Falconer

Ever_Anon's page

Organized Play Member. 54 posts (1,126 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 15 aliases.


RSS

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>

So far, yes. Which means you have no competition :)


Competition's getting stiffer! For those still making characters, here are the campaign traits chosen so far so you know who your competition is. (At least in matters of love, I don't think Sandru cares how many guards he has.)

This only includes people who have either linked to the spreadsheet or specifically posted that they were considering a particular trait.

Data!:
Confirmed:

Lor-Sinn (Tiefling Paladin): Rescued - Koya
Samton (Human Wizard): Childhood Crush - Shalelu

Spreadsheet:

Baeldwyn (Human Kineticist): Caravan Guard
Beastbrother (Human Cavalier): Caravan Guard
Tessara (Elf Oracle): Caravan Guard
Adrian (Human Monk): Childhood Crush - Ameiko
Relisha (Tiefling Oracle): Childhood Crush - Ameiko
Paerzyd (Human Kineticist): Childhood Crush - Sandru
Simon (Human Bard): Childhood Crush - Shalelu
Lucida (Dwarf Expert?): Foster Child
Masin (Human Alchemist): Foster Child
Zacarias (Human Wizard): Friend of the Family
Asuka (Tengu Samurai): Hero Worship - Ameiko
Magnus (Human Arcanist): Hero Worship - Ameiko
Mordechai (Half-Orc Cleric): Rescued - Koya
Marek (Human Hunter): Student Survivalist
Alvric (Half-Orc Brawler): Younger Sibling - Ameiko
Ruka (Human Slayer): Younger Sibling - Ameiko
Ahreni (Aasimar Shifter): Younger Sibling - Sandru

Considering:

Ouachitonian (Elf Slayer): Childhood Crush - Shalelu
Chapel Ty'El (Sylph Samurai): Foster Child
Xui (Tengu Monk): Hero Worship - Shalelu

Total counts:

Caravan Guard: 3
Childhood Crush (Ameiko): 2
Childhood Crush (Sandru): 1
Childhood Crush (Shalelu): 3
Foster Child: 3
Friend of the Family: 1
Hero Worship (Ameiko): 2
Hero Worship (Shalelu): 1
Rescued (Koya): 2
Student Survivalist: 1
Younger Sibling (Ameiko): 2
Younger Sibling (Sandru): 1


2 people marked this as a favorite.
Simon Lereos wrote:
Oh man, everyone likes Shalelu in this app process, huh?

So far we have one of the confirmed players, you, and Ouachitonian all hoping to woo her. That's only a quarter of the applicants :P

For those curious, here's the breakdown of campaign traits so far.

Confirmed:

Lor-Sinn (Tiefling Paladin): Rescued - Koya
Samton (Human Wizard): Childhood Crush - Shalelu

Applied:

Baeldwyn (Human Kineticist): Caravan Guard
Relisha (Tiefling Oracle): Childhood Crush - Ameiko
Simon (Human Bard): Childhood Crush - Shalelu
Zacarias (Human Wizard): Friend of the Family
Magnus (Human Arcanist): Hero Worship - Ameiko
Sabrina (Gnome Oracle): Rescued - Koya
Marek (Human Hunter): Student Survivalist
Ruka (Human Slayer): Younger Sibling - Ameiko

Considering:

Ouachitonian (Elf Slayer): Childhood Crush - Shalelu
Chapel Ty'El (Sylph Samurai): Foster Child
Xui (Tengu Monk): Hero Worship - Shalelu


GM ShadowLord wrote:
Don't forget to add your character to the recruitment worksheet when you are done. This is the list I'm going to use when I review characters. I added a link to the worksheet to the top of the page

FYI, the link in the Application Process section leads to the wrong worksheet, so you should use the link at the top of the page instead. A lesson I have now learned :)


I think my submission is pretty complete. Ruka can be viewed here

The short version: Ruka Kaijitsu is Ameiko's younger sister. They're not particularly close due to bad family history, but Ruka at least wants to be. She's currently trying to reconnect with Ameiko and would like to follow her on a new adventure.

Ruka is a human slayer. In combat she'll be fighting in melee with a reach weapon. Out of combat she's a halfway-decent skill monkey and rogue substitute.

In terms of PBP history I've only been on the boards for about six months, but I've been (and still am) active in several games. One of my favorites was this Strange Aeons game, although sadly our GM disappeared shortly into it. (My character was Saiya. The whole intro sequence is a lot of fun to read.)

Please let me know if you have any questions, comments, or suggestions!


Thanks for having me GM! I'll work on the character build in a couple hours.

Aronida was planning on archery, which works since having at least one ranged fighter is probably a good idea.


Clearly I play too much overwatch, because I can’t hear that line in anything other than Matt Mercer’s voice.

Or maybe I just play too much overwatch with people who like to spam voice lines...


I left the general background the same, but added some vignettes to give a better idea of Aronida’s character. (Who is chaotic good, by the way, forgot to mention that originally.) The ABCs for this character are:

A: Halfling (Twilight Heritage)
B: Emancipated
C: Ranger (Precision Edge)

Freedom:
”By the decree of our new Lord-Mayor, Jilia Bainilus, slavery is herey abolished in Kintargo.” Urora Sarini looked like she had swallowed a lemon. ”Therefore...” The sour look intensified. ”Therefore, you will all be…entitled, to wages from this day forth. In exchange for continuing to work for me, you will be paid three silver pieces a week.”

Aronida looked around at the other newly-freed slaves, who all seemed as confused as she was. To be free...Aronida had dreamed of it, but in the same way a child might dream of getting a pony. She had never expected it to actually happen.

”Three silver a week?!” Jak was pushing his way through the other slaves, no, servants, they were servants now. Jak was one of the very few slav…servants the Sarinis owned that hadn’t been born into the status. ”You take our freedom from us, you beat us when we try to escape, you insist that we are things to be owned, and then you offer us three silver a week?” He’d made his way to the staircase now, a few steps below where Urora and her bodyguard were standing. ”Here’s what I think of your damn silver.” He spat on the staircase.

Urora sneered down at him. ”You are, of course, free to leave. To starve on the streets with all the other freed slaves. Or you can stay here, and have food, a bed, and a fair wage. It’s up to you.” From the murmuring Aronida could hear, many of them were planning on taking the offer. What else could they do?

It’s up to me…

Jak spat on the staircase again, then turned and started marching out the front door with a few others. Aronida hesitated, then scrambled to join them. ”Jak, wait for me!”

Rest:
The small house was in sight, and Aronida could feel her crop growing impatient. Nervous shifting. Sidelong glances. They’d been out in the wilderness for five days now, eating only what rations Aronida had in her backpack and what food she could safely hunt, and all of them were eager for the relative safety of the barn.

That made it all the more important to be careful.

Aronida took her time observing the surrounding area. She’d been working this row for two years now; she knew every bush and tree. Was anything out of place? Any shadows that shouldn’t be there? Any hints of movement in the darkness?

She sat for nearly an hour in complete silence before she finally gestured her crop forward. They snuck across the field, low to the ground and quiet, then around the back of the house. The shed was unlocked, as was expected. She went in, carefully ensuring her crop followed her inside, then waited again. Thirty minutes later, finally convinced they hadn’t been followed, she opened the secret trap door and ushered them down the ladder into the cellar.

Malco was there, also as expected. She felt some of her crop flinching from the man, even though they’d been told to expect him. Few halflings in Cheliax could afford to trust humans. Demonstrating her own trust, she stepped forward to greet him with a smile. ”Father Pictor, it’s good to see you again.” See? I know him. I trust him. You’re safe here.

Malco smiled back at her. ”How many times have I told you, it’s Malco. Calling me Father makes me feel old. Besides, I’m a priest of the Drunken God. I don’t need titles. Just ale!” He laughed. ”Speaking of which, I’ve set out a small meal for you all.” He gestured behind him, where there was a halfling-sized table with some bread, cheese, cold meats, and a bottle of wine.

”Thank you...Malco.” She winked at him and sat down, reaching for the cheese. Her crop exchanged a few more nervous glances, then tentatively sat down as well. A few minutes later they were wolfing down the food, and the braver ones had poured themselves glasses of wine. Aronida smiled again as they all started to relax. Once the food was devoured, Malco showed them the cots set up in the back. Most were asleep within minutes.

Good. Aronida was particularly proud of the banter, a routine she and Malco had come up with about a year ago. It helped the crops relax enough to eat and sleep, even in the presence of a strange human. That was important. It would be a few days before another tiller came along to guide them through the next row; if they didn’t trust Malco they’d be too tense to fully regain their strength.

Once everyone was asleep, Malco glanced at her and inclined his head towards the stairs which led up to the house. (All the barns had at least two exits. Safer that way.) She nodded and followed him up to the small kitchen. The curtains over the windows were closed, and as long as she avoided passing between them and the light it shouldn’t be too much of a risk.

He made them both a cup of tea and sat down at the (human-sized) table. ”I thought there’d be more.”

”There were.” She winced. ”Two nights ago there was a Hellknight patrol. We were well-hidden, but as the knights kept getting closer...it’s hard to keep people from panicking. Two of them bolted. I don’t think the Hellknights saw them, they didn’t react, but by the time I felt it was safe to move…” She shook her head and stared into her tea as if it had all the answers. ”I followed their tracks as best as I could, but in the dark, with them running and me not? I couldn’t catch up. Eventually I had to either give up or keep going knowing I was risking everyone’s safety. So...I gave up.”

Malco bit his lip. ”Maybe they’ll make it.”

”Maybe. Or maybe they’ll run into another patrol, or a bear, or just freeze to death because they don’t know where to find shelter.” She sighed. ”I hate losing people.”

”I know.” He rested a comforting hand on her shoulder. ”You wouldn’t be doing this work if you didn’t care.”

”It would be easier if I didn’t.” She folded her arms and dropped her head to rest on the table. ”I’m tired Malco. So very tired.” She wasn’t talking about physical exhaustion, and they both knew it.

It happened to all of them sooner or later.

”Maybe it’s time to get some rest.”

Aronida closed her eyes. ”Maybe.”

Home:
Home.

Aronida had never had one. She’d lived in the Sarini mansion for almost her entire life, but it had certainly never been home. After being freed she’d been too nervous to stay in one place for long. When she wasn’t working the rows she’d wandered from town to town, selling furs to buy the few supplies she needed. Never staying though. Not even in an inn. The only times she slept in a bed were when she’d finished escorting her latest crop to a barn that had an extra.

(”You can’t keep doing this,” Malco had told her. ”You’re killing yourself. You need to rest, really rest, somewhere away from all this.” He’d knelt down to her level, hands on her shoulders, eyes full of concern. ”Look, have you ever heard of Breachill?”)

Breachill wasn’t what she’d expected. Small towns tended to be insular, as distrusting of outsiders as she was of, well, almost everyone. She’d walked up to Cayden’s Keg half-expecting to be thrown out on her ear. Instead Brynne had quickly skimmed the letter of introduction Malco had given her and promptly offered to let her stay as long as she liked.

(”How is that old rascal anyway? Still living on that farm in the middle of nowhere?” Brynne had laughed. ”Any friend of Malco’s is a friend of mine. Come on, I’ve got a spare room upstairs.”)

It wasn’t just Brynne either. Nearly everyone was friendly, or at least polite. When she stuck around, hunting for game out in the forests or offering her services as an archer during the monthly Call for Heroes, people quickly accepted her as another member of the community. She slowly started to relax. To feel safe.

She couldn’t remember the last time she’d felt safe.

Now here she was, staring at a wooden door as though it was going to bite her. Tentatively, she reached out and opened it.

A small, cosy common room. A fireplace with a comfortable halfling-sized chair in front of it. A kitchen with counters she could reach without a step stool. A bedroom with a mattress exactly the way she liked it.

”Told you I could get you some nice furniture for cheap. Crink would never let on, but he’s an old softy at heart. What do you think?”

”I think…” Aronida smiled even as she blinked away a few tears. ”I think it looks like home.”

General Background:
Aronida, (she has no idea what her last name might have been), was born into slavery in Kintargo, serving the Sarini family. Upon being freed she was left unsure of what to do with her new life. Any time she stepped foot in a city she always felt like she was about to be captured and sold again. At the same time she wanted to free others as she had been freed. The compromise was to work for the Bellflower Network as a tiller, escorting escapees through the wilderness.

After several years of this, she began to feel homesick for a home she'd never had. She still distrusted cities, but didn't want to spend her whole life in the wilderness either. A contact from the Bellflower Network suggested Breachill. As a small town that welcomed adventurers of any background, she could surely find work there, and maybe, just maybe, she could make it her home.


1 person marked this as a favorite.

I meant to imply that she'd just be a linguist as far as the military was concerned. They're probably aware of her juvenile delinquent past, (I can't imagine getting picked for this sort of thing without super extensive background checks), but I wasn't intending for that to be the reason she was selected.


Set 1:

4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
4d6 - 1 ⇒ (3, 4, 1, 3) - 1 = 10
4d6 - 2 ⇒ (2, 4, 6, 6) - 2 = 16
4d6 - 1 ⇒ (6, 1, 1, 5) - 1 = 12
4d6 - 1 ⇒ (1, 4, 1, 1) - 1 = 6
4d6 - 1 ⇒ (2, 5, 3, 1) - 1 = 10

Set 2:

4d6 - 2 ⇒ (4, 5, 2, 3) - 2 = 12
4d6 - 1 ⇒ (1, 5, 5, 6) - 1 = 16
4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
4d6 - 2 ⇒ (2, 6, 5, 6) - 2 = 17
4d6 - 2 ⇒ (4, 2, 4, 5) - 2 = 13
4d6 - 2 ⇒ (6, 6, 2, 4) - 2 = 16

Those are some ridiculously good rolls.

Basic concept, (subject to GM approval). Human Unchained Rogue. On our side she's a military linguist who got assigned to this unit specifically to help translate all the weird fantasy languages no one else had heard of. On the other side her rebellious juvenile delinquent phase taught her a whole bunch of skills that are pretty handy for 'local' adventurers.

Int will actually be her highest stat, with Dex a point behind.

If that all sounds good I'll start building.


I'm interested as well. I should be able to post at least once a day, as I usually have a fairly lenient work schedule.

A: Halfling
B: Emancipated
C: Ranger

Very basic background:

Aronida, (she has no idea what her last name might have been), was born into slavery in Kintargo, serving one of the noble families there. Upon being freed she was left unsure of what to do with her new life. Any time she stepped foot in a city she always felt like she was about to be captured and sold again. At the same time she wanted to free others as she had been freed. The compromise was to work for the Bellflower Network as a tiller, escorting escapees through the wilderness.

After several years of this, she began to feel homesick for a home she'd never had. She still distrusted cities, but didn't want to spend her whole life in the wilderness either. A contact from the Bellflower Network suggested Breachill. As a small town that welcomed adventurers of any background, she could surely find work there, and maybe, just maybe, she could make it her home. The Call of Heroes provides an excellent chance for a newcomer to establish herself.


@Lilli: Thank you for all the help you've provided. You spent a lot of time looking over our submissions and making suggestions for improvements.

@everyone: Good luck!


Estelle is done, except for rolling for HP which I forgot to do earlier.

HP: 4d8 ⇒ (4, 3, 4, 7) = 18

Those are some really terrible numbers. Glad I can take the half + 1 option!


This campaign looks interesting, and so I’d like to throw my hat in the ring. The basic mechanics and backstory are below. I haven’t picked equipment or spells, but everything else should be there. Please let me know if I’m missing anything, if anything looks off to you, or if you just plain don’t like the concept.

Mechanics:

Ruka Yamamoto (Higashiyama Scion)
LG Female Human Oracle/Slayer (Guerilla) 3
Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 16

Special Abilities:

Spoiler:

Feats:
Fast Learner (Race bonus): Gain both +1 HP and +1 skill point when leveling in a favored class
Precise Shot (Level 1): No penalty for shooting into melee
Weapon Focus - Bows (Class bonus): +1 bonus on attack rolls with one weapon
Rapid Shot (Class bonus): Make one extra ranged attack
Improved Initiative (Level 3): +4 bonus on initiative checks

Traits:
Higashiyama Scion (Campaign): You have a +1 trait bonus to Knowledge (religion) and Linguistics checks, and both are considered class skills for you. In addition, you are proficient with the longbow, and once per day, you may ignore concealment on a single ranged attack with that weapon.
Beast Bond (Social): You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. (Handle Animal)
Principled (Faith): You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
Varisian Wanderer: Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you. (Perform - Tea Ceremony)
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.

Skills:
36 ranks total: 11/level (6 class, 2 int, 1 human, 2 background) +3 FCBs

+8 Artistry (Philosophy): (+3 class skill, +2 INT, +3 ranks)
+6 Climb: (+3 class skill, +2 STR, +1 rank)
+7 Craft (Calligraphy): (+3 class skill, +2 INT, +2 ranks)
+9 Diplomacy: (+3 class skill, +3 CHA, +3 ranks)
+10 Handle Animal: (+3 class skill, +1 trait, +3 CHA, +3 ranks)
+9 Intimidate: (+3 class skill, +3 CHA, +3 ranks)
+6 Knowledge (Geography): (+3 class skill, +2 INT, +1 rank)
+7 Knowledge (History): (+3 class skill, +2 INT, +2 ranks)
+7 Knowledge (Local): (+3 class skill, +2 INT, +2 ranks)
+6 Knowledge (Religion): (+3 class skill, +1 trait, +2 INT, +1 rank)
+6 Perception: (+3 class skill, +3 ranks)
+9 Perform (Tea ceremony): (+3 class skill, +1 trait, +3 CHA, +2 ranks)
+8 Ride: (+3 class skill, +1 trait, +3 DEX, +1 rank)
+6 Sense Motive: (+3 class skill, +3 ranks)
+9 Stealth: (+3 class skill, +3 DEX, +3 ranks)
+5 Survival: (+3 class skill, +2 ranks)
+6 Swim: (+3 class skill, +2 STR, +1 rank)

Class Features:

Spoiler:

Oracle Class Features: Mystery, Oracle’s Curse, Orisons, Revelations

Mystery - Battle

Chosen Revelations:
War Sight: Whenever you roll for initiative, you can roll twice and take either result.
Weapon’s Mastery (Longbow): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon.

Curse - Elemental Imbalance (Fire): You wield an element’s might, but you are vulnerable to its opposite. If you select fire, you gain vulnerability to cold, cannot benefit from any cold resistance or immunity, and cannot cast spells with the cold or water descriptors.
As you advance in level, add the following spells to your oracle spells known based on your chosen element: burning hands (1st), scorching ray (5th), wall of fire (10th), contagious flame (15th).

(I feel I should note here that when picking her curse, I was playing with the flavor of the 'chosen one' theme of this campaign. Being chosen by Shizuru, goddess of the sun, it made sense that Ruka would have a special connection to fire and an aversion to cold. I am aware that this AP requires traveling through some arctic areas, and assume that being vulnerable to cold there is going to suck. I am okay with that. An oracle's curse should be an actual curse.)

Slayer Class Features: 1st Studied Target, Slayer Talent, Sneak Attack +1d6

Guerrilla Archetype Features: Strike First, Strike Last

Chosen Slayer Talents:
Ranger Combat Style (Archery): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style.

Favored Class - Oracle:
Levels 1-3: +1 HP and +1 Skill Point per level (Fast Learner Feat)

Character Background:

General background:
Spoiler:

Ruka Yamamoto doesn’t remember a time before her adoption by the Kaijitsus. She was still very young when Atsuii sat her down and carefully explained that her real parents had died in a shipwreck when she was just an infant. That was why she had a different surname, even though Atsuii, Lonjiku, and Ameiko were her family. Ruka accepted this with the typical resilience of young children. It was simply how life was.

As she grew older, she became more curious about her birth parents. What were they like? What hobbies had they enjoyed? Atsuii talked about her mother Ryoko’s grace when performing a tea ceremony, her careful calligraphy, the way she could command a room. Lonjiku talked about her father Matsu’s skill with the bow, his ability to read people at a glance, his extensive knowledge of history and philosophy. As she grew older, they began teaching her the same skills her birth parents had mastered.

As parents, the Kaijitsus were fairly lenient with their daughters. As teachers, they were far stricter. Ruka quickly learned that ”I’m tired” or ”I’m bored” would be met with a raised eyebrow and more work. Lonjiku was particularly unyielding when it came to archery. He’d have her and Ameiko hitting targets for hours, correcting their forms down to the smallest detail.

It wasn’t all lessons, of course. The Kaijitsus recognized that Ruka and Ameiko were children, and made sure to give them plenty of time to play. Together they climbed trees, chased each other around the town, and made up nonsensical games. But sometimes Ruka just needed some peace, and so she’d slip off by herself. She’d go to the stables, or even just sit alone in an empty field. Somewhere she could drink in the calm.

It was during one of those times that she met Shalelu Andosana and had her first lesson in shooting things other than paper targets. For Lonjiku archery was an art form. For Shalelu archery was how one killed things. Ruka learned from them both, and with their help she combined their teachings into her own style.

Nineteen now, Ruka works as a waitress at the Rusty Dragon. When not working, she’s either continuing her lessons with Lonjiku and Atsuii or hunting in the Tickwood with Shalelu. Occasionally her and Ameiko talk about heading off and seeking adventure while they’re young. So far no definitive plans have been made, but Ameiko in particular is growing restless. Perhaps a few years away from Sandpoint would do them both good.

Memory 1:

Spoiler:

”Hurry up!”

Ruka huffed, reaching for the next branch. ”I am! Your arms are longer than mine; it’s not my fault I can’t keep up.”

Ameiko’s face peeked out from the foliage above her. ”You’re just making excuses for being a slowpoke!”

Unable to think of a good response, Ruka settled for sticking her tongue out at her older sister. Ameiko laughed, then started climbing again.

This particular tree was one they’d never climbed before, as it was further away from the inn than they were usually allowed to go. But Lonjiku and Atusii were both busy today, meaning the girls had the whole afternoon free. No lessons, no chores, and no parents to tell them they were going too far.

”Just you wait,” Ruka grumbled under her breath. ”I’m going to get bigger than you eventually, and then you’ll be the slowpoke while I-”

Crack.

Ruka’s eyes shot upwards. She could just barely make out Ameiko, desperately reaching for a different branch.

She didn’t make it.

Ameiko plummeted with a scream, crashing into several more branches on the way down. There was a loud thud as she hit the ground. Then silence.

”Ameiko!” Ruka started scrambling back down, nearly falling herself in her haste. ”Ameiko, are you okay? Say something, this isn’t funny!”

Silence.

Ruka dropped the last few feet and immediately ran over to her sister. Ameiko was lying in a crumpled heap at the base of the tree. The rise and fall of her chest was the only visible movement.

”Ameiko! Ameiko, wake up!” Tears streamed down Ruka’s face as she fell to her knees next to her sister. ”Ameiko, what do I do, I don’t know what to do!” She wanted to run for help, but couldn’t bear to leave her sister like that. She was so still.

Touch her. Gently.

It wasn’t a voice, not exactly. More an...understanding. A realization that she did know what to do, she’d always known what to do, she just hadn’t known that she’d known.

She reached out, gently grasping Ameiko’s shoulder. Words suddenly appeared in her mind, and she said them without really knowing why. Only that they needed to be said. A soft warm light spread from her hands, covering Ameiko’s body. For a moment nothing happened.

Then Ameiko stirred, groaning. Her eyes blinked open. ”Ruka? What happened?”

Sobbing from relief this time, Ruka hugged her sister. ”You fell, you were hurt, you weren’t moving, I was so scared!”

Ameiko hugged her back, wincing slightly at the movement. ”It’s fine. I’m fine, just a little sore is all. Nothing a hot bath won’t cure. Let’s just go home, okay? And, uh, maybe don’t tell mom I fell? She’d get upset.”

But you weren’t fine. You weren’t fine at all.

Ruka shivered, then resolutely put the thought aside. She’d have time later to think about what had happened. But for now, Ameiko was fine. The two of them could go home together, and she’d never complain about a boring afternoon of lessons again.

”Okay.” Ruka sniffled and scrubbed her face with her shirt sleeve. ”Okay. Let’s go home.”

Memory 2:

Spoiler:

Patience.

A few ants crawled over Ruka’s skin. She didn’t move, not even a slight shift to brush them away.

Patience.

Her leg muscles cramped, protesting the position she’d been holding for hours. She ignored them with practiced ease.

Patience.

...There!

The boar she’d been hunting all day was finally in sight. It made its way through the forest, heading for the small pond nearby.

As she’d known it eventually would. The tracks around the pond suggested it came here often for water. The broken brush of the almost-invisible trail spoke to its normal path.

”Don’t try to track down where an animal is. Track down where it was. Animals form habits, just like people. Hunting is all about patience. Wait for them to come to you, and you’ll always catch your prey.”

‘Always’ may not have been true, not at Ruka’s current skill level. But this time, she’d at least succeeded in finding her prey.

Now it was time for the kill.

She took the composite longbow she was holding and stealthily nocked an arrow. She was downwind of course, helping conceal not only her scent but also any small noises that might otherwise have given her away. She drew back the string, following the boar, making sure her shot would be true.

”Whatever you hunt, kill it as swiftly and painlessly as possible.”

She released. The arrow flew through the air and buried itself in the boar’s eye. It was quite possibly the finest shot she’d ever made.

More importantly, it was a clean kill.

Ruka swung herself out of the tree she’d been sitting in, making her way to the corpse. She bowed once, respectfully. ”Thank you for the gift of your life.” She retrieved her arrow, then turned to see Shalelu walking up behind her.

The elf smiled slightly as she looked over the boar. ”Well done.” Neither the smile nor the praise was common, and Ruka couldn’t help the grin that formed on her own face at her mentor’s acknowledgement. ”Do you plan to butcher it here?”

Ruka glanced up at the darkening sky. ”It’s getting too late to do it today. I’ll carry it back to Marin’s. He’ll happily butcher it for me in exchange for some of the meat.”

”Very well then. Any idea when you’ll be hunting next?”

”Unfortunately no.” Ruka grimaced. ”Lonjiku wants me working more shifts at the inn, and Atsuii says I need to focus on my history lessons. It may be a while before I get back out to the Tickwood.”

Shalelu nodded, unsurprised. The Kaijitsus approved of Ruka using her archery skills for a practical purpose, but had always been clear that her other duties came first.

For today, she helped Ruka arrange the boar on her shoulders. Few would have thought the small woman capable of carrying such a beast, but they would have been wrong. Years of intense training, both with the Kaijitsus and with Shalelu, had ensured that strength was something Ruka had in abundance.

”Next time you have a free day, let me know. I believe we’ll begin working on mounted archery next.”

”Of course, master.” Ruka bowed again, slightly clumsily due to the weight of the boar. Shalelu had never asked for such formalities, but the Kaijitsus had ensured they were ingrained into her being. Teachers were to be treated with respect. Always.

”Farewell then. Until next time.”

”Until next time,” Ruka echoed. Shifting the boar into a more comfortable position, she began the long trek home.

Personality:

Spoiler:

Ruka is overall a very practical, patient woman. She does have a temper, (as more than one handsy patron can attest), but is capable of controlling it when necessary. She’s an introvert that feels more comfortable with animals than with most people. Despite this, she’s quite capable of channeling Atusii’s lessons and either smoothly negotiating with a difficult customer, or shutting them down with a single sharp word.

Ruka tries her best to be honorable at all times. While she can lie, she doesn’t like to, and avoids it whenever possible. She greatly respects her family, both adoptive and birth, and honors them as much as she can. The Kaijitsus also emphasized the importance of duty, and she has taken those lessons to heart.

On a subconscious level Ruka is always aware that she is not a Kaijitsu, and that leads her to feel insecure about her place in the family. She overcompensates for this by trying hard to be the best daughter she can. While this has been mostly a good thing so far, she would have a great deal of difficulty ever outright refusing an order from Lonjiku or Atsuii, even if they were telling her to do something she never would have otherwise.

Her practical nature also has its downsides. She’s meticulous to the point of perfectionism, seeing no point in doing anything if you’re not going to do it right. She also tends to be judgmental of actions she considers impulsive.


Not gonna lie, I went vigilante entirely for the extra bonuses to social skills.

Alias has been updated again. Nothing major for the crunch; I just swapped around some gear and made a couple small changes to Versatile Vials. I did add a lot more backstory in the form of three 'memories', which will hopefully help you get a better sense of the character.


Yep, me too. I already had five 'background' skills I was maxing out, not to mention the random stuff I'm putting a few points into here and there.

Whether selected or not, this recruitment has given me an opportunity to indulge in my not-so-secret fantasy of building a character with all of the skills.


@GM: Thanks for taking a look! I've taken Lilli's advice and added Craftspeople, Lackeys, and a Manager. (Alias here.)

I've taken Celestial, Draconic, Gnome, and Orc as my Int bonus languages, while Dwarven is my extra from a point in Linguistics. Reading over the discussion pages I saw some talk of creating a secret language for the conspirators, so I could always trade out Dwarven for that.

I do understand that we're effectively starting in Book 2; I just didn't want to have any assumptions about Book 1 in my backstory. You might have noticed that most of my 'rogue-like' skills, (Disable Device, Escape Artist, etc.) have two points in them. I figure my law-abiding alchemist wouldn't have needed those skills from levels 1-3, but my Influential Merchant might have picked them up during levels 4-5.

Speaking of skills, while reading over the discussion I also came across this gem:

GM TWO wrote:
A wonderful side note -- it appears that the 'half your lesser class's base skill points' bonus actually includes your background skills -- so everyone is going to have a baseline of 20 background skills (10 standard, +5 skill bonus, +5 game bonus). Spend wisely!!

Does that still apply? (Stares at already-ridiculous list of skills and begins cackling madly.)


I think I've finalized most of Estelle's build. I've created an alias here, although I'll avoid posting as Estelle in case I'm not chosen and need to delete it.

Things still up in the air are Languages, (elves are extremely limited in the languages they can learn, which doesn't make sense for my human-raised character), and whether or not Versatile Vials has a manager. I confess I'm extremely confused as to how to calculate a building's daily earnings, and so I'm not sure if I can afford one.

Again, I welcome feedback from both the GM and current players.


@ Lilli: Thanks for the advice!

I wanted to explain why she'd be willing to join a conspiracy after 50 years of staying out of things, but you're right that she wouldn't have known about this particular Conspiracy until after campaign start. I'll think about how best to make that work.

The 'claim' is a purely emotional one. I'll make that clearer in the full background :)


Thanks for answering my question. To be clear, I got the RAW part from Paizo's FAQ, which states that alchemists aren't spellcasters and therefore can't take any item creation feats other than Brew Potion, (which they get for free while explicitly ignoring the usual requirements). The general consensus on these forums seemed to be that therefore RAW investigators couldn't take Brew Potion.

I'm still working out the final details, but here's my basic character concept. Please let me know if you see anything wrong with it. (I welcome feedback from both the GM and current players.)

Basic Character Concept:
Estelle Delsarte is an elvish vigilante/empiricist investigator. In combat she dual-wields kukris and takes advantage of studied combat’s bonuses to damage alongside the various vigilante talents. Outside of combat she’s a skill monkey. The vigilante half of the gestalt gives her bonuses to a lot of social skills, while the investigator helps with knowledges and general inspiration bonuses. (She has so many skills. So very many.)

Unusually for an elf, she’s lawful neutral. Her reasons for joining the Conspiracy are entirely selfish. She wants to protect her alchemy shop and the small neighborhood in the Sud Rivière that she’s claimed as her own. For ‘her’ neighborhood to be safe, Isarn needs to be stable. For Isarn to be stable, the Red Revolution has to end. Since it’s showing no signs of ending on its own, well, looks like it’s time for her to get her hands dirty.

I don’t envision her being ‘Influential’ in the sense of being anyone important. Her shop is small and she’s stayed as far away from politics as possible. Where her influence comes from is sheer longevity. She’s lived in Isarn and run her little shop for almost 100 years. She should be well-known as a tough but fair businesswoman, whose wares are good and whose prices are reasonable. And as such, I imagine she would have gained a lot of quiet respect from the middle class, particularly the other merchants. She’s shopped at their stores, seen them at guild meetings, given them small loans with reasonable interest rates to help keep a good business afloat.

As for how she's survived the Revolution so far, it's involved a lot of keeping her head down. She's not an extravagant person and her shop existed long before the Red Revolution began; she had savings which she's been carefully meting out over the years. Unfortunately for her those savings are beginning to run out. She's been forced to admit that she can't keep going much longer, which is what's motivating her to finally get involved.


Quick question for the GM. Would you allow an investigator to take the Brew Potion feat? RAW they can't, because they don't have a caster level.

It's not a huge deal either way, I just thought I'd ask. My character (Investigator/Vigilante) runs an alchemist's shop and I was thinking selling a few basic potions could be a part of that.


Different AP, different alignment. Miss True Neutral here has to look out for #1 :P

More seriously, I do think the contrast in values between Saiya and the Vixen would be really interesting to roleplay. I really hope we both get in!


1 person marked this as a favorite.

I figured it would be helpful. I do plan on doing another compilation post once the recruitment period officially closes, so if there's any other information you'd like to see at a glance just let me know. Of course this is entirely due to the generosity of my heart and not at all me trying to win bonus points... *whistles innocently*

@Wandering Wastrel and/or anyone else still submitting characters: I'll be certain to add you all into the final compilation.


3 people marked this as a favorite.

There's been a lot of interest already, so I've compiled the submissions so far into one post. For people who've created an alias, I included a link to said alias. For everyone else, I included a link to the post with their submission. Since Samy indicated they enjoyed non-European flavored characters, I also included the region each character was from as indicated by their Regional trait.

Full Submission:
The Lobster - Milady. Android Barbarian from Numeria.
The Vermilion Vixen - The Vermilion Vixen. Human Brawler (Hinyasi) from Numeria.
Helikon - Matsu Miyuki. Kitsune Sorcerer (Tattooed Sorcerer) from Dtang Ma.
Patrickthekid - Lily Le. Human (Tian-Shu) Psychic from Amanandar.
EverAnon - Saiya. Fetchling Investigator (Questioner) from Nidal.
Profession Smith 6 ranks - Jessibel Lily Aulamaxa. Human (Chelaxian) Bard (Ringleader) from Cheliax.
azjauthor - Pasche. Oread Investigator (Spiritualist) from the Mwangi Expanse.
Sha'ir - Lasya Sundari. Human (Vudrani) Spiritualist from ? (Likely from Vudra, but Latent Psion is a racial trait with no specific regional requirement.)
Phntm888 - Bulagma. Tiefling Pyrokineticist from Kaoling.
rutaskadis - Danior. Dhampir Mesmerist from Varisia.
MattZ - No name. Astomoi Psychic from Castrovel.
Tiessa - Erisa. Samsaran Oracle (Dual-Cursed, Spirit Guide) from Ustalav.

Dotted for Interest:
Wandering Wastrel - Considering a Human Paladin
The Emerald Duke - Considering a Drow/Dhampir Magus/Slayer/Investigator/Fighter (Still deciding on race/class combo.)
Dαedαlus
Rysky


I'm submitting an Investigator with the Questioner archetype, which gets rid of alchemy in favor of some arcane spells. (Essentially it's a Rogue/Bard hybrid, although the emphasis is definitely on the Rogue part of the equation.) Party Role would be a combination of Skill Monkey and Scout. Please let me know if you have any questions!

Light Crunch:
Name: Saiya
Alignment: True Neutral
Race: Fetchling (Native Outsider)
Class: Investigator (Questioner Archetype)

Ability Scores:
STR: 9
DEX: 12
CON: 10
INT: 16
WIS: 10
CHA: 8

Traits:
Methodical Mind (Campaign): Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). (Chosen Skills: Arcana, Planes, Religion. Skill Focus: Planes.)
Uskwood Hunter (Regional - Nidal): You have served the Umbral Court, discreetly following interlopers through the twilit city streets of Pangolais to pinpoint their locations for the authorities. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Feats:
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.

Appearance, Memories, and Personality:
Image Link

Saiya Remembers...
1: Cowering in fear while a dark dragon swooped overhead.
2: Researching in an old library, the smell of dusty tomes overwhelming her senses.
3: Standing in front of a strange portal, an odd thrill running through her.
4: Bowing before a shadowy throne, a picture of a stranger in her hand. A voice saying ”Find him. Do not disappoint us.”
5: Walking down a crowded street. People scurrying by while avoiding her gaze.

Personality:
Saiya starts out as a nearly blank slate, focused more on survival than any concerns of “good” or “evil.” She’s intelligent, pragmatic, and will evaluate every situation from the perspective of “how will this benefit me.” What keeps her neutral rather than evil is that she is capable of caring for and forming bonds with others. Thrust into a situation she doesn’t understand, she’ll cling to the other party members as long as they are not overtly hostile towards her.

In terms of character development, I expect her alignment to shift more towards good as the story progresses, especially if the rest of the party leans in that direction.

OOC Player Information:
Most of this was answered in the interest thread. I am usually able to check the forums multiple times a day. My history is relatively recent, so I don’t have a good way to show I’ll stick around other than my word.

As for Hard Nos, my big one (rape) has already been stated by other applicants. If other players want to have that in their backstories that’s fine, but I’m not comfortable with it happening to my character. I would be okay with creepy innuendo or even threats, so long as it was coming from someone clearly villainous and never progressed further than that.
I’m also not comfortable with explicit violence happening to children. Implied past and/or “off-screen” violence is okay, again so long as it was done by someone villainous.
Gory violence is fine, so long as it’s not happening to children.


All that is exactly why Strange Aeons is my top choice, so no changes here. It just seems like such a unique and fun concept for a Pathfinder game.

Also, I forgot to say this in my earlier post, but I have read all your house rules and don't have a problem with them.


Strange Aeons
Carrion Crown
War for the Crown
Hell's Vengeance
Reign of Winter

About Me:

No long history here; I just started my first PBP about two months ago. I've included links to a few games so you can at least get an idea of my posting style.

Completed - PFS Glass River Rescue (Sulana)
Ongoing - Crypt of the Everflame (Isabella)
Ongoing - Hell's Rebels (Kira)

My time zone is Eastern Standard. I do most of my PBPing during the day, as my job is fairly relaxed about computer usage so long as I meet my quotas. Chat sessions would be pushing it though. Tuesday/Thursdays are my most frequently available weeknights, but I can't promise I'd be available every week.

As a player I'm invested in roleplaying and creating interesting stories. That's actually why I got into PBP. My IRL games are fun, but the players are more "kick down the door" types. PBP helps me scratch that roleplaying itch.


1 person marked this as a favorite.

Thanks for having me! I’ll work on getting the alias put together this morning. As for when/where/how to join, it doesn’t really matter to me. Whatever is narratively convenient.


Good luck to everyone!


I had an idea for a gnomish Oracle. The backstory is a little sparse due to the time limitation, but I'll fill it out more if selected.

Character Build:

Statistics:
Spoiler:

Kira Namfoodle
Female Gnome Oracle 1
CG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex.,+1 Size)
HP 10 (1d8)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light Crossbow +3 (1d6+0, 19-20/x2)
Melee Light Mace +3 (1d4-1, x2)
Melee Dagger +3 (1d3-1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Base Atk +0; CMB -2; CMD 10

Special Abilities:

Spoiler:

Feats:
Spell Focus (Illusion): +1 bonus on save DCs for one school

Traits
Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Pattern Seeker (Campaign): You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

Skills:
6 skill ranks per level (4 class, 2 Int) + 1 FCB

Bluff [1]: +8 (+3 Class Skill, +4 CHA, +1 Rank)
Diplomacy [1]: +8 (+3 Class Skill, +4 CHA, +1 Rank)
Knowledge Local [1]: +8 (+3 Class Skill, +2 Racial, +2 INT, +1 Rank)
Knowledge Planes [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Perception [1]: +7 (+3 Class Skill, +2 Racial, +1 Trait, +1 Rank)
Sense Motive [1]: +4 (+3 Class Skill, +1 Rank)
Use Magic Device [1]: +8 (+3 Class Skill, +4 CHA, +1 Rank)

Languages
Common, Draconic, Elven, Gnome, Infernal, Sylvan

Spells Known (CL1):

Spoiler:

Spell-Like Abilities:
Dancing Lights (1/day): Create torches or other lights
Ghost Sound (DC16) (1/day): Figment sounds. (+1 DC feat, +1 DC racial)
Prestidigitation (1/day): Perform minor tricks
Speak with Animals (1/day): You can communicate with animals

Orisons (Default DC14):
Create Water: Create 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.

Level 1 (4/day) (Default DC15):
Bless: Allies gain +1 on attack rolls and saves against fear.
Charm Person: Make one person your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Obscuring Mist: Fog surrounds you.

Class Features:

Spoiler:

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Heavens):
Bonus Class Skills: Fly, Knowledge (arcana), Perception, and Survival

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Selected Revelations:

Awesome Display: Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Curse (Tongues):
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Racial Traits

Spoiler:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Eternal Hope (Alternate Racial Trait): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Fey Thoughts (Alternate Racial Trait): The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. (Chosen Skills: Bluff, Use Magic Device)
Student of the City (Alternate Racial Trait): Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2 racial bonus on Knowledge (local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.

Equipment:

Spoiler:

Combat Gear:
Light Crossbow: Free, 2lbs
Crossbow bolts (40): 4gp, 2lbs
Light Mace: 5gp, 2lbs
Dagger: 2gp, 0.5lbs
Studded Leather Armor: Free, 10lbs

Other Gear:
Backpack (Common): 2gp, 0.5lb
Bedroll: 1sp, 1.25lbs
Belt Pouch: 1gp, 0.125lbs
Explorers Outfit: Free, 2lbs
Flint and Steel: 1gp, -lb
Gnome Trail Rations (5): 10gp, 2.5lbs
Mess Kit: 2sp, 1lb
Obsession Log: 25gp, 1lb
Silk Rope: 10gp, 5lbs
Soap: 1cp, 0.5lbs
Spell Component Pouch: 5gp, 0.5lbs
Thieves Tools: 30gp, 1lb
Traveler's Outfit (x3): 3gp, 3.75lbs
Waterskin: 1gp, 1lb

Gold: 5gp, 6sp, 9cp

Total Cost: 99gp, 3sp, 1cp
Total Weight: 36.625 pounds (Medium Load)

Character Backstory:

Kira’s parents are both professors of botany at the famous Alabaster Academy. While their focus is on the many plants and wonders of this world, Kira was always more interested in the stars. Astronomy wasn’t one of the primary areas of study at the Academy, but there were a few esoteric professors happy to indulge her curiosity.

With the takeover of the city by Lord-Mayor Thrune, Kira worries about the effect his strange proclamations will have on the Alabaster Academy. She joins the protest in Aria Park hoping Thrune can be convinced that protecting the Academy is in the best interests of the city.


I’m definitely interested; this AP looks like a lot of fun.


Presenting Eunomia Verto, Aasimar Celestial Sorcerer. While a full arcane caster, the celestial bloodline gives her access to some cleric spells and even some (extremely limited) healing ability. If accepted I'll create an alias. Please let me know if you have any questions, or if there's a part of the build you'd like me to change.

Character Build:

Statistics:
Spoiler:

Eunomia Verto
Female Aasimar Sorcerer 4
LG Medium Outsider (Native)/Humanoid (Human)
Init +2; Senses Darkvision 60ft; Perception +8
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 dex, +1 deflection, +1 armor)
HP 30 (4d6)
Fort +3, Ref +3, Will +8
Saving Throw Bonuses: +2 against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school
Resistances: Acid 5, Cold 5, Negative Energy 5
--------------------
Offense
--------------------
Speed 30ft
Ranges Masterwork Light Crossbow +3 (1d8, 19-20/x2)
Melee Morningstar -1 (1d8 -1, x2)
Melee Dagger -1 (1d4 -1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 9, Dex 14, Con 14, Int 14, Wis 18, Cha 12
Base Atk +2; CMB 11; CMD 13

Special Abilities:

Spoiler:

Feats:
Eschew Materials (class bonus): Cast spells without material components
Fast Learner (Level 1): Gain both +1 HP and +1 skill point when leveling in a favored class
Craft Wondrous Item (Level 3): Create magic wondrous items

Traits:
Good Influence (Race): You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
Truth’s Agent (Social): You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Skills:
20 ranks total: 4 skill ranks per level (2 class, +2 Int.) +4 FCBs

Diplomacy [3]: +4/+5/+6 (+1 CHA, +3 Ranks, +1 Trait Bonus if gathering information, +1 Trait Bonus if persuading a nongood creature to do good or a nonlawful creature to obey the law, +2 Trait Bonus if persuading a nongood, nonlawful creature to take a lawful good action)
Intimidate [0]: +3 (+1 CHA,+2 Racial Bonus)
Knowledge Arcana [4]: +9 (+2 INT, +4 Ranks, +3 Class Skill)
Knowledge Local [1]: +7 (+2 INT, +1 Rank, +3 Class Skill, +1 Trait Bonus)
Perception [4]: +8 (+4 WIS, +4 Ranks)
Sense Motive [4]: +10 (+4 WIS, +4 Ranks, +2 Racial Bonus)
Spellcraft [4]: +9 (+2 INT, +4 Ranks, +3 Class Skill)

Class Features - Sorcerer:

Spoiler:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Celestial Bloodline (Empyreal)

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Bloodline Powers:

Heavenly Fire: Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (Current: 7 times per day, 1d4+2)

Celestial Resistances: At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Favored Class - Sorcerer:
Levels 1-4: +1 HP and +1 Skill Point per level (Fast Learner Feat)

Racial Features - Aasimar (Archon-Blooded):

Spoiler:

Ability Modifiers: +2 Constitution, +2 Wisdom
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skill Modifiers: Lawbringers have a +2 racial bonus on Intimidate and Sense Motive checks.
Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Deathless Spirit (Alternate Racial Trait): Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Incorruptible (Alternate Racial Trait): Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Scion of Humanity (Alternate Racial Trait): Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Spells Known (CL 4):

Spoiler:

Spell-Like Abilities:
Corruption Resistance (1/day): Protects creature against damage from alignment-based attacks.

Cantrips (DC14):
Detect Magic: Detect spells and magic items within 60ft.
Ghost Sound: Figment sounds.
Mending: Make minor repairs on an object.
Message: Whisper conversation at distance.
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.

Level 1 (DC15) (7/day):
Bless (Bloodline Spell): Allies gain +1 on attack rolls and saves against fear.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). (Current: 2 missiles)

Level 2 (DC16) (4/day):
Glitterdust: Blinds creatures, outlines invisible creatures.

Equipment

Spoiler:

Combat Gear:
Silken Ceremonial Armor: 30gp
Masterwork Light Crossbow: 335gp
Bolts (20): 2gp
Morningstar: 8gp
Cold Iron Daggers (2): 8gp

Magic Items:
Handy Haversack: 2000gp
Ring of Protection +1: 2000gp
Traveler’s Any-Tool: 250gp
Wand of Endure Elements: 750gp
Scroll of Comprehend Languages: 25gp
Potion of Cure Light Wounds (x5): 250gp

Other Equipment:
Light Horse (Combat Trained): 110gp

Acid Flask (5): 50gp
Bedroll: 1sp
Bell Net: 2gp
Belt Pouch: 1gp
Blanket: 5sp
Canteen (2): 4gp
Chain (10’): 30gp
Chalk: 1cp
Compass: 10gp
Earplugs: 3cp
Explorer's Outfit - Free
Fishing Kit: 5sp
Flint & Steel: 1gp
Grappling Arrow: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Manacles: 15gp
Mess Kit: 2sp
Mirror: 10gp
Oil (1 pint): 1sp
Pitons (10): 1gp
Powder: 1cp
Riding Kit: 16gp
Scroll Box: 5gp
Signal Whistle: 8sp
Silk Rope (50’): 10gp
Soap: 1cp
Trail Rations (10): 5gp

50gp, 6sp, 4cp

Character Background:

Why the Stolen Lands?:
Spoiler:

Knock knock knock

”Come in”

Eunomia Verto entered the room and saluted sharply. ”You asked to see me, sir?”

Commander Achille Parsall smiled faintly. ”Greetings, soldier. I’d like you to accompany me on a patrol around the city.”

”Of course, sir. Whenever you would like to leave.”

Working in silence the two gathered weapons and saddled horses. From the corner of her eye Eunomia could see Commander Parsall give a slight sigh of relief as soon as they were outside the city gates, his shoulders slumping slightly as if he’d been relieved of a great burden.

In a way he had been. That was the whole point of this little ritual. Inside the city, Commander Parsall’s word was law. Outside of it, Achille could relax and enjoy a slow ride in the sunshine with a friend. A strange friend, perhaps, given that she was nearly 30 years his junior. But they’d worked together, and fought together, and trusted each other’s judgment. Out here, they were equals.

Today, though, it seemed there was more on his mind than relaxation. ”Have you heard the latest rumors from the north?”

Eunomia frowned. ”I don’t think so. Nothing unusual anyway, just typical Mivon politics.”

”A bit further than that, in the Stolen Lands. Apparently a small group has been killing bandits in the area. Rumor has it they’re trying to start a colony.”

”That...sounds like what we’ve done here. Or are trying to do, anyway.”

”Exactly.”

In the River Kingdoms nations rose and fell on a daily basis. Liberthane had survived as long as it had only because of Achille’s sheer force of will. Still, over 20 years since its founding, they were more a town than a nation. Liberthane had a solidly-built fort, disciplined soldiers, a few farmers and their families...and very little else.

Looking around at those farms, Eunomia remembered what a relief it had been when she first came here as a child. It was a rare place where laws were equally enforced for all citizens. A small bastion of peace in a chaotic world. It was what had drawn her parents here. What had drawn them all here, really. But while Liberthane was stable, it had never been able to grow.

”Do you think they can do it? Actually create a successful colony?”

”I don’t know.” Achille smiled wryly. ”Although it seems they have outside support, which is more than we ever had. Brevoy’s apparently grown tired of the chaos on her southern border.”

”What are you thinking?’

He sighed. ”I’m thinking that I’m getting old, Ver, and I’m afraid everything I’ve worked for is going to mean nothing. We’re too small and well-defended for the larger nations like Mivon to bother with, but that sword cuts both ways. They won’t ally with us either. Eventually, someone is going to decide we’re worth attacking.

So I have a favor to ask of you. And it is a favor, not an order. I would like you to go north. Find out what these people are up to. See what they’re like; you’re the best judge of character I know. Are they bandits with delusions of grandeur? Or could they be something more?

If it’s the former, well, hopefully they’ll be too far away to ever set their sights on Liberthane. If it’s the latter…”

He brought his horse up next to hers, staring into her eyes with an intensity that she rarely saw from him outside of battle.

”If it’s the latter, Ver, I want you to join them. Help them. I dreamed once of uniting the River Kingdoms. Bringing liberty to all these lands, not just a tiny fraction. Maybe you could actually accomplish it. Or at the very least, forge an alliance with people who would prefer not to see Liberthane fall.”

Eunomia was shaken. She looked around again at the small hamlet that was the only home she’d ever known. To leave it all behind...

Commander Parsall couldn't order her to do this. It was too much. But her friend Achille could ask for her help.

She reached out and took his hand, as awkward as the gesture was on horseback. ”Of course. I’ll see who these people are. If they can be trusted. Not just for Liberthane.” She smiled. ”But for everyone who wants nothing more than a chance to live in peace.”

Kingdom Role:

Spoiler:

In terms of personality/background her favored role would probably be either Marshall or Warden, with Councilor a close third. However she's got a decent stat lineup and would be willing to serve in almost any role. The only roles she'd outright refuse would be Ruler, General, and Spymaster, none of which would work well with her stats and/or personality.


Quick question about traits. You said two traits, one "campaign related." Is there any flexibility on that?

The character I have in mind is an envoy sent from the River Kingdoms to figure out what's going on/possibly broker an alliance. Since she's not from Brevoy but also isn't a criminal, none of the campaign traits really work.


I just started my first-ever PFS game a couple weeks ago, but this scenario looks really interesting. Assuming you don't mind a relative newbie, I'd love to join you guys.


Thanks for answering my questions. I'm posting my character concept here using the spoiler tags. I'll create an alias if submitted. (Also, if anything looks off, please let me know and I'll change it.)

Character Build:

Statistics:
Spoiler:

Hiraeth
Female Tiefling Wizard (Illusionist) 1
NG Medium Outsider (Native)
Init +6; Senses: Darkvision 60ft; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 dex., +1 armor)
HP 8 (1d6) (+1 FCB)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Melee Dagger -1 (1d4 -1, 19-20/x2)
Ranged Light Crossbow +2 (1d8+0, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 9
Base Atk +0; CMB -1; CMD 11

Special Abilities:

Spoiler:

Feats:
Scribe Scroll (Bonus Feat): Create magic scrolls
Improved Initiative: +4 bonus on initiative checks

Traits
Perfectionist's Brew (Magic): You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
Unintentional Linguist (Social): You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Skills:
9 skill ranks per level (2 class, +5 Int., +2 background)

Craft (Alchemy): +11
Disguise [1]: +3
Knowledge Arcana [1]: +9
Knowledge Dungeoneering [1]: +9
Knowledge History (Background) [1]: +9
Knowledge Planes [1]: +9
Linguistics (Background) [1]: +10
Spellcraft [1]: +6
Stealth [1]: +8

Languages
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Infernal, and Sylvan.

Class and Racial Features:

Spoiler:

--------------------
Wizard Class Features
--------------------
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook.

Arcane Bond (Chosen Object - Ring): At 1st level, wizards form a powerful bond with an object or a creature. Wizards who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Arcane School (Specialist School: Illusion - Mage of the Veil. Opposition Schools: Enchantment/Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

--------------------
Illusion (Mage of the Veil):
--------------------
Extended Illusions: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).

Requirements: A mage of the veil must select disguise self as one of his spells known at 1st level.

Class Skills: A mage of the veil gains Bluff, Disguise, and Stealth as class skills.

Associated School: Illusion.

Replacement Powers: The following school powers replace the blinding ray and invisibility field powers of the illusion school.

Face in the Crowd: At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.
--------------------
Tiefling Racial Traits:
--------------------
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Prehensile Tail (Alternate Racial Trait): Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
--------------------
Favored Class Bonuses:
--------------------
Level 1: +1 hp

Spellbook:

Spoiler:

Cantrips:

Abjuration:
Resistance: Subject gains +1 on saving throws.

Conjuration:
Acid Splash: Orb deals 1d3 acid damage.
Drench: Soak the target creature or object.

Divination:
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Read Magic: Read scrolls and spellbooks.

Evocation:
Breeze: Create a light wind.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Penumbra: Keep something in the shadows.
Ray of Frost: Ray deals 1d3 cold damage.
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Spark: Ignites flammable objects.

Illusion:
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity
Vacuous Vessel: Make a single container appear empty.

Transmutation:
Chameleon Scales: Change the color of your skin to something else.
Jolt: Deal 1d3 electricity with a ranged touch attack.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.

Universal:
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

Level 1:
Conjuration:
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.

Divination:
Comprehend Languages: You understand all languages.

Evocation:
Ear-Piercing Scream: Deal sonic damage and daze target.

Illusion:
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).

Equipment:

Spoiler:

Combat Gear:

Dagger: 2gp
Light Crossbow: 35gp
10 bolts: 1gp
Haramaki: 3gp

Other Gear:
Acid flask (3): 10gp (Crafted at 1/3 cost using Craft - Alchemy skill)
Backpack (Common): 2gp
Belt pouch: 1gp
Chalk: 1cp
Flint and steel: 1gp
Ink: 8gp
Inkpen: 1sp
Oil (1 pint): 1sp
Parchment (10): 2gp
Rope (Silk): 10gp
Soap: 1cp
Scroll of Comprehend Languages: 12.5gp (Crafted at 1/2 cost using Scribe Scroll Feat)
Scroll of Mage Armor: 12.5gp (Crafted at 1/2 cost using Scribe Scroll Feat)
Spell Component Pouch: 5gp
Traveler's Outfit (x3): 2gp (1st outfit free)
Waterskin: 1gp

Total cost: 108gp, 2sp, 2cp
Remaining gold: 11gp, 7sp, 8cp

Character Background:

It had finally come. After weeks arguing with her parents about the application fees. Long nights studying at the library to prepare for the entrance examination. Months of waiting, wondering if she was really good enough, or if this had all just been a waste of time and money.

With shaking hands Hiraeth opened the envelope, barely avoiding nicking herself with one of her long, sharp claws.

Dear Ms. Hiraeth, we would be pleased to welcome you as a first-year student at the Academy Arcane…

Suddenly boneless, she slumped to the floor. Her mother’s voice, worried, called from the next room. ”Hireath? Is everything alright?”

Was it? She’d made it, but…

She quickly scanned the rest of the letter, looking for the magic words.

...you have been offered a full-tuition scholarship…

Her breath caught. She read it again. And again. The words remained the same. They weren’t just accepting her, they were giving her a scholarship! Which meant…

Her mother walked into the room, her face growing more concerned when she saw Hireath on the floor. ”Hireath? What’s wrong?”

”Nothing! Nothing’s wrong! They accepted me, mom! With a scholarship!” Hireath was crying now. ”I can actually go!”

Acceptance was hard to come by for a tiefling, particularly one as...obvious...as Hireath. (The claws she could hide in gloves. She’d long since mastered the art of smiling without showing her fangs. Even her tail was usually hidden underneath a long skirt. But nothing could be done about her reptilian eyes, or the long, curling horns sprouting from her head.) Her parents loved her, but most of her peers were afraid of the “fiend-spawn.”

With few friends, Hireath buried herself in books. Most frequently books on magic, a line of study her parents encouraged. Potion-brewing was a lucrative occupation, after all. What they hadn’t expected was the sheer talent the girl showed for spellcraft.

It was a librarian who suggested she apply to the Academy Arcane, after seeing her practice a few cantrips she’d taught herself. Her parents were initially hesitant. Schools were expensive, and their small alchemist’s shop didn’t make that much profit. Hireath begged and pleaded, until eventually they agreed to let her apply. If she was accepted, they’d see if they could somehow raise the funds.

But now, they didn’t have to. Now, Hireath could attend the Academy Arcane with her head held high, without worrying about her parents having to sacrifice their own lives to send her there.

She’d prove to everyone that they’d made the right choice.

Plus bonus limericks!

A tiefling once born in the city
Was told she was not very pretty
Her horns were all wrong
Her nails too long
But lucky for her she was witty

She taught herself new magic arts
With aid from her surplus of smarts
She went to a college
For even more knowledge
(There's more than one way to break hearts.)


Working on the crunch for a submission and had a quick question. Would you object to my wizard starting with a couple scrolls she scribed herself? No big deal if so, I just thought I'd ask.


I’d be interested in either Hell’s Vengeance or Way of The Wicked. I’d love the chance to be the bad guy! Unfortunately I’m too new to the system to consider GMing. (Just started my first pathfinder game a few months ago.)


I'd be interested. I haven't tried the PF2 playtest, but looking at the rulebook it seems fun. No real preference between starting now vs starting when the official rules come out.


No worries. We certainly didn't make it easy on you given the number and quality of submissions!


I'm interested. Would most likely play a wizard, in either system. (How could I not, in a module authored by the same person as Harry Potter and the Natural 20?)

No real preference regarding the choice between Pathfinder and 5e.


I'm not trying to step on anyone's toes, but I thought I'd build on Lord Christian's excellent work by adding links to posts for the characters without aliases.

Simeon: Orandek Slagboulder, Dwarf Ranger (Guide, Trapper)
Tilnar: Verrat, Human Swashbuckler (Post with additional information)
Hawksw0rd: Shacal, Half Elf Sorcerer (Post with additional information)
Mark Thomas 66: Faerin Cordova, Half-Elf Druid (Green Faith Initiate)
Dakcenturi: Silviea Beltriece, Human Witch (Hedge Witch)
Azjauthor: Kothrin Shadowstone, Dwarf Spiritualist
Ridge: Savinien The Third, Human Oracle
J Scot Shady: Corra Aurora Noack, Human Cleric
rorek55: Arden Kain Brandt, Human Cavalier
Helikon: Lorien Lightbringer, Human Cleric (Herald Caller)
Moonwave: Lacrima, Human Druid (Lion Shaman)
Ever_Anon: Silva Nystad-Khavortorov, Human Paladin
Vanulf Wulfson: Caerwyn Callandriil, Half elf Rogue (Scout) (Post with additional information)
Havocprince: Jerehmiah Old Man Schultz, Gnome Bard (Archivist) (Post with additional information
Delightful: Chora Rogarvia, Human Sorcerer
Ellioti: Shontar Hadove, Elf Investigator
Jovich: Lord Christian D`Elagante, Human Cavalier (Daring Champion)
ScorchedOne: Taton, Human Slayer
Sunset: Sunny, Aquatic Elf Fighter (Unarmed)
Sapiens: Wilster Maddas, Halfling Paladin (Virtuous Bravo)
johnnygeeksheek: Völundr the Wild, Human Wizard
Caps: Eladan, Human Hunter
theasl: Petia Eburnus, Human Magus (Eldritch Archer)
Chapel36: Mite Medvyed, Half-Elf Slayer (Ankou’s Shadow)

Interested with ideas:
Phillip0614: Half-Orc Inquisitor?
Raltus: Hunter Beastmaster?

Dotted:
SkaTalon
Ouachitonian
TheNine
Mythicman19


I ended up building a human sorcerer. Build and backstory below; please let me know if there are any issues.

Character Build:

Statistics:
Spoiler:

Isabella Vargidan
Female Human Sorcerer 1
CG Medium Humanoid (Human)
Init +6; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 dex.)
HP 8 (1d6)
Fort +2, Ref +2, Will +2 (+6 against charm and compulsion effects)
--------------------
Offense
--------------------
Speed 30ft
Melee Morningstar -1 (1d8 -1, 1x2)
Melee Dagger -1 (1d4 -1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 11

Special Abilities:

Spoiler:

Feats:
Combat Casting: +4 bonus on concentration checks for casting defensively
Eschew Materials (class bonus): Cast spells without material components
Improved Initiative (race bonus): +4 bonus on initiative checks

Traits
Affable (Social): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Skills:
4 skill ranks per level (2 class, +1 Int., +1 Human)

Knowledge Arcana [1]: +5
Knowledge Local [1]: +5
Spellcraft [1]: +5
Use Magic Device [1]: +8

--------------------
Class Features - Phoenix Bloodline
--------------------
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

Bloodline Powers: At 1st level, you gain detect magic and read magic as spells known.

Spells Known (CL 1):

Spoiler:

Cantrips:
Acid Splash: Orb does 1d3 acid damage (+1 with acid flask focus)
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch
Mage Hand: 5-pound telekinesis
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.
Spark: Ignite flammable objects

Level 1 (4/day):
Burning Hands: 1d4/level fire damage (max 5d4)
Mage Armor: Gives subject +4 armor bonus.

Equipment:

Spoiler:

Combat Gear:

Silken ceremonial armor: 30gp
Morningstar: 8gp
Daggers (2): 4gp

Other Gear:

Explorer's Outfit - Free
Acid flask: 10gp
Backpack (Common): 2gp
Bedroll: 1sp
Belt Pouch: 1gp
Chalk: 1cp
Collapsible plank: 4sp
Crowbar: 2gp
Hammer: 5sp
Mess kit: 2sp
Oil (1 pint): 1sp
Pitons (10): 1gp
Pole: 5cp
Rope: 1gp
Soap: 1cp
Trail Rations (10): 5gp
Traveler's Outfit (x2): 2gp
Waterskin: 1gp

Remaining gold: 1gp, 6sp, 3cp

Character Background:

Isabella is just one of many children in the Vargidan family. Living with almost a dozen siblings, no mother, and an eccentric (at best) father doesn't make for an easy life. Luckily Isabella is optimistic by nature. Having trouble getting your father to say anything about the strange powers you all share? No problem, just convince Holgast's latest beleaguered apprentice to let you read some of his books. Getting lost in the crowd of nearly-indistinguishable Vargidan children? Hang out at the Seven Silvers, talking and laughing with people until you're Isabella, not "just another one of those Vargidan freaks."

Isabella's best friend in town is Asina Silvers. There's an age difference of several years between them, but Isabella considers her to be closer than a sister. (Especially considering how terrible some of Isabella's sisters are!) Ever since Asina's mother passed, Isabella has become even more of a staple at the tavern and helps out whenever she can. She worries about Trelvar, but also tries to convince Asina not to give up on her dreams for the sake of her father.

Isabella herself isn't sure what she wants to do. She loves the town of Kassen and the people in it, but also longs to travel. Somewhere in a far-off land might lie the arcane secrets her father has always kept from her. One day maybe she’ll find out.


I've created a human paladin of Torag. (Weird, I know.) I'm posting everything here under spoilers rather than creating an alias. If you have any questions or comments, please let me know.

Character Build:

Statistics:
Spoiler:

Silva Nystad-Khavortorov
Female Human Paladin 1
LG Medium Humanoid (Human)
Init +1; Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex.)
HP 11 (1d8)
Fort +3, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 20ft (30ft if in light/no armor)
Melee Greatsword + 5 (2d6 +4, 19-20/x2)
Melee Warhammer + 5 (1d8 +4, x3)
Melee Dagger +5 (1d4 +4, 19-20/x2)
Ranged Sling +2 (1d4 +4, x2)
--------------------
Other Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Base Atk +1; CMB 5; CMD 16

Special Abilities:

Spoiler:

Feats:
Power Attack: Trade melee attack bonus for damage
Extra Lay on Hands: Use lay on hands two additional times per day

Traits
Bastard (Campaign): You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skills:
5 skill ranks per level (2 class, +1 Human, +2 background) +1 FCB

Craft (weapons) (background) [1]: +4
Diplomacy [1]: +6
Knowledge Nobility (background) [1]: +4
Perception [1]: +5
Ride [1]: +5 (-4 for current armor penalties)
Sense Motive [1]: +4

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Equipment:

Spoiler:

Combat Gear:

Warhammer: 12gp
Greatsword: 50gp
Dagger: 2gp
Sling: Free
Sling bullets (10): 1sp
Scale Mail: 50gp

Other Gear:

Explorer's Outfit: Free
Artisan's Tools: 5gp
Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Chalk: 1cp
Flint and steel: 1gp
Holy symbol (iron): 5gp
Lantern (Hooded): 7gp
Mess kit: 2sp
Oil (3 pints): 3sp
Silk rope: 10gp
Soap: 1cp
Tent: 10gp
Trail rations (5): 2.5gp
Traveler's outfit (x2): 2gp
Waterskin: 1gp

Remaining gold: 13gp, 7sp, 8cp


Background:

Backstory
Spoiler:

Silva's mother, Helga, was an Ulfen woman who worked as a bodyguard for various caravans. While traveling, she ended up in the lands of House Khavortorov and happened to run into Rolon Khavortorov, the eldest son and heir of the House. Rolon was instantly smitten by Helga’s exotic beauty, so different from the Taldan women he was familiar with. Helga in turn found Rolon to be charming and chivalrous. Both greatly admired the other’s skill in combat, and it wasn’t long before they were passionately in love.

Rolon’s father, Galadon, did not approve of his son’s relationship with a commoner. However he wanted to see his son happy, and so was willing to turn a blind eye...as long as Rolon understood that the relationship would never be officially recognized. Helga was allowed to move into the castle and given a job helping train the knights for which House Khavortorov was so well known. Everyone knew that she spent her nights in Rolon’s quarters, but politely refrained from talking about their affair. Publically, at least.

Although Helga and Rolon were deliberately trying to avoid having children that would forever carry the stigma of “bastard,” Silva was born two years into their relationship. Rolon couldn’t officially acknowledge their relationship, but he did ensure that she was better educated and given more privileges than her station would have ordinarily permitted. Silva knew that her parents weren’t married, but it never really bothered her. It was just how life was, and for the most part, life was good.

As the years passed Galadon became increasingly unhappy with the situation, and he fought more and more often with Rolon about when he would put aside his “childish frivolities” and fulfill his duties as the heir of a noble house. As Galadan made his displeasure known, the others in the castle followed his lead. The noble children began sneering at Silva when they saw her, snobbishly telling her that a mere commoner should know better than to talk to them. Meanwhile the other children accused her of putting on airs and acting like she was better than them. Lonely, Silva began spending more and more time by herself. She spent her free time riding through the fields and pretending she was a noble knight, just like her father.

One night Silva awoke to hear her parents arguing. That wasn’t entirely unusual, as both of them had short tempers. What was unusual was that neither of them really sounded angry. Just sad. She crept to her door to listen.

“I’m sorry, Helga.”

“You’re ‘sorry’. Fourteen years and you’re sorry.”

“House Khavortorov needs allies, now more than ever. You know the chaos the Vanishing has caused throughout the kingdom. If our house is to survive-”

Your house.”

“Fine. My house. If my house is to survive, we need allies. House Khavortorov needs to establish itself. If the best way for us to do that is for me to marry Alba Medvyed, then it’s my duty to do so.”

Silva could hear her mother crying. Her mother never cried.

“We both knew this couldn’t last forever, Helga. I love you, but we always knew I would have to marry eventually.”

“I know. Damn you for it, but I know.”

Silva couldn’t stand to hear any more. She snuck back into her bed, eyes wide and staring at the ceiling. Married? Her father was getting married? What did that mean for her and her mother?

She found out the next day, when a red-eyed Helga told her they were going to leave soon. They were moving to Restov. Helga tried unconvincingly to spin it as an adventure, (“Why, when I was your age I’d already traveled halfway around the world!”), but Silva knew the real reason.

Her father was getting married. He was going to have proper, noble children with his proper, noble wife. And that meant a bastard like her wasn’t welcome anymore. It wasn’t her mother’s fault. It wasn’t even her father’s fault. It was just how things were. She knew that.

It didn’t mean that she accepted it.

Even commoners could sometimes be welcomed among nobility, if they proved their worth. She’d heard tales of that happening before. Great adventurers who’d ascended to the status of lords or even kings. If her father couldn’t acknowledge her now, then she’d become someone he could acknowledge.

Rolon had given them plenty of money to establish themselves in the new city, but it wouldn’t last forever. Helga took on a job working as a bodyguard for one of the local swordlords. To help out further Silva herself became an apprentice to one of the local blacksmiths. It was the first time she’d ever had to work for a living, but she found it oddly satisfying. There was a certain joy in looking at something and thinking, I made that.

The fact that it allowed her to beat red-hot metal into submission whenever she got angry was an extra bonus.

But at the end of the day, when both Helga and Silva were finished with their jobs, Silva insisted that Helga also train her as a knight. It was exhausting. Blacksmithing was difficult enough, and adding intense combat training after an already-long day of physical labor was almost too much. But Silva was too stubborn to give up. She even began sleeping in an old set of armor, hoping to get to the point where she could move as naturally in armor as out of it.

Helga warned Silva that her dream of being acknowledged by nobility was a fool’s errand. “You’re a bastard to them, and that’s all you’ll ever be.” Still, she saw no harm in allowing Silva to train as a knight. There were worse occupations and worse ways to be spending her time.

By the age of 18, Silva was a force to be reckoned with. She’d inherited her mother’s build and stood significantly taller than other women, or even some men. She’d spent years doing backbreaking physical labor, and had the strength to match. She’d had combat training from a woman who’d once trained the best knights in Brevoy.

On her eighteenth birthday, with her mother’s blessing, she marched up to the local order of paladins and asked to be allowed to train with them. After strictly testing both her skills and character, they agreed. She spent three years there, honing her martial skills and developing new divine powers. Much to the surprise of the mostly-Iomedaen paladins she trained with, she venerated Torag above all other deities. Her time as a blacksmith had made her very keenly aware of how a well-made weapon could make, or break, a battle.

She’d achieved her goal of becoming a knight. She was doing good in the world. She was helping people. She still longed for a chance to prove herself as someone worthy of her father’s lineage, but that desire no longer consumed her as it once had.

However, she couldn’t help but see it as an opportunity when she heard that Restov was attempting to colonize the Stolen Lands. Protecting the people there from the banditry rampant in the region was a goal worthy of any knight. Meanwhile reclaiming the Stolen Lands was exactly the sort of adventure that could lead to her being recognized as a Khavortorov, despite her base birth.

Appearance

Spoiler:

Silva is tall for a human woman at 5ft. 11in. She’s pretty, but her height and the intense look that’s usually upon her face keeps away most potential admirers. She wears her blonde hair in a no-nonsense braid down her back. When not in armor, her clothes are practical and clean. She has a large burn scar on her left forearm from an accident early in her blacksmithing career.
Picture of Silva

Personality

Spoiler:

Silva tends to be stern and pursues her goals with an intensity that can be frightening. She rarely smiles and even more rarely cries. She does however have a temper inherited from both of her parents, which she has to work hard to control. Those who don’t know her well often think of her as emotionless, at least unless they see her angry. Those who do get to know her well will find that they have a friend for life. She’s somewhat naive about the harsh realities of the world, and believes that most people are innately good.

Goals

Spoiler:

Silva has no interest in actually living as nobility, but she does want to be openly acknowledged as her father’s daughter. She wants to prove that the legitimacy of a person’s birth does not in any way reflect upon their worth.

On a more abstract level, she wants to help people. Becoming a knight was originally just a way for her to connect with her father’s legacy, but she’s found that the work itself is its own reward. Reclaiming the Stolen Lands is as much about protecting the people in the region from banditry as it is about proving herself.

Notable NPCs

Spoiler:

Rolon Khavortorov: Silva’s father. Rolon was a bit distant growing up due to the realities of the situation. However Silva never doubted that he loved her. Proving herself worthy of his lineage is an overarching goal in her life.
Helga Nystad: Silva’s mother. While Silva wants to prove herself to Rolon, she’s extremely close to her mother. Helga loves her daughter dearly and believes she is meant to accomplish great things. Without Helga’s support Silva would never have become a paladin.
Egon: The dwarven blacksmith Silva apprenticed under. He was grumpy and strict, but she grew to care for him a lot over the years. Even after beginning to train with the paladins she regularly returned to the forge to offer her assistance with various projects.
Marcius Dola: One of the other trainees at the order of paladins. Marcius is the image of knighthood, and Silva developed something of a friendly rivalry with him over their time training together. As he is a staunch Iomedaen, they often argued over religious topics.

Playstyle

Spoiler:

This is a more meta note. I have no intention of playing Silva as Lawful Stupid. She's not going to object to ambushes, poisons, sneak attacks, or any other means of gaining an advantage over enemies. She's not going to insist on taking every enemy alive. She's not going to go around constantly Detecting Evil and smiting everyone who glows. While she is generally going to be truthful and will keep her word if she gives it, she's not going to have a problem with someone bluffing the party's way past an obstacle. If that someone has to be her, she'll be uncomfortable, but she'll do it.

That being said, she is Lawful Good. She won't fit in with a party of murderhobos. She will care if the rogue openly steals from allies, or the fighter randomly shanks an NPC for no reason. If it starts looking like that's the party composition, I'll need to make a different character.


I'm interested, but I've also recently applied for a couple other campaigns. If by some miracle I get into both of them, I don't think I'd have time for this one.

I should find out by Sunday.


Throwing my hat in the ring at the last second. I've build a human battle oracle, so -3 points for the class. I'll make an alias for her if selected. Please let me know if you have any questions/comments.

Character Build:

Statistics:
Spoiler:

Aranor Crus
Female Human Oracle 1
NG Medium Humanoid (Human)
Init +6 (roll twice, take either result); Senses: Darkvision 30ft; Perception +4
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex.)
HP 10 (1d8)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 20ft (30ft if in light/no armor)
Melee Fauchard +2 (1d10 +3, 18-20/x2) (reach, trip)
Melee Dagger +2 (1d4 +2, 19-20/x2)
Ranged Light Crossbow +2 (1d6+0, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB 2; CMD 14

Special Abilities:

Spoiler:

Feats:
Improved Initiative: +4 bonus on initiative checks

Traits
Armor Expert (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
The Pessimist (Campaign): Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

Skills:
6 skill ranks per level (4 class, +1 Int, +1 Human) +1 FCB

Diplomacy [1]: +8
Knowledge History [1]: +5
Knowledge Religion [1]: +5
Perception [1]: +4
Sense Motive [1]: +4
Spellcraft [1]: +5
Use Magic Device [1]: +5

Languages
Common, Celestial

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Battle):
Bonus Class Skills: Intimidate, Knowledge (engineering), Perception, and Ride
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Selected Revelations:
War Sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Curse (Shadowbound):
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet. At 5th level, the range of your darkvision increases by 30 feet. At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known. At 15th level, add shadow walk to your list of 6th-level oracle spells known.

--------------------
Alternate Racial Traits
--------------------
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Chosen weapons: Fauchard, Composite Longbow)

Spells Known (CL 1):

Spoiler:

Orisons:
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.

Level 1 (4/day):
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Shield of Faith: Aura grants +2 or higher deflection bonus.

Equipment:

Spoiler:

Combat Gear:

Fauchard: 14gp
Dagger: 2gp
Light crossbow: 35gp
Crossbow bolts (20): 2gp
Scale mail: 50gp

Other Gear:

Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Chalk: 1cp
Crowbar: 2gp
Flint and steel: 1gp
Lantern (Hooded): 7gp
Mess kit: 2sp
Oil (3 pints): 3sp
Silk rope: 10gp
Soap: 1cp
Spell component pouch: 5gp
Trail rations (5): 2.5gp
Traveler's outfit (x3): 3gp
Waterskin: 1gp

Remaining gold: 11gp, 8sp, 8cp

Character Background:

Aranor Crus had a good life. The other children were occasionally cruel regarding her unusual coloring, but she learned how to win them over with a charming smile. It wasn’t fun being unable to go outside in bright sunlight, but she could go out in even the darkest night without fear of anything lurking in the shadows. Her parents were frequently busy, but when they were home they always made time to assure Aranor of just how much she was loved. It was a good life.

Then the orcs came.

Aranor woke to the sound of screams. Orcs were everywhere, cutting down people as they tried to flee. As she was peeking outside one saw her and charged, only to be tackled by someone. Talric. He was a baker, and he made the best bread, and she’d seen him nearly every day of her life.

”Run!” he screamed. The orc looked down, seemingly annoyed at the interruption, and casually stabbed him in the chest.

Aranor ran.

Her ability to see in the dark served her well as she fled across the fields. She was even able to find other survivors as they collectively made their way to the closest village. Her father Rogar was among them. Her mother Talia was not.

Griefstricken and paranoid after his wife’s death, Rogar began drilling Aranor relentlessly with both weapons and armor. Even as they reclaimed and rebuilt their home with the help of the knights of Lastwall, Rogar was certain that the orcs would return. He was determined that both he and Aranor would be able to defend themselves when they did. Aranor shared his view that it was not a matter of if the worst would happen, but when.

Their neighbors shook their heads over this pessimism. After all, Rossler’s Coffer was rebuilding. The orcs were being driven away. Most recently, even the monster hiding in the temple had been defeated! The town was almost back to where it had been ten years before; why borrow trouble where there was none?

Aranor knew better. She worked tirelessly to hone her skills, including the strange new powers she was beginning to manifest. It was only a matter of time before everything came crashing down once again.

This time she would be ready.

Question Answers:

Except for number 4 (for obvious reasons), these are answered in-character.

1. You defeated the enemy and they surrendered, what do you do?
First, let’s assume these are criminals and that there are appropriate authorities to which they can be delivered. I’d disarm them and tie them up as soon as possible, but be wary that they might be trying to trick me. If there aren’t any appropriate authorities, it would depend on the severity of their misdeeds. Either I would let them go with a stern warning, or kill them if they were too dangerous to set loose.

2. You are outnumbered or outgunned, damage along probably won't win the battle, unless you are rolling high and they are rolling low, what do you do?
If possible, I would flee. If flight was not possible I would surrender. If neither of those were options, I would fight to the bitter end to take as many of them with me as possible.

3. You can't go onto the next room until you solve the puzzle and one of you can figure it out, how do you proceed?
I'm not the best at puzzles, but I would try to solve it if I was alone or the best candidate for solving it. If there was someone else capable of figuring it out, I would leave it to them while I guarded them against any sudden attacks that might occur while they were distracted.

4. Player vs Player conflict, how do you proceed on playing the game? The conflict can happen before the game starts, ie. two people don't like each other, during the game, ie. they don't like your decisions or you don't like his, or even in-between books.
I’d discuss it with the other player like a rational adult, most likely over PM so as to not get other players involved. If our differences could not be settled, I’d either suck it up or suggest one of us leave the campaign, depending on the severity of the conflict.

5. An important NPC has been taking hostage and you are surrounded, like 10 guys ready to attack you all. One or more bad guys has a weapon pointed at the NPC if you retaliate, how do you proceed?
Assuming the fight could be won otherwise, I’d try to reason with the person holding the person hostage. If we were completely surrounded and had no possibility of victory, I would surrender.

6. You are told there is a certain object in the room, but none of you see it, what do you do? Assume the object is the size of a baseball, so it ain't like you are looking for a needle in the haystack.
I would cast detect magic to see if it was magically hidden. If nothing magical was revealed, I would question the person who told me the object was in the room. Perhaps they were mistaken...or lying.


My submission is for a half-elven witch. She took the special patron "Infernal Contract" which seemed particularly appropriate for this campaign. Her role in combat will primarily be a debuffer. Out of combat she's got plenty of skills available and can prepare a variety of utility spells based on what the party needs.

Stat Rolls:

I used the preview option to see these earlier so I could do everything in one post.

Focus = Intelligence
Foible = Strength

1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (7) + 7 = 14

Results:
Str = 8 (-2)
Dex = 14 (+5)
Con = 14 (+5)
Wis = 10 (+0)
Int = 18 (+17)
Cha = 9 (-1)

Since that's only 24 points, I'll bump Charisma to 14 as well to get up to 30.

Statistics:

Taila Fierarus
Female Half-Elf Witch 3
LE Medium Humanoid (human, elf)
Init +8; Senses: Low-Light Vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex.)
HP 24 (3d6)
Fort +3, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Light Crossbow +3 (1d8+0, 19-20/x2)
Melee Dagger +3 (1d4-1, 19-20/x2)

--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 14
Base Atk +1; CMB 0; CMD 12

Spells Known:

Spells(CL 3):

Cantrips (4/day):
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in a creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

Level 1 (4/day):
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Ear-Piercing Scream: Deal 1d6 sonic damage per two caster levels and daze target.
Enlarge Person: Humanoid creature doubles in size.
Ill Omen: Target rolls twice for checks and attacks and uses worst roll.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.
Vocal Alteration: Disguise target's voice.

Level 2 (2/day):
Glitterdust: Blinds creatures, outlines invisible things.
Vomit Swarm: Produces a spider swarm that fights for you.

Feats:

Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Alertness: [Bonus feat when familiar is within reach] You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

Blasphemy (Campaign): You gain a +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Umbral Unmasking (Drawback): You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Skills:

9 skill ranks per level (2 class, 5 Int, 2 Background)

Disable Device [1]: +3
Escape Artist [1]: +3
Handle Animal (background) [1]: 3
Knowledge Arcana [1]: +9
Knowledge Dungeoneering [1]: +6
Knowledge Geography (background) [1]: +6
Knowledge History (background) [2]: +10
Knowledge Local [1]: +6
Knowledge Nature [1]: +9
Knowledge Nobility (background) [1]: +6
Knowledge Planes [1]: +9
Knowledge Religion [1]: +11
Perception [3]: +11 (+9 if familiar is not nearby)
Sense Motive [1]: +3 (+1 if familiar is not nearby)
Sleight of Hand (background) [1]: 3
Spellcraft [3]: +11
Stealth [3]: +5
Use Magic Device [3]: +8

Class Features:

Witch
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Witch’s Familiar: Greensting Scorpion, stats in section below

Patron (Infernal Contract):
Bonus Hex: Misfortune
Drawback: Each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6.
Theme (Trickery):
Bonus Spells: 2nd—animate rope, 4th—mirror image, 6th—major image, 8th—lesser planar ally, 10th—mirage arcana, 12th—planar ally, 14th—reverse gravity, 16th—greater planar ally, 18th—time stop.

Hexes Known:
Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Favored Class Bonuses:
Level 1: +1 hp
Level 2: +1 hp
Level 3: +1 1st level spell (half-elf FCB)

Racial Traits:

Half-Elf
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Arcane Training (Alternate Racial Trait): Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Dual Minded (Alternate Racial Trait): The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Languages Known:

Common, Abyssal, Celestial, Draconic, Elven, Infernal, Sylvan

Equipment:

Combat Gear:
Light Crossbow: 35gp
Crossbow Bolts (10): 1gp
Dagger: 4gp
Silken Ceremonial Armor: 30gp

Other Gear:
Witch’s Kit: 21gp
Familiar’s Satchel: 25gp
Scroll Box: 5gp
Scroll of Comprehend Languages: 25gp
Scroll of Detect Secret Doors: 25gp
Parchment (10 sheets): 2gp
Silk Rope: 10gp
Grappling Arrow: 1gp
Mirror: 10gp
Crowbar: 2gp
Shovel: 2gp
Explorer’s Outfit: Free
Traveler’s Outfit (x2): 2gp

The witch’s kit contains: a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Familiar Statistics:

Greensting Scorpion
N Tiny vermin
Init +3; Senses: Darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
HP 11 (half master HP)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +1; CMD 7 (19 vs. trip)

Feats: Weapon Finesse
Skills: Climb +7, Perception +7, Stealth +18
--------------------
Special Abilities
--------------------
Familiar:
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Poison:
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Alertness:
While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link:
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion:
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).

Store Spells:
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells:
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Character Background:

Taila was born as the result of a short-lived union between her human mother and an elven man she never met. Half-elves were rare in Talingarde, and almost unheard-of in the small village where they lived. Though there was no widespread prejudice against her race, children will be children, and when faced with someone “other” they often become cruel. Rejected by her peers, Taila took refuge in her studies. She had heard of how wizards could shape the world to their will. She wanted that power for herself.

Convinced that she would be the greatest wizard that ever lived, Taila obsessed over every book on magic she could find. While other children played together in the village streets, she hid inside, reading and learning and knowing. But no matter how hard she tried, no matter how much she studied, she still couldn’t cast a single cantrip.

By the time she reached adulthood she had admitted the truth to herself. The door to magic was barred to her. She had no talent for the arcane arts, and no amount of studying would ever change that. However, she refused to let that stop her. If she had no natural talent for magic, then she would find someone who would give it to her.

Taila left her village behind without a backward glance, seeking larger libraries that might have the information she sought. Moving from town to town she read every tale she could find regarding the fallen cult of Asmodeus. Several of them spoke of how dangerous the cultists had been before being brought down by the might of Mitra, how much mystical power they’d had. None of them had the information she sought; how to gain that power herself.

It was while reading one of those tales that she caught a glimpse of a small scorpion. She grabbed her dagger to kill it, but as soon as she looked closer she froze. It looked like a normal scorpion, yet...there was something about the way it moved. As if in a trance she extended her hand, and the scorpion scurried up to her shoulder. It was pleased with her. She knew that as surely as she knew her own name. Asmodeus was pleased with her.

He would give her the power she’d always craved.

There was a price, of course. When dealing with fiends there is always a price. Taila’s was two-fold: her own blood shed in Admodeus’ name every morning, and a shadow that when observed closely could reveal her for the monster she was. New to both her powers and her curse, Taila did a poor job of hiding them. It wasn’t long before Knights of the Alerion were after her. ”Blasphemer!” they screamed.

Blasphemy? To worship the only one to ever answer her prayers? No, the only true blasphemy was the existence of the Church of Mitra, self-righteous in its arrogance, trying to keep people from learning of Asmodeus’ power as she had. It had to be destroyed.

In Asmodeus’ name.


As a sign that I had way too much free time last weekend, I will present an alternative to Adu Hilnack. Meet Rogar Feldsparrk, dwarven oracle. Mechanically while Adu would be a straight caster/skill monkey, in combat Rogar would be doing more melee fighting than casting.

Important thing to note: Rogar is middle-aged which gives him a much-needed +1 to charisma, intelligence, and wisdom at the cost of -1 to strength, constitution, and dexterity. (Also, sorry for cluttering up the recruitment thread. Unless I need to answer a question this will be my last post here, I promise!)

Crunch:

Rogar Feldsparrk
Male Dwarf Oracle 2
LG Medium Humanoid (Dwarf)
Init +5; Senses: Darkvision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 dex.)
HP 17 (2d8)
Fort +2, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Warhammer +4 (1d8 +2, x3)
Melee Dagger +3 (1d4 +2, 19-20/x2)
Ranged Light Crossbow +2 (1d6+0, 19-20/x2)

Spells Known (CL 2):
Orisons:
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Mending: Make minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.

Level 1 (5/day):
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Enlarge Person: Humanoid creature doubles in size.
Shield of Faith: Aura grants +2 or higher deflection bonus.
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB 3; CMD 14

Feats:
Improved Initiative: +4 bonus on initiative checks

Traits
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Propitiation (Religion): At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Skills:
5 skill ranks per level (4 class, -1 Int, +2 Background), +2 FCBs

Intimidate [2]: +8
Knowledge Engineering (background) [1]: +3
Knowledge History (background) [1]: +3
Perception [2]: +5
Profession (Engineer) (background) [2]: +5
Sense Motive [2]: +5
Spellcraft [2]: +4

Languages
Common, Dwarven, Terran

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Battle):
Bonus Class Skills: Intimidate, Knowledge (engineering), Perception, and Ride
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Selected Revelations:
War Sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Curse (Tongues):
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. (Selection = Terran)
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

--------------------
Racial Traits
--------------------
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

--------------------
Equipment
--------------------
Combat Gear:

Masterwork Warhammer: 312gp, 5lbs
Dagger: 2gp, 1lb
Light Crossbow: 35gp, 4lbs
Crossbow bolts (20): 2gp, 2lbs
Masterwork Mountain Pattern Armor: 400gp, 40lbs
Buckler: 5gp, 5lbs

Other Gear:

Backpack (Masterwork): 50gp, 4lbs
Bedroll: 1sp, 5lbs
Belt Pouch: 1gp, 0.5lbs
Chalk: 1cp, -lb
Crowbar: 2gp, 5lbs
Flint and Steel: 1gp, -lb
Grooming Kit: 1gp, 2lbs
Hammer: 5sp, 2lbs
Hip Flask: 1gp, 0.5lbs
Marbles: 1sp, 2lbs
Mess kit: 2sp, 1lb
Silk rope: 10gp, 5lbs
Soap: 1cp, 0.5lbs
Spell Component Pouch: 5gp, 2lbs
Trail Rations (5): 2.5gp, 5lbs
Traveler's Outfit (x3): 3gp, 15lbs
Waterskin: 1gp, 4lb

Total Cost: 834gp, 4sp, 2cp
Total Weight: 110.5 pounds (Medium Load)

Character Background:

The Feldsparrks were soldiers. Always had been. Rogar’s father, Drolf, was a guardsman. His grandfather and great-grandfather had both been captains. From childhood Rogar trained extensively to prepare himself for combat, vowing he would make his family proud. He was good at it too, stronger than most other dwarves his age and with an aptitude for just about any weapon he picked up. It seemed he would make a fine soldier, maybe even better than his forefathers.

Up until his first battle.

Rogar felt fine, swinging his warhammer at the enemy goblins just like he’d trained. But he couldn’t seem to understand anything his squad leader was saying. Nothing made sense. From the confused looks of those around him, they couldn’t understand him either. He tried to ignore the strangeness and pressed his attack...completely missing that a call had just been made to retreat. Drolf managed to rescue his son, but was nearly killed himself in the attempt.

Stress, the healers said. Some dwarves just panicked when faced with a true battle. Rogar wanted to argue with them. He was a Feldsparrk. He’d trained his whole life to be a soldier. How could they say he’d panicked? But staring at his father’s unconscious form, Rogar realized it didn’t matter what had happened. Whatever ailment or affliction had cursed him had nearly gotten both him and his father killed. He would not risk it happening again.

Rogar tried to find a new direction in life. He studied engineering and architecture, though he’d never been much of one for school. Eventually he managed to find a job as a building designer. A decent job, even if it was never something he would have considered before. He ignored the disappointment in his father’s eyes and told himself he was content. If he still kept up his combat training...well, that was a secret only he needed to know.

While walking through an old building with his friend Kira, a wall unexpectedly collapsed on them. Trained reflexes allowed Rogar to spring clear, but Kira was buried. By the time he pulled the debris off of her, she was already unconscious. Dying. She was dying and it was his fault. He was the one who’d wanted to check out this building, see if it could be renovated. He was the one who hadn’t considered that it might be dangerous. He would not let her die for his mistake.

Rogar could vaguely hear shouting from outside, but he couldn’t understand it. His hands were glowing. When had they started glowing? It didn’t matter. Nothing mattered but Kira’s slow breathing and making sure it didn’t stop.

It didn’t stop. Kira regained consciousness, and by the time help arrived the only evidence she had been injured at all was the blood still staining her clothes. As Kira was rushed off for further examination, Rogar stayed behind. He’d healed her. That much was obvious. But how? He was certainly no cleric.

Research led Rogar to discover tales of the mysterious oracles, nearly unheard of in dwarven society. Both blessed and cursed with divine power, it was almost certain that his newfound ability to heal and his strange “affliction” were related. Perhaps, with further study, he could even manage to undo the curse.

Perhaps he could still bring honor to the Feldsparrk name.

Double-check my math for Rogar’s ability scores:

Starting point buy (20):
Str: 15 (cost 7)
Dex: 14 (cost 5)
Con: 13 (cost 3)
Int: 7 (cost -4)
Wis: 7 (cost -4)
Cha: 17 (cost 13)

After racial modifiers:
Str: 15
Dex: 14
Con: 15 (+2)
Int: 7
Wis: 9 (+2)
Cha: 15 (-2)

After age modifiers:
Str: 14 (-1)
Dex: 13 (-1)
Con: 14 (-1)
Int: 8 (+1)
Wis: 10 (+1)
Cha: 16 (+1)


Glor Stonebeard wrote:
That is overstating it a little. I just wanted to impart the initial recruitment criteria.

Sorry, I worded my post badly. A better phrasing might have been “before I saw Glor’s post indicating that there might be a campaign limit on non-dwarves.” I mostly just wanted to say that I’m fine coming up with another character concept if race is a concern. (I really like building characters, so this is a plus for me anyway. And now I’m wondering if I could make a dwarven oracle work...)


Presenting Adu Hilnack, gnome oracle. Unfortunately I finished this build shortly before seeing Glor’s post about not wanting another non-dwarf. I confess I really wanted to try an oracle, but if the race is a dealbreaker I’d build a dwarven cleric instead.

Crunch:

Adu Hilnack
Female Gnome Oracle 2
NG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 16 (+6 armor, +2 Dex.+1 Size)
HP 13 (2d8)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Masterwork Light Crossbow +5 (1d6+0, 19-20/x2)
Melee Light Mace +1 (1d4-1, x2)
Melee Dagger +1 (1d3-1, 19-20/x2)

Spell-Like Abilities:
Dancing Lights (1/day)
Ghost Sound (1/day)
Prestidigitation (1/day)
Speak with Animals (1/day)

Spells Known (CL 2):
Orisons:
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.

Level 1 (5/day):
Charm Person: Make one person your friend.
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Murderous Command: Target is compelled to kill its ally.
Sanctuary: Opponents can't attack you, and you can't attack.
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 18
Base Atk +1; CMB -2; CMD 10
Feats:
Precise Shot: No penalty for shooting into melee
Traits
Dangerously Curious (Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Etymlogist (Racial): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Mediator (Social): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.

Skills:
8 skill ranks per level (4 class, 2 Int, 2 Background) + 2 FCBs

Bluff [1]: +9
Craft (books) [1]: +6
Diplomacy [2]: +11
Heal [1]: +3
Knowledge History [2]: +7
Linguistics (background) [2]: +8
Perception [2]: +8 (not in class)
Profession (Record-Keeper) (background) [2]: +6
Sense Motive [1]: +8
Spellcraft [1]: +6
Stealth [1]: +6 (+10, -4 armor penalty)
Use Magic Device [2]: +10

Languages
Common, Draconic, Dwarven, Goblin, Gnome, Sylvan: Elven, Infernal, Terran, Undercommon

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Intrigue):
Bonus Class Skills: Bluff, Disguise, Sleight of Hand, and Stealth
Bonus Spells: Charm person (2nd), false belief (4th), suggestion (6th), sending (8th), true seeing (10th), symbol of persuasion (12th), greater scrying (14th), mind blank (16th), overwhelming presence (18th).
Selected Revelations:
Whispered Glimpses: The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.

Curse (Powerless Prophecy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions. In the absence of a surprise round, you are staggered for the entire first round of combat.

Uncanny Dodge:
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

--------------------
Racial Traits
--------------------

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gift of Tongues (Alternate Racial Trait): Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

--------------------
Equipment
--------------------
Combat Gear:

Masterwork Light Crossbow: 335gp, 2lbs
Crossbow bolts (40): 4gp, 2lbs
Light Mace: 5gp, 2lbs
Dagger: 2gp, 0.5lbs
Agile Breastplate: 400gp, 12.5lbs

Other Gear:

Backpack (Masterwork): 50gp, 1lb
Bedroll: 1sp, 1.25lbs
Belt Pouch: 1gp, 0.125lbs
Everburning Torch: 110gp, 1lb
Flint and Steel: 1gp, -lb
Gnome Trail Rations (5): 10gp, 2.5lbs
Mess kit: 2sp, 1lb
Obsession Log: 25gp, 1lb
Silk rope: 10gp, 5lbs
Soap: 1cp, 0.5lbs
Spell Component Pouch: 5gp, 0.5lbs
Thieves Tools: 30gp, 1lb
Traveler's Outfit (x3): 3gp, 3.75lbs
Waterskin: 1gp, 1lb

Total Cost: 992gp, 3sp, 1cp
Total Weight: 38.625 pounds (Medium Load)

Character Background:

Adu Hilnack was a gnome on a mission: to collect as many stories as possible. The best part about stories was that there were so many of them, each new and exciting and unique. Why bother going on dangerous adventures yourself when you could get all the juicy details from the people who came back? Sure, you missed out on stories from the people who didn’t come back, but it wasn’t like adventurers were in short supply.

Staying in cities also made it easy to collect even older stories from the various books, records, and manuscripts floating around. There were always dusty old libraries or city record books that could use a little more organization. Adu got to add more stories to her collection and a decent amount of coin to her purse. If she started to feel bored? Just head on to the next city where there’d be new people to meet and new books to peruse.

Which was why, after finishing a job in Carpenden, she decided to head on over to Taggoret. It was pretty close by, and the last letter she’d gotten from Toulbe said he was going there to study dwarvish cuisine. It would be good to catch up with Toulbe again. He always had the best stories. Some of them were even true.

Unfortunately, there was one flaw with this plan.

”What do you mean he’s not here?!”

It was hard for a gnome to look intimidating. Judging from the way the landlady’s face had paled slightly, she was managing it anyway.

”Um, he said something about going on an epic quest? To, uh, Droskar’s Crag?”

”Droskar’s Crag. The active volcano Droskar’s Crag. The filled with monsters that like to eat gnomes Droskar’s Crag.”

”That would be the one, yes.”

One of the worst things about being blessed (or cursed) with divine powers you didn’t fully understand: you could never be sure whether a feeling of impending doom was paranoia or foresight.

Sure, Toulbe was a grown gnome perfectly capable of taking care of himself. But...adventuring was dangerous. She liked Toulbe. She wasn’t okay with the thought of him being one of the adventurers who never came back.

Which meant there was only one thing she could do. She'd just have to make sure that once whatever fool quest he was on was over, he did come back.

”So...which way to Droskar’s Crag?”

About Me:

Eastern Time Zone. 30 years old, currently working as a librarian but exploring a few different career options. My history with gaming is pretty limited. I’ve always wanted to play rpgs, but could never seem to find a group. That changed back in December, when I managed to find not just one but two IRL campaigns with an open spot. (1 homebrew 5e, 1 runthrough of Kingmaker.)

Unfortunately both IRL games can only meet once a month. Maybe twice, if people’s schedules permit. I’m enjoying playing as much as I thought I would, and definitely want to play more often. I just joined another PBP game, but would like to add another.

As for why this campaign in particular, I’ve never played Dwarf Fortress but like the concept. The kingdom building is the part of Kingmaker I’m most looking forward to, so I’m excited to try another game with that mechanic.

Posting/Playing style (insofar as I have one being a newbie): I’m definitely more interested in roleplaying than combat. Not that I don’t also enjoy slaying monsters and looting treasure, but I care more about a good story. (Which you can probably tell from some of my character-building choices; an oracle really, really doesn’t need that many languages.)

I should be able to post once a day minimum and probably more often.


Toulbe Hilnack wrote:
Hmm, I mean I am fine with it but what is her interest/curiosity? Cause uf you are going sterner and less amazed by new experiences then she is starting to suffer from the Bleaching which is sad. (But still a good arc, it would also have Toulbe dote on her and try to show her the whimsy in everything.)

The concept I have right now is that she's a people person; her main interest is talking to new people and hearing their stories. (I'm taking skill points in linguistics and a trait purely to give her a ridiculous number of languages.) She travels between cities but rarely spends too much time in the wilderness outside them. She'll be much more comfortable with the "kingdom-building" part of the adventure than the "exploration" part, although obviously she'll assist in both.

I'm giving her the curse Powerless Prophecy, which in terms of character makes her more cautious than most gnomes. Hence her worry about the brother* she thought was in a city learning about new cuisines suddenly turning out to be on a dangerous adventure. She's not currently suffering from the Bleaching...although her increasing caution was definitely making it a threat. A new adventure will be good for her.

*I do know that family is a bit more nebulous for gnomes, so "sibling" could just mean "close in age and raised in the same community."

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>