Abra Lopati

Ceril Surefoot's page

39 posts. Alias of inxpitter.


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Male Human Ranger / 1

Anyone know how to set this game as inactive?


Male Human Ranger / 1

Probably inactive at least.


Male Human Ranger / 1

Yeah, waiting for GM update.


Male Human Ranger / 1

Thanks for the notification. Life happens, so its understandable for missing some game time. Glad we can be an escape of sorts.


Male Human Ranger / 1

When his turn comes up...

Ceril will make sure he is clear from any close quarters combat, draw another arrow and takes another shot at the closest threat.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 1d8 ⇒ 3


Male Human Ranger / 1

In campaign info, click the link of the map. It'll take you to Roll20 so you need to make an account to access it.


Male Human Ranger / 1

When its his turn, Ceril will immediately back up and loose the arrow he's had prepared.

Attack: 1d20 + 5 ⇒ (1) + 5 = 6

Or he'll just fumble on the very first shot...


Male Human Ranger / 1

Should we all post our actions or just wait for our turn?


Male Human Ranger / 1

We're all so passive. (chuckle). No one wants to be that guy who lets the bad guy get away.


Male Human Ranger / 1

Ceril checks to see if the door is unlocked.

Sneak: 1d20 + 8 ⇒ (20) + 8 = 28


Male Human Ranger / 1

"Perhaps we should try a side door." Ceril suggests. He ponders for a moment.

"Or maybe a more up-front ruse would be more effective. A diversion, perhaps one of us convincing the guard to leave their post momentarily allowing for an ambush."

If the guard opened the door, I'm sure its either unlocked if he didn't bother locking it, or her re-locked it when he closed it."


Male Human Ranger / 1

Ceril breathes a sigh of relief.

"I think we're in the clear... Should we try another entrance? They're going to be suspicious if we keep making noise over here."

Ceril looks around and tries to see if there is another way into the building, possibly on the lower end or maybe a roof hatch.

Perspective: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Ranger / 1

"They may have information," Ceril hisses, the tension getting to him, "if you can, don't kill and restrain him."


Male Human Ranger / 1

Ceril remains in the shadows, confident in his ability to shoot an arrow the moment violence becomes certain.


Male Human Ranger / 1

"Do we stealth or attack?" Ceril whispers, keeping an eye on the entrance, preparing to ready an arrow.


Male Human Ranger / 1

Ceril immediately moves to hide in the shadows, but grabs his bow from his back and notches an arrow.

Sneak: 1d20 + 8 ⇒ (16) + 8 = 24


Male Human Ranger / 1

This is the discussion. FYI.


Male Human Ranger / 1

Ceril shrugs.

"Don't know that trick."

He peers over to the target building.

"Should we each take an entrance, or just go in one? First things first, let's make sure we won't be surprised."

Ceril monitors the area, marking any patrols he notices or anything odd.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Ranger / 1

How's everyone doing?


Male Human Ranger / 1

"Then let's move"


Male Human Ranger / 1

Ceril contemplates the old woman's words. Silently. He waits for the others to ask for clarification and question her vague words, but he himself is content with what is provided. He then stands up and motions to the others.

"With that said, I think its time we got to work. What say you all?"

I think its time for mission start.


Male Human Ranger / 1

Do we stay or do we go?

"Well, I'd rather not be walking into a covert mission with a group of people I barely know. Can I at least get some pertinent background?"

Remember Ceril, extend the olive branch and it should be returned.

"For starters, I have trained my whole life to join the Sable company and while my prospects are lacking currently, my skills are not."

He taps his bow with the knuckles.

"You can count on me for ranged support. I have a few unconventional arrows, but those are in limited reserve."


Male Human Ranger / 1

Oliver Twist, lovely.

"So its agreed. The children are removed from the equation. I don't know how long this info is good for. Regardless, we should move quickly."


Male Human Ranger / 1

Ceril nods.

If I'm going to stain my hands tonight, I'd rather it be from Lamm's neck rather than unfortunate children...

"So before taking on the man himself, we remove his resources around him. Anyone have a safe place to send them, or do we just knock them out so they don't get in the way?"


Male Human Ranger / 1

Dammit he's right.

Ceril sits back down, feeling foolish.

"Recon I can handle. Is that the plan then? Should we plan here or gather information first?"


Male Human Ranger / 1

"An address..."

Ceril looks determined, and stands up to leave.

"I thank you sincerely ma'm. You've given me what I've been after for that last few weeks. I pay back my debts. The first arrow in his neck will be for you. The second will be for me."


Male Human Ranger / 1

Ceril joins the search.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


Male Human Ranger / 1

Ceril nodded.

And revealed his tarot card, the Cricket.

"I haven't had much luck tracking Lamm on my own, so I hope this lead is worth it."


Male Human Ranger / 1

"Yeah. what's your relation to our so-called benefactor?"


Male Human Ranger / 1

"Do I look like a Madam Zellara?" he asks sarcastically.

He looks back to Arianna, probably hoping for an answer for his name.

"Ceril." he relents, answering Arianna's question. His name wasn't worth much these days. "Ceril Surefoot."

He thought to himself. Your poor luck is making you hostile to a young woman and a happy man. Get over it Ceril.

Deciding that it would be better to know who he was working with, Ceril decided to make an effort to be amicable to his cohorts.

"My apologies. My parents taught me manners but it seems I've forgotten with my string of bad fortune."

He declines the offer for a drink, instead pulling his own water-skin from his bag.


Male Human Ranger / 1

It isn't hard to see Ceril physically tense at the mention of Lamm's name.

He nodded.

"Lamm will get what's coming to him."

He motions to the bow strapped to his back.

"My only concern is if my so called..."associates"....can actually be any use."

He eyes the first newcomer, unimpressed. Fine features and clean skin probably meant she wasn't a vagabond at least. Probably and escort. Good for bait at least.

He didn't return the second-comer's greeting. This one was much to cheerful to be at this meeting.

Ceril sighed.

This was going to be a long night if it didn't prove to be a useless one first.


Male Human Ranger / 1

Ceril looks at the hand offered, but does not move to take it.

"You can put that down," he informs her, in a gruff tone. "I'm not here to make friends."

At this point Ceril is the equivalent of a old man stuck in his ways. While he's having a crisis of conscious, he's defaulting to old behaviors, one of which is not associating with shady people he just met. He might be a bit of an a~%%*~&, I mean no offense, but this is how Ceril starts before learning to be better.


Male Human Ranger / 1

Diplomacy: 1d20 + 0 ⇒ (2) + 0 = 2
To see if he knows the above information. Which he doesn't.

Ceril isn't happy. His situation is terrible, his chances with the Sable Company are terrible, and he hit his foot on the dresser before leaving his apartment. Not a good start to any hunt.

He gave a brief wave as each newcomer arrived, choosing to opt for silence rather than conversation. He wasn't sure if he could trust these people yet. He knew Gaedren Lam dealt with thugs, drugs and all sorts of illegal matters. He didn't want to associate with their kind for any long period of time.

Then again....

Cecil sighed, the strain of what he had planned to do to Lamm weighing on him. What good Korvosafn citizen would plot murder? It had been weeks and still he was pondering.


Male Human Ranger / 1

Hello, and thanks for the invite.


1 person marked this as a favorite.

Arianna, you are on the list. Black Blade didn't quote it in its entirety. However, I did miss Anya, apologies.


Updated list with small bios. Also removed Fiona. This is the only update, won't repost the entire thing again.

We have (in no particular order except the first)

Ceril Surefoot, Conflicted Outcast Ranger
A loyal Korvosan, everything was going the way life should before Ceril was accused of murder. Though proven innocent, his reputation had been sullied and the Sable Company has overlooked him for their recruitment. Unsure if the law will solve everything, Ceril knows everything bad that has happened is due to one man, Gaedren Lamm.

I put together the list so why not put myself at the top.

Orson Callevarno, Urban Druid Peacemaker
Easygoing by nature, Orson focuses on bridging hostility between urban life and nature by being as helpful as possible. It didn't stop him from being falsely framed for a murder though...

Tyrek Archaos, Passionate Half-orc Paladin (tied with Alezialla)
Slightly tempered by monastic order of Irori, Tyrek passionate nature drives him towards self protection, but even more so towards finding his missing childhood friend, the love of his life Aleziella.

Aleziella Libuyaza, Vengeful Master Summoner (tied with Tyrek)
Taken at a young age, the alluring beatuy Aleziella has seen a lifetime of suffering and abuse. the only limiter on her demonic summoning is her anchor, her old childhood friend Tyrek.

Chestman Barrelhouse, Dutiful Dwarven Patrolman
When his fellow guardsman succumbed to the Shiver drug, Chestman knew he had to find the source.

Rodrigo De Montago Y Ortiz, Lovelorn Nobleman Swashbuckler
The son of a former nobleman who was killed in an arson, his only memento of his old life was his Father's family sword and a signet ring.

Pelliues Zenderholm, the Stoic Archpalidan
His mother murdered, his rage drove him into the righteous path of the paladin. When a memento appeared for sale a street stall, Pellius found out who had supplied it, Gaedren Lamm.

Arianna Surtova, Idealistic Noblewoman Wizard
When the death of her sister brought her family shame, she was married off to reclaim it. While resentful of the arrangement, she understand her role in helping the family and does what she can to assist. Though a bit spoiled, her loyalty to the city of Korvosa and her family drives her arcane might.

Kayleigh Fairwind, Merciful Cleric:

Kayleigh Fairwind
_____________________________________________
Race Human
Gender Female
Age 19
Cleric (Merciful Healer) Level 1
Init +4 (+2 Dex, +2 trait); Senses Perception +3
AL NG
________________________________
DEFENSE
_____________________________________________
AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)
hp 10
Fort +3, Ref +2, Will +5
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee Morningstar +1 (1d8+1 bludgeoning, piercing) or dagger +1 (1d4+1 piercing, slashing/19-20)
Ranged light crossbow +2 (1d8 piercing)
Special Attacks channel positive energy 6/day (1d6)
Cleric Spells Prepared (CL 1st; concentration +6):
1st—none yet
0—none yet

_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 14, Con 12, Int 13, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Selective Channeling
Traits Reactionary (combat),
Unhappy Childhood: Religious (campaign trait)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics -1 (+2 Dex, -3 ACP)
*Appraise +5 (+1 rank, +3 skill, +1 Int)
Bluff +1
Climb -2 (+1 Str, -3 ACP)
*Craft +1
Diplomacy +1 5 (+1 rank, +3 class, +1 Cha) Only if Background Skills Used
Disable Device +
Disguise +1
Escape Artist -1 (+2 Dex, -3 ACP)
Fly +
*Handle Animal +
Heal + (+1 rank, +3 class, +3 Wis)
Intimidate +1
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) + 5 (+1 rank, +3 class, +1 Int) Only if Background Skills Used
Knowledge (planes) +
Knowledge (religion) +5 (+1 rank, +3 class, +1 Int)
*Linguistics +
Perception +3
*Perform +1
*Profession +3
Ride +
Sense Motive +3
*Sleight of Hand +
Spellcraft +5 (+1 rank, +3 class, +1 Int)
Stealth -1 (+2 Dex, -3 ACP)
Survival +3
Swim -2 (+1 Str, -3 ACP)
Use Magic Device +
* Background Skill

Languages Common, Varisian
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Domain: Healing (Restoration); restorative touch 6/day

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear Morningstar (8/6), dagger (2/1), light crossbow (35/4), 20 bolts (2/2), chain shirt (100/25), buckler (15/5), silver holy symbol (25/1), spell component pouch (5/2), belt pouch (1/.5), waterskin (1/4), explorer’s outfit (free/8), cleric’s vestments (5/6), tabard (5/1)

Gold 36 (of 240)
____________________________________________
APPEARANCE
____________________________________________
Height 5’6”
Weight 133 lbs.
Eye Color Hazel
Hair Color Blonde
Region of Origin Korvosa
Parents Regions of Origin
Deity Milani

Appearance
Kayleigh is a pretty if not striking young woman with pale skin and short blonde hair. She has a kindness that is reflected in her eyes and her face projects an element of naivety.
Personality
Kayleigh’s a friendly person, if not particularly outgoing with strangers. Once someone’s earned her loyalty, however, she’s a friend for life. Kayleigh’s something of a bleeding heart, often caring more for the poor and downtrodden than she does for herself. She currently dwells in a small apartment in the Bridgefront area of Old Korvosa, spending much of her time ministering to the poor and downtrodden.

Kayleigh’s Backstory
It was two years after Kayleigh’s parents had perished in a fire. She’d been taken in by a friend and neighbor of her mother’s, an unmarried woman poor in looks but rich in kindness. One day that winter, her new guardian didn’t wake up one cold morning, and Kayleigh was alone in the world. She was taken in by a man named Ghaedren Lamm. This mean tyrant had a pack of kidnapped and ‘rescued’ orphans who worked for him in exchange for meager food rations and a roof over their heads at night. Ghaedren was a lowly crime lord, the children his pickpockets and thieves.

Well, Kayleigh’d been an awkward, somewhat uncoordinated child at the time. She was a terrible pickpocket, a hopeless thief or lookout, and an even worse liar. She was destined for a short-lived apprenticeship under the merciless Lamm, but things escalated when the girl found a wondrous silver amulet attached to a fine silver chain wedged in a crack between the street and a damaged curbstone. She recognized the piece of jewelry to be a holy symbol of some kind: The pendant featured a delicate rose growing out of a crack in a cobblestoned street. Kayleigh traveled all the way to the Pantheon of Many in South Shore to learn more about the holy symbol and the faith it represented, and to return it to the priest or priestess who’d lost it, if she must.

Her inquiries were met with blank stares from many priests at the multidenominational shrine, but when she showed the silver rose to the priest of the god Iomedae, he recognized it as the holy symbol of the goddess Milani. He told the waif what he knew of Milani’s faith before asking where her parents were. Kayleigh stammered something unintelligible and was preparing to flee when the priest smiled and said, “You keep that necklace, little girl. May it protect you and give you courage….”

…and that was all the priest managed to say before Kayleigh fled, running most of the way back to Midland and Lamm’s headquarters. Certain the cruel man would steal her treasure if she brought it into his hideout, Kayleigh held the holy symbol in her hand, thinking hard of a safe place where she could stash it. That’s when Ghaedren Lamm’s bony fingers closed hard on her shoulder.

The crime lord broke the holy symbol before the girl’s eyes before beating her to within an inch of her life and tossing her body in an alley just off Harborview Boulevard. Kayleigh would have died if the Iomedaean priest she’d met hadn’t decided to follow the obvious orphan street urchin when she fled north. The girl had lost him shortly after entering Midland, but luckily he’d found her again before she’d breathed her last. The cleric took the child back to the Pantheon of Many, healed her wounds, and offered her a job cleaning the temple and helping out with other odd jobs and errands. Kayleigh remained in South Shore at the temple for roughly a third of her life, until Milani heard her fervent prayers and granted her the powers of a Merciful Healer. Kayleigh then moved to Bridgefront in Old Korvosa—one of the city’s poorest neighborhoods—to better care for Korvosa’s most needy: the sick, poor, and underprivileged.


From household to household, Kayleigh eventually fell into Gaedren Lamm's clutches. She was worse than useless to him, and after attempting to hide a holy symbol, he broke it in half, beat her, and left her for dead. Rescued by priests, she was taught their ways and strives to help those that were in her situation.

Davin, Warpriest of Abadeer:

Male Dwarven Wapriest(Forgepriest) of Abadar 1
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 11, flat-footed 16
HP 10/10
Fort +7, Ref +5, Will +7
CMD 14(18 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Warhammer +3 (1d8+4/X2)
Range
Longbow +1 (1d8+1/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 13, Con 15, Int 12, Wis 14, Cha 8
Skills(ACP -3): Craft(Armor) +4, Knowledge(Religion) +5, Perception +2(+4 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Fate’s Favored, Unhappy Child(Tortured)
Blessing: Protection
Aura-Lawful
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
====================
Bless, Shield
====================
Special Abilities
====================
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
====================
Gear
====================
Halberd
Warhammer
Composite Longbow(Str. +1)
40 Arrows
Breastplate
Warpriest’s Kit
Vial of Acid
8 Gold

Backstory
Davin was abandoned in the Midland as a small child, it is still unknown who left him there. He was found by a passing merchant and brought to an elderly dwarven couple who lived above the city forge. They raised him until he grew old enough to take care of himself, teaching him the ways of dwarven culture and blacksmithing. When he turned fifteen, still quite young by dwarven standards, they asked that he leave them, to make his own way in the world and find success without it being handed to him. Although harsh, they left Davin with a firm belief in the value of his own work, and a conviction that if he tried hard that he would be rewarded by Abadar’s grace.
He left the Midland and wandered through the city into the Shingles, with no real plan as to what he would do. As he walked through the streets, he saw a man surrounded by children and teenagers of all races, talking to them and accepting coins from each one. He approached the group, asking Is there work to be found here? The man smiled, walking closer to him and nodding, Indeed there is, would you be looking for a job?
At the beginning, the old man, whose name was later revealed to be Gaedren, was a tolerant employer. Davin was running errands and delivering messages, and received a reasonable share of coins for it. However, as time went on, the number of coins he was given steadily decreased, with many being taken back by Gaedren or the other boys. After a few months, Davin was approached with an offer to increase his earnings, he could begin to break into houses and closed shops, and Gaedren would sell the items for him so that he would not be associated with them. Davin refused, Abadar would never condone theft, he said. Gaedren nodded, seemingly respectful of Davin’s choice, and the topic was not brought up again.
About four months later, Davin was cornered by one of the older boys, who forced him to serve as a lookout while he robbed a nearby merchant. No guard came near, and the older boy disappeared into the crowd without trouble afterwards. When Davin came to Gaedren, telling him about the incident, Gaedren seemed sympathetic and promised to ensure that it wouldn’t happen again. The next night, the boy and a few of his friends found Davin’s sleeping place and dragged him into an alley. Gaedren watched as they beat him mercilessly, then left him for dead.
When Davin woke, he was in a bed, being treated by a cleric of the Korvosan Guard. They asked him who had hurt him, but when he told them, they did not answer. Upon pressing the nearby guards, they stated that because it was not Gaedren who had physically assaulted him, they would not go after him, and it was not worth it to track down the boys. Davin was released onto the streets the next day, with no plans other than to avoid the Shingles and make his living in a way that would receive Abadar’s praise.


Firmly believing the value of hard work,Davin worked for Gaedren Lamm as the latter slowly began to cheat him. When confronted with this, Gaedren arranged for Davan to be beaten and cast out from his business. Though the guards could or would not respond to the cries of injustice, Davin set off to right the wrongs and earn the grace of Abadar.

Man that was a lot of reading! I double checked the list and am pretty certain I got everyone. If not, I do apologize. And I tried capturing the heart of your characters motivations, races, and classes in three to five words so forgive me if I took a few liberties.

Hope this helps DM and newcomers on what's already on the table.


We have (in no particular order except the first)

Ceril Surefoot, Conflicted Outcast Ranger

I put together the list so why not put myself at the top.

Orson Callevarno, Urban Druid Peacemaker

Tyrek Archaos, Passionate Half-orc Paladin (tied with Alezialla)

Aleziella Libuyaza, Vengeful Master Summoner (tied with Tyrek)

Chestman Barrelhouse, Dutiful Dwarven Patrolman

Rodrigo De Montago Y Ortiz, Lovelorn Nobleman Swashbuckler

Fiona Kesk, Haunted Spiritualist Breaking at the Seams

Pelliues Zenderholm, the Stoic Archpalidan

Arianna Surtova, Idealistic Noblewoman Wizard

Kayleigh Fairwind, Merciful Cleric:

Kayleigh Fairwind
_____________________________________________
Race Human
Gender Female
Age 19
Cleric (Merciful Healer) Level 1
Init +4 (+2 Dex, +2 trait); Senses Perception +3
AL NG
________________________________
DEFENSE
_____________________________________________
AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)
hp 10
Fort +3, Ref +2, Will +5
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee Morningstar +1 (1d8+1 bludgeoning, piercing) or dagger +1 (1d4+1 piercing, slashing/19-20)
Ranged light crossbow +2 (1d8 piercing)
Special Attacks channel positive energy 6/day (1d6)
Cleric Spells Prepared (CL 1st; concentration +6):
1st—none yet
0—none yet

_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 14, Con 12, Int 13, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Selective Channeling
Traits Reactionary (combat),
Unhappy Childhood: Religious (campaign trait)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics -1 (+2 Dex, -3 ACP)
*Appraise +5 (+1 rank, +3 skill, +1 Int)
Bluff +1
Climb -2 (+1 Str, -3 ACP)
*Craft +1
Diplomacy +1 5 (+1 rank, +3 class, +1 Cha) Only if Background Skills Used
Disable Device +
Disguise +1
Escape Artist -1 (+2 Dex, -3 ACP)
Fly +
*Handle Animal +
Heal + (+1 rank, +3 class, +3 Wis)
Intimidate +1
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) + 5 (+1 rank, +3 class, +1 Int) Only if Background Skills Used
Knowledge (planes) +
Knowledge (religion) +5 (+1 rank, +3 class, +1 Int)
*Linguistics +
Perception +3
*Perform +1
*Profession +3
Ride +
Sense Motive +3
*Sleight of Hand +
Spellcraft +5 (+1 rank, +3 class, +1 Int)
Stealth -1 (+2 Dex, -3 ACP)
Survival +3
Swim -2 (+1 Str, -3 ACP)
Use Magic Device +
* Background Skill

Languages Common, Varisian
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Domain: Healing (Restoration); restorative touch 6/day

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear Morningstar (8/6), dagger (2/1), light crossbow (35/4), 20 bolts (2/2), chain shirt (100/25), buckler (15/5), silver holy symbol (25/1), spell component pouch (5/2), belt pouch (1/.5), waterskin (1/4), explorer’s outfit (free/8), cleric’s vestments (5/6), tabard (5/1)

Gold 36 (of 240)
____________________________________________
APPEARANCE
____________________________________________
Height 5’6”
Weight 133 lbs.
Eye Color Hazel
Hair Color Blonde
Region of Origin Korvosa
Parents Regions of Origin
Deity Milani

Appearance
Kayleigh is a pretty if not striking young woman with pale skin and short blonde hair. She has a kindness that is reflected in her eyes and her face projects an element of naivety.
Personality
Kayleigh’s a friendly person, if not particularly outgoing with strangers. Once someone’s earned her loyalty, however, she’s a friend for life. Kayleigh’s something of a bleeding heart, often caring more for the poor and downtrodden than she does for herself. She currently dwells in a small apartment in the Bridgefront area of Old Korvosa, spending much of her time ministering to the poor and downtrodden.

Kayleigh’s Backstory
It was two years after Kayleigh’s parents had perished in a fire. She’d been taken in by a friend and neighbor of her mother’s, an unmarried woman poor in looks but rich in kindness. One day that winter, her new guardian didn’t wake up one cold morning, and Kayleigh was alone in the world. She was taken in by a man named Ghaedren Lamm. This mean tyrant had a pack of kidnapped and ‘rescued’ orphans who worked for him in exchange for meager food rations and a roof over their heads at night. Ghaedren was a lowly crime lord, the children his pickpockets and thieves.

Well, Kayleigh’d been an awkward, somewhat uncoordinated child at the time. She was a terrible pickpocket, a hopeless thief or lookout, and an even worse liar. She was destined for a short-lived apprenticeship under the merciless Lamm, but things escalated when the girl found a wondrous silver amulet attached to a fine silver chain wedged in a crack between the street and a damaged curbstone. She recognized the piece of jewelry to be a holy symbol of some kind: The pendant featured a delicate rose growing out of a crack in a cobblestoned street. Kayleigh traveled all the way to the Pantheon of Many in South Shore to learn more about the holy symbol and the faith it represented, and to return it to the priest or priestess who’d lost it, if she must.

Her inquiries were met with blank stares from many priests at the multidenominational shrine, but when she showed the silver rose to the priest of the god Iomedae, he recognized it as the holy symbol of the goddess Milani. He told the waif what he knew of Milani’s faith before asking where her parents were. Kayleigh stammered something unintelligible and was preparing to flee when the priest smiled and said, “You keep that necklace, little girl. May it protect you and give you courage….”

…and that was all the priest managed to say before Kayleigh fled, running most of the way back to Midland and Lamm’s headquarters. Certain the cruel man would steal her treasure if she brought it into his hideout, Kayleigh held the holy symbol in her hand, thinking hard of a safe place where she could stash it. That’s when Ghaedren Lamm’s bony fingers closed hard on her shoulder.

The crime lord broke the holy symbol before the girl’s eyes before beating her to within an inch of her life and tossing her body in an alley just off Harborview Boulevard. Kayleigh would have died if the Iomedaean priest she’d met hadn’t decided to follow the obvious orphan street urchin when she fled north. The girl had lost him shortly after entering Midland, but luckily he’d found her again before she’d breathed her last. The cleric took the child back to the Pantheon of Many, healed her wounds, and offered her a job cleaning the temple and helping out with other odd jobs and errands. Kayleigh remained in South Shore at the temple for roughly a third of her life, until Milani heard her fervent prayers and granted her the powers of a Merciful Healer. Kayleigh then moved to Bridgefront in Old Korvosa—one of the city’s poorest neighborhoods—to better care for Korvosa’s most needy: the sick, poor, and underprivileged.

Davin, Warpriest of Abadeer:

Male Dwarven Wapriest(Forgepriest) of Abadar 1
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 11, flat-footed 16
HP 10/10
Fort +7, Ref +5, Will +7
CMD 14(18 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Warhammer +3 (1d8+4/X2)
Range
Longbow +1 (1d8+1/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 13, Con 15, Int 12, Wis 14, Cha 8
Skills(ACP -3): Craft(Armor) +4, Knowledge(Religion) +5, Perception +2(+4 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Fate’s Favored, Unhappy Child(Tortured)
Blessing: Protection
Aura-Lawful
====================
Spells-CL 1st, Concentration +3
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Cantrips
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Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
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Bless, Shield
====================
Special Abilities
====================
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
====================
Gear
====================
Halberd
Warhammer
Composite Longbow(Str. +1)
40 Arrows
Breastplate
Warpriest’s Kit
Vial of Acid
8 Gold

Backstory
Davin was abandoned in the Midland as a small child, it is still unknown who left him there. He was found by a passing merchant and brought to an elderly dwarven couple who lived above the city forge. They raised him until he grew old enough to take care of himself, teaching him the ways of dwarven culture and blacksmithing. When he turned fifteen, still quite young by dwarven standards, they asked that he leave them, to make his own way in the world and find success without it being handed to him. Although harsh, they left Davin with a firm belief in the value of his own work, and a conviction that if he tried hard that he would be rewarded by Abadar’s grace.
He left the Midland and wandered through the city into the Shingles, with no real plan as to what he would do. As he walked through the streets, he saw a man surrounded by children and teenagers of all races, talking to them and accepting coins from each one. He approached the group, asking Is there work to be found here? The man smiled, walking closer to him and nodding, Indeed there is, would you be looking for a job?
At the beginning, the old man, whose name was later revealed to be Gaedren, was a tolerant employer. Davin was running errands and delivering messages, and received a reasonable share of coins for it. However, as time went on, the number of coins he was given steadily decreased, with many being taken back by Gaedren or the other boys. After a few months, Davin was approached with an offer to increase his earnings, he could begin to break into houses and closed shops, and Gaedren would sell the items for him so that he would not be associated with them. Davin refused, Abadar would never condone theft, he said. Gaedren nodded, seemingly respectful of Davin’s choice, and the topic was not brought up again.
About four months later, Davin was cornered by one of the older boys, who forced him to serve as a lookout while he robbed a nearby merchant. No guard came near, and the older boy disappeared into the crowd without trouble afterwards. When Davin came to Gaedren, telling him about the incident, Gaedren seemed sympathetic and promised to ensure that it wouldn’t happen again. The next night, the boy and a few of his friends found Davin’s sleeping place and dragged him into an alley. Gaedren watched as they beat him mercilessly, then left him for dead.
When Davin woke, he was in a bed, being treated by a cleric of the Korvosan Guard. They asked him who had hurt him, but when he told them, they did not answer. Upon pressing the nearby guards, they stated that because it was not Gaedren who had physically assaulted him, they would not go after him, and it was not worth it to track down the boys. Davin was released onto the streets the next day, with no plans other than to avoid the Shingles and make his living in a way that would receive Abadar’s praise.

Man that was a lot of reading! I double checked the list and am pretty certain I got everyone. If not, I do apologize. And I tried capturing the heart of your characters motivations, races, and classes in three to five words so forgive me if I took a few liberties.

Hope this helps DM and newcomers on what's already on the table.


GM Wulfson wrote:
@Ceril Surefoot - I don't mind people reskinning the fluff of a trait to fit their background but I have to draw the line at changing the crunch aspect of the trait.

No problem. I liked the framed character motivation and he gets spells eventually.


For official submission

Ceril:

Ceril Surefoot
Male Human Ranger 1
NG Medium
Init +6;

--------------------
Defense
--------------------

AC 16 (+2 armor, +4 Dex), 14 touch , 12 flat-footed
HP 11 (1d10, +1 Con)
Fort +3 (+2 base, +1 Con), Ref +6 (+2 base, +4 Dex), Will +1 (+0 base, +1 Wis)

--------------------
Offense
--------------------

Speed 30 ft.
Melee +1 Spiked Gauntlet(1d4+1/x2)
Ranged +4 Longbow, Composite (1d8+0/x3, 110ft)
--------------------
Statistics
--------------------

Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Languages: Common

--------------------
Feats
--------------------

Point Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

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Traits
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Dropout: You were the one accused. Although you were
eventually freed when a friend confronted the fisherman
and got the truth, the damage had been done. You were
forced to leave your school (perhaps the Acadamae)
or church. As a result, you were forced to self-train
and promised yourself you would become better at your
chosen profession despite the spurning of your peers. You
gain a +2 bonus on Spellcraft checks.

Reactionary: You gain a +2 trait bonus on initiative checks.

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Skills
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Acrobatics +8 (1 rank)
Climb +6 (1 rank)
Perception +5 (1 rank)
Knowledge (nature) +4 (1 rank)
Survival +5 (1 rank)
Sneak +8 (1 rank)

--------------------
Background Skills
--------------------

Knowledge (geography) +4 (1 rank)
Handle Animal +4 (1 rank)

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Gear
--------------------

Spiked Gauntlet (5 gp, 1 lbs.
Longbow, Composite (100 gp, 3 lbs.)
Arrows, Common (40) (2 gp, 6 lbs.)
Arrow, Dye (2) (2 gp, 8 lbs.)
Arrow, Smoke (1) (10gp, - )
Arrow, Tangleshot (1) (20 gp, -)
Arrow, Thistle (10) (10 gp, - )
Leather Armor (10 gp, 15 lbs.)

Backpack (2 gp, 2 lbs.)
[
*Bedroll (1 sp, 5 lbs.)
*Blanket (5 sp, 3 lbs.)
*Torches, 10 (1 sp, 10 lbs)
*Flint and Steel (1 gp), - )
*Lamp (1 sp, 1 lbs.)
*Oil, 10 1-pint flasks (5 sp, 5 lbs.)

*11 gp 7 sp
]

--------------------
Special Abilities
--------------------

Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Ranger 1

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)

Humanoid (Human)

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

--------------------
Backstory
--------------------

Age: 23
Hair: Auburn
Eyes: Brown
Height: 5' 10"
Weight: 120 lbs.

Backstory: Ceril was born in the city of Korvoso, and was raised follow the rules and keep his nose clean. He worked hard, studied hard, and was well on his way to the elite Sable Company. It was his dream to ride with one of those magnificent beasts, the proud gryphons.

But now, because of Gaedran Lamm, he'd probably never get the chance. An accusation of murder doesn't leave you untarnished.

It was a case of being in the wrong place, at the wrong time, but spending a week in custody was enough to ward of Sable Company's recruiters as his folks ran around collecting bail money. Even now, with his name clear, his blemished reputation is smeared all over the dirty boot of the real murderer, Gaedan Lamm.

And Ceril is going to get some payback, even if he has to track him past the city limits.

Personality: Ceril is undergoing a personal crisis. Before his life was sent spiraling, he actually was a very law focused citizen. But now, a personal vendetta has driven him to question if the law's of his home are truly all they were built up to be.
Often, you'll find him looking skyward, still a shred of hope that one day he'll be flying with a bestial friend someday.

Short Version:

Ceril is a Ranger that focuses primarily on Ranged attacks and a variety of trick arrows for special circumstances. While normally very lawful, a recent event (his framing for a murder) has caused him an internal conflict of deciding if staying true to the law is really worth it. He is planning (and I am hoping) to get a gryphon animal companion at some point so he can protect his comrades from the sky.

A question as well. Could I modify the Framed "Dropout" trait to adjust another skill other than spell craft as that's very spell caster specifc. I don't mind keeping it as it works, but just wondering.