Cleric of Iomedae

Inquisitor Leet's page

40 posts (134 including aliases). No reviews. No lists. 1 wishlist. 3 aliases.


RSS


Would love to play!I've been toying with a history loving wizard who strikes himself an archeologist. I'll put together a more concrete idea soon.
-Inquisitor Leet


Suddenly stats!

Ducela Exsusa:

Female Medium Humanoid
Rogue level 1 (skill points 10) Rogue
(Poisoner )
Init +5; Senses ; Perception +4
DEFENSE
AC 16, Touch 14, flat footed 12 (+ Leather, + Shield, none)
(+3 Dex, +2 armour, +1 feats)
hp 9
Fort +1, Ref +5, Will +0
OFFENSE
Speed 30
Melee
Single Attack Rapier +2 (1d6+2/18-20)
or Shortbow +3 (1d6 X3)
Full Attack
Rapier +0 (1d6+2/18-20)
Dagger +0 (1d4+1/19-20)
or Shortbow +3 (1d6 X3) range 70
Space 5ft.; Reach 5ft.
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1
STATISTICS
Str 14, Dex 17, Con 12, Int 13, Wis 10, Chr 13
Base Attack 0 CMB 2; CMD 15
Feats
Armour Prof Light,
Dodge: Add 1 to AC ,
Simple Weapon Proficiency,
Two-Weapon Fighting: Get extra attack at -2 to all attacks
Skills Acrobatics 7, Appraise 1, Bluff 5, Climb 6, Diplomacy 1, Disable Device 5, Disguise 5, Escape Artist 3, Intimidate 5, Know Dungeon 1, Know Local 1, Linguistics 5, Perception 4, Sense Motive 0, Sleight of Hand 7, Stealth 7, Swim 2, Use Magic Device 1
Languages Common
Traits: Reactionary, Bully
SPECIAL ABILITIES
Poison Use Never accidentally poison self


This sounds awesome! Stats to come soon

Ducela Exsusa (Female Rogue Poisoner)

1. What can you bring to our organization?

I can be whoever you need and wherever you need me. Adaptability is key. Weapons, intrigue, and diplomacy are all tools to achieve a goal. There is an endless line of padfoots, sliver tongues, and thugs who could easily use one to achieve their goal. They may even be pretty clever. But, the individual who knows that tools are only as good as the craftsman wielding them and focuses their attention on personal perfection, and by extension perfection of their craft are the ones who rise above the rest of cattle. They are ones who are special. I don't plan on living among the herd. To organization I bring myself, a Shepard who can talk the wool off a sheep, who can sheer the animal without it even knowing, and who can bring the beast to slaughter when ordered.

2. Why should we trust you?

You shouldn't. Trust is a sign of weakness. Do not think I will idly kneel before the headman's chopping block. The organization has strength of numbers, it has power, it has wealth. These are all things I desire and the Organization is the best way to achieve these goals. I will loyally serve the masters of the guild for they are a tool to my success just as I am a tool to serve their needs. Loyalty is assured, I will die before I betray those who've I sworn my blade to regardless of the threat to my being.

3. What future do you see with us?

I see as sea of second smiles. A crimson gash cut across the throat Golarion as the enemies of the Organization perish in droves. I see chaos and bloodshed as, under the orders of the Organization of course, I sow fear and dissent amongst the ranks of our targets to the point where they suspect that their oldest friend or brother of being an enemy. I see the spread of the fear as kings, nobles, dukes, and crime lords all watch the shadows a little closer, as they walk just a little quicker, a world where the powerful jump at the slightest noise. And all the while for myself and the Organization I see the endless flow of coin.

4. How religious are you?

Faith is for the weak. The only faith I have is in my own abilities and if those fail me I deserve whatever befalls me. That said, I pay homage to those beings from beyond time and space who, like me, relish in the shadow trade.

5. Your target is sitting in his study smoking a pipe. Next to him is his prized warhound. Across from him his maid is quietly dusting the mantle of the well lit fireplace where a blaze is going brightly on top of the stone floor of the hearth. Thus far you are unseen. What do you do?

He is already dead. The pipe has been poisoned, as has the dog. Though to make sure, I am the maid and have been in place for weeks. A pretty face can open oh so many doors. If he is canny and has some sort of antitoxin then I will give him a second smile; there is no cure for that as far as I know.


Very interested in this!

I see a rogue-ish count of monte cristo type of character searching for the man he believes destroyed his family's name and business. Will get stats ASAP.
-Inquisitor Leet


rolling, thinking of making a do'er type :D

3d6 ⇒ (1, 6, 6) = 13
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (6, 6, 2) = 14
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (3, 4, 4) = 11

2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14

1d10 ⇒ 1


I was accepted into another game and as a result i'd like to drop Brennor out the running. Happy Gaming!
-Inquisitor Leet


I'd love to play! I've been a keeper for about 5 years but rarely have I gotten the chance to be driven insane! I'd prefer a PBEM format if possible as my days are pretty packed but I'm almost always near a computer.
-Inquisitor Leet


Ooh two chances to get into a Kingmaker pbp in one day! May I present Brennor, Paladin of Erastil. Survival equipment pending.

The Man:
More at home among the wilds of Rostland than in even the most rural village of Brevoy, Brennor Styvolich’s life has been one of constant movement. Raised by his mother Ilva, a dedicated forester, Brennor was taught early on the importance of the deed in one’s life. Kings came and went, but the throne is often far away and their reach into the most remote stretches of their lands are weak to say the least. That leaves protecting those subjects too weak to defend themselves on the shoulders of the community. Community after all is the foundation of a kingdom. With these ideals in tow, Brennor and his mother travelled Rostland hunting aberrations to the natural order and aiding the hearty folk of the land however they could.

His childhood saw Brennor dragged from remote mountain tops to dense dark forests, always on the move and rarely sleeping in an actual bed. Ilva saw that he received a practical education; Brennor could string a bow before he could read and because of this he is still remains somewhat ignorant of social norms and etiquette. He is no fool however and has gradually developed a keen sense of awareness; he can read people quite well if only to realize whether or not he has somehow insulted them.

Where Brennor differs from his mother is that he does not detest civilization and the ways of cities. He cringes every time forests are clear-cut and local animals wiped out, but he sees humanity as just an extension of nature; albeit a destructive one. This behavior comes from humanity’s ignorance and willingness to take the easy way rather than risk discomfort. To address these issues, Brennor spent time in towns, far more than his mother would’ve liked. He interacted with the locals of whatever area he and Ilva travelled to, teaching them ways to harvest, live, and thrive without obliterating the local environment. It was this harmony and balance that drew the attention of the Staglord.

A great white elk came to Brennor in his dreams. The elk said only one word, ‘South‘. A great period of confusion followed as Brennor tried to interpret what such a dream meant yet overtime it revealed itself. A call had gone out across Rostland; the Swordlords sought skilled men and women to settle along the Stolen Lands. Despite the signs, Brennor ignored the call and continued his work as usual, but he was plagued each night by visions of an unending wilderness as beautiful as it was deadly. The dreams became more and more vivid to the point where each night seemed like a week spent in the wilds. Brennor then headed southwards in search of a band heading to the Stolen Lands. As he traveled he found that his aim became truer and he developed an almost animalistic sense to discern the intent of travelers he met along the road. Nearing his goal, Brennor dreams more and more of the great white elk each night, though now he’s gradually understood that his destiny is to serve the will of the Staglord and ensure that the wilds are safe both from and for settlers from Brevoy and beyond.

The Crunch:
Brennor Styvolich
Male Medium Humanoid
Paladin level 1
Init +3; Senses ; Perception +0
DEFENSE
AC 18, Touch 13, flat footed 15 (+ Scale mail, + Shield, none)
(+3 Dex, +5 armour)
hp 12 (1d10+1+1);
Fort +3, Ref +3, Will +2
OFFENSE
Speed 20
Melee
Single Attack Longsword +2 (1d8+1/19-20)
or Longbow +5 (1d8+1 X3)
Full Attack
Longsword +2 (1d8+1/19-20)
or Longbow +3/3 (1d8+1 X3) range 100
Space 5ft.; Reach 5ft.
Special Attacks
Smite Evil add CHR bonus to hit, + 1/level to damage. Per day= 1
Spells Known:
Paladin Spells

STATISTICS
Str 12, Dex 16, Con 13, Int 10, Wis 10, Chr 16
Base Attack 1 CMB 2; CMD 15
Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations),
Rapid Shot: Gain extra ranged attack all attacks at -2,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency
Skills Diplomacy 7, Handle Animal 2, Heal , Know Nobility 0, Know Religion , Perception 0, Ride 0, Sense Motive 4, Spellcraft 0, Survival 6
Languages Common

Traits:
Rostlander: +1 Fortitude Save
Milita Veteran: Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

Alt Racial Ability:Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

SPECIAL ABILITIES
Aura of Good Radiated good
Detect Evil At will

The Person:
Brennor constantly looks as if he hasn't shaved or bathed in weeks, no matter how hard he tries to be socially presentable. He is a tall, barrel chested young man with scraggly brown hair and a dark beard inlaid with striking strands of red hair. His clothes are homespun and his armor is patchwork, yet all well maintained.

Personality wise, Brennor is jovial and fun loving. He relishes life and has a seemingly infinite amount of patience. He is quick to make friends and even quicker to defend them. He has a soft spot for the weak and infirm and will do all that he can to aid them.

Though he'll never admit it, he is incredibly claustrophobic and gets very uncomfortable in cramped conditions, even natural occurring caves.

The Legend:
Brennor's desire is to see the settlements in the stolen land survive and thrive without doing too much damage to nature. He'll be going straight archer-paladin as his understanding of Erastil's will grows. Kingdom role wise, he'd gladly be king ;D as that'll ensure the new nation's growth isn't destructive. But he'll gladly put the crown aside if someone more qualified comes along


Here ya go! Let me know anyway I can make him fit better!

The Man:
More at home among the wilds of Rostland than in even the most rural village of Brevoy, Brennor Styvolich’s life has been one of constant movement. Raised by his mother Ilva, a dedicated forester, Brennor was taught early on the importance of the deed in one’s life. Kings came and went, but the throne is often far away and their reach into the most remote stretches of their lands are weak to say the least. That leaves protecting those subjects too weak to defend themselves on the shoulders of the community. Community after all is the foundation of a kingdom. With these ideals in tow, Brennor and his mother travelled Rostland hunting aberrations to the natural order and aiding the hearty folk of the land however they could.

His childhood saw Brennor dragged from remote mountain tops to dense dark forests, always on the move and rarely sleeping in an actual bed. Ilva saw that he received a practical education; Brennor could string a bow before he could read and because of this he is still remains somewhat ignorant of social norms and etiquette. He is no fool however and has gradually developed a keen sense of awareness; he can read people quite well if only to realize whether or not he has somehow insulted them.

Where Brennor differs from his mother is that he does not detest civilization and the ways of cities. He cringes every time forests are clear-cut and local animals wiped out, but he sees humanity as just an extension of nature; albeit a destructive one. This behavior comes from humanity’s ignorance and willingness to take the easy way rather than risk discomfort. To address these issues, Brennor spent time in towns, far more than his mother would’ve liked. He interacted with the locals of whatever area he and Ilva travelled to, teaching them ways to harvest, live, and thrive without obliterating the local environment. It was this harmony and balance that drew the attention of the Staglord.

A great white elk came to Brennor in his dreams. The elk said only one word, ‘South‘. A great period of confusion followed as Brennor tried to interpret what such a dream meant yet overtime it revealed itself. A call had gone out across Rostland; the Swordlords sought skilled men and women to settle along the Stolen Lands. Despite the signs, Brennor ignored the call and continued his work as usual, but he was plagued each night by visions of an unending wilderness as beautiful as it was deadly. The dreams became more and more vivid to the point where each night seemed like a week spent in the wilds. Brennor then headed southwards in search of a band heading to the Stolen Lands. As he traveled he found that his aim became truer and he developed an almost animalistic sense to discern the intent of travelers he met along the road. Nearing his goal, Brennor dreams more and more of the great white elk each night, though now he’s gradually understood that his destiny is to serve the will of the Staglord and ensure that the wilds are safe both from and for settlers from Brevoy and beyond.

The Crunch:
Brennor Styvolich
Male Medium Humanoid
Paladin level 1
Init +3; Senses ; Perception +0
DEFENSE
AC 18, Touch 13, flat footed 15 (+ Scale mail, + Shield, none)
(+3 Dex, +5 armour)
hp 12 (1d10+1+1);
Fort +3, Ref +3, Will +2
OFFENSE
Speed 20
Melee
Single Attack Longsword +2 (1d8+1/19-20)
or Longbow +5 (1d8+1 X3)
Full Attack
Longsword +2 (1d8+1/19-20)
or Longbow +3/3 (1d8+1 X3) range 100
Space 5ft.; Reach 5ft.
Special Attacks
Smite Evil add CHR bonus to hit, + 1/level to damage. Per day= 1
Spells Known:
Paladin Spells

STATISTICS
Str 12, Dex 16, Con 13, Int 10, Wis 10, Chr 16
Base Attack 1 CMB 2; CMD 15
Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations),
Rapid Shot: Gain extra ranged attack all attacks at -2,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency
Skills Diplomacy 8, Handle Animal 2, Heal , Know Nobility 0, Know Religion , Perception 0, Ride 0, Sense Motive 4, Spellcraft 0, Survival 6
Languages Common

Traits: Erastil’s Speaker Benefit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Rostlander: +1 Fortitude Save
Milita Veteran: Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

Alt Racial Ability:Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

SPECIAL ABILITIES
Aura of Good Radiated good
Detect Evil At will

The Person:
Brennor constantly looks as if he hasn't shaved or bathed in weeks, no matter how hard he tries to be socially presentable. He is a tall, barrel chested young man with scraggly brown hair and a dark beard inlaid with striking strands of red hair. His clothes are homespun and his armor is patchwork, yet all well maintained.

Personality wise, Brennor is jovial and fun loving. He relishes life and has a seemingly infinite amount of patience. He is quick to make friends and even quicker to defend them. He has a soft spot for the weak and infirm and will do all that he can to aid them.

Though he'll never admit it, he is incredibly claustrophobic and gets very uncomfortable in cramped conditions, even natural occurring caves.

The Legend:
Brennor's desire is to see the settlements in the stolen land survive and thrive without doing too much damage to nature. He'll be going straight archer-paladin as his understanding of Erastil's will grows. Kingdom role wise, he'd gladly be king ;D as that'll ensure the new nation's growth isn't destructive. But he'll gladly put the crown aside if someone more qualified comes along


Very interested in this! I'm looking into a paladin or cleric of Erastil, a sort of pragmatic environmentalist who seeks to show 'civilization' how to incorporate themselves into the wilderness rather having an antagonistic relationship. Stats and more to come soon!

-Inquisitor Leet


I would LOVE to play in a Curse of the Crimson Thrones game, even have a human caviler rolled up that would fit quite well with some stats adjustments.
-Inquisitor Leet


Definitely very interested in this game! I'll put together two humans and an elf
-Inquisitor Leet


definitely very interested! I'm a huge fan of Eberron and gm'd it for years. I'll get working on a concept.
-Inquisitor Leet


This character was initially meant for another campaign, but I think I was able to work her into Katapesh easily enough. Let me know if anything doesn't fit! And the only thing(besides the magus class itself) I took from the ultimate books was the Scizore, a strange and awesome gladiator weapon. I don't know the page numbers, but here's a link to it on the SRD http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/scizo re. While not the most optimized for combat, I think she'll be fun to play!
-Inquisitor Leet

Piousa:
Born in the wilds of Varisia, Piousa had the spirit of adventure and zeal for travel from an early age. Her people’s caravan wandered the edge of civilization and the savage wilds; trading what they could and selling their swords when all else failed. They were a godless, untrustworthy lot who would steal the clothes off of the backs of fellow travelers before slitting their throats; or at least that what the Cheliax slavers told her for much of her life. A child born of the wild and bred by the lash, Piousa spent most of her life within the compound of one Sulla Pilate, a devoted follower of Asmodeus, scion of the Thrice-Damned House of Thrune, and something of a minor lord. How Piousa came to the compound of Sulla is a mystery of half-forgotten memories and dark, infrequent nightmares. What she has been able to decipher is that her family had been smuggling religious artifacts within the borders of Cheliax and had dealings with a criminal consortium organized by Sulla Pilate. The entire organization was a fabrication, Sulla and his companions were working hand in hand with the Church of Asmodeus to root out heretics. Piousa’s parents were put to the sword and she, and her three siblings were sold into slavery. Piousa was claimed by Pilate himself and quickly found her way to the costal city of West Crown.

At first, Piousa had no clue as to why she was claimed by Sulla. She wasn’t abused in any way, instead she was educated and trained in arms and armor. Then when she turned sixteen strange things began to happen. Bizarre magical manifestations seemed to follow wherever Piousa travelled, candles would flicker and die, bright lights would appear suddenly in the darkness, and as she fought in the practice yard her blades would crackle with mystical energy. For reasons only the gods could decide, Piousa had a spark of magic in her blood and Sulla PIlate had seen this in her. He sought to channel it, enhancing her power through tutelage while teaching her to harness the energy through her weapons to use in martial combat.

Mages were brought in from every corner of Cheliax to train her. Her power was weak, although uncommon, Piousa was no natural magician. She required training. From then on her days were spent half in the library and half in field. Gradually, Sulla had her focus
on bizarre and nearly impractical weapons. His desire was not to see her on the battlefield, rather he wished to put her in the arena. Gladiators, while not common in Cheliax, were prized possessions further south. Knives and swords and hammers were common currenc, but a fighter who could utilize esoteric powers in their bouts was worth their weight in gold.

Once her training was complete, Piousa found herself in dark arenas across the inner sea from Rahadoam to Absalom. Each city she would be freed from her chains only to fight, to train, or to study her growing book of spells. Despite being forced to fight for the wealth of her master, Piousa gradually grew to relish combat. She loved the thrill of testing her body and mind against hulking opponents who easily had twice the strength she possessed. She was a dancer on the sands of the arena, easily weaving in and out of combat only to strike like a lion, powering through weak spots with a variety of blades and then blasting her target with any number of powerful spells. Her fame spread across the inner sea and the wealth of her master grew and grew.

Piousa’s freedom came as suddenly and violently as her servitude had. While returning home to West Crown from bouts in Abasloam her master’s convoy was ambushed by a host of smaller galleys. Unknown to Piousa, her master had purchased several holds of slaves during their travels and a fleet of Andoran liberators had caught wind. The Andorans struck without mercy, annihilating the Chelish guards and taking over all but one of the ships. They put the masters and officers to the sword and freed the Piousa and her fellow enslaved. The newly freed slaves negotiated one of the ships from their liberators, seeking to travel beyond the reach of the Chelish and the slavers who had originally captured them in their homelands. Unsure what to do, but yearning for a freedom she had not had in decades Piousa joined the freed slaves and the bands sought to sail beyond the Inner Sea and beyond the reach of the lash.The most skilled sailor of the escapees, a debtor named Shemk steered their galley southward for what he claimed to be the friendly ports of Katapesh. Most of the escaped slaves knew little in the way of geography; yet Piousa had heard dark tales of the flesh-markets of the south. She gradually learned that Shemk was planning to sell the escapees to the slave markets there to rid himself of his debts in the market lands. On the long journey their she was able to convince her companions of their comrades plan and when they were insight of the port there was an uprising. Piousa slew Shemk and the crew sailed into Katapesh as free men and women under the guise of seeking supplies. They crew was determined to sail north but Piousa was weary of fleeing. She slipped off the vessel into the Midnight Markets of Katapesh where she hopes to make a new living, far from the reach of her master whose fate remains unknown but whose lash may reach this far south.

Crunch:
Piousa
Female Human (Varisian) Magus 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 17. . (+3 armor, +2 Dex, +1Scizore)
hp 10 (1d8+1, +1)
Fort +2, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
. . Scizore +4 (1d10+3/19-20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 13, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Weapon Focus(Scizore), Power Attack
Traits Reactionary, Magical Lineage(Shocking Grasp)
Skills Climb +6, Craft, Fly, Intimidate +3, Know(arcana)+5, Know (Dungeoneering) +5, Know (planes), Ride +, Spell craft +5, Swim, Use Magical device
Languages Common, Varisian

Spells
0; all
1; DC: 13, Enlarge Person, Ray of Enfeeblement, Shocking Grasp, Vanish, Shield

Physical Description:
Bred from an early age for combat, Piousa is a tall, lean muscled woman who appears to be in her early twenties. Her skin is tanned from a life spent outdoors and heavily scared from a life of combat. Her dark hair is unkempt and cut short so as to prevent one from grabbing it. Her dress is simple and functional; a breastplate of studded, boiled leather protects her torso leaving her arms bare. The skirt of well-worn leather that falls down to her knees and protects her legs is marked by cuts and holes. She is the image of a warrior yet one who does not have access to enough gold to clad herself in steel.


dotting for Piousa, human magus escapade slave turned freedom fighter, more to come soon!
-Inquisitor Leet


dotting for Piousa a human magus, escaped slave turned freedom-fighter, more to come soon!
-Inquisitor Leet


Shaundakul DM wrote:
Inquisitor Leet wrote:

Sorry for the delay in putting Harbador together! And I am in no pbp games despite my many attempts lol. Let me know of any questions and I'll get back to you as soon as possible.

-Inquisitor Leet

** spoiler omitted **...

What are your plans for advancement? Rogue all the way through?

Yep definitely rogue all the way, focusing in two weapon combat to represent his gradual understanding of dueling/his real life application of such a martial art. I might go for the duelist PRC depending on how things progressed, though that's a bit far from my mind.

-Inquisitor Leet


Sorry for the delay in putting Harbador together! And I am in no pbp games despite my many attempts lol. Let me know of any questions and I'll get back to you as soon as possible.
-Inquisitor Leet

Harbador Hex:
Born among the fires of revolution and the winds of change, Harbador is the illegitimate child of Syrella his human mother who is a wealthy and respected intellectual and Nytherio, a traveling elven bard. His father had come to Galt during the midst of the Red Revolution to chronicle what he, and many others, expected to be a quick uprising of the peasantry. Things in Galt quickly spun out of control, however, and the bloodshed never stopped. Harbador’s mother used her prestige to protect her foreign lover to ensure that their child would have as stable an upbringing as possible despite the political turmoil in their homeland. Yet as Harbador grew he actively sought out such turmoil.

Harbador spent his childhood locked away in his mother’s library reading dusty tomes about the outside world and the political structure of his homeland. He was a bright boy who took quickly to education, outpacing every lesson plan created for him by his parents. While his mother ensured he knew his numbers, geography, and history, Nytherio taught Harbador about life on the road and how to fight. Violence is a tool as dangerous as an idea, his father taught. One could not simply badger their opponents with philosophy and ideology and expect change; the same was with swordplay. One should always work in the shadows; strike when they leas expect it. Ideas that challenged the status quo should be silently distributed amongst those who desire such change and only when the seeds of victory are sowed should one come into the light to harvest the fruit of change.

Change was what Harbador desired above all else. He sought to amend the failures of the Red Revolution that left so many dead and even more wanting. He saw the tyranny of the Grey Gardeners and how their rule of fear was just as abhorrent as the rule of kings long since dead. Revolution may have failed Galt once, but Harbador would ensure that it would fail again. Using the wealth of his family and skills taught by his father, the young half-elf set up a printing press and began publishing a manuscript he had penned over the course of his life entitled ‘The Infinite Will of the People’. This radical text ridiculed Galt’s Red Revolution and the cult of personality that Citizen Cross and his cronies had established. It attacked the ideas of nationhood and suggested a new Golarion without borders or armies. These ideas proved rapidly popular in Woodsedge, Harbador’s home, and a growing number of intellectuals flocked to city to hear the exciting new ideas. This movement did not go unnoticed by the forces of Citizen Goss and the Revolutionary Council who did not want to see a challenge to their authority go unpunished.

It was raining when the Grey Gardeners descended upon Woodsedge. Every citizen panicked for the city was a den of dissent and a ripe field for change.Yet the Gardeners sought only one man, the author of such a fiery piece of literature; they sought Harbador Hex. Harbador had no idea of the consequences of his works, he had spent too much of his life insulated from the violence of Galt’s endless revolutions and now he would pay dearly. Yet by luck or divine intervention, Harbador was outside of Woodsedge taking shelter from the storm in a nearby village with his father and mother. They had been traveling the countryside, taking a break from their revolutionary work to enjoy the pleasant wilds of Galt. Word reached the family of the Gardeners’s intent and Syrella sprang into action, using a network of contacts she had established for herself in the event that she had to flee Galt. Luckily, Syrella and Nytherio were never married and there was no real evidence that Harbador was their son. The Half-Elf’s life was spent out of the public eye until he appeared under the alias of Hex.

Despite his desire to stay and fight, Harbador was smuggled North into the wilds of the River Kingdoms. Kept alive by his father, he quickly learned the perils of the real world outside of his insulated study. Violence and chaos reigned supreme and one’s place in the social order was decided by their blade and wit, not by their ideals. Nytherio took Harbador to Brevoy, a land far enough from Galt and frequented enough by outsiders so as not to draw attention. From New Stetven they parted ways, Nytherio was to return to Galt to see the damage done by Harbador’s writings and the half-elf was to travel to Silverhall to meet his uncle Authello, an elven duelist in the employ of Baron Sturoksi; a minor scion of House Lebeda. Throughout his journey Harbador has been masquerading as student of dueling who is seeking a master to teach him the Aldori dueling style so famous in Brevoy.

Now alone for the first time in his life, Harbador is at once excited and terrified. He naively believes that he will somehow be able to continue the struggle he worked for in Galt in this new land, yet his ignorance of the Houses of Brevoy may prove to be his undoing or perhaps his greatest strength as he is not constrained by the social orders that chain so many of Brevoy in place. His ultimate goal is to build a movement, an army even so that one day he may return to Galt and feed Citizen Goss and his cronies to the guillotines the leaders have so enjoyed.

Personality:
Harbador is extermely intelligent, but he also young and impetuous, never backing down from a challenge whether it be fought with blades or words. He is new to the world outside of Galt and what little he has seen has not been pleasant. His time spent in the River Kingdoms crushed much of his youthful idealism and he now runs the gambit from cheerful to pessimistic. Despite his desire to remain incognito, his hatred of authority occasionally slips through his carefully crafted facade. This is manifested in snide comments and cruel japes, rarely in actually action for he can not bring about the change he so desires if the local magistrate has him hung for a foolish act.

Appearance:
His father was a cruel teacher and rarely used practice blades when instructed Harbador, as a result the half-elf has many nicks, cuts, and scars. He is quite tall and his hair is blond, clean-cut and short, though he wears a wig of black hair kept tied back in a ponytail to try and disguise his identity. He often wears a black bandana around his head to conceal his pointed ears and atop his head he wears a black, three-quarter hat. A simple look at his hands will reveal that he has never done a day of manual labor in his life, but his body is wiry and strong from professional instruction. He keeps a black scarf around his neck, ready to conceal his face at a moments notice and he wears a set of simple yet finely crafted coat and breeches.

Character Sheet:
Harbador Hex
Half-Elf
Chaotic Good Medium Humanoid
Rogue level 1 (skill points 10)
Init +6; Senses Low-light Vision; Perception +5
DEFENSE
AC 18, Touch 15, flat footed 13 (+ Studded Leather, + Shield, none)
(+4 Dex, +3 armour, +1 feats)
hp 10 (1d8+2+1);
Fort +2, Ref +6, Will +0
Immunity to sleep, Resistance to Enchantment +2sv
OFFENSE
Speed 30
Melee
Single Attack Rapier +1 (1d6+1/18-20)
or Shortbow +4 (1d6 X3)
Full Attack
Rapier +1 (1d6+1/18-20)
Dagger-5 (1d4/19-20)
or Shortbow +4 (1d6 X3) range 70
Space 5ft.; Reach 5ft.
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1
STATISTICS
Str 12, Dex 18, Con 14, Int 14, Wis 10, Chr 13
Base Attack 0 CMB 1; CMD 15
Feats
Armour Prof Light,
Dodge: add 1 to AC ,
Simple Weapon Proficiency,
Skill Focus (Bluff): +3 Bluff
Skills Acrobatics 7, Appraise 6, Bluff 8, Climb 0, Diplomacy 5, Disable Device 6, Disguise 5, Escape Artist 3, Intimidate 5, Know Dungeon 2, Know Local 6, Linguistics 6, Perception 8, Sense Motive 0, Sleight of Hand 3, Stealth 7, Swim -1, Use Magic Device 1
Languages Common, Elven, Hallit

Traits:
Inspiring Speaker Benefit: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
Reactionary Benefit: You gain a +2 trait bonus on Initiative checks.


Dotting for a Galtan Rogue, gone for the weekend but i'll get a sheet/background up by monday/sunday

-Inquisitor Leet


Inquisitor Leet wrote:
** spoiler omitted **...

Ah and i completely forgot to answer the GM's question

1) Where are you from? This will likely tie into where you board the Jenivere (see the Player's Guide).
A long story, but in brief Piousa comes from Varisia but spent much of her life in Cheliax.

2) Why are you heading to Eleder?
To escape assassins hired by her former master and to continue the fight against slavery.

3) Odd question: If your character were an animal, what would he or she be? Think of this as a personality question and feel free to explain.

Piousa would be a some sort of raptor, a bird of prey as noble and intelligent as she is fierce. Quick to defend her young(or more aptly her companions) yet not above using ambush to defeat her targets.

-Inquisitor Leet


Piousa:

Born in the wilds of Varisia, Piousa had the spirit of adventure and zeal for travel from an early age. Her people’s caravan wandered the edge of civilization and the savage wilds; trading what they could and selling their swords when all else failed. They were a godless, untrustworthy lot who would steal the clothes off of the backs of fellow travelers before slitting their throats; or at least that what the Cheliax slavers told her for much of her life. A child born of the wild and bred by the lash, Piousa spent most of her life within the compound of one Sulla Pilate, a devoted follower of Asmodeus, scion of the Thrice-Damned House of Thrune, and something of a minor lord. How Piousa came to the compound of Sulla is a mystery of half-forgotten memories and dark, infrequent nightmares. What she has been able to decipher is that her family had been smuggling religious artifacts within the borders of Cheliax and had dealings with a criminal consortium organized by Sulla Pilate. The entire organization was a fabrication, Sulla and his companions were working hand in hand with the Church of Asmodeus to root out heretics. Piousa’s parents were put to the sword and she, and her three siblings were sold into slavery. Piousa was claimed by Pilate himself and quickly found her way to the costal city of West Crown.

At first, Piousa had no clue as to why she was claimed by Sulla. She wasn’t abused in any way, instead she was educated and trained in arms and armor. Then when she turned sixteen strange things began to happen. Bizarre magical manifestations seemed to follow wherever Piousa traveled, candles would flicker and die, bright lights would appear suddenly in the darkness, and as she fought in the practice yard her blades would crackle with mystical energy. For reasons only the gods could decide, Piousa had a spark of magic in her blood and Sulla PIlate had seen this in her. He sought to channel it, enhancing her power through tutelage while teaching her to harness the energy through her weapons to use in martial combat.

Mages were brought in from every corner of Cheliax to train her. Her power was weak, although uncommon, Piousa was no natural magician. She required training. From then on her days were spent half in the library and half in field. Gradually, Sulla had her focus
on bizarre and nearly impractical weapons. His desire was not to see her on the battlefield, rather he wished to put her in the arena. Gladiators, while not common in Cheliax, were prized possessions further south. Knives and swords and hammers were common currenc, but a fighter who could utilize esoteric powers in their bouts was worth their weight in gold.

Once her training was complete, Piousa found herself in dark arenas across the inner sea from Rahadoam to Absalom. Each city she would be freed from her chains only to fight, to train, or to study her growing book of spells. Despite being forced to fight for the wealth of her master, Piousa gradually grew to relish combat. She loved the thrill of testing her body and mind against hulking opponents who easily had twice the strength she possessed. She was a dancer on the sands of the arena, easily weaving in and out of combat only to strike like a lion, powering through weak spots with a variety of blades and then blasting her target with any number of powerful spells. Her fame spread across the inner sea and the wealth of her master grew and grew.

Piousa’s freedom came as suddenly and violently as her servitude had. While returning home to West Crown her master’s convoy was ambushed by a host of smaller galleys. Unknown to Piousa, her master had purchased several holds of slaves during their travels and Andoran liberators had caught wind. The Andorans struck without mercy, annihilating the Chelish guards and taking over all but one of the ships. They put the masters and officers to the sword and freed the Piousa and her fellow enslaved. The newly freed slaves negotiated one of the ships from their liberators, seeking to travel beyond the reach of the Chelish and the slavers who had originally captured them in their homelands. Unsure what to do, but yearning for a freedom she had not had in decades Piousa joined the freed slaves and the band sailed beyond the Inner Sea and towards the untamed lands of the Shackles.

Once they reached something approaching civilization Piousa parted ways with the freed slaves and sent off on her own. By day she fought in tournaments, rebuilding her feared reputation and using the coin she earned to buy the freedom of those unfortunate enough to be enslaved. At night, she and a small band of likeminded individuals struck out at slavers. They would attack ships in port, freeing the cargo and slaying their masters, earning the love of the small folk and the murderous ire of many powerful people. Over the course of two years, word gradually traveled to Cheliax about a woman liberating slaves who fought with the weapons of a gladiator while wielding the magics of a wizard, these words reached the ears of Sulla Pilate; horridly injured and humiliated yet still alive. Sulla’s rage at Piousa’s ‘betrayal’ knew no bounds or borders. He spent what coin he had hiring assassins to slay the upstart freedom-fighter, eventually driving Piousa to flee the shackles and head further south.

Pursued by assassins, pirates, and slavers Piousa boarded the first ship she could, the Jeniverve, a merchant ship bound for the South where the wilds of the coast and the jungle will hopefully deter her many enemies.

A Varisian gladiator turned spartacus fleeing from enemies to a land hopefully no more dangerous than the lash of her former masters.

Stats to come soon!
-Inquisitor Leet


Dreaming Warforged wrote:

Sounds fun!

I'll try to come up with something good about a slave who had a "misunderstanding" with his master about "anger issues" and boarded in all haste.

Thinking dwarven barbarian, but who knows!

Looks very interesting! I'm thinking of playing Magus whose an escaped slave from Cheliax, will have more later this afternoon!

-Inquisitor Leet


DM Rennick wrote:
No more applications will be accepted as of this post. Keep your eyes on the thread though, I may need to ask more questions as I narrow the running down. Thanks guys.

I'd forgotten to edit my background, so hopefully you'll let me make Rently a member of the town guard as opposed to the adoptive child of Koja.

-Inquisitor Leet


Definitely interested in giving it a shot. I'll toss in a half-elven urban ranger, stats and background will come soon! Level one and average gold?

-Inquisitor Leet


Ah yes my plan was to have Rently be exiled shortly before the events of the curse of the crimson throne, but it should be an easy adjustment he'll just be a bit older...age with wisdom right?

-Inquisitor Leet


SandyHill wrote:

Hi all Montreal gamers,

Wondering if there are any groups out there looking for an additional player to have in a campaign or organized play. not looking to play pbp, just face to face. Have been playing for about a year. Can run kingmaker if need be but I need my PF fix. Let me know.

cheers,

Hey,

I GM for a group in a homebrew pathfinder setting. My current group is pretty full, but i'm interested in starting up another one. I'm assuming youre looking to game in english? Do you have an email i can reach you by?

-Inquisitor Leet


Rently is a character i've got pending acceptance in a Jade Reagent game but he fits within Sandpoint well! the background was tailored for that particular AP, but I think it'll be general enough to work here and i can easily amend it to your fancy :D
-Inquisitor Leet

Background:
The bastard child of a sailor from somewhere south of Abaslom and a Varisian brothel worker, Rently was left to fend for himself on the streets of Korvosa at an early age. His mother died of flux shortly before his tenth birthday, leaving him nothing more than a crude map of the inner sea that supposedly belonged to his father. Luckily he was a naturally big child and his youth of menial labor honed his long limbs. He was also mean spirited, starting brawls over the most minor slights and forming a gang that terrorized unsuspecting travelers in the worst sections of city. But he was smart and that was what made him dangerous. He spent nearly every night deciphering the scrawled names of far off land and committing their locations to memory. He would often steal almanacs and ship logs to read them for more information about the fantasy he imagined to be beyond the crumbling decadence of his port side home.

Like most bullies, he joined the watch. Despite only being fourteen, his size made him look of age and the fact that he could read made recruiters overlook any questions they might have had. The watch gave him a target for his anger and aggression and better yet, it trained him to fight with blade, shield, and horse. His mounted skill was so great he quickly earned a place as an outrider, patrolling the minor roads villages around Korvosa. Each day he helped agents of the crown extort more from their charges. Each day he saw the look of quiet desperation in the eyes of the peasantry as he helped the wealthy grow fat off of the small-folk’s labor; and during all of this Rently continued to read. His focus shifted from geography to something more dangerous than all the swords of the inner sea; politics. The problems facing the small-folk of the world seemed to stem from the decadence and debauchery of the aristocrats, or so said the tattered pamphlet from a place called Galt. Rently grew bitter at being ordered to run down men and women who fled tax collectors, he grew enraged at having to tear apart homes searching for tax. These books planted the seeds of radical ideas in his young mind. Radical ideas flourished into radical action and soon Rently, rather impetuously, deserted his post and joined a plot to change the face of Korvosa forever.

They called themselves the Company of the Poor Fellow and they would lead the peasants of Korvosa into the old city where the aristocrats gorged themselves off the labor of others. There the Company would tear down the ivory gates and justice would come from the mob of their followers. Yet Rently’s fellows sorely underestimated the desire to hold onto power. Whether through torture, bribes, or intimidation the Company was found out and in single night the streets ran red with blood of Poor Fellows. Rently would have surely perished with his brethren, but fate had him pursuing books on an order of men and women who devoted their lives to protecting the simple folks of the world. He was caught near his home and a guardsman put a crossbow bolt through his back. Only through grim determination was he able to escape through the alleyways of his youth.

Fate intervened once more in the form of Koya Mvashti. The Varisian woman was in Korvosa trading for spices from across the sea when the dying revolutionary stumbled into her caravan. Barely able to spit out his story before passing out from blood loss, Rently awoke far from Korvosa. The old woman had taken pity on the youth and smuggled him out of the city, nursing him back to health along the way. When they reach Sandpoint, she kept Rently on as help, his intelligence was useful in book keeping and his strength was an asset on dangerous trading runs. Rently grew to love the old woman, treating her like the mother he had never really had. Under her tutorage he expanded his knowledge of the world, in particular on the subject of the Order of the Shield a group he has never met in person but whose training manuals and philosophies shaped his development and martial training. Now twenty, Rently grows restless and hoping desperately to venture into the wilds once more to see the places he’s only read of on his tattered map and to avenge the memory of the Company of the Poor Fellow by making sure that those too weak to rise against oppression never stand alone.


If this ends up being a pbp game I'd definitely be interested! Rise of the Runelords or curse of the crimson thrones would be pretty awesome! Although i'd be down for any of them. And skype could be good, I haven't played in any games using that medium yet so I'll give it a shot if things get off the ground.

-Inquisitor Leet


I present Rently Compass, revolutionary, exile, and noble knight.

Background:
The bastard child of a sailor from somewhere south of Abaslom and a Varisian brothel worker, Rently was left to fend for himself on the streets of Korvosa at an early age. His mother died of flux shortly before his tenth birthday, leaving him nothing more than a crude map of the inner sea that supposedly belonged to his father. Luckily he was a naturally big child and his youth of menial labor honed his long limbs. He was also mean spirited, starting brawls over the most minor slights and forming a gang that terrorized unsuspecting travelers in the worst sections of city. But he was smart and that was what made him dangerous. He spent nearly every night deciphering the scrawled names of far off land and committing their locations to memory. He would often steal almanacs and ship logs to read them for more information about the fantasy he imagined to be beyond the crumbling decadence of his port side home.

Like most bullies, he joined the watch. Despite only being fourteen, his size made him look of age and the fact that he could read made recruiters overlook any questions they might have had. The watch gave him a target for his anger and aggression and better yet, it trained him to fight with blade, shield, and horse. His mounted skill was so great he quickly earned a place as an outrider, patrolling the minor roads villages around Korvosa. Each day he helped agents of the crown extort more from their charges. Each day he saw the look of quiet desperation in the eyes of the peasantry as he helped the wealthy grow fat off of the small-folk’s labor; and during all of this Rently continued to read. His focus shifted from geography to something more dangerous than all the swords of the inner sea; politics. The problems facing the small-folk of the world seemed to stem from the decadence and debauchery of the aristocrats, or so said the tattered pamphlet from a place called Galt. Rently grew bitter at being ordered to run down men and women who fled tax collectors, he grew enraged at having to tear apart homes searching for tax. These books planted the seeds of radical ideas in his young mind. Radical ideas flourished into radical action and soon Rently, rather impetuously, deserted his post and joined a plot to change the face of Korvosa forever.

They called themselves the Company of the Poor Fellow and they would lead the peasants of Korvosa into the old city where the aristocrats gorged themselves off the labor of others. There the Company would tear down the ivory gates and justice would come from the mob of their followers. Yet Rently’s fellows sorely underestimated the desire to hold onto power. Whether through torture, bribes, or intimidation the Company was found out and in single night the streets ran red with blood of Poor Fellows. Rently would have surely perished with his brethren, but fate had him pursuing books on an order of men and women who devoted their lives to protecting the simple folks of the world. He was caught near his home and a guardsman put a crossbow bolt through his back. Only through grim determination was he able to escape through the alleyways of his youth.

Fate intervened once more in the form of Koya Mvashti. The Varisian woman was in Korvosa trading for spices from across the sea when the dying revolutionary stumbled into her caravan. Barely able to spit out his story before passing out from blood loss, Rently awoke far from Korvosa. The old woman had taken pity on the youth and smuggled him out of the city, nursing him back to health along the way. When they reach Sandpoint, she kept Rently on as help, his intelligence was useful in book keeping and his strength was an asset on dangerous trading runs. Rently grew to love the old woman, treating her like the mother he had never really had. Under her tutorage he expanded his knowledge of the world, in particular on the subject of the Order of the Shield a group he has never met in person but whose training manuals and philosophies shaped his development and martial training. Now twenty, Rently grows restless and hoping desperately to venture into the wilds once more to see the places he’s only read of on his tattered map and to avenge the memory of the Company of the Poor Fellow by making sure that those too weak to rise against oppression never stand alone.

Appearance:
Rently is a tall, well muscled man with sad eyes that bespeak a life of hardship. His dark brown eyes dart back and forth, not from lack of nerves but from experience living among enemies. His skin is rough and naturally tan and it seems as if he always needs to shave. His black hair is cut functionally short and he wears a handkerchief covered in some sort of writing around his neck, ready to conceal his features like some sort of rogue. His clothing is simple and functional, brown breeches, riding books, and a beige sleeveless tunic stained from the road

Mechanics:

Rently Compass
Chaotic Good Medium Humanoid
Cavalier level 1 Shield (Order of the Shield )
Init +2; Senses ; Perception +0

DEFENSE
AC 18, Touch 11, flat footed 17 (+5 scalemail, +2 Heavy Steel Shield, none)
(+1 Dex, +7 armour)
hp 13;
Fort +4, Ref +1, Will +0

OFFENSE
Speed 30

Melee
Single Attack Longsword +5 (1d8+4)
Lance +5 (1d8+4)
Dagger +5 (1d8+4)
Full Attack
Longsword +5 (1d8+4)

Space 5ft.; Reach 5ft.
Special Attacks
Challenge (Ex) +1 damage per level against one foe (-2 AC against other foes). Per day = 1
Tactician (Ex) Standard action, grants teamwork feat within 30 feet last 3 rnds +1per 2 levels. Per day 1
Shield Challenge receives a morale bonus on attack rolls made against the challenged. Bonus = 1
STATISTICS
Str 18, Dex 12, Con 14, Int 12, Wis 10, Chr 13
Base Attack 1 CMB 5; CMD 16

Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,
Shake it Off*:
Shield Proficiency: Can use shields,
Simple Weapon Proficiency

Skills Bluff 5, Climb , Diplomacy 5, Handle Animal 5, Heal 0, Intimidate 1, Know (Local) 1, Know (Geography)7, Perception , Ride 5, Sense Motive 4, Swim
Languages Common

SPECIAL ABILITIES
Mount (Ex) Gains a loyal steed, functions as a druid animal companion.
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order.

TRAITS
Survivor: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Forster Child: Koya

Equipment Carried: Scale Mail, heavy steel shield, Longsword, Dagger,, flint and steel, winter blanket, whetstone, backpack, 12gp

Equipment on Horse:
2-person tent, 10 torches, Cold Weather Outfit, Rations, Lance

Rations:
10 days worth of trail rations
5 days worth of Animal feed


I've got an idea for an exiled cavilier of the shield from West Crown. I'll put the character together by tonight.

-Inquisitor Leet


Very interested in this, especially since I just started rereading George RR Martin's epic series. Will have a character up soon. I'm feeling a thief/scout


Very interested in playing a karrnathi fighter-wizard veteran/noble scion from the Rekkenmark academy. More to come soon.
-Inquisitor Leet


DEWN MOU'TAIN wrote:
lukas: is that pipe going to be your characters trademark item?

Definitely plan for it to be. now i just need to purchase a magical sack of endless tobbacco :D


Reptilian wrote:
Silly question: do you play in french or english?

Very pertinent question haha! I play in English, my French is quite terrible

-Inquisitor Leet


Can we take traits?
EDIT: Whoops nvm missed that discussion point

Cheers,
Inquisitor Leet


I'm new to PBP but should have no troubles meeting your standards! I'm interested in playing Lukas Jeggare, a Neutral Good Chelaxian fighter whose tongues is the only thing quicker than his blade.

Movie plot spoiler:
Lukas Jeggare is a man of many talents. He's a bodyguard, but not a loyal one; a soldier, but not a brave one; and a mercenary, but not a subtle one. He's a somewhat simple former Dottari from Westcrown who only wanted a simple life guarding the streets from the unsavory types who call them home. He tried to stay out of Cheliax's esoteric politics, figuring diabolic worshiping overlords were just as bad as normal ones. Yet fate seemed to have greater plans for him. He ran afoul of a Hellknight order and rather than face a corrupted justice system, he chose to flee across the ocean to Varisia hoping to hide from his pursuers in wilds of the frontiers cities.


I've never played in a pbp before, but I'd love to start now so if you're down to have a noob I'm your man :D

Character wise:

Lukas Kaine is a mercenary, but not a brave one; a soldier, but not a disciplined one; and a bodyguard, but not a loyal one. He's an ex soldier who has survived by the skin of his teeth and the point of his halbred, traveling from town to town across Varisia trying to find his place in life. He's signed up with militia traveling north hoping to earn enough to settle down, with luck and faith in Desna he hopes for only one last adventure before he retires...

EDIT: forgot the crunch, chaotic good human fighter 2

Let me know what you think!
-Inquisitor Leet


I've been slowly working on a homebrew setting that has an ancient world feel. While still a fantasy setting, I've created a variety of fictional civilizations influenced by the roman republic, greek city states, akkad, sumer, etc.

Most classes fit well or are easily polished into place, but as the title suggests there is one that I can't seem to get:

Paladins and their evil counterparts.

The idea of a holy warrior in shining armor fighting for divine lawful good or chaotic ideas just doesn't seem to fit. One issue I've found is the alignment focus, I've downplayed alignment to try and fit more with ancient ideas (slavery, conquering other nations, etc.)

Another issue I'm finding is the gods. Ancient gods weren't really black and white; they were petty and violent, capable of doing both good and bad. They were, as far as I know, more human.

I'd hate to remove the class, but I'm having a hard time making it fit. Any suggestions?


Hello Hello!

I'm looking for gamers in the Montreal area for some pathfinder action! I currently gm a small group that's always looking for new players but I'd love to play so a GM would be fantastic too!

Cheers,

Inquisitor Leet


Alorha wrote:
Did anyone else read this with Jerry Seinfeld's voice in their heads?

You read my mind