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Organized Play Member. 1,376 posts (16,065 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 33 aliases.


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Grand Lodge

Presenting

""Cedric"
Vivisectionist Rage Alchemist 6
Medium kasatha /

Init +3; Senses Perception +9

==DEFENSE==
AC 20, touch 14, flat-footed 17 (+5 armor, +1 shield, +3 dex, +1 deflection)
hp 54 (6d8+6)
Fort +7, Ref +9, Will +3
Armor Chain Shirt +1, Light
Shield Darkwood Buckler
Defensive Abilities Sturdy Rage (PFUC 25)

==OFFENSE==
Spd 30 ft/x4
Melee Longspear +1 +8 (1d8+7) 20/x3 CM +1; reach
Special Attacks Sneak Attack [3d6] (PFCR 68)

==STATISTICS==
Str 19, Dex 16, Con 12, Int 14, Wis 10, Cha 10

BAB +4, CMB +8, CMD +22
Feats Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Combat Expertise (PFCR 119), Combat Reflexes (PFCR 119-120), Power Attack (PFCR 131), Throw Anything (PFCR 135)

Skills Acrobatics +5, Appraise +6, Bluff +5, Craft (alchemy) +12, Disable Device +11, Knowledge (arcana) +7, Knowledge (engineering) +3, Knowledge (nature) +7, Knowledge (religion) +3, Perception +9, Stealth +12, Survival +5, Perform (Oratory) +1

SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Discovery: Feral Mutagen, Tumor Familiar, Spontaneous Healing (PFAPG26), Mutagen (PFAPG 26)

MC Cruel Anatomist (PFUM 20), Rage Mutagen (PFUC 25), Torturer's Eye (PFUM 20), Bleeding Attack (PFUM 20)

Traits Highlander (Regional) (PFAPG 332), Trap Finder
Languages Common

==Magic==
Eq'd Magic Belt of Giant Strength +2, Amulet of Mighty Fists +1, Ring of Protection +1 (R), Cloak of Resistance +1

Total Performance Combat: +2

Fluff:

Cedric is a slave refugee. He unfortunately wasn't captured slaved for too long (under a year) but still it has left his mark. He had drifted a an other year from place to place trying to find some port of call to attach himself. That is when he landed in the City of Raven's Gate near the Crawl. He enjoyed the freedom of the city.But still he had liked the city to a certain extend of course. He had figured to live here for a bit. And so he found a job, a harsh and dangerous job: Working for the sewers maintenance groupe as an otyughs Enforcer. Occasionally these creatures escape their pens and break into the main sewers, or even make their way onto the city streets, causing untold damage. And its his job to track and kill those dangerous escaped creature.
Hurting Children is the one thing completely unforgivable to Cedric. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.
So when he has heard word that Gaedran might be heavily in the children slavery business, Cedric know he had to find out the truth and do something about it, if it was.

He hear that the man Solde Slave and ran a gladiatorial team for the crawl. And Gaedran had gotten his hands on Ayala. A girl that cedric had adopted as a little sister.
Now is was going to be payback time

Grand Lodge

Hello DM,

would you be ok with Tielfing Trap Breaker Alchimiste ?

Grand Lodge

Inrotucing:

Sumak Devir

Daring champion Cavalier Order of the Flame (No mount archetype)
Small Halfling / Humanoid (Halfling)
Init +4; Senses Perception +7, Keen Senses

==DEFENSE==
AC 21, touch 15, flat-footed 17 (+4 armor, +2 shield, +4 dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1
Armor Chain Shirt, Light
Shield Heavy Wooden Shield
Defensive Abilities Fearless (PFCR 26), Underfoot (PFAPG 21)

==OFFENSE==
Spd 30 ft/x4
Melee Rapier +5 (1d4-1) 18-20/x2 CM +1

==STATISTICS==
Str 8, Dex 19, Con 12, Int 10, Wis 10, Cha 16
BAB +1, CMB -1, CMD +13

Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133), Shield Wall (PFAPG 169), Weapon Finesse (PFCR 136), Weapon Focus (Rapier) (PFCR 136-137)

Skills Bluff +7, Diplomacy +7, Perception +7, Sense Motive +4

Traits Into Enemy Territory (Campaign: Second Darkness) (PFAP: SD Companion 15), Seeker (Social) (PFUCgn 61)

Languages Common, Halfling

Sumak has read stories about great halfling nomad riders of the Talenta plains all through his childhood . Being a city dweller he knew of little of these strongest halflings
Living in Thrane with the small community of halflings he had many opportunities to visit or to travel. One day when he got old enough with dream of the wild planes and of the Halflings riders he left home for good.

The first step was for him to try in join the ranks of the mighty Knights of Thrane. Sumak figured that since we wasn't going to go to the great planes, the knights was the next best thing.

In his imagination knights and halfling nomad rider while not really on the same side of lifestyle shared a common noble behavior.

He first got a good look at this dream when the recruiting officer informed him that no small sized person would be recruited as knights rode on heavy war horse and not on small sized mounts.

But that didn't deterred sumak as he figured that is he could just get his foot inside the door eventually he could show them that he was quite skilled. And so he signed on to be a Stable boy.

After a year of service he eventually got to go on active duty as a scout with a light cavalry group. By then he had become a decent scout. But during one of the outings the weather turned horrible. As the company of turned for home in the hailstorm he got struck by lightning. He survived it but his mount no so much. As it felt from under him he was unable to leap from the saddle stunned as he was. And then the worse happened. his mount's entire body crushed his left leg.

The healers were unable to repair all of the extensive damage. And as it took a long time for his leg to recover to a certain extend, the Outriders didn't want him anymore.

His dream crush (like his leg) he almost gave up.

But it seemed that he was given a second chance, a different kinds of chance. He was determined that while not able to ride well again he would prove to that could make it out, and have his name written upon the stars

He was left out of the action with his leg until it healed

Having nothing else to look for sumak just looked for anything to do. It rapidly hit him that even is he had difficulties to walk, with his new found powers he could travel. And so traveling he did.

In fact he reasoned that with his basic training, his determination he would prove to himself that he could achieve something. That on his own he could be the daring combattant he envisioned in his childhood.

Sumak went forth to quench his wanderlust, and eventually started working as a caravan guard. This was the first time he encountered Meghan the bard, where she regaled him with her stories of game, romance and action to be held in Riddeport and its game halls.
The blot had come and with it is effect on the area. he had made some research, consulted with the few rangers he knew from previous work. and When he heard about the event in some gambling thing at a place called the Gold Goblin, he picked up his stuff and made his way to find that Bard soe some of the signs revealed that Glory and danger would be close following her shadow

-----
A little bit about myself i have been involved in game that i play and run since 2013. so i am here for the long run...

Grand Lodge

color me interested as well

Grand Lodge

stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat: 2d6 + 6 ⇒ (2, 6) + 6 = 14
stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stat: 2d6 + 6 ⇒ (4, 5) + 6 = 15

@DM: quick question: Would a Nagaji Naga Aspirant druid would be ok ?

I'll probably make a hunter if not

Grand Lodge

doting.
working on concept idea after having had a look at party composition

Grand Lodge

Indeed good luck to everyone

Grand Lodge

Great....

Grand Lodge

Sure will do.

Raider out of the Talenta Plains if i read to fluff correctly ?

Grand Lodge

but it should at least have a place in the established world of Eberron.

Also, in your third paragraph, you refer to " A blood red light pierced through the pin sized hole Drovic's pick had made. " Who's Drovic?

----

Tks for the review DM.

here are the answers:

Drovic is just an NPC i made up for the story.

I think that Valenar would be a fit for the background story ?

Grand Lodge

You missed book sélection and if any ebberon 3.5 were OK ;)

Grand Lodge

Correct on all counts and guilty as charged DM ;)

Grand Lodge

Same for ST Shadow who is my DM :)

Grand Lodge

Presenting:

"ARVANGAIL
Lore Shaman Witch Doctor 5
Medium Half-elf / Humanoid (Half-elf)
Init +4; Senses Perception +5, Low-light Vision, Keen Senses,

==DEFENSE==
AC 19, touch 14, flat-footed 15 (+5 armor, +4 dex)
hp 38 (5d8+3)
Fort +1, Ref +5, Will +6
Armor Mithral Chain Shirt +1, Light
Defensive Abilities Elven Immunities (PFCR 24)

==OFFENSE==
Spd 30 ft/x4
Melee Scimitar +1 +8 (1d6+5) 18-20/x2 CM +1

==STATISTICS==
Str 8, Dex 18, Con 10, Int 14, Wis 14, Cha 14
BAB +3, CMB +2, CMD +17

Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Extra Hex, Martial Weapon Proficiency (Scimitar) (PFCR 130), Shield Proficiency (PFCR 133), Weapon Finesse (PFCR 136), Dervish Dance

Skills Diplomacy +9, Knowledge (arcana) +8, Knowledge (history) +6, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Knowledge (planes) +8, Linguistics +4, Perception +5, Perform (dance) +4, Sense Motive +9, Spellcraft +6, Survival +7

MC Spirit: Lore (PFAPG 43 - 44), Wandering Spirit (PFAPG 43), Hex: Healing, Arcane Enlightenment [lore] (PFAPG 45)

SU Channel positive Energy [5] 1d6

Traits Fate's Favored (Faith) (PFUCgn 55), Mathematical Prodigy (Magic) (PFAPG 329), World Traveler (Race: Human) (PFAPG 331), (drawback: Pride)

Languages Common, Elven, and 4 others to be chosen purchased

Sarah Rylin'dar was born to a wealthy merchant family. She spent most of her early life accompanying her father on Caravan trips. When not traveling with his caravan, she enjoyed the pampered life available to the rich and affluent in the city of Coran. Her fairy tale life danced along until the fateful night her father's caravan was attacked by orcs. Unable to hold off the orc and goblin raiders, most of the men including Lord Rylin'dar fled from their attackers. In doing so, they left Sarah unprotected. She was taken that night by her assailants. No one knows what happened during that night of torment; but when she was found the next day by a few caravan guards rummaging for anything left of value, she was naked and beaten to the very edge of death.

Sarah was taken home and cared for by the best physicians in Coran. After months of care, her body was healed. Unfortunately, her mind was never the same. Lord Rylin'dar spent the next few months attempting to live with what had become of his daughter. She began to show signs that she had been impregnated by one of the orcs. Full of shame and regret for his cowardess the night she was taken, Lord Rylin'dar placed Sarah in an institution. Her bastard son was born there. An nurse who was assigned to Sarah at the mental institution named the boy Arvangail, which meant son of my torment in elven. The boy was quickly taken from his mother after birth and sold on the black market as a slave. He was bought by Men from Issut Hold and groomed for mining. The first fifteen years of his life were spent in hard labor. With each year and each stroke of his pick, hatred grew in the heart of Arvengail. His slave masters reminded him time and time again of his bastard birth and lunatic of a mother. He prayed for the day he could break the chain of bondage and reap his revenge. That day would soon come.

One day deep in an iron mine, Arvangail unearthed something rather unexpected. A chip in the wall exposed the opening of a shallow hole in the side of the cavern. A blood red light pierced through the pin sized hole Drovic's pick had made. Dark voices whispered to him as he peered through the hole. As he continued to slam his pick into the wall, more and more of the rock opened until he could make out a small room. It took him only a few minutes to make the hole large enough to crawl through. Once inside, he found the object that was casting the light, a small grotesque leather mask. Both of the slits used as eyes were glowing and drawing him. Arvengail reached for the totem mask, but was startled when he could almost hear voices. Arvangail reached for the mask. As soon as he touched it, power coursed through his body. Slowly he raised it to his face. When it finally touched his weathered skin, every sin that had been committed against Arvangail raced through his mind. He laid on the ground for what seemed like days. When the memories finally faded, he was left with a feeling of absolute power. Armed with the mask and his pick, Arvengail went back into the cavern. Led by the spirits he could now seen and feel, and armed with powers he managed to stow away on a caravan far away. He has managed to live off wandering until now with the goal to free the greater lore totem spirit that was bonded into an object of power. The greater Totoem spirit that help free Arvangail from the bonds and shackled.

His search has landed him to Sarlonia, the continent of secrets where the object he seeks was brought.

Tonight, as he heads out of the boat in Ardhmen he feels closer to his quest and the fulfillment of the bargain he made many years ago

----

A little bit about myself. I have been dm'ing my own game in these very board for the last 3 years and playing in a few other games as well. (So you know i am here to stay)

Grand Lodge

My only venture in Ebberon have been trough Shadows of the Last War
and Whispers of the Vampire's Blade.

So my knowledge of Sarlona is squelchy at best:) but 'ill submit a character.

Probably a 1/2 Elven Shaman Wich doctor with the lore spirit that should be interesting

Grand Lodge

”Please state your name, your place of origin and how you came to this building today. Please address the orbs.”:

Mogwag is Mogwag's name. Mogwag was born in the Pomarj

“What horrors, seen or unseen, known or unknown, scares you or keeps you up at night?”

Mogwag fears things that do nor bleed and come to take you in the middle of the Night. But wat Mogwag fears most if the bigotry of those that do not see past one physical appearance

“Do you value individual freedom and choice or order and structure?”

Mogwag follows a personal code of conduct, but mogwag respects words given when signing a contract

“What languages do you speak? Which do you care to learn?”

Mogwag speak Orcish as well. For the moment Mogwag is more concerned about learning others things. Understanding of one self and the reason what Mogwag can use magic, and Magic in itself are the objects of Mogwag's searches

“Where do you see yourself in ten years’ time?”

Mogwag sees himself in a nice confy home by the mountains near a lake with plenty of fish.

“Will you be able to work with, negotiate with or support a goblin, hobgoblin or orc tribe to get the job done?”

Mogwag has good people skills. After all Mogwag has managed to to be killed thusfar

“Do you think you work well with others?”

Mogwag indeed does. Mogwag as a letter of recommandation form Retired Lt Struges from the Grand Duchy of Geoff. Who is the man responsible for supervising trade caravane for the Coresk merchants that travel ine the smaller Sheldmomar Valley

“If you see innocents suffering will you break from the mission to resolve the issue?”

Mogwag might be giving out a hand but not necessarily over endangering oneself

“Besides wealth, what else will you work for?”

Mogwag will work for knowledge, information and secrets. Mogwag likes to seek the truth of oneself or the way the world turns

“Will you obey the law even if you feel it is unjust and goes against your beliefs?”

Mogwag does noth and would rather leave

“What can you offer the team?”

Mogwag offers a lot beside a good sword arm. Mogwags has divine magic at his command, good negotiations skills and Mogwag can even try to disable traps

“Are you willing to endure suffering to complete the mission?”

Mogwag as suffered in the past to reach destination. Mogwag will surly suffer a lot more in the future

“Complete the mission or save your companions- choose one. And why?”

Mogwag will save his companions, For they put their trust and life in Mogwags hands

"Who do you pray to?"

Mogwags offers drinks here and there to Nazarn. He most certainly achieved something and became someone. He is truly a source of Mogwag's inspirations

-----------

Presenting

MOGWAG
Oracle 2 Seeker Lunar Oracle
Medium C-N Half-orc / Humanoid (Half-orc)

Init -1; Senses Perception +6, Darkvision 60 ft

==DEFENSE==
AC 19, touch 13, flat-footed 15 (+6 armor, +3 dex)
hp 22 (2d8+7)
Fort +2, Ref +0, Will +4
Armor Steel Lamellar, Medium
Defensive Abilities Sacred Tattoo (PFAPG 19)

==OFFENSE==
Spd 20 ft/x4
Melee Falchion +5 (2d4+6) 18-20/x2
Melee Toothy Bite +0 (1d4+2) 20/x2 [SNA]

==STATISTICS==
Str 18, Dex 8, Con 12, Int 10, Wis 10, Cha 16
BAB +1, CMB +5, CMD +14

Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Endurance (PFCR 122), Shield Proficiency (PFCR 133), Toughness (PFCR 135)

Skills Diplomacy +8, Disable Device +4, Perception +6 [Find Traps +7] Sense Motive +5

MC Oracle Curse: Wolfscared (PFAPG 43 - 44), Mystery: Lunar (PFAPG 43), Revelation: Prophetic Armor (PFAPG 45), Tinkering (PFSc: SFG 59)

Traits Fate's Favored (Faith) (PFUCgn 55), Seeker (Social) (PFUCgn 61)

Languages Common, Orc

Grand Lodge

Hello,
I can make à divine character tto round up the party

(I am been running a game and playing for the past three year in a few others as Well.

Do you mind sharing some of the plot hook ?

Grand Lodge

Congartz to Destorya. Go have fun :)

Grand Lodge

Having played both "side" of the game with the original french books i can vouch for all the Dark humor, the funky historical "supernatural" explanations etc...

Fyi: In 2015, a successful crowdfunding campaign provided the budget (in reality, more than 700% of the asked-for budget) for an upcoming new French edition, called INS/MV : Génération Perdue

Grand Lodge

as we are nearyng the deadline

GL to everyone :)

Grand Lodge

Well why don't WE see about that ooze ;)

Grand Lodge

I am not scarred of beeing alone :)

Grand Lodge

DM said wrote:
Interesting, to not talking directly with the powers that be, eh

Of course she would, as anyrole would seem appropriate to talk to them. Envoy / ambassador / woman of certain sexual expertise, to a certain degree a woman of knowledge.

It it just that she would rather not be the figurehead.

(think of it like the Cardinal de Richelieu to King Louis XIII)

Grand Lodge

DM said wrote:
What means do you intend to employ:

anything going from seduction, to straight diplomacy, bargaining, spying, extortion, to assassination (if need be)

DM said wrote:
where do you plan to go:

Behind every throne and every great men stands a woman who is the power in the shadow ;)

Grand Lodge

Presenting Sophia

"Barbarian 1 (Urban) / Alchemist 6 (Reanimator)
Medium Human / Humanoid (Human)
Init +4; Senses Perception +10
==DEFENSE==
AC 14, touch 14, flat-footed 10 (+4 dex)
hp 56 (6d8+1d12+14)
Fort +8, Ref +9, Will +2
==OFFENSE==
Spd 30 ft/x4
Melee Rapier +10 (1d6+4) 18-20/x2 CM +1
Special Attacks Bomb [9] (PFAPG 26), Bomb Damage (PFUM 18)
==STATISTICS==
Str 8, Dex 19, Con 12, Int 16, Wis 10, Cha 10
BAB +5, CMB +4, CMD +18
Feats Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Pirhana Strike, Shield Proficiency (PFCR 133), Throw Anything (PFCR 135), Toughness (PFCR 135), Weapon Finesse (PFCR 136), Weapon Focus (Rapier) (PFCR 136-137)
Skills Acrobatics +10, Bluff +9 [w/ persons attracted to you +10], Craft (alchemy) +15, Diplomacy +9 [Gather Information +10, w/ fey +9, w/ nobility +9, w/ nobility attracted to you +9, w/ persons attracted to you +10], Disable Device +14, Knowledge (arcana) +7, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Linguistics +10, Perception +10, Sense Motive +8 [Intercept a secret message +8], Stealth +11
SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Discovery: Tumor Familiar, Sponteanous Healing, Healing Touch (PFAPG26), Mutagen (PFAPG 26)
Traits Charming (Social) (PFAPG 330), Prostitute (Religion) (PFCo: FoP)
Languages Common, Draconic, Dwarven, Elven, Minatan, Minkaian, Tien, Varisian

(1 feat left to choose)

Sophia was born to her mother as her third child. His birth however wasn’t the blessing omen most people would receive. Isilda Coric was a lower noblewoman in the Varisa who was in an arranged marriage that proved unfruitful. Unknown that it was her husband who couldn’t conceive, he turned against her in a violent way. Isilda eventually fell into the arms of an other man, Talathel Mertan. This affair wound up with carrying his child. When the child was born, her husband was furious and sent her away. Talathel followed her to Nybor, and they both named the boy Kyras. 4 years later, they had a girl who was named Liadla. As time passed, both Isilda and Talathel began to make plans for them to leave Nybor. However, once they had decided to act on their plans, they discovered she was pregnant once again. 10 years after Liadla, Sophia was born.

Upon Sophia birth, Talathel made his own assumption that the child wasn’t his. He figured that because she had done it once before, Isilda had an affair against him and he left, leaving her and their children behind. In truth though, the child was his. Sophia was to be born, however Isilda’s very distant. SHe was born human, but after Talathel left.

Not wanting to face her "shame" Sopiha was given away to a local temple of Calistria where she spend most of here young years. Her natural gist for languages and her bright mind were more quickly put to work more so than her body. In a very short time she was the one greetings foreign clients or making potions to help with anyone's health.

A few years into this life she saved enough money to by passage to the Dragon Isle. A place far away and drasticaly different. A place the dream for many years while living in the temple.

Personality: Aspiring Merchant Prince with a touch of Yakuza Princess

Analysis: Sophia plays into the social / diplomat/ translator theme. Underneath that she can handle all the spying / undead minion yakuza coercition. She is even not too shabby in a fight herself
----
Running a game on these boards for the past 3 years and playing in a few other i can attest to the requirement of regular play

Grand Lodge

Yes it has been a While DM :)

I am not very familiar with chicago (but soo much the better as it will allow me to discover "it")

I'll get to char creation tonight (getting familiar with 5th Ed) and over the weekend

Grand Lodge

Hey Daway its been a while since i had games with you (PFS)

So if you are opened to it i would like to play an (orc?) Martial Adept.

(i would have to read 5th edition rules tough as i mostly poayed 3rd Ed)

Grand Lodge

ar yes indeed the Druid spell list it is then.

Grand Lodge

Sure DM:

MPL spell will be chosen from the Wizard / sorcerer spell list and probably be blaster type spell (to be approved by DM of course) in order to go with the Curse / Blaster type (on top of normal abilities of the oracle class) battlefield role for the character.

Current spell selection will be something along those line:

L0: Detect Magic, Stabilize, Light, Guidance
L1: (6/Day): CLW, Shield of Faith, Bless, Liberating Command, (b)Burning hands, (d)Ray of enfeeblement
L2: (4/day): CMW, Delay poison

Grand Lodge

Presenting (an interesting alternate trap expert):

Fluff:

Sophia was born to her mother as her third child. His birth however wasn’t the blessing omen most people would receive. Isilda Coric was a lower noblewoman in the Dragon isle who was in an arranged marriage that proved unfruitful. Unknown that it was her husband who couldn’t conceive, he turned against her in a violent way. Isilda eventually fell into the arms of an other man, Talathel Mertan. This affair wound up with carrying his child. When the child was born, her husband was furious and sent her away. Talathel followed her to Nybor, and they both named the boy Kyras. 4 years later, they had a girl who was named Liadla. As time passed, both Isilda and Talathel began to make plans for them to leave Nybor. However, once they had decided to act on their plans, they discovered she was pregnant once again. 10 years after Liadla, Sophia was born.

Upon Sophia birth, Talathel made his own assumption that the child wasn’t his. He figured that because she had done it once before, Isilda had an affair against him and he left, leaving her and their children behind. In truth though, the child was his. Sophia was to be born, however Isilda’s very distant and dormant celestial bloodline destined Sophia for other plans. SHe was born human, but after Talathel left, a local cleric of Shelyn identified hr father as an aasimar. Kyras stepped up in place of his father abandoning them, but there was only so much he could do. In his first few years, Sophia was treated kindly. As she continued to grow up, more and more people began see her for something else as ther Birthmark grew. Isilda soon fell for the cleric who helped her get through his birth and they had two girls of their own, the first 3 years after Sophia and the other one year later. She was now the middle child.

As Kyras was now 18 after the births of Mari and Saleen, and decided to take up arms against the rising goblin raids in the area. Liadla, being 14, decided the nonviolent path and became in tune with nature. As time went by, Sophia began to idolize her half elven siblings. When she was old enough, Sophia underwent training in the religious order at is was apparent that she was chosen. Sophia continued to grow up, learning , her fiery personality becoming stronger. She made friends and developed a relationship that taught her about love. But like most first love it ended after a year or two rather badly. That is when she took up to travelling.

Now a few years older confident and secure in the divine power she Lands on a new port ready for new challenges to arise.

"Female Seeker Oracle SpellScar 4
Medium Samsaran / Humanoid (Samsaran)
Init +1; Senses Perception +10, Low-light Vision
==DEFENSE==
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 dex)
hp 26 (4d8+6)
Fort +3, Ref +2, Will +6
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Lifebound (PFCaS: DrEG)
==OFFENSE==
Spd 20 ft/x4
Melee Spiked Gauntlet -2 (1d4-1) 20/x2 disarm
==STATISTICS==
Str 8, Dex 12, Con 12, Int 16, Wis 15, Cha 17
BAB +3, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Extra Revelation (PFAPG 160), Shield Proficiency (PFCR 133), Spell Penetration (PFCR 134)
Skills Diplomacy +10, Disable Device +5, Knowledge (religion) +10, Knowledge (planes) +10, Perception +10 [Find Traps +12, Opposed +10, Opposed in bright light +10, Opposed in dark or shadows +10, Secret doors/compartments +10, Sight-based +10, Smell-based +10, Sound-based +10, Taste-based +10, Touch-based +10, Tracking - 1/2 speed +10, Tracking - Normal Speed +10, Tracking - x2 speed +10, Unusual stonework +10], Sense Motive +9, Spellcraft +10
MC Oracle Curse; Burned (PFAPG 43 - 44), Mystery: Spellscar (PFAPG 43), Revelation: Eldrich Bolt, Animate Primal Force (PFAPG 45), Tinkering (PFSc: SFG 59)
Traits Into Enemy Territory (Campaign: Second Darkness) (PFAP: SD Companion 15), Seeker (Social) (PFUCgn 61)
Languages Samsaran, Tien
Racial Mystic Past Lives

----

Tinkering (Ex)

Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery.

Grand Lodge

Healing is very hard in 2E (cleric don't have that many spell slot, can't sub spell for Cure spell. and the Cure spell do not scale with level) making therefore multiple combat during a day very dangerous :)

Grand Lodge

@Haru: The House of blades PbP game? (i was in it also)

Grand Lodge

if you are doing a AD&D 2E then count me in :)

Grand Lodge

level 10 is a nice cut off

Grand Lodge

i think a 1/2 Elf investigator (or Tielfing alchemist) would fit the theme already chosen don't you think ?

Introducing Stephan (Related to Grandpa)

This is real bad, bad and bad. There is no room for thousands here, as there would be fights over space and natural resources he says to no one in particular he pauses before continuing

And that technology or magic or both to make all this. The structure, the Bureaucracy, the organizations to rule this land.

he turns to lex

This is bad, we need to head for the slumps where the less wealthy people are were the Law is less present in this cylinder. We Have to keep a low profile for now cause if people start searching for us we aren't going to last long.

He climbs down.

he tells everyone about what he saw.

Leave him we have to move now and find shelter , abandoned or at least empty for the day. Keep your eyes open as we move for such a shelter.

He turns his head upward as he is gazing in some distant future

Lex we are moving

Grand Lodge

You are missing also

For the Divine Slot:
Sandra

Warprist of Corelon Laranthian (Liberation, Magic)

Grand Lodge

Presenting

Sandra

Warprist of Corelon Laranthian (Liberation, Magic)
Medium Half-elf / Humanoid (Half-elf)
Init +1; Senses Perception +6, Low-light Vision, Keen Senses,

==DEFENSE==
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +8
Armor Steel Lamellar, Medium
Shield Light Steel Shield
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)

==OFFENSE==
Spd 20 ft/x4
Melee Masterwork Elven Blade +7 (1d8+5) 20/x2 CM +1

==STATISTICS==
Str 20, Dex 12, Con 14, Int 12, Wis 18, Cha 10

BAB +0, CMB +5, CMD +16

Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Fey foudling, Weapon Focus

Skills Diplomacy +4, Knowledge (arcana) +5, Knowledge (religion) +5, Profession (cartographer) +8, Sense Motive +8

SQ Sacred Weapon (PFCR 40)

SU Domain Blessing (PFCR 40-41)

MC

Traits Fate's Favored (Faith) (PFUCgn 55)

Languages Common, Elven

Sandra a fey foudling of mix heritage was raised in a culture of art, magic, music and comfort. As is encouraged in a pure Elven culture, she followed his heart in what she studied and what she tried to learn. She didn't follow her adopted father into sculpting live trees or her adopted mother into the clergy. She did find his way into the woods, into the wilderness. She began travelling with the local hunters, learning from them and becoming more and more comfortable in the wilds of the Gnarley Forest.

Eventually she felt some connection deep inside her, a connection to the forest to the elves to the lands to the fey. It took her a few years to realize that she could practice a divine form of magic during her martial training. A few more years went by before it was proven to her that she had been touched by the patron greater divinity of all elves.

Other years went by as she started to explore the world around her fueld by the fury to protect all things elven.

Omen is something terrible is now bringing her to Dimond lake but she knows it might also means her death or greatest triomph

Grand Lodge

As promissed (dot)

I am going to play a Warpriest (no archetype) of sorts i think

Grand Lodge

i would vote for:
1) Age of Worms
2) Savage Tide

(Played the Living Greyhawk Campaign from Start to finish (8 years) and currently DM'in Red Hand of Doom in the March of Sterich.)

Grand Lodge

There aren't that many official publish book:

here is the official list:

Livre de base d'Agone

L'Écran (1re édition en décembre 1999)

Les Cahiers gris (1re édition en décembre 1999 - 2nde en février 2000)

La Carte des Royaumes Crépusculaire (mars 2000) - Carte couleur 60 x 84 cm réalisée par Didier Graffet. Permet à l’EG de disposer d’une grande carte en couleur de l’Harmonde. Est adjoint un Cahier de 16 pages N&B donnant les règles de déplacements en Harmonde

Le Bestiaire (avril 2000)

L'Art de la Magie (mai 2000)

Le Monarque des Jonquilles (septembre 2000) - Supplément d'intrigue par Pierre Coppet et Jean-Baptiste Lullien

Abyme (octobre 2000) - Coffret décrivant la ville d'Abyme, cadre de la deuxième série de romans basés en Harmonde de Mathieu Gaborit
Les Codex des saisonins (décembre 2000) - Édition limitée tirée à 200 exemplaires numérotés en coffret de toile noire. 9 livrets de 32 pages destinés aux joueurs leur permettent de découvrir les peuples saisonins

La Sentence de l’Aube (mars 2001) - Supplément d'intrigue par Raphaël Granier de Cassagnac et Raphaël Bardas

L'Art de la Conjuration (mai 2001)

La Mécanique des Ombres (janvier 2002)

Les Cahiers gris II : Les Organisations (février 2002)

Les Automnins (mars 2002)

Le Violon de l'Automne (juin 2002) - Supplément d'intrigue par Raphaël Granier de Cassagnac et Pierre Coppet

Éclat de sang (octobre 2002) - Supplément d'intrigue par Voncent Kaufmann et Gérgoire Laakmann

Dramatis Personae (janvier 2003)

=> 10 Rule books / 4 Scenarios / 3 Gaming Aide

Grand Lodge

from wikipedia:

Agone is an epic fantasy roleplaying game based on novels by award-winning fantasy writer Mathieu Gaborit.[1] Agone is set in the land of Harmundia – also known as the Twilight Realms. The game was published in French starting in 1999 by the now-defunct company Multisim, which also translated five books into English starting in 2001. There are over 30 books and supplements for the game published in French.[2]

Materials Published in English[edit]
Multisim published five products for the game in English: Agone: an Epic Roleplaying Game in the Twilight Realms comprises the rules of the game plus one 'drama' or adventure. The Grey Papers details several 'domains' or liege-lands, and includes one drama. The King of Spring includes rules for playing in a domain, and one drama in three parts. The Grimoire Volume One is a compendium of magic and also includes a drama. Gamemasters Pack includes a gamemaster's screen and a map of Harmundia.[3]

Setting Information[edit]
In the beginning there were Four Muses – eternal beings that had the ability to create substance from nothing. Working together the Muses created the universe and – primarily – Harmundia. Seeking perfection they created many life-forms until they finally create a new Eternal - the Masque. -Agone Core Rulebook

The setting and theme for the game and its world is very Shakespearean in tone. The world and all of its creatures were created by the four Muses. The Masque, the fifth Muse created by the first four, now tries to gain control of the world and everyone in it. Agone is set several millennia after the Masque was created, the Muses little more than a vague memory to most, and Harmundia is split into several kingdoms. The Muses have long ago split into various kinds of phenomena in order to hide from the Masque. All manner of humans and non-humans walk the streets.

Rules[edit]
Unlike roleplaying games like Dungeons & Dragons 3rd Edition, where characters begin with little or no experience and gain it throughout the game, Agone's characters are meant to be of middle age and high rank. Most will hold offices of nobility or military status. Referred to as "The Inspired", they will have high scores and be fairly accomplished in their fields of expertise. Agone is more about intrigue than mere combat, and this is made clear from the very beginning, with the game focusing very much on a noire style of gameplay. This also means that PCs have a higher chance of succeeding at a task than is usual for a game, providing a very different style of gaming from Dungeons & Dragons 3rd Edition, for example. Inspired are very similar to White Wolf’s Exalted in this respect.

All skills and checks are based on a d10 system of Attribute Skill Variable Modifier vs Difficulty or an opposing roll. This convention applies to all rolls in the system.

Magic[edit]
There are three main types of magic in Agone - Ascendancy, The Magical Arts and Invoking.

Ascendancy[edit]
Ascendancy refers to the Dancers, a phenomenon brought about by the war between the Masque and the Muses. Dancers are small three inch tall humanoids that are essentially the living manifestation of magic. Capable of altering the universe with their eternal dancing, these little creatures are sought after by many mages across the length and breadth of Harmundia. Players can choose from three schools of magic if they desire to use Ascendancy. Jornist, Eclipsist and Obscurantist. Each school relates to how a mage uses Dancers and in turn defines what “spells” are available. Jornists love and care for their Dancers, and as such can cast healing and supportive spells. Eclipsists are opportunists, who trade and negotiate with their Dancers, getting sneakier, subtler spells. Obscurantists torture and torment their Dancers, and so have access to the most aggressive magics.

The Magical Arts[edit]
The Magical Arts are only available to Inspired characters. This is magic via the use of the various arts of the Muses. Painting, Sculpture, Music and Poetry can be used to perform a series of magical effects – again taken from a spell list. The system provides rules for improvised magic – allowing a broader range of effects than initially listed. Furthermore, Concordists – those who use the Magical Arts – can take a higher difficulty to boost their spells to higher levels of effect.

Invoking[edit]
Invoking is the magic of using the Darkness to bring demons out of the Abyss in order to exchange services. Deals are put into writing on magical contracts called Connivances. Invokers can then bring the demons out of the Abyss by tracing, with magical inks, the shadows cast by the sun on the landscape.

Grand Lodge

I am french so not a problem here :)

I play a giant Bard who had knowledge in Geste and Accord magical arts

Grand Lodge

I do. I have had most of the book once in my collection :)

Grand Lodge

Doting my interest :)

Grand Lodge

Yup pretty much. (just have to make some minor change) Alias will be ready with crunch in a bit

Grand Lodge

Character crunch is done:

MERISIEL STORMWIND

Female Gold Dwarf
CG Luckmaiden (1/1) of Hela Brightax

Init +1; Senses Darkvision 60ft

==DEFENSE==
AC AC 2
hp 9 (1d10/1d8)
Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4)
Armor Splint Mail (AC 4)
Defensive Abilities

==OFFENSE==
Spd 20 ft
Melee Dwarven Battle Ax THACO: 18, 1d8+4

==STATISTICS==
Str 18/76, Dex 16, Con 14, Int 10, Wis 13, Cha 7

THACO 20

Weapon Proficiency Battle Ax (1), Two Weapon Fighting Style, (3),

Skills Proficiency Weapon smith (2, Int -1) , Blind Fight (bonus), Tumbling (bonus, Dex), Religion (1, Wis), Endurance (Bonus), Reading/writing (1, Int+1)

SU +2 to all saving throws when actively participating in melee combat, +2 To hit / Damage vs Undead

Sp 1/1 Shield or Armor

Cash 25 gp

Gear

Spells (CL 1)
Major: All, Combat, Guardian, Healing, Protection, Tavelers, War
Minor: Creation, Divination, Necromantic, Summoning, Sun

L1 (1/Day, +1): CLW X2

Grand Lodge

Realmsian on her way to discover this new land of Maztica :)

Str %: 1d100 ⇒ 76

Grand Lodge

stat: 4d6 ⇒ (3, 1, 4, 6) = 14 = 13
stat: 4d6 ⇒ (4, 1, 4, 2) = 11 = 10
stat: 4d6 ⇒ (6, 4, 6, 2) = 18 = 16
stat: 3d6 ⇒ (4, 4, 5) = 13 = 13
stat: 4d6 ⇒ (3, 1, 1, 4) = 9 = 8
stat: 5d6 ⇒ (6, 6, 5, 6, 2) = 25 = 18

I know exactly what i am going to Play :)
A dwarven LuckMaiden of Hella BrightAx using two weapon style (Probably axes...)

Grand Lodge

Good luck to those selected

Grand Lodge

Experience with PBPs: A lot. I currently play in in 5 Pbp and have played a lot of PFS game using that medium. I am also runing my own game for almost 2 years now

Experience with the RotR AP: Some. I have played part of the 1st adventure but game died

Favourite alignment and why/do you hate the alignment system and why:

I play anything but Evil.

Number of PBPs you have played in: Way to many to count

Number of PBPs you have played in that have finished/are still actively ongoing after a long period of time: 6 bordering on two years still going strong + My own game

Tell me a little about the PBPs you have played in that finished/are still actively ongoing after a long period of time: Playing a Zeigeits game and 4 Home game. I find that home game require more effort from the dm to keep things moving.

Your most interesting character in a previous PBP/real life game:
A Witch convince that she is a cleric of Aroden

Your best roleplay interaction post in a previous PBP: Too many to count (sorry)

Can you commit to an absolute minimum of 1 post every 2 days: i usually do 1 post a day (expect on the weekend as i do many things)

Can you commit to this game for a long time, as the bare minimum is measured in months not weeks: Indeed

What would you like to do in this game/get out of this game: Finishing the story

Are you a dick: Have one, don't think i am one

:)