Lini

Bimpnottin Daergel's page

Organized Play Member. 33 posts (1,072 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters. 13 aliases.


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Liberty's Edge

Hmm. My fear is I'd get the Ventrue screwed up with the Toreador I'm playing in another Vamp game. I've not played much, but I do like the system.

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I think I need to scrap my monk. Getting touches put on an Alchemist (Chiurgeon archetype) at the moment. Can't get a reasonable gothic hero feel out of the monk in my head. :) Would it be OK if I swapped them out one for the other GM?

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D'oh, forgot to include dice the first time around:
Stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Hmm, that'll be....interesting. Easy to be flawed :)

Second set, thanks for the reroll option Wayward!
Stat: 2d6 + 6 ⇒ (2, 5) + 6 = 13 -1 = 12
Stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17 +1 = 18
Stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Nothing like coming out pretty solidly improved!

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Dotting. Will draw up concept after lunch today. Have wanted to run this one for a while. :)

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Dotting. Will get something up today hopefully. Very intrigued.

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Eilren, that sounds like it could be grand fun. It would be great to see how they reacted to one another when they realize they have similar powers but from very different sources.

My plan is to take Felicia Tome pact (as opposed to chain or blade), so there'd be plenty of potential for both friction and torturous destruction of our enemies. :) I can just see a pair of eldritch blasts leveling someone.

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D'oh.

Alignment: was debating between lawful neutral and chaotic neutral. I think she may have started lawful, adhering to the rigor of academia. But after talking with Cervantes and tapping into the Old One's power, she fell much further into chaos. Anything to enhance that connection.

Additionally, I haven't named a specific Great Old One because I don't think Felicia knows which it is yet. She's barely scratched the surface. All she knows is that there is power there.

Sage (Astronomer)
Traits
I've read every book in the world's greatest libraries - or I like to boast that I have.

There's nothing I like more than a good mystery.

Ideal
Nothing should fetter the infinite possibility inherent in all existence.

Bond
My life's work is a series of tomes related to a specific field of lore.

Flaw
I am easily distracted by the promise of information.

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@Daniel Stewart - If you'd prefer the caster, I have no qualms about going more physical. Dragonborn fighter or Wood Elf Monk. I've got a whole journal of scratched up notes. :)

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Still thinking a bit. I'm leaning towards Eldritch Blast and Poison Spray or Witch Bolt for cantrips. Hex and dissonant whispers for level 1.

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Presenting Felicia Erkana, half elf warlock. Some fluff and crunch below. I'll deal with making an alias and such if selected. :)

General story:
Father was an elven scholar, mother was a human acolyte. When she was born, her mother was too shaken by the sight of her slightly elfin features. She abandoned Felicia and her father, disappearing. Her father worked with the local academy to ensure that she was looked after while he wandered the land gathering information. It was in the halls of higher academia that she cut her teeth. Growing up around books, she had an affinity for studying, even if the knowledge didn't stick with her the way it did others. It was in the course of this study that she started to find references to the Great Old Ones that had helped to shape the world. When she began to inquire about these forces, the librarians and professors largely hushed her, except for Cervantes. He saw that she wouldn't take no for an answer. He told her fantastical stories about the powers that those eldritch forces could offer someone. It didn't take much to convince her that the answers and names of the Great Old Ones could fill her mind if she studied the night skies.

For years she charted the movements of stars and planets across the cosmos. In studying that void she found the consciousness of one of those Great Old Ones. Elated, she sought to draw power from the teeming font she had discovered. To her giddy delight, she found that the power flowed through her with ease.

Now she finds herself wandering the world, seeking to find a closer connection with her patron.


Crunchy Stuff:

Felicia Erkana
Female Half-elf Warlock / 1

Stats / Saving Throws (* for proficiency)
STR 8 (-1) / -1
DEX 14 (+2) / +2
CON 16 (+3) / +3
INT 10 (+0) / +0
WIS 10 (+0) / +2
CHA 17 (+3) / +5

Defenses
AC 13
HP 11

Senses
Passive Perception 10
Darkvision 60'

Proficiencies
Languages Common, Elvish, Draconic, Primordial, Infernal
Armor Light armor
Weapons Simple weapons
Tools

Skills
Acrobatics +2
Animal Handling +0
Arcana +2*
Athletics -1
Deception +5*
History +2*
Insight +2*
Intimidation +3
Investigation +2*
Medicine +0
Nature +0
Perception +0
Performance +3
Persuasion +5*
Religion +0
Sleight of Hand +2
Stealth +2
Survival +0

Equipment
Light Crossbow (20 Bolts)
Arcane Focus: Crystal
Scholar's Pack
Leather Armor
Quarterstaff
2 Daggers
Bottle of black ink
Quill
Small knife
Letter from dead colleague with question I can't answer
common clothes
10 gp
backpack
book of lore
bottle of ink
ink pen
10 sheets of parchment
little bag of sand
small knife

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Dotting. Would love to try out a warlock.

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Stat Rolls:

Stat: 4d6 ⇒ (5, 6, 3, 3) = 17 - 3 = 14
Stat: 4d6 ⇒ (6, 1, 6, 3) = 16 - 1 = 15
Stat: 4d6 ⇒ (1, 3, 3, 5) = 12 - 1 = 11
Stat: 4d6 ⇒ (6, 6, 1, 2) = 15 - 1 = 14
Stat: 4d6 ⇒ (5, 1, 5, 5) = 16 - 1 = 15
Stat: 4d6 ⇒ (5, 4, 1, 2) = 12 - 1 = 11

So 15, 15, 14, 14, 11, 11. Not a bad array, all told.

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DM VoV:

Definitely the female/sea half resonates the strongest with Tordek. While he has a healthy respect and appreciation for the aspect of winds and storms, the ocean is his heart and soul.

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I do like that archetype. As a complete side note, I love the idea of the revenant subrace.

Revised Ranger looks hugely improved over the PHB version. Currently leaning undead favored enemy ranger out of those two. Need to sit down and do a good due diligence of reading through stuff.

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Definitely interested. Will have to do the crunchy stuff over the weekend.

Considering some kind of a demon hunter/undead stalker kind of feel. Not sure if Ranger or Cleric/Paladin would have a better fit/feel for the vehicle for that fantasy just yet, will have to do some more reading. The other option I'm mulling is a rogue set to go either arcane trickster or assassin. Will post up later when I'm a bit more concrete on a character concept.

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Dotting. I have some thoughts that I need to sit down and plot out. I'm thinking more in the physical damage/protection arena. Combat-oriented cleric of Helm, or something of that nature. Possibly a ranger. Will have something up tonight hopefully (once I get home and can properly sketch things up).

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Presenting Tordek Holderhek, Dwarven Aquatic Druid and Pirate. I haven't fleshed out any equipment for him as of yet, nor have I set up an alias. Both of those things would get done if selected.

Given the story I've got penciled out for him, it may be that he has his wealth in gold/gems and needs to acquire his equipment early on in town or something of that nature.

Prepared spells are just a "hey, let's put something there" for the time being.

Character Sheet Crunch:

TORDEK HOLDERHEK
Male dwarf druid (aquatic druid) 3
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft., Perception +10
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp max of 27 (3d8+3)
Fort +4, Ref +4, Will +7, +2 vs. poison, spells, and spell-like abilities

OFFENSE
Speed 20 ft., swim 10 ft.
Special Attacks icicle (14/day), spontaneous casting

Domain Power
Spell-Like Abilities Icicle (14/day)
Druid Spells Prepared (CL 3rd, concentration +7):
2nd—fog cloud D, restoration (lesser) , summon nature's ally ii
1st—alter winds APG (DC 15), endure elements , obscuring mist D, summon nature's ally i
0 (at will)—know direction , light , purify food and drink (DC 14), spark APG (DC 14)
D Domain spell; Domains Water

STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 8
BAB +2; CMB +2; CMD 15 (19 vs. bull rush) (19 vs. trip)
Feats Augment Summoning, Spell Focus (Conjuration)
Skills Knowledge (Nature) +9 , Perception +10 , Perception (Notice unusual stonework) +12 , Spellcraft +6 , Survival +12 , Swim +15
Traits devotee of the green (knowledge (geography)), sea-souled (coastline or island)
Languages Common, Druidic, Dwarven
SQ aquatic adaptation, darkvision, defensive training, water, greed, hardy, hatred, natural swimmer, nature bond, nature sense, orisons, stability, steady, stonecunning, weapon familiarity, wild empathy +2

SPECIAL ABILITIES
Aquatic Adaptation (Ex) At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Devotee of the Green (Knowledge (Geography)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Water You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Icicle (Sp) As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6+1 points of cold damage. You can use this ability 14 times per day.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Natural Swimmer (Ex) At 3rd level, an aquatic druid gains a swim speed equal to half her land speed. This ability replaces trackless step.
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex) An aquatic druid's wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Story/Concept:

An enigma of a dwarf, Tordek Holderhek abandoned his family at a young age. Dissatisfied with the cramped underground environs of his clan, and further displeased with the rolling hills and sweeping plains of his distant cousins, he long felt the torrential call of the sea and felt Gozreh's hand on his spirit. As he wandered the lands, following winding rivers and relaxing by ponds and small lakes as he went, he found himself in touch with nature in a way that few of his race ever got to experience (or at least experience and document). It was in the course of this wandering that he found himself in a temple of Gozreh outside a small fishing community. Within the driftwood enclosure, he found solace and he found purpose. He devoted his life to the pulse of the sea, connecting with its denizens, the rush of its briney deep pulsing through his veins. It was that way for several decades until the pirates came. He was gone on a sojourn into the woods. When he returned, he saw the ebon flags fluttering in the bay and the longboats pulled ashore. Muttering a quick prayer to Gozreh, Tordek realized that his time tied to the land was coming to a close. Entering the village, he offered himself as a willing captive if they would spare the rest of the villagers. He promised magical support for their endeavors, so long as they allowed him daily prayers to Gozreh. Eager to have their own caster aboard, the young captain took Tordek at his word and brought him aboard without delay.

It's now been 12 years, and Tordek is a weathered hand. His most recent crew is no longer. A massive storm took their ship in the middle of some rocky shoals. Tordek took advantage of his connection with the sea to make a hasty retreat to the nearest landmass, and is now in [wherever you would need him to be to slip into the adventure].

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Dotting up. Going to crank something out by end of day. My initial thoughts are:

- Aquatic druid of some flavor
- Aquatic bloodline sorcerer
- Disgruntled cleric of Abadar that is looking to further pad his pockets

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Dotting with dice.

str: 6d6 ⇒ (6, 6, 1, 2, 1, 5) = 21 17
dex: 4d6 ⇒ (3, 6, 1, 5) = 15 14
con: 5d6 ⇒ (1, 6, 2, 6, 6) = 21 18
int: 4d6 ⇒ (2, 3, 3, 1) = 9 8
wis: 4d6 ⇒ (1, 5, 2, 4) = 12 11
cha: 4d6 ⇒ (3, 4, 4, 5) = 16 13

I can live with those. When my internet comes back online (in a few hours hopefully) I'll get everything else worked up.

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Thanks! I'll finish up getting all her crunch into an alias later this morning and get to posting!

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Starting Gold: 4d6 ⇒ (5, 2, 5, 4) = 16x10 = 160 GP.

Rough concept (will take care of both crunch AND fluff in the next day or two): Aasimar inquisitor of Sarenrae. From the Northlands, family ravaged by white witches. She was secreted away and developed an intense hatred for witches. To that end, she hunts them down in the name of Sarenrae, while providing healing and comfort to those whose lives have been subjected to the evils of witchcraft. Ish.

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Dotting. Will be submitting in the next few days.

ETA: Forgot to add rolls

2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10

Reroll the 10: 2d6 + 6 ⇒ (4, 2) + 6 = 12

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This sounds really interesting, actually. I'd love to get in on something like that.

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If you set up recruitment, I will definitely be putting together an alias or two for consideration. :) I'm a little hesitant to run through an AP for the very first time as a GM via PBP. :)

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Concept:

Reyoris Nightflower
Elven Rogue (Investigator Archetype)

Physcial Description:
Reyo's skin is a light caramel color. Her hair is midnight black and typically bound tightly. If it's let down, it hangs past her waist. Her eyes are large and always moving around, observing everything around her. She is 125 years old, 6', 114 lbs. Lithe frame, wiry musculature. Very light on her toes.

Character Backstory:

Raised among a large community of forest-dwelling elves, Reyo was steeped in Elven culture from her earliest memories. Tales of knowledge gained and lost filled her mind with a zeal for history. She spent nearly 40 years studying with the lorekeepers of her community. Her studies gave her access to information about ancient Elven relics which had been lost to her clan for hundreds of years. It was the discovery of this 'stolen' history that set her off initially. Not content to allow items of such significance to remain in the hands of those that had taken them, she sought out physical training, so she could set out upon her maturity to recover what history she could. We find her now, nearly 15 years into her quest for the first major relic in her book: Al'drunath, Circlet of the First Forestlord.

Motivations:

Reyo happened upon a book of ancient tales of the first kingdom of Elves to inhabit the forests where she grew up. Though little remains of their society, save for a few broken structures and tattered scrolls, one story that managed to survive was that of Elvryc Owlheart. Elvryc was styled as the First Forestlord. The head of a family of Elves that had started what they considered an empire (but in reality was little more than a community of a few thousand souls). Already an accomplished wizard by the time they settled among the forests, he spent decades crafting a crown befitting a king of the forest. Made from entwined branches of holly, oak, and black elder, he infused the creation with arcane magic. Using a flawless uncut emerald as a centerpiece, he consulted with the druids of his family to petrify the wood, preventing it from ever rotting away. He named the circlet Al'drunath, after his wife and queen. All of the surviving descriptions and imagery (few though they may be) show Elvryc wearing the circlet. Legend says that the vast amounts of energy poured into the circlet over the decades Elvryc wore the crown imbued it with the power to make anyone that wore the device keener and of sharper mind and wit. To what extent this is true, no one knows. The last bit of information that she had was that during some time of strife in the past, a marauding band of upstart humans had goaded Elvryc's kin into battle. When the then Forestlord strode into the midst of combat, he was overmatched by the ferocity of the mercenaries and he fell. When, at last, the field of war cleared, they found his mangled body, but not the Circlet.

Reyo decided to seek the Circlet first, out of all the relics she read legends of, because it was the most documented item. Further, she feels that if she can recover the Circlet, its power could help her either ascertain the location of other relics, or possibly bestow some kind of knowledge/memory on the wearer. Finally, she fears that if she was able to find any information about it, so too could those more willing to twist the ancient Elven magics to nefarious purpose.


Archetype Information:

Crunchwise: She loses trapfinding, but gains:

Follow Up (Ex): An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false.

Fluffwise: Years of training with lorekeepers and rangers has taught her there are a multitude of ways to assess and obtain information. She took what she could from both groups of individuals and worked on her own to develop stealthier abilities. She knows that she has time to get information, and is OK taking it. She fosters relationships in major towns, but goes by a different assumed name in each. She keeps a set of journals in her own shorthand that details what she's found out so far.

In terms of general treasure hunting, while her primary focus is on the Circlet, she's not above taking on minor jobs at the request of those she's developed friendships with or other Elven enclaves she may come across. She recognizes that she needs a way to actively fund her search, and figures that generalized treasure recovery is a good way to do it. She figures that there's enough Elven spread through the land that most recovery missions of any real size will likely bring her into contact with something interesting from her past.

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Dotting. Will post up something in a little bit.

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This concept certainly interests me. I'm in much the same boat that Evillain is in. I haven't run it before nor have I GMd something on here. Because of that I would be willing to give it a shot, but I'm super new in that regard.

I like the idea of a female only party. Would make it interesting, that's for sure.

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I'd love to roll someone up to put forward. I'll just spoiler up some ability rolls here, and go from there. :)

Current thought is a Gnome wizard. Will flesh out more and post before the night is out replete with detail.

Ability rolls!:

Ability Roll!: 4d6 ⇒ (2, 3, 1, 2) = 8 (drop 1, 7)
Ability Roll!: 4d6 ⇒ (2, 5, 4, 6) = 17 (drop 2, 15)
Ability Roll!: 4d6 ⇒ (1, 4, 6, 5) = 16 (drop 1, 15)
Ability Roll!: 4d6 ⇒ (3, 2, 4, 5) = 14 (drop 2, 12)
Ability Roll!: 4d6 ⇒ (5, 1, 4, 5) = 15 (drop 1, 14)
Ability Roll!: 4d6 ⇒ (5, 6, 6, 6) = 23 (drop 5, 18)

18, 15, 15, 14, 12, 7 before racial mods. Not TOO shabby. :)

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Dotting. I'll be drawing up a concept today. :)

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I haven't drawn up an alias for him yet, but I would if selected along with a more expansive backstory. Thus I present Jarvis Crookrows, Halfling Bard.

Rough Concept:
Halfling bard, taken as a youngling and pressed into pirate service. Quick on the ropes, he sings pirate shanties while he scampers over the rigging. Kind of a perpetual rigging rat.

Stats:
Init +2; Senses Perception +6
Str 12
Dex 14
Con 10
Int 13
Wis 10
Cha 18
Base Attack 0; CMB 0; CMD 12
Languages Common, Gnome, Halfling
Male, Halfling, Bard/1

Defense:
HP 8 (1d8)
AC 15, Touch 13, Flat-Footed 13 (+2 armor, +2 Dex, +1 Size)
Fort +1, Ref +6, Will +3, +2 vs. fear

Offense:
Speed 20 ft.
Melee rapier (small) +2  (1d4+1/18-20)
Melee dagger (small) +2  (1d3+2/19-20)
Ranged dagger (small/thrown) +3  (1d3+1/19-20)
Ranged crossbow (light) (small) +3  (1d6/19-20)
Special Attacks distraction, fascinate

Spells:
Known Bard Spells (Cl 1st, concentration +5):
0 (at will)—detect magic, ghost sound (DC 14), light, message
1st (2/day)—animate rope, cure light wounds

Feats:
Endurance

Traits:
Deft Dodger, River Rat (Marsh or River)

Skills:
Acrobatics +8
Acrobatics (Jump) +4
Climb +7
Escape Artist +6
Perception +6
Perform (Sing) +8
Profession (Sailor) +4
Swim +6

Gear:
Sunrod (5)
Leather Armor
Rapier
Dagger
Crossbow
Bolts (10)
Explorer's Outfit
Backpack
Blanket
Hammock
Mug
Rope (silk/50 ft)

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Dotting for tonight. Thinking about someone similar to Bimpnottin, but not PFS-restricted.

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Given the layout of the area, I'd love to put forward Ghogron. A barbarian woodcutter that helps supply the town with lumber. Never one to be the life of the party, he is most comfortable in the wilderness with his axe in hand and the idea of a massive target to fell. General reason for needing to head to the priory, I was thinking that while he was in the woods on his last trip, he got scraped up on some thorned plants and they seem to have become somewhat infected. Unsure what to do, he heads to the priory to get healing.

More beyond that I'll have to flesh out over the next couple days.

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This definitely sounds like a great thing. It'd be fun to be a human fighter marked by Erastil. He'd be primarily a bow hunter that frequents the Tickwood. I look forward to your recruitment post on Monday.

Ranch has not participated in any online campaigns.