yes.

What are your character's personal beliefs?
See moral code.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She's been sheltered for a long time. Removed from the world because their mother was hiding both her and her brother. So she is a bit socially awkward. The fact that she makes a living closed in a room and translating books does not help much. But she tries. She is also a history buff and studies languages.

Why does your character adventure?
She doesn't, really. She would like a taste of that, however. That said, I imagine that something like a goblin attack on her mother's and brother's town could trigger something in her.

How does your character view his/her role as an adventurer?
If Baanritiu would work with a group of heroes, she would make sure they are all working together as a team and enjoy their time together. At least that's what she thinks would happen. Or hopes, rather. Role-wise, ya girl would charge into the fray to be nearby if her friends need help.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Fuzzy feet tops, I guess.

How does your character get along with others?
She tries to. But she doesn't quite have the social skills. On the other hand, she's good with languages, so she offers to interpret anyway.

Is there anything that your character hates?
Slavers, oppressors, and bullies.

Is there anything that your character fears?
Actual social isolation. As in, being prevented from interacting with her friends and/or family.

RP/Backstory-ish text:
A bell rings as the creaking door underneath it opens to tap the lip somewhere in the busy streets of Magnimar. The halfling man looks at the bell for a second before entering the shop, and the bell rings again as the door closes behind him. The glass panes usually let in enough light from the exterior to lighten up the front of the room, but these are the wee hours of the early day. And a cloudy one at that. Instead, illumination is provided by a single stone hanging on a chain above a series of small tables, each with two chairs next to them. One for the smaller folk, one for you standard human. The walls are lined from floor to ceiling with filled bookshelves of various ages. After all, what else is there to be found in a store called Skavner's Fine Tomes? The halfling sniffs the air, getting the smell of books both old and new as a satisfied smile appears on his face. His moment of serenity is interrupted by a loud thud and a welcoming voice of an elderly woman. "Yes? Good morning." the voice asks as a halfling woman with a wrinkled face appears above the counter to look at the potential customer. "What can I do for you?"

"Good morning, auntie!" one can hear the smile in the man's voice as he sees her and starts to approach. "Wasn't even hoping you'd be open at this hour."

The woman wrinkles her brow and starts reaching for her glasses. "Farais? Is that you dear?" she finally puts her glasses on and smiles once she confirms the visitor's identity. "Come here and give me a hug, you rascal!" she starts moving around the counter to meet the nephew. They embrace each other, smiling, and patting each other's backs. "You hungry? I got some sun-dried apple slices somewhere."

'Farais' shakes his head. "No, thank you. I already had breakfast. Is Baan here yet? "

The shopkeeper fakes a frown, but her eyes keep smiling. "But what about a second breakfast? But yes, I think she is upstairs. You go see her, I'll be here. With some slices."

Reluctantly, the man nods and heads up a set of rickety circular stairs near the back of the room. On the upper floor, the man finds an L-shaped table with a single chair. Two open books, several inkwells of various colours and a few quills rest on one part of the tabletop. Disorganised sheets of paper with scribbles are either on the other table section or the floor underneath. A younger halfling woman is sitting on the chair with her legs resting on the table. Her black-haired head slumped over the backrest. Drool slowly stretches down her cheek as she snores with every few breaths.

The halfling man smiles and creeps closer to the table to lean over to the woman. "Boo!" he shouts next to her ear. The female halfling opens her eyes as her hands flail around. She loses balance and slumps face-first onto the floor with a loud thud. Farais lets out a hearty laugh while the girl composes herself. The girl doesn't get up just yet. She just turns around without using her legs and looks at Farais. Once her eyes are finally able to focus, she slumps her head onto the floor again. "Ow... You stay over there. My legs fell asleep, but when that fades, you'll see." Farais seems only emboldened by this and is forced to lean against the table to not end up on the floor. A few seconds later, he composes himself and walks over to the girl, offering to help her on her feet. She just waves her hand dismissively. "I'm fine. Just give it a moment." she sighs as she massages her cramped neck.

"Long night?" Farais attempts to initiate a conversation when the girl finally stands up. "I suppose. I need to finish this before the festival." she briefly looks toward the table and the two opened books on top of it. "Hi, Farais." they exchange gazes and end up in a hug. "Good morning to you as well." he responds. "So, sister... what are you working on?" he reaches for the books on the table but is slapped on the wrist before retracting his hand. "Don't." Baan stops him with a calm but stern warning as she wiggles her finger in the air. "You need gloves to handle these tomes. They are old and sometimes mouldy. Quite delicate. And boring. Just some registry of newborns from the last century."

"Well, I'll be. And you fall asleep with such fine literature in hand? Ow!" Farais chuckles, but stops as his sister slams her fist into his shoulder jokingly. Not a strong punch, but it hits the right spot. "I warned you." she laughs. "Anyway - what's up? Wait..." she comes closer and sniffs at his shirt. "Is that-?" she sniffs some more and a smile creeps to her face. "You sly dog! Strawberry... Lemon... Roses?" she chuckles "When will you introduce us?"

Blushing a bit, Farais scratches his arm. "Yeah, I met someone yesterday. Simple as that. I need some advice." Baan nods as she stretches her sore neck some more. "Okay, shoot." Farais claps his hands and starts walking around a bit sheepishly. "Yeah, um - I'll introduce you at the festival. But I'm looking for a nice present for the occasion." he pauses. For a long time. "Okay..." Baan understand the queue. "Well, you know I'm not an expert on this, and you're not giving me much to work with, so... What are they like?" she starts moving her hands in a turning wheel motion in front of her, gesturing for her brother to continue.

"Well, she is a gnome, is into alchemy and also likes to make perfume." he smiles "So I wanted to know whether you have some interesting alchemy formulae or fragrance recipe books? Or something of the sort."

Smiling ear to ear, Baan claps her hands a few times and taps her feet while remaining stationary. Then she throws herself at her brother. "I'm -SO- happy for you. I'll find something, don't worry. I'll find a nice empty book and rewrite it into a new one. Make it look nice. What's her hair colour?" She runs to a stacked shelf filled with new-looking leather tomes, all in varying colours. She runs her finger across the spines until Farais stops her with a quick gesture. She pulls out a tyrian purple cover and flips the pages to confirm they are empty. She looks at the colour again, smiling. "Sooo... Regal." she quickly runs to another shelf, pulls out a ladder, and climbs up. Tapping her fingers on the titles, she pulls out one that piques her interest, puts it under her shoulder, and climbs down to run back to the table. She tosses picks up the notes from last night, puts the stack on the floor, and drops the blank book and the other one on the table. "This should be a recipe book compiled by an Opparan alchemist. It's pretty rare in these parts. I'll translate and rewrite this book" she puts her palm on the dusty tome "into this one" she puts her hand on the purple leather bound blank "and bring it to you one day before Swallowtail? And you will keep me fed throughout the festival in return." Baan smiles mischievously.

"You want to ruin me? I have saved almost enough for a house, and now I should start again?" Farais chuckles and he pats Baan's belly, but is left surprised. "Damn, are you even eating? Apple chips diet?" he points towards the floor. They both look at each other for a while in silence. "You know, because you were pretty plump a few months... Ow!" he is interrupted as his sister playfully swipes at him.

"Just get out of here, you twerp! I'll bring you your book. I need to work." Baan turns her brother around and gently nudges him towards the stairs. Farais waves over his shoulder, and shouts "Thank you!" as he runs downstairs. He picks a handful of apple chips, kisses his auntie on the forehead and heads out into the street as a bell chime announces his exit.

Liberty's Edge

Here is the backstory for Cashmerez and the lives that were lived by the six spirits of his two older siblings, one of his cousins, his siblings' partners and his childhood crush.

Let me know if you would like me to redo the 20 questions to better implement the more fledged-out story background.

I will message you directly with more details (the crunch) of the spirits and Cashmerez's stats and gear (six important items of note are mentioned in the backstory).

Spoiler:

10 years ago, when Cashmeric was 11 years old:  His older siblings (brother Kazallin 'Kaz' Magravi [18 years old] and sister Zeldana 'Zel' Magravi [16 years old]), cousin (Andrezi 'Drezi' Kesk [16 years old]), Zeldana's best friend and Kazallin's girlfriend (Khismia 'Mia' Bashir [16] and Ragnar's half-sister (Kalizama 'Kali' Vargnarssdottir [16 years old]) left to travel to the birthplace of Kalizama's mother, The Shackles.

archmage spirit: Kalizama 'Kali' Vargnarsdottir (NG female Mwangi [wildblooded] sage bloodline sorcerer who reveres Gozreh) with living male seagull familiar familiar named Banipani

champion spirit: Kazallin 'Kaz' Magavi (NG male Varisian [courser] swashbuckler who reveres Desna)

guardian spirit: Zeldana 'Zel' Magavi (NG female Varisian [shielded fighter] fighter who reveres Shelyn) with living male varied thrush songbird named Warbler

hierophant spirit: Ragnar Vargnarssen (NG male Ulfen [spirit guide] oracle who reveres Erastil)

marshal spirit: Khismia 'Mia' Bashir (LG female Kelish [warrior of the holy light (&) chosen one] paladin who reveres Sarenrae) with living cassian angel with the change shape ability (dog and dove forms) named Sunrise (who might be currently locked in dove form).

trickster spirit: Andezi 'Drezi' Kesk (N male Varisian sanctified rogue of Abadar) 

During their first adventure in The Shackles, while exploring some Ghol-Gan ruins, Ragnar called out to his deity for aid, and the spirits of the ruins cursed him with powerless prophecy).

They became successful adventurers during their time in The Shackles (reacihing level 20) and were planning to return home after exploring another Ghol-Gan ruin. They fought some cyclopean brute wights on the surface (which resulted with each party member to gain some temporary negative levels).

They decided to push on instead of making camp on the surface - a decision that would prove to be unwise. Kalizama's and Veldana's familiars (male seagull named Banipani and a male varied thrush named Warbler) stayed on the surface while the group explored the ruins beneath.  Khismia's familar (a cassian angel who answers to 'Sunrise' that can changeshape into a dog or a dove) stayed with Khismia.  Though they were able to handle the dangers of the first few levels, that changed when they found a colossal chasm - the lair of a great wyrm! (an umbral dragon!!). They already had some temporary negative levels from the brute wights.

The dragon unleashed its shadow breath, causing some to take a bit of strength drain except for Kalizama, who took the full brunt of the shadow breath, taking 12 points of strength and becoming blinded for several seconds.  The dragon then used its claws and teeth that inflicted more negative levels to the group, as it was having fun 'tenderizing' this foolish group of adventurers into its prefererred meal - shadows created from living creatures it kills.

By the time Kalizama had regained her vision each party member had 19 temporary negative levels (from the combined temporary negative levels from the brute wights and natural attacks of the dragon).  Kalizama told them to surround her and hold onto her, for she had scribed a scroll to be prepared for such a tragic turn (a scroll of Greater Teleport she scribed with a 18th level caster level - enough to teleport herself and up to six others).  They managed to reach her quickly as the dragon was about to unleash its breath weapon again, but Kalizama was able to successfully cast the spell from the scroll before the group was enveloped once again in the dragon's breath. 

Meanwhile, at the same time of the fateful encounter with the umbral dragon, Cashmeric (now 16 years old) was laying on Junker's Edge, watching the goblins below.  When suddenly out of thin air, his siblings and their friends appeared around him. 

"Still watching goblins, little brother?"

"Kaz! Zel! You're home!" Cashmeric got off the ground and hugged his siblings, "You're all hurt! What happened?"

"There is time for that later, Cash, for now we need to go the chapel for some healing.  Come with us and we will fill you in on our adventures. Is Sandpoint still the quiet town we left five years ago?"

Cashmeric's expression turns to one of sadness, "Dad's dead. That crazy bastard Stoot killed him."

"Did you say Stoot? That doesn't make sense, he was kind old man who loved birds," Kalizama pointed out.

"I did. He went crazy and killed several people in town," Cashmeric told her.

With tears starting to form from the news her father was dead, Zeldana spoke, "Is mom still alive?"

"Are my parents still alive?" Andrezi, Kalizama and Khismia asked simultaneously.

"Yes, they are alive, the only parent of ours that bastard killed was Dad, Zel."

Khismia's familiar, 'Sunrise', (a cassian angel who prefers to go by the name Mia named him when she thought he was just a dove, who can change shape into a dove or a dog), who had converted back to dove form during the fight with the dragon (possibly currently unable to change shape due to the temporary negative levels Khismia currently has) flew off to the docks on the west side of town.

"What about Warbler and Banipani?" Zeldana asked Kalizama.

"Banipani's a seagull so flying home will take time but he can do it.  I am sure he will make sure Warbler males it home too, Zel."

"That's a relief. I think I've had my fill of The Shackles for a lifetime. No offense meant, Kali."

"Or six lifettimes," Ragnar added, not realizing his powerless prophecy added more weight to his words then he realized.

"None taken," Kalizama told Veldana, "Just have faith in our birds' ability to find their way home.  Remember, they were with us for the journey south in the first place."

That last comment eased Zeldana's fear about leaving Warbler so far south of home.

Cash walked with his siblings and their friends to the chapel, while they started to tell him of their first (not last) adventure in The Shackles.

When they got to the chapel, Father Tobyn assessed their wounds, "You all need to stay at the chapel for at least a weel while I and the other priests pray and request the power needed to heal the spiritial damage you have attained."

"Is it okay if Cash accompanies us, Father?" Ragnar asked Ezakien.

"Of course. I am sure he is eager to hear what his siblings and the rest of you have been doing during the years away from home,"

Once they got settled into a room of the chapel they would be spending the week in, Kazallin told Cashmeric they all had souvenirs for him.

"My first whip, the one you used to beg me to let you play with," Kazallin spoke.

"But you never go anywhere without your whip!"

"I have an enchanted whip I use now.  This one is now yours," Kazallin placed the whip into his brother's hands.  This whip is etched with a swallowtail butterfly (a sacred animal of Desna) on its handle.

"Thanks, Kaz.  Will you teach me how to use it?"

"Of course."

"My first shield, the one that Ragnar made for me," Zeldana spoke as she handed the wooden small shield to Cashmeric. The front of this has a painting of Veldana's familiar, Warbler (a varied thrush songbird). (The songbird is the sacred animal of Shelyn.)

"But that is special to you, your boyfriend made it for you!"

"That he did, and I have an enchanted darkwood shield now.  Ragnar made it for me to keep me safe.  Now it will keep my little brother safe, eh?"

"Thank you, Zel.  Will you teach me how to use it?"

"Of course."

"You are big enoug to take hunting now, little man," Ragnar tells Cashmeric as he hands him a longbow.

Cashmeric takes a look at the handle and sees the familiar etching of a stag (the sacred animal of Erastil) on it, "That's your bow!  You keep it."

"I have an enchanted darkwood bow now that I prefer.  I would rather this bow stay close to the wielder of the shield I crafted for the woman I love."

"Understood. Thank you, Ragnar."

Andrezi hands removes his sheathed rapier from his belt and hands the scabbard with the blade inside to Cashmeric, "This is for you, cousin." - This pommel, handle and cross guard of this rapier was designed in the shape of a monkey (the sacred animal of Abadar) - the pommel being the head, the handle being the body and the cage crossguard being the monkey's tail.

Casmeric instantly recognizes this as the sword he used to play 'hero' with. Looks at his cousin's belt and sees he does not have another rapier, "I can't take your rapier. You love that thing!"

"Fear not, cousin, as always have a rapier in hand when I need one," Andrezi tells him as a beautifil carved adamantine rapier with a simliar monkey design appears in his leather-gloved right hand
"Cool! Thanks for the sword. I was planning to get a rapier myself soon."

"Really? Did you decide to follow in my footsteps and choose Abadar as your patron god?"

"No, I was planning on getting a hound design, like my father's. He left his to you, Kaz."

"A Caydenite! I look forward to drinking alongside you, little man," Ragnar tells Cashmeric.

Khismia hands Cashmeric a bola with an etching of a dove (the sacred animal of Sarenrae) on its handle.

"Are you sure , Mia? I still remember how you loved tripping Kaz with it whenever he would flirt with another girl."

"He stopped flirting with other girls awhile back, little brother."

"Little brother? I'm Kaz's brother, not yours. Are you feeling okay, Mia?"

Khismia and Kazallin hold up their left hands, which each has a silver band on the ring finger with an etching of an angelic ankh flanked by etchings of a butterfly and dove.

"We couldn't bear to wait to come home to be joined in our gods' eyes. Can you forgive us for not having you at our wedding?"

Cash wraps his arms around Mia, "Welcome to the family, sis!"

Cashmeric takes a look at Vel's left hand and sees a ring there, "You're married too?"

"Just engaged. We figured at least two of us should wait to get back home so our families can attend our wedding.  I didn't want Mom blaming both of us for robbing her of the joy of attending our weddings."

"Let's not get into this now, Zel," Kazallin implores of his sister.

"Just don't try to say I did not try to have you wait until we got back home."

"You know why we didn't wait!" Kazallin retored back, as he wrapped his right arm around Mia and gently placed his hand over her stomach,"

"You're pregnant?" Cashmeric asked Khismia, who smiled and nodded in response.

"I'm going to be an uncle!"

"I guess that leaves me," Kalizama speaks up.

Cashmeric's voice cracks, "You're engaged too?"

"No, I meant my turn to give you a souvenir, silly."

Cashmeric blushes.

"You still have the same effect on my cousin after all these years, Kali," Andrezi teases his cousin, "He's grown up now, Kali.  Now you don't have to let him down gently if he asks you to go on a date."

Kalizama blushes, "As I was saying, it is my time for you to receive a gift from me.  Keeping with the theme of the gifts there is only one of my possessions that fits," as she unstrapps her wooden scroll case from her belt and hands it to Cashmeric. This wooden scroll case has a painting of Kalizama's seagul familiar on it.

"Thank you, Kali," Cashmeric beams, "If you want, after you are feeling better we can go shopping for new scroll case for you."

Kalizama blushes, "That sounds lovely."

"No one has made her blush in five years and she just blushed twice," Andrezi commented quietly so neither Cashmeric or Kalizama heard him.

Father Tobyn enters the room, "It is time for you to head home, Cashmeric.  Tell your mother and the rest of their parents they can come visit them tomorrow afternoon."

"Okay, Father Tobyn.  Thank you."

"Wait, little brother. Don't go before you answer something for me."

"Okay, Kel. What do you want to know?"

"You're grown now.  What profession did you decide on?"

"Auntie Risa says I have the family gift and is training me to become a medium."

"Cool.  We lost a friend while we were in The Shackles.  Maybe when you finish your training you can contact his spirit for us, eh?"

"Sure, Kaz."

Cashmeric walked home with his new possessions, and planned to stay up to tell his mother the good news when she got back from working the late shift at Risa's Place, but fell asleep before she got home.

Cashmeric woke up and excitedly  woke his mother, Carmelizzia 'Carm' Magravi up, "Mom, they're back hiome!"

"Who are you talking about?"

"Kaz and Vel! Ragnar and Kali!  Mia and Andrezi!"

"Where are they?"

"They were wounded pretty badly. Father Tobyn is having them stay at the chapel for a week to attend to their wounds."

Carmelizzia gets her shoes and jacket on and heads out the door.

"Mom, Father Tobyn said you have to wait until the afternoon to visit them."

"I am their mother and have not seen them in five years, young man,  No one, not even Father Tobyn is going to prevent me from seeing my children."

Cashmeric quickly got his boots and jacket on and headed out with his mother.

They saw heavy smoke coming from Uptown.

"What is causing so much smoke?" Cashmerez queried aloud, just before they could see flickers of large flames just over the rooftoops of the downtown buildings blocking their view of the chapel.

"No!" his mother started to run as fast as she could, fearing the worst.

Kazallin, Veldana, Ragnar, Khismia, Andrezi and Kalizama all died in the Sandpoint Fire.

A month after the Sandpoint Fire, Risa Magravi (Cashmeric's great aunt) had Cashmeric try to channel her dead father-in-law, who is Cashmeric's great-grandfather, but he failed to do so.

"Hmm, I sense you have the gift.  I am not sure why you cannot channel your great-grand father, your when you should be able to.  You might be a rare medium, Cashmeric, that can only summon specific spirits that have emotional ties to items in your possession," She looks over the gear that her great-nephew has been wearing for the past month, "Tomorrow I will have you try to channel your brother's spirit, your sister's the day after and your cousin Andrezi's the day after that."

"And Kali's, Mia's and Ragnar's spirits the days after those?" Cashmeric asked his family elder.

"Of course, child,"

After confirming that Cashmeric was a relic channeler medium linked to the spirits of the group of six friends that died in the Sandpoint Fire, it was clear pursuing the career of a medium was not a feasible path, so Cashmeric got a job working where his father worked, The Haglish, three days of the week (Toilday, Wealday and Fireday day shift).  His father's name, Henric Magravi, is one of the 28 names carved in the ceiling beam for drinking a tankard of Norah's tank water)

Cashmeric's weekly routine typically consists of having a seance in the morning to channel one of the spirits linked to him, then go to work for the day, then head to the home of the spirit he is channeling that day for dinner and allowing the spirt to take control of his body so that the spirit can spend the evening with their family and Cashmeric wakes up in the bed of that spirit's childhood home.

His typical week consists of channeling is as follows:

Moonday: day off, Kalizama 'Kali' Vargnarsdottir
Toilday: work day, Ragnar Vargnarssen
Wealday: work day, Veldana 'Vel' Magravi
Oathday: day off, floating day to adjust other days for special days for the spirits (their birthdays or birthdays of family members, religious days of their deity, etc.)
Fireday: work day, Andrezi 'Drezi' Magravi
Starday: day off, Kazallin 'Kaz' Magravi
Sunday: day off, Khismia 'Mia' Magravi (nee Bashir)

As the Swallowtail Festival is a religious day for Desna, Cashmeric channels his spirit the moring of the festival.

edited to correct grammar, spelling and typing mistakes, as well as added a bit more detail to give a better 'week in the life of'.


Here's Lutke Geshburger, an Unchained Human Rogue, updated to match the current build rules. Backstory in the profile with stats.

Originally a character I made for a Warhammer Fantasy RPG 2nd edition game, he represents a character concept I've always wanted to see to fruition. Perhaps this will be the game.

20 Questions:

What is your character's name? Lutke Geshburger
How old is your character? 20ish
What would somebody see at first glance? height: 6'2" | weight: ~168 | skin color: olive | eye color: teal | hair color: dark brown | physique: slender | race: Varisian | visible equipment: lots of pockets, a rapier on one hip, several pouches, maybe traces of his craftsman trade, a tool absentmindedly tucked in a breast pocket or a ring of cogs hastily clipped to a belt loop, and naturally his Varisian kapenia which Lutke has wrapped loosely around his neck on his shoulders with the ends hanging down his back.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? affable but somewhat nervous if he doesn't know the person; essentially well-meaning, but socially awkward unless the conversation falls into an area of knowledge or interest in which case he is very enthusiastic and and likely to overshare
Where was your character born? A farm between Magnimar and Sandpoint
Where were you raised? on the farm and in Magnimar (or maybe a larger village nearby the city) once he was apprenticed to the Locksmith
By who? parents/extended family and also his master
Who are your parents? Helga and Mannis Geshburger (not very Varisian, I know, but I can't edit Lutke's name, so Germanic it is!)
Are they alive? Yes
What do they do for a living? Grain farming, some cattle
Do you have any other family or friends? Family: Yes, a few generations of Geshburgers and their resulting broods | Friends: Highly probable, not opposed to creating such a connection with a fellow player; for sure another apprentice who left the service of the locksmith to go study magic at the Acadamae in Korvosa
What is your character's marital status? Single
Kids? None
What is your character's alignment? NG
What is your character's moral code? probably a tricky question; Lutke considers himself a good person, but may not be the first to speak up when some injustices are in his face if they are "socially tolerated" but he would definitely take a stand if he observed behavior he knew without a doubt was harmful to others and he could stop it; Lutke is definitely aware not all societies have the same idea of what is moral and he would err on the side of caution rather than assert his own righteousness until he's certain it's not misplaced; naturally exact circumstances could affect the outcome and we could see Lutke swing as more or less likely depending on environment
Does your character have goals? to become the greatest dungeon designer/builder/engineer ever
Is your character religious? yes, but not a zealot; he would observe the holidays and make the appropriate donations/sacrifices the average peasant would in this part of the world, but if forgets a prayer or business/research prevented making it to the church this particular Sunday, Lutke would not sweat it
What are your character's personal beliefs? he thinks the ruins of Thassilonia and its rune magic may hold the key to designing deadly dungeons and legendary labyrinths
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? as mentioned earlier, Lutke will be a little nervous and socially awkward at times, but is likeable; once a person has gotten to know him they may noticed he's easily distracted and sometimes gets too focused on things in front of him especially if it's a trap or work of dungeoneering
Why does your character adventure? to study the various trap-ridden dungeons and vaults and learn how to make even better ones
How does your character view his/her role as an adventurer? trap-discoverer, trap-repurposer, scholar, efficient killer (hey, he has to have some level of sociopathy to want to build deadly dungeons; were you expecting a Boy Scout? :P)
Does your character have any distinguishing marks (birth-marks, scars, deformities)? his left hand has a burn scar on the back which he will unconsciously rub sometimes when he's lost in thought
How does your character get along with others? fairly well; much more likely to try and appease everyone; a bit of a doormat
Is there anything that your character hates? being forced to stop researching/investigating a trap or mechanical device before he's figured out how it operates
Is there anything that your character fears? pixies; he had a bad experience as a young tween

Here's a post I did as Lutke in the Warhammer game, so there will be some references which may seem out of place for Pathfinder. One thing that's integral to understanding the blurb is that Lutke had a supernatural ability to use his craftsman tools to Heal, so he could 'fix' physical ailments like an engineer repairing a mechanical device.

If you would like something a bit less dramatic and more of a typical in-game post, please let me know.

RP Sample: Narrative:
Lutke waited nervously for the man called Sir Brechton outside of the Bloated Dragon trying to keep himself under the overhanging second floor. Rain was falling in large, heavy drops. He found himself both excited and afraid of the task he had been given. From a purely academic standpoint what a challenge this would be! Finding a way to bind someone who could escape standard restraints would test the limits of his knowledge of locks and other traps. Lutke tried not to think of the unspoken part of needing to 'question' the Champion of Tzeentch. Lutke had no illusions he would be required to 'assist' with finding a way to do this as well.

On the other hand, Lutke would be faced with being in close proximity to a fiend of Chaos, some type of mortal being who had given himself over to the Ruinous Powers and been blessed with their hideous touch. That was terrifying. Lutke found himself praying continuously to Ulric and Ranald, his two favored gods here in the far north of the Empire.

Lutke was brought out his reverie by the sudden sounds of two metallic heels striking together with a dulled ringing sound. A helmetless man with dirty blond hair slicked down by the falling water and a very unusually trimmed mustache and beard regarded Lutke's lanky form. He wore what appeared to be a mix of plate and chain for mobility and tabard with a detailed embroidery of a bouquet of flowers imposed over the top of a large golden goblet with a corona of light sewn around it. Lutke had never seen a Bretonnian knight before, but there was certainly no mistaking Sir Adrien Brechton for anything but. The falling rain plinked loudly on his pauldrons.

"You're the locksmith?" It came out with a touch of incredulity and a fair dose of annoyance.

Lutke swallowed and nodded. "I-I am a locks-"

"Follow me then, monsieur. And pray the Lady guards your soul."

Lutke, mouth still agape, watched startled as Sir Brechton strode away, metallic heels splashing muddy water. He was several steps ahead when Lutke regained his wits and hurried to keep up. He quickly gathered up his satchel and tool pouches and hurried after the knight doing his best to shield his equipment with his cloak from the rain.

Sir Brechton led Lutke to a two story building missing part of its roof that appeared to once have been a tavern. A broken sign bearing the name The Secret Games Tavern hung from one rusty chain and swung in the wind and rain. A small detachment of Wolfenburg militia was stationed at the building's entrances, ensuring that no one entered or left without clearance. The men looked miserable standing guard in the rain, but they remained watchful nonetheless. Sir Brechton lifted a hand in acknowledgement of the guards' salutes as he and Lutke approached one of the side doors closer to what had once been the stables but was now being used as barracks for one of the neighborhood patrols off-duty men. Lutke realized this indicated they were also there to be on hand in case something happened with the prisoner contained in the basement of this building.

Lutke followed the slightly older man inside and to what appeared to be a closet under the stairs ascending to the tavern's former puff-puff rooms. Two men were stationed on either side of the hall, one able to watch for those approaching the closet and the other to watch the closet itself. Lutke was somewhat confused until Sir Brechton opened the closet door and revealed the back panel of the closet had been removed. What might have once been a well opening was visible, but iron wrought stairs spiraled down and Lutke could see the flicker of lantern light. Without hesitation Sir Brechton descended the stairs and Lutke hurried to do the same.

The iron stairs were quite cramped and tall Lutke had to stoop slightly or continuously bump his head on the iron steps he had just descended. It went down for quite a while but eventually a similarly small opening allowed access into what was clearly a hidden basement. Stout and study wooden beams supported stone wall construction, and Lutke was certain a portion of it was actually the other side of a sewer wall. It was obvious the stone walled complex was much more extensive than the building above.

"Turns out The Secret Games Tavern did in fact have 'secret games'. Illegal betting on a variety of dangerous things appears to have gone on down here," Sir Brechton suddenly said into the quiet of the underground complex. "Don't wander from me or my men until you have become familiar with the layout. It seems to have been built like a maze. Probably so that if discovered, it would be difficult to catch all of the gamblers and staff."

Lutke barely heard him. Since descending the stairs, he had felt an ominous dread; a wordless feeling that had begun to seep into his skin and was trying to settle into his bones. It seemed to come from a single place in the basement, and somehow Lutke knew he could navigate directly to it. Somehow Lutke knew that this "dungeon's" maze was an open book to him. It was happening again. That feeling like the laws of physics and matter were falling into his hands to use and control and play with...

"Locksmith!" Lutke was roughly shaken by a hand and Sir Brechton's face swam into view. He was inches from Lutke's own. "Have you already given yourself over to madness, man?"

Lutke blinked several times. "Uh..um, I-I am fine. J-Just had a strange f-feeling."

Sir Brechton grunted. "Yes, you'll just have to get used to that." then he added under his breath. "Not that you'll be able." Lutke wasn't sure if he was meant to hear that or not.

"Follow me, and you can get a look at it and we'll get started." The knight began to move away down the passage towards the next lighted area.

"Wait," Lutke blurted. "I need to do some things first." Sir Brechton turned with a frown.

"Uh..I need to interview your men; I need to know what kinds of things the..uh, Champion has escaped from and if anyone knows how he did it." Sir Brechton started to shake his head. "Please, Sir Brechton. I know it sounds useless to you, but trust me. This kind of data will be useful if I am to be able to devise a means to secure this creature. And more importantly..." Lutke took a breath, "if I am to help you find a way to properly question it."

Si Brechton regarded the locksmith, and Lutke noticed how red-rimmed the man's eyes were. Lutke could fix that. His hands twitched, and he wanted to get his tools out.

"Fine," the knight said in a flat tone. He turned on his heel and Lutke leaped to follow.

Over the next several hours, Lutke met the four men who kept a constant vigil on the Champion one-at-a-time. One of them was bemused by Lutke's questions, two were rather sullen, and one was downright hostile feeling like this was all quite a waste of their time. The first was a battle pilgrim who followed Sir Brechton in his questing, the two Sir Brechton's men-at-arms, and the last was Sir Brechton's ward, a young knight errant who was very haughty and obviously of noble blood.

Then Lutke requested to examine the various devices they had attempted to use to restrain the so-called Champion of Chaos. Lutke was astounded to see the various things from manacles and chains to ropes and weights. Belts, straps, rings, hooks, and even a loveself which was a coat used in asylums. Lutke measured them, weighed them, and worked any of their movable parts. He took extensive notes, and once, Sir Brechton had to call up a request for more ink and paper.

Lutke spent a long time staring at his notes and the data. It was all very contradictory....assuming the Champion followed any of the laws of nature as Lutke knew them. Frighteningly, Lutke found that some it it made sense in a way he didn't want to contemplate. A part of him knew how something could do these things...if certain adjustments were made. Lutke tried to force that from his head.

Finally, as Sir Brechton's patience was wearing thin, Lutke admitted to himself that the last bit of information couldn't be obtained until he met the Champion and had his chance to see what he was facing. All these measurements and data that shouldn't be possible...Lutke knew that it would make sense to him even though it shouldn't.

Sir Brechton tapped his foot impatiently, obviously tired and not feeling too much more indulgent. Lutke scraped the wooden chair from the table where he worked in the area outside where they kept the Champion. He stood and looked at the knight.

"May the gods preserve my mind, body, and soul." Lutke whispered. He wiped his sweaty and ink stained hands on his trousers. "I am ready."

For a moment Sir Brechton's face softened and fleeting expression of pity rushed across his features as he looked at the skinny man who looked at him with trepidation. Then it toughened again, as Sir Brechton steeled himself for the encounter to come. He nodded decisively once, and led Lutke to a door. Sir Brechton opened it and went through. Lutke paused in front of the room's entrance trying to steel his nerves. Then before he lost the ability to choose to do so, Lutke put one foot in front of the other and crossed the threshold of change.


Ok, this is Ouachitonian. Took me while to find the time to write everything up. Grod is a warpriest of Gorum. Pretty straightforward. Think of him more as a very devout fighter, almost a paladin, rather than as a cleric with heavy armor and better weapons. He'll definitely play more as a martial than a healer/divine caster, though in a pinch he can help there. Theoretically. He can use CLW wands automatically, at least. I fully intend for him to specialize in orc weapons, so at 3rd I plan to take EWP Butchering Axe and upgrade from Greataxe*. Since two-handed isn't a terribly feat-intense style, as he ascends the levels he'll probably pick up some archery feats for his Orc Hornbow as well. He'll definitely be wearing heavy armor (preferably with spikes) and I'll probably take things like Diehard and the Deathless chain to make him an unkillable holy terror.

Edit: I still need to answer all the questions. I'll try to do that by saturday at the latest.

*Unless I can convince you, oh wise, generous, magnanimous, merciful, and handsome GM, that since the Butchering Axe's description states that it is "A creation of the orc smiths of Belkzen", that a half-orc's Orcish Weapon Familiarity should allow me to treat it as a martial weapon, even though it doesn't have "orc" in the name. Pretty please?

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