Mynafee Gorse

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Organized Play Member. 25 posts (855 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 12 aliases.


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Presenting Farvil Sian - Monk level 1, Master of many styles

Background:

At the bottom of an old oak on a small hill, a dark-haired man is resting. Gray hairs can be seen in his thick beard but aside from that nothing that would hint his real age. Based on his physique alone there would not be a person that would give Farvil fifteen years less. Yet hardly anyone would get to see it nowadays: an old black robe that had clearly seen better days covers him head to toe. On it, on each side of his back shoulders, there are engraved with golden thread, two animals: a panther and a crane.

He opens a scroll case and extracts from within a manuscript and a pen and begins to write with short and precise lines something that once translated in the Tongue of many would lose its value.

A leaf lands on the sheet making the man aware of his surroundings and lifting his head Farvil sees a couple more falling, taken down by a gust a wind.

This reminded him of an image from his childhood...

<flash>
The tree was filled with children, playing through its branches, then suddenly one of them falls from a lower branch.
"Awww! You know I'm going to tell be telling mother about this."
"You wouldn't dare Farvil! " says a younger child with blue eyes like the sky and blond hair. "What would you rat now? That we've skipped field work? Or that I was to blame for you being clumsy again or would you place the blame on Azny and Yia now?

<flash>

The scene changes and he was standing in the front part of a farm cart next to a slightly older version of the blond boy and a rough-bearded man wearing a straw hat and a serious look on his face. The back of the cart was filled with cabbages, pumpkins, carrots and other freshly picked vegetables.

After hours of staring around and staying in awkward silence one of them breaks the monotony:
"Father? What is that funny thing in the distance? The one that looks like a tortoise."
"A monastery. A place where you take bad children to learn manners."
After giving then a frown that would challenge all possible responses he continues. "Said it was an old temple to Shelyn. Not hearing much music nowadays, not since the monks have taken over anyway. Only training and chanting every day, no matter if it's raining, or snowing, or if they had nothing to eat. There will be our next stop."

<flash>
The wind began to blow harder and harder and there were clouds gathering making the bearded man gather his manuscript and put the cloak over his head. Hiding along with his face small scar on his eyebrow.

<flash>
Once behind the heavily defended walls, the monastery had not seemed so majestic. The pouring rain and the tension in the air were not helping either in rebuilding the mysterious feel the boys had.

"But father, you've promised mom you're going to take us to see the big city." said the blond boy.
"Damn that woman! I've already lost enough time. The mule is tired and the road ahead is muddy knee deep. You stay here with these..."
"Don't you dare talk that way about mother!" yelled Farvil only to be struck with the back of the palm. The large iron ring landing right above his eyes. The black-robed monk that witnessed this stopped the second slash grabbing the man's arm and only releasing when the man was turning towards his cart. He left.

<flash>
The same monk from before was walking along Farvil on a long road. A glaive was hanging on his back and the bright light from the sun was making his golden embroideries from his robe shine.
"How come you don't have horses? How do you plow the fields?"
"Never needed them I guess. There's no better training than doing it all yourself. The crop tastes better as well...Salty. He broke in a lough then asked: Too bad your brother couldn't come. Why is he called Red? Now that's a bandit leader name if I ever heard one."
" Says the one called the Laughing sparrow." answered the boy.He was ill-disposed I guess. My sisters said that he had red hair when he was younger, no idea how it ended up yellow. Do you get bandits often? There's a big half-orc visiting us from time to time. Red claims he's a bandit but I don't believe him.
"We get only the ones that want to join the monastery. But I remember the time when it was the other way around. "

" I do hope we find a father. All this talk about bandits gives me shivers "
"I'm sure we will, I'm sure we will. It's only been four days. "

<flash>
The boys were standing in the middle of a farmyard with Laughing Sparrow standing beside them. The place looked deserted: the few animals they owned seemed to be unfed for days.
"Where could they've gone to?! First father and now them? No... no... this cannot be happening." Red said with a loud voice while Farvil was crying holding tight to the monk's robe

<flash>

Farvil was standing in a bowing position on one knee, before an elderly man which had a robe more golden than black from all the embroideries. His face looked much older with a fully grown beard
"I presume you already know why you've been called here."
"I do. Yet I cannot share any information about his whereabouts, the location of the manuscript or what was his reasoning for stealing it. He had not told me anything in advance."
"I understand that you had your differences, yet the family must often bear the burden for when one of its members makes transgressions. And I am afraid I have to place a heavy weight on your shoulders. This is what remains of the Great manuscript, just pieces from the top and the bottom where it was fixed in place. I trust that you will find the proper means to make it whole again."
"But grandmaster... I ...I ... accept."
"You will be needing this." Laughing sparrow said handing over his glaive.
"I cannot take this. It is your heirloom. You said it was passed in your family for centuries."
"Yes it is indeed an heirloom and you are the closest thing to family I still have left. So please take it, it will serve you better than me.

From a small panther cub crying behind me robe, you've grown big, strong, capable of defending yourself.

It is really sad to see you gone, both you and Red. When you get to meet him please tell him that no matter how feral he would become, he would always have a place to call home. I will pray for your safe return."

I reckon I left you quite a bunch of material for character plot lines in case I will find a place in the lucky few.

Stats:

Farvil Sian
Male Human monk 1 Archetypes Master Of Many Styles,
LG Medium humanoid (human)
Init +3, Senses Perception +7
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DEFENSE
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AC 16, touch 16, flat-footed 13 (+3 Dex, )
hp 11 ((1d8)+3)
Fort +5, Ref +5, Will +5

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OFFENSE
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Speed 30 ft.
Melee glaive +4 (1d10+6/x3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks Stunning Fist,
=======

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STATISTICS
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Str 19, Dex 16, Con 16, Int 15, Wis 16, Cha 12,
Base Atk +0; CMB +4; CMD 20
Feats Combat Reflexes, Crane Style, Improved Unarmed Strike, Panther Claw, Panther Style, Stunning Fist
Skills Acrobatics +7, Climb +8, Craft (Calligraphy) +6, Knowledge (Religion) +6, Perception +7, Sense Motive +7, Stealth +7,
Traits Martial Manuscript,
Languages Common, Elven, Sylvan
SQ ac bonus, bonus feat, bonus feat, bonus ki, fuse style, skilled, unarmed strike,
Combat Gear rations (trail/per day) (5), candle (2), torch,
Other Gear glaive, outfit (monk's), crossbow bolts (10) (2), backpack, common, bedroll, candlestick, parchment (sheet), inkpen, light crossbow, 0.06 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat (Advanced Player's Guide 158). He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles' feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots. This ability replaces a monk's standard bonus feats.

Bonus Ki Add +1/4 to the monk's ki pool.

Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action. At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. This ability replaces flurry of blows.

Heirloom Weapon When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Martial Manuscript You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.

Monk Bonus Feat

No Racial Subtype You have chosen no racial subtype.

Proficiency (Glaive)

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.


Starting wealth: 1d6 ⇒ 5

And it seems I might be able to afford more than just some rags.


Let's see what the dice gods had in mind for us:

Rolling dices:

Stat 1: 4d6 ⇒ (1, 3, 5, 2) = 11 Two to reroll
Stat 2: 4d6 ⇒ (4, 6, 2, 5) = 17 One to reroll
Stat 3: 4d6 ⇒ (6, 2, 4, 6) = 18 One to reroll
Stat 4: 4d6 ⇒ (1, 2, 5, 5) = 13 Two to reroll
Stat 5: 4d6 ⇒ (4, 3, 5, 2) = 14 One to reroll
Stat 6: 4d6 ⇒ (6, 5, 3, 1) = 15 One to reroll

Rerolling phase 1:
Stat 1: 2d6 ⇒ (5, 6) = 11
Stat 2: 1d6 ⇒ 6
Stat 3: 1d6 ⇒ 2 One to reroll
Stat 4: 2d6 ⇒ (5, 6) = 11
Stat 5: 1d6 ⇒ 1 One to reroll
Stat 6: 1d6 ⇒ 2 One to reroll

Rerolling phase 2:
Stat 3: 1d6 ⇒ 4
Stat 5: 1d6 ⇒ 2 One to reroll
Stat 6: 1d6 ⇒ 2 One to reroll

Rerolling phase 3, what are odds:
Stat 5: 1d6 ⇒ 1 One to reroll
Stat 6: 1d6 ⇒ 4

Rerolling phase 4, this is getting ridiculous:
Stat 5: 1d6 ⇒ 3

Doing the counting
Stat 1: 16
Stat 2: 17
Stat 3: 16
Stat 4: 16
Stat 5: 12 <- the dump stat
Stat 6: 15

I'm thinking of trying a monk for this campaign.


Bumpidy bump!


Introducing Glyas - Human ranger ( Tanglebriar Demonslayer)

Stats:

Glyas
Male Human ranger 3 Archetypes Tanglebriar Demonslayer,
None Medium humanoid (human)
Init +4, Senses Perception +8
=================================================
DEFENSE
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex, )
hp 33 ((3d10)+3)
Fort +4, Ref +7, Will +3

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged composite longbow str +1 (+2) +8 (1d8+3/x3), within 30 ft. +9 (1d8+4)
Melee gauntlet, spiked +5 (1d4+2)
Melee nodachi +5 (1d10+3/18-20)
Melee armor spikes +5 (1d6+2)
Special Attacks Outsider (Evil) +2,

=================================================
STATISTICS
=================================================
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8,
Base Atk +3; CMB +5; CMD 19
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Climb +4, Handle Animal +5, Knowledge (Dungeoneering) +4, Knowledge (Nature) +5, Knowledge (Planes) +6, Perception +8, Stealth +7, Survival +8, Survival (Follow or identify tracks) +9, Swim +3,
Traits Magical Knack (Ranger), Child of the crusade
Languages Common
SQ bonus animal companion hit point (3x), bonus feat, combat style feat, demonologist, expanded spell list, favored enemy, favored terrain (aligned plane) +0, skilled, skills, track +1, wild empathy +2, , ,
Combat Gear cold iron weapon blanch (2), rations (trail/per day) (5), silver weapon blanch, torch (3),
Other Gear composite longbow str +1 (+2), gauntlet, spiked, masterwork barding (kikko/armor spikes), arrow (whistling) (3), arrows (20), caltrops (3), grappling arrow, flint and steel, waterskin, rope (silk/50 ft.), arrow (smoke), nodachi, armor spikes, 0.17 gp
=================================================
SPECIAL ABILITIES
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Bonus Animal Companion Hit Point (3x) Add +1 hit point to your animal companion. If you ever replace your animal companion, the new animal companion gains these bonus hit points.

Bonus Feat Humans select one extra feat at 1st level.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Demonologist (Ex) At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to i/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon's disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.

Expanded Spell List A Tanglebriar demonslayer adds the following spells to his spell list: 1st-protection .from evil; 2nd-align weapon, magic circle against evil; 4th dimensional anchor, dismissal.

Favored Enemy (Ex) At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.

Favored Terrain (Aligned Plane) (Ex) You gain a +0 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked on any one chosen aligned Plane You gain a +0 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on any one chosen aligned Plane. Likewise, you get a +0 bonus on initiative checks when on this plane. If you desire, you leave no trail on this plane and cannot be tracked.

Trait: Magical Knack (Ranger) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Trait: Child of the Crusade

Once per day when you fail a saving throw against an effect
created by a demon that would possess or incapacitate
you mentally, you may immediately reroll that saving
throw as a free action. You must take the second result,
even if it is worse.

No Racial Subtype You have chosen no racial subtype.

Outsider (Evil) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Ranger

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills Tanglebriar demonslayers gain Knowledge (planes) as a class skill.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

background:
Glyas can trace his lineage to a prestigious group of demon hunters from the east. His parents were known as great adventures and using their magic power have done a lot of good in the world.
When they had Glyas they decided to settle down in a village. And though only occasionally would one of them go for a mission, the people in the village were very happy to have them around, showing them much respect.
Then the time came... they were called to join the crusade at the Worlwound, as all their ancestor had.

Very reluctant at first to leave their young child behind, they've decided to leave one of their new familiar hoping that it would be able to teach Glyas some magic and keep the home safe.
Since they were preparing to face the demon hordes, they thought it would be for the best to take imps as servants.

After the masters have left with his brother, the consular imp dutifully followed their orders and has tried to give the boy a good magical education, to protect the household and to tell horrible stories about his kind.

The two were far from friends, the imp used every method at his disposal for accomplishing his goal, and would often leave Glyas bruised and frightened.

Glyas saw in the imp all that was bad in this world including the reason why his parents were gone. Seeing that he could not touch it with his fist or with his father's nodachi he resorted to training with the bow.
The boy trained so much that his fingers bled but even when he managed to hit the imp it had no effect on him.

When his parents returned they seemed distant, changed, cold... They did not care about the misbehavior of their familiar and actually showed more love towards the imps.

People started avoiding them on the street and they became terrified when seeing the wizards dressed in dark robes with their imps at their side.

When they urged young Glyas to come with them at the Worlwound, the child knew it was the time... He sneaked in the middle of the night taking with him what provisions he could.

Glyas swore that he would kill every demon he would set his eyes on, that he would make his ancestors proud and would discover what really happened at the Worlwound.


I'm building a human ranger (demonslayer archer) for this AP. I just need to finish his background.


I've taken the average wealth for the inquisitor + the free outfit.


Hello,

Here is a very late submission of a half-orc inquisitor hoping that there might be a few more applicants before the deadline for a second table.

Concept/Background:

Sheaorlis son of Huuth also known as the Ashen blade is a tall half-orc, strongly built who usually wears a monk's robe, dark in color. When in official business he wears a golden brooch in the shape of a key, the sign of Abadar, the god of law, wealth and order. When looking closely at him you can see that he has scars from burns on his face and on certain parts of his body. He carries a large, dark painted axe on one of his shoulders which seems to have seen better days.

It may come as a surprise to many that this famous inquisitor of Abadar was actually born in a tribe of orcs and half-orcs and if that wasn't enough to raise an eyebrow this monk looking, justiciar, was actually the firstborn of the tribe's chieftain. Life was brutal in that tribe and only the strong survived and is applied, even more so, for those who wish to take the reigns of the tribe.

Huuth the current chieftain of the time understood that Sheaorlis's days are numbered, he would be no much for his younger stepbrother a pure orc that grew in strength and wrath day by day.

Instead of grooming the young half-orc for leadership Huuth called some old favors from a monastic order that serve Abadar.

These judge-monks, a nickname Sheaorlis gave them in his youth, would mostly sit around bickering which law a landlord broke, or what was the proper penalty for stealing two sheep and a chicken in accordance to the laws of the realm, ancient or new. One other important task they oversee was the reinforcement of their verdicts and of the orders from the authorities of that land and for this, they would train inquisitors to deliver the sentence or to bring bad folk to justice.

Sheaorlis earned his living by spreading the teachings of Abadar through force and fear as he grew bigger than his brothers and as his interrogation methods became scarier. He was often allowed to exercise judgment on the spot if his target resisted which lead to the demise of many thieves and bandits in the area.

While the judge-monks order was beneficial to merchants and to the authorities many were seeing it as a tyranny of law and the disaster that struck the monastery was bound to happen. Sheaorlis returned one night only to find the monastery in flames and the head of the order assassinated. He tried to save as many of his brethren as he could but this brought many burns to his face and body. Apparently, the attackers were half-orcs like him. Have they been sent by his brother or were they just a band of bandits displeased by the activity of the order? Sheaorlis left the ruins of the monastery one last time swearing to return only after he found the culprit.

Statblock:

Sheaorlis
Male Half-Orc inquisitor 1
LN Medium humanoid (orc, human)
Init +2, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 9 ((1d8)+1)
Fort +3, Ref +3, Will +4

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OFFENSE
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Speed 20 ft.
Melee greataxe +4 (1d12+6/x3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,

Inquisitor Spells Known (CL 1st; concentration +3)
1st(2/day)-cure light wounds(DC 13), shield of faith(DC 13)
0th(at will)-detect magic, guidance(DC 12), light, stabilize(DC 12), virtue

Prepared Spells

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STATISTICS
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Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8,
Base Atk +0; CMB +4; CMD 16
Feats Intimidating Prowess
Skills Diplomacy +3, Intimidate +10, Knowledge (Arcana) +4, Knowledge (Arcana) (ID monster) +6, Knowledge (Religion) +4, Knowledge (Religion) (ID monster) +6, Perception +6, Sense Motive +7,
Traits Beacon of Faith, Deft Dodger,
Languages Common, Orc
SQ bonus inquisitor spell, darkvision, intimidating, judgment (profane), monster lore, orc blood, orc ferocity, Touch of Loyalty (5/day), weapon familiarity,
Combat Gear candles (10), rations (trail/per day) (5),
Other Gear greataxe, four-mirror armor, outfit (monk's), crossbow bolts (10), backpack, common, holy text (cheap), flint and steel, manacles (medium), mess kit, spell component pouch, waterskin, holy symbol (wooden), bedroll, light crossbow, rope (silk/50 ft.), 0.1 gp
=================================================
SPECIAL ABILITIES
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Beacon of Faith You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Domains

Inquisitor ~ Domains

Inquisitor ~ Judgment

Inquisitor Spell Level 0

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the exalted taint of her foes, gaining a +1 profane bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Judgment (Profane) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Loyalty subdomain

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

No Racial Subtype You have chosen no racial subtype.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Timezone:
GMT+3

Number of current PbP campaigns:
Just one at the moment


Definitely interested in the campaign. I will be applying with a Grippli Druid. I hope you don't have anything against frog folk joining the campaign.

Character concept:
Errith'Naeea knows nothing of his origins he was adopted by the members of the Murky Spring grove since he was a hatchling.
Though he was not even physically capable of pushing a log Errith'Naeea wanted to prove his prowess and worth to the community and focused all of his energy into learning the many magical secrets the druids wished to impart.
After passing the test of nature he was given leave to tame one of the animals of the forest. He then searched for days through the forest for a worthy animal to become his companion when he was ambushed by a large leopard.
It was a great surprise to the elders when Errith'Naeea returned with all his limbs attached and with a big leopard he called Mr. Puffypaws after him.

By the time the Ironfang Legion's scouts found the grove's location, Errith'Naeea grew to be one of its protectors. He fought valiantly fending off as many as he could but from the overwhelming odds, it was clear that Murky Spring would have no future.
The last memory he had of that night was a short blade hitting him straight in his head. When he woke up the next morning it was all gone, all burnt away, and he was seeing this with only one eye. Luckily his leopard was unharmed, he could have been hunting or was scared of all of the fires and fighting.
Errith limped towards Phaendar only to see from the distance the same disaster repeat itself there. At that point, he swore he would exact vengeance and started looking for refugees that were capable of aiding him in his new found goal.

Character stats:

Erith'Naeea
Male Grippli druid 2
TN Small humanoid (grippli, grippli)
Init +3, Senses darkvision (60 ft.); Perception +8
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DEFENSE
=================================================
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size )
hp 17 ((2d8)+4)
Fort +5, Ref +3, Will +7

=================================================
OFFENSE
=================================================
Speed 30 ft. Climb 20 ft., Woodland Stride
Special Attacks Spontaneous Casting,

Prepared Spells
Druid (CL 2nd; concentration +6)
1st-entangle(DC 15), magic fang(DC 15), obscuring mist
0th-light, mending(DC 14), purify food and drink(DC 14)

=================================================
STATISTICS
=================================================
Str 7, Dex 16, Con 14, Int 10, Wis 19, Cha 8,
Base Atk +1; CMB -2; CMD 11
Feats Spell Penetration
Skills Handle Animal +3, Heal +8, Knowledge (Nature) +6, Perception +8, Spellcraft +4, Stealth +8, Survival +10, Swim +8,
Traits Ironfang Survivor, Wisdom in the Flesh (Irori) - Strength (Swim),
Languages Common, Druidic, Grippli
SQ animal companion, bonus druid concentration checks (2x), camouflage, darkvision, nature bond, nature sense, orisons, princely, wild empathy +1, woodland stride, ,
Combat Gear
Other Gear 169.9 gp
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SPECIAL ABILITIES
=================================================
Animal Companion (Ex)

Bonus Druid Concentration Checks (2x) Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.

Camouflage (Ex) Gripplis receive a +4 bonus to Stealth checks in marshes and forested areas.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Ironfang Survivor You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Princely You gain proficiency with rapiers and +2 racial bonus on Diplomacy and Intimidate.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Wisdom in the Flesh (Irori) - Strength (Swim) Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

Woodland Stride

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Animal Companion:

Mr Puffypaws
Male Companion Cat, Small (Leopard) animal 2
None Small animal
Init +5, Senses low-light vision; scent, Perception +5
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DEFENSE
=================================================
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size )
hp 15 ((2d8)+2)
Fort +4, Ref +8, Will +1

=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +3 (1d4+1)
Melee claw +3/+3 (1d3+1)
Special Attacks Trip,

=================================================
STATISTICS
=================================================
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers
Skills Acrobatics +9, Acrobatics (Jump) +17, Perception +5,
SQ ac bonus, bonus tricks 1, link, low-light vision, scent, share spells, stat bonus,
Animal Tricks Attack
Combat Gear
Other Gear bite, claw, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus 0

Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.

Animal Companion

Bonus Tricks 1

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Stat Bonus 0

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

=================================================
ANIMAL TRICKS
=================================================
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.


Questions for player:

Time Zone: GMT +3

Number of Active PbP games I'm in: 0 at the moment, and given my schedule I would not go above 2

Preference for maps: What works best for the GM. To be honest I think that with given a good description of the surroundings we can play even without maps.

Familiarity with the Reign of Winter: Nothing outside the player's guide

Character concept:

Easlis Taer
Male Half-Elf magus 1 Archetypes Hexcrafter,
CN Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +3
=================================================
DEFENSE
=================================================
AC 14, touch 10, flat-footed 14 (+4 armor, )
hp 11 ((1d8)+3)
Fort +4, Ref +1, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 0 ft.
Melee scimitar +2 (1d6+2/18-20)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +1 (1d4+2/19-20)
Ranged alchemist's fire (flask) +1 (1d6)
Special Attacks Spell Combat,

Prepared Spells
Magus (CL 1st; concentration +5)
1st-frostbite, grease(DC 15)

=================================================
STATISTICS
=================================================
Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 8,
Base Atk +0; CMB +2; CMD 13
Feats Magical Lineage, Rime Spell, Skill Focus (Spellcraft)
Skills Climb +0, Intimidate +3, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Dungeoneering) (Navigate) +9, Perception +3, Spellcraft +11,
Traits Magical Lineage (Frostbite), Northern Ancestry (campaign)
Languages Common, Elven
SQ adaptability, arcane pool (5/day), armor proficiency, cantrips, elf blood, elven immunities, hex arcana, keen senses, low-light vision, multitalented, spells,
Combat Gear rations (trail/per day) (5), torch (5), sunrod, ale (gallon) (2), alchemist's fire (flask),
Other Gear scimitar, lamellar (leather), compass, flint and steel, spell component pouch, mule, blanket (winter), waterskin, rope (silk/50 ft.), grappling hook, common, flask (empty), inkpen, paper (sheet) (2), dagger, spellbook, 0.62 gp
=================================================
SPECIAL ABILITIES
=================================================
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Hex Arcana You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Lineage (Frostbite) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Frostbite, treat its actual level as 1 lower for determining the spell's final adjusted level.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

No Racial Subtype You have chosen no racial subtype.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spells (Su) You add the following spells to your magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

=================================================
Spellbook
=================================================
Magus Spells
1st -frostbite(2), grease(2), obscuring mist(2)
0th -acid splash(2), arcane mark(2), dancing lights(2), daze(2), detect magic(2), disrupt undead(2), flare(2), ghost sound(2), brand(2), light(2), mage hand(2), open/close(2), prestidigitation(2), ray of frost(2), read magic(2), spark(2)

Character bio and description

Easlis was born as the son of an elf that wished to explore the lands of forever winter and one of the witches that resided in those lands.

He has a slim body, pale skin with long, dark, blue lines that curve from head to toes in a non-symmetrical pattern.

Easlis never learned the truth of those tattoos. They seemed magical in nature but he noticed they do have a tendency to shift just so slightly during his sleep.
Were they the sign of a curse drawn on him by his aunts jealous of the love of their parents? Was it a ward? His scars from past duels and bruises from the last one would indicate the contrary.
Or perhaps a good luck charm?
Maybe it was weakened or broken completely when his father rushed into the tent and ended the ceremony prematurely once he found out about t.

Not long after that, his father left the witch encampment taking Easlis with him, however, Easlis's mother chose to remain with her sisters.

Seeing Easlis grow in strength and mind Fartoris taught his son how to wield the blade and the bow. When Easlis grew confident enough in his skills he would join contents in the towns they were visiting.
Though dueling fairly during his first matches he became upset when he has seen his better-equipped adversaries and starting employing what later became his signature move:
embuing his weapon with frost magic which would hopefully release on his adversary slowing him enough for delivering the winning blow.

He attributed the ease with which he learned magic to his maternal ancestry, of which he became more and more interested as time passed by.


Preparing a Half-Elf Magus (Hexcrafter) for a last minute application.

Starting wealth: 4d6 ⇒ (1, 4, 6, 3) = 14x10 = 140gb


Hello, I'd like to apply to this campaign: as Wilfried Tyndall, metal elementalist

Bio:
Wilfried was born as the third son of a well-known blacksmith, Samuel Tyndall, who prized his works more than anything else.

He was a sickly child with a weak physique and because of this, he was doing the most menial of tasks around the shop.
While Wilfried inherited his mother's looks and constitution, his older brothers were the spitting image of their father.
Towering over him they would bully and make fun of Wilfried, making the poor buy run to his mather's bed and cry.

Things were not to be the same after his mother's death, Samuel Tyndall took to drinking and was getting grumpier by the day. He could not stand the sight of Wilfried, he reminded him too much of her.

Not long after, a hooded horseman stopped by the blacksmith, he was holding a letter asking for an old favor to be returned. It was no surprise to anyone that Wilfried would depart with the horseman Khonnir.

Khonnir was a jolly guy who ruined all Wilfried's misconceptions about wizards. He was following an undogmatic path of shaping metal not through hammer and anvil but through the power of his mind.
Quick-witted Wilfried absorbed every bit of knowledge handed by ol'Khonnir and became increasingly passionate about this metal path.

The jolly mage told him stories of Numeria, about the Rain of Stars of wondrous metal beings, and of how he was bound to return there.
Though Wilfried pleaded to be taken with him Khonnir would not be convinced arguing that Numeria was a dangerous place. Wilfried was left instead at a wizard academy to learn the basics of magic.

The wizards at the academy proved to be quite a conservatory and snickered when hearing of the metal elemental school. This just led to more and more frustration for Wilfried who devised a keen escape plan from the academy and joining with his master in Numeria.

(I initially had another tutor wizard in mind but after reading a bit further in the story for the character creation I had to do some renaming, I hope I haven't made too many speculations )

Full character sheet:
https://drive.google.com/file/d/1O7SXZdS0oanzXFi08JWhU5bSHj59VfHh/view?usp= sharing
(Please read Vagabond Child trait from the sheet as Local Ties, I had to find a trait with an equivalent mechanic as Local Ties)


Str:: 4d6 ⇒ (5, 5, 6, 2) = 18 - 16
Dex:: 4d6 ⇒ (2, 3, 4, 6) = 15 - 13
Con:: 4d6 ⇒ (4, 2, 2, 3) = 11 - 9
Int:: 4d6 ⇒ (4, 3, 5, 6) = 18 - 15
Wis:: 4d6 ⇒ (4, 6, 5, 5) = 20 - 16
Cha:: 4d6 ⇒ (4, 3, 3, 5) = 15 - 12

Not bad, not bad...


I would like to play an Inquisitor but it might take a day or two. I'm also from Europe and have not played PFS


Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex=18
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 1d10 + 7 ⇒ (8) + 7 = 15
Cha=8

Hmm, thinking of an urban ranger (archer)


Like ShadowFoxy said, even if I don't get selected I will probably be an observer. There are definitely a lot of interesting characters.


Tresmeer how would you feel about an adopted son/apprentice? Aiming for a melee character.


I've rewritten my application. Yes, indeed, there was one spelling error. As for any grammatical mistakes I have made (except for the one in the message, which was intentional) I blame it on my lack of understanding of the English language, which I have to admit, is not my first language. I can assure you I am normally doing my best to post correctly but if my writing style doesn't suit your taste then, please, by all means, consider this application rejected and save yourself the time by not not reviewing it.

Rewritten background for Hegfy Zabin the Earth Elementalist:

Hegfy Zabin, was born in the small city of Sandpoint. His family was of the common sort, his father a carpenter and Hegfy's mother his trusty helper.

There, in Sandpoint he spent his childhood playing with the other boys and girls his age and of the same social status, with one exception: Ameiko the daughter of the noble Kaijitsu family. As soon as the young Hegfy saw her, she had drawn his interest. She was unlike all the other girls he met, strong, confident and if one wouldn't have known her name he or she would have sworn that Ameiko was of no blue blood. The first time they had a conversation was after she had saved poor Hegfy from some thugs and offered to give him some fighting lessons. He refused, embarrassed by his helplessness. They soon became good friends and Hegfy noticed she was becoming more restless as time passed by.

When she eventually left on her grand adventure, Hegfy was too scared to fallow: his weak physic was not build for adventure and he knew he had no way of protecting her if something wrong would have gone wrong. Heartbroken and in despair, he had chosen a path that would lead him to Galduria, seeking to obtain the power and courage he was missing through magical means.

However his dream of joining the Twilight Academy had turned to ashes when he saw the fees for the lessons . Just when he was about to return home the young man noticed a hastily written note offering a great some of money for the position of a caretaker.

This is not exactly as my original idea,(which I was aiming at message ambiguity and double reward ) but for heaven's sake let's go with this one and wrap things quickly.

He took care of an old archmage and his house and his activities extended to reading books for the ever-curious old man and even casting some simple spells he learned through the tomes he'd read. The salary was not as promised but since he'd taken a liking on the archmage he decided to stay.

The cunning archmage had a good heart and tutored his caretaker in the earth elemental school aiming to make him as strong as a rock. As a final reward for the kind treatment the archmage gave Hegfy a wizard's robe and a spell-book, even covering the ingredient cost for Hefty's owl familiar (Black-wing) .

Feeling slightly home sick Hefty decided to return to Sandpoint where he found Ameiko, the new patron of the Rusty Dragon Inn. At that moment Hegfy made a promise to himself that the next time an adventure arises he would not run away from it but would do his best to use his new knowledge in overcoming his weaknesses.


And here comes my wizard submission.

Background:

Sandpoint was the birth place of many peculiar characters and Hegfy might just one of those. He, unlike his childhood friend Ameiko he was more of a wimpy type always in need of her protection when the other kids were in mood for bullying. Since then Hegfy had always looked up to Ameiko, but he could never understand why a noble's daughter would bother with him.

As he grew older he only became more restless, he could not protect the people he cared for and after hearing that Ameiko had left adventuring with Sandru Vhisky he was so heart broken that he decided to leave the town having a plan of his own. He would study at the Twilight Academy and become one of he great mages maybe even one of the magi he had been hearing about and someday would return to Sandpoint on a white horse and would show his true worth.

Apon arriving at the Academy Hegfy just found how ill prepared he was. He was not expecting the fees that the Academy requested of its students nor the housing fees that the city was charging the new scholars. Just when he was going to give up and return to Sandpoint he saw a pamphlet in one corner of the academy's notice board. Old archmage fallen sick in bed, requires young student to tidy up the home. Will pay good. Hegfy smiled and grabbed the paper off the board asking about the place where the archmage lived. As soon as he got to his home the young man was startled of all the mess around that place: something that he supposed were alchemy ingredients scattered all over the floor , webs covering entry walls, pentagrams with blood stains and in one dark room a skinny man barely breathing was feeding his bat.

Although tempted Hegfy had not run away and decided to take care of the man in hopes that he would gain enough money to go to the Academy. As months passed by the old man's condition worsen and Hegfy had to read his books to him an activity that always wormed the retired archmage's heart. In his good days he even gave instructions to his caretaker on how certain spells should be cast but one day the unavoidable happened and Hegfy was left with just a piece of paper and a stash in front of him. After dropping a couple of tears for his mentor and friend he opened the stash and noticed a brown robe and a spellbook probably belonging to the archmage in his youth and left the piece of paper at the Twilight Academy. He did not felt he deserved the deed for that place and upon hearing news from Sandpoint and about Ameiko's condition he decided to return buying some books to keep him company on the way. He knew Ameiko... she would just leave again but this time he would not just let fate take its course, this time he would be prepared.


Stats:

Male human wizard
Alignment: good neutral
Languages: Common, Sylvan, Teran, Varisian, Infernal, Goblin

Atributes:

Str:8(-1)
Dex:14 (+2)
Con:14 (+2)
Int:18 (+4)
Wis:12 (+1)
Cha:10(+0)

Fortitude +2
Reflex +2
Will +3

AC=10+2(dex)=12
Touch AC:12
Flat footed AC:10
HP:9
Base attack: +0
Initiative:+2
Spd:30/20ft
CM Bonus -1,
CM Defense 11

Weapons

light crossbow both hands+2 1d8 (19-20*2)

Armor
x

Skills:
Acrobatics -1,Appraise +8,Bluff +0, Climb -4, Diplomacy +0,Disguise +0, Escape Artist -1,Heal +6, Fly -1, Intimidate +0, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Geo) +8,Perception +1, Ride -1, Stealth -1,Spellcraft +8, Sense Motive +1,Survival +1, Swim -4, Use magic device +1

Feats:
Combat casting, Scribe school, Wizard Weapon Proficiency, Focus Conjuration

Traits:Caretaker,Childhood crush

Earth Elementalist

Special Abilities:Earth supremacy, Acid cloud

Gear
Artisan outfit
Backpack
bedroll,
Crossbow bolts,

spell component pouch,
trail rations x3
waterskin
Tent small

Famliar: owl

Spells

0: (Acid splash), Light, Detect Magic, Mending
1: (grease),color spray,enlarge person


Sending the submission for a noble LE fighter accused of High Treason.

Well, I like the random rolls. It limits your min maxing capabilities and spices the character creation process.

Crounchy:

Lord Dymus they used to call me, lord... he laughs hard scaring the mice from the small,cramped cell. Don't be afraid little ones. I mean you no harm, I only want to tell you my story a story of a man that would be dead in three days time.

I was born of noble blood, from my youth I have received education in the arts of war both of how to wield the blade and of how to ride a horse in battle and even how to operate the mighty siege engines. I don't know why the old man had such a passion for those slow constructs but he insisted that his son should always be prepared for battle. He dreamt of an empire that would stretch from the vast sea to the plains of the west.

If only he would have known.The man chuckles petting the mouse on the head. My sire, Markadian V, the none other but the Brave One had other plans. He decided that a path of peace and mediocrity would be what the kingdom wanted.

You see, when a man wishes to become a noble he can either become a merchant first or prove his might and loyalty and become one but what happens when a noble wants to become something more. That my little friend is called High Treason, the highest of the crimes.

You should have been there so you could see the banners flying in the wind, the House of The Silver-Dagger and of noble allies, how I kissed my children on the head promising them that their father would return as a king. My sweet young wife accompanied me in this mission and took care of my health until that dreadful night. He looks deep at the wall a tear falling from his eye. She... she tried to protect me... there were too many, an ambush, a betrayal, she... I will avenge you even if I would have to do it from the afterlife! I, Lord Dymus of the House of Silver-Dagger, Swear it!


Stats:

Name Lord Dymus
Male human fighter
Alignment: evil lawful
Languages: Common, Orc

Atributes:

Str:18(+4)
Dex:17 (+3)
Con:11 (0)(after racial bonus applied)
Int:13 (+1)
Wis:11 (0)
Cha:8 (-1)
Fortitude +2
Reflex +3
Will +2

AC=10+3(dex)=13
Touch AC:13
Flat footed AC:10
HP:11
Base attack: +1
Initiative:+3
Spd:30ft
CM Bonus +5,
CM Defense 18

Weapons
unarmed strike 1d3+4 (+5 att)

Armor
-

Skills:
Acrobatics +3,Appraise +1,Bluff -1, Climb +8, Diplomacy -1,Disguise -1, Escape Artist +3,Heal 0, Fly +3, Intimidate -1, Knowledge (dungeoneering) +5,Knowledge (engineering) +5, Perception +0, Ride +3, Stealth +3, Sense Motive 0,Survival +4, Swim +4
Feats:
Armor weapon proficiency(light/medium/heavy),Simple/Martial Weapon Proficiency(All), Point blank shot,shield proficiency(tower also),cleave,Siege Engineer,Power Attack

Traits:Armor expert

Crime:High Treason

Gear
-


Str: 18
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con : 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis: 1d10 + 7 ⇒ (4) + 7 = 11
Cha: 8

Hmmm also interested, likely a fighter of some sorts.


If there is one moment in life to make a dwarven cave druid character , it is now, so here is my second submission. If Kowus needs to be dropped before applying this crazy concept then... you may do it.

Background:

Ye wanna a farewell stoary? About me? Urnae ye too big for that? said the old dwarmf to the children around him. He smiled and rubbed the hair of one of the young boys. Very well, I shall. But ye could 'ave picked a good one, grandpa Quany's boring as 'ell. It be all started with...

Quany Stoneboot was the fourth son of Yuntus Stonboot a famous dwarven query master which was in charge of overseeing the iron excavations in the Gallarak mine. Quany was probably one of the oddest characters at the site and rumors spread that he had taken a special interested in the wildlife of the caves having even taken one of the bats as a pet. Instead of punishing his son or giving him ordinary tasks Yuntus decided to send the boy to a cave where the cave druids tested the ones that showed skill. The tests and training were incredibly difficult lasting months at the time, keeping the apprentices locked and secluded. By the time he learned his first spells a letter came urging him to return for his father's funeral. Feeling guilty for not being there when he was most needed he ceased his dedication to nature focusing on his father's business.

Time passed by, and Quany's beard became grayer and grayer and in some days he was courious where the druid path would had lead him.

One day an elf was brought to his house all wounded and almost ready to give her last breath. He took care of the elf and found that she was a druid coming from Cleftwood barring a message to her conclave. Quany took care of the elf as best as he could but her wounds were too dire and were left untreated for too long. He delivered the message to the conclave and as a reward was atoned. However the druids decided that it would be too costly to get further involved in that story. Hearing that Quany got mad and decided on the spot that he would go and solve the problems there even if he would have to team up with mercenaries.


Stats:

Male dwarf cave druid
Alignment: good lawful
Languages: Common, dwarven, druidic

Atributes:

Str:13(+1)
Dex:14 (+2)
Con:14 (+2)
Int:10 (0)
Wis:18 (+4)
Cha:8 (-1)
Fortitude +4
Reflex +2
Will +6

AC=10+4(armor)+2(dex)=16
Touch AC:12
Flat footed AC:14
HP:10
Base attack: +0
Initiative:+2
Spd:20ft
CM Bonus +1,
CM Defense 13

Weapons

heavy pick(+11d6+1)

Armor
Hide armor +4

Skills:
Acrobatics -1,Appraise +0,Bluff -1, Climb -2, Diplomacy -1,Disguise -1, Escape Artist -1,Handle animal +3,Heal +9, Fly -1, Intimidate -1, Knowledge (dungeoneering) +4,Knowledge (nature) +6, Perception +8, Ride -1, Stealth -1, Sense Motive +4,Survival +12, Swim -2
Feats:
Druid weapon proficiency, shield/armor proficiency(med/light),Divine Interference ,Blind-Fight

Traits:Caretaker, Magical talent(mending)

Special Abilities:, darkvision 60ft, domain (darkness) with Touch of Darkness , Hardy+2,Hatred+1,Slow and steady, Stability+4,Stonecunning+2

Gear
Ale
Backpack
bedroll,
bullseye lantern,
cold weather outfit,
chalk,
flint and steel,
oil*3,
pot,
trail rations x5
mug,
scroll case,
grappling hook,
healer's kit,
holy water
shovel,
silk rope
spell component pouch
waterskin*3

Spells
0 Create water, purify food and drink, stabilize
1. obscuring mist(dom),entangle, cure light wounds


I would also be interested in playing a first level character, please Mister...arghh I mean GM, Kobash


Name: Nieander Hasholf
Age: 21
Background:

Nieander was born in a family of shepherds close to town of Sandpoint. His adventuring life started in an oddly fashion: while watching over his herd he was attacked by wolves and instead of confronting them he started running falling accidentally into a deep valley, then all turned black...

The first thing he saw after that was the worried face of a middle aged woman, that brightened as soon as she realized that he regain consciousness. He was asleep for three days... The woman named Koya Mvashiti saw him from the caravan that was passing through the valley, and by casting spell after spell she finally managed to stabilize the young one, and fallowing her mother's suggestion she took him with the caravan. After that event Nieander was attracted to the divine power that saved her life like moth to the flame and remained forever in debt to the person that saved his life and later becoming his mentor, taking him in many of her journeys. She refused however to teach the specific him the secrets of Desna, saying that he would have to choose his own path.

Even after learning some divine magic he was still nothing more than a weakling and each time there was a danger he was ordered to hide inside the caravan and from time to time he was mocked jokingly by some of it's members. Willing to acquire more power to protect himself and the persons who were precious to him, as well as proving that he is quite a capable fighter. Then he met a monk willing to teach him how to defend himself, he left the caravan and started training with that monk. (If both Jinchi I make it, and he has nothing against it, he can be that monk). When he was confident enough on his powers he wished to experience one more time the adventures as one of the members of that caravan, hoping to show how much he grew.

Trait: rescued
Class: cleric
Deity: Shelyn
Domains: Luck, Protection
Role: healer, using a glave.


I am quite interested in trying some gameplay through skype. The set time is fine with me, but if there will be some late evening gameplay from Sunday-till Thursday I will not be able do join(since I am in Japan atm). I would like to try a cleric or a wizard.

Full Name

Marleeri Debal

Race

Demon-spawn Tiefling

Classes/Levels

1st level Warpriest

Gender

Female

Size

Medium

Age

72

Alignment

Chaotic Good

Deity

Nocticula (Heretic)

Location

Kenabres

Languages

Common, Abyssal

Occupation

Weaponsmith

Homepage URL

Character Sheet

Strength 17
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 14
Charisma 14

About Marleeri Debal

Marleeri's character sheet can be found here.

Character Portrait

Common Dice Expressions:

[dice="Fortitude"]1d20+3[/dice)
[dice="Reflex"]1d20+1[/dice)
[dice="Will"]1d20+4[/dice)

[dice="Longsword Attack"]1d20+5; 1d8+3[/dice)
[dice="Longsword Attack, Two Handed"]1d20+5; 1d8+4[/dice)
[dice="Secondary Bite"]1d20-2; 1d6+1[/dice)

[dice="Cure Light Wounds"]1d8+1[/dice)

Description:
The woman before you is dressed in chainmail under a simple leather outfit with a skirt, and is bristling with weaponry. Her beauty is marred- or perhaps accentuated- by demonic features: a pair of curling horns, scaled extremities, a long sinuous tail that whips back and forth impatiently, and a pair of large wings. Shoulder length oddly purple hair drapes over a scarred, ruined eye and a cocky smirk is etched into her features, just above a thick red scarf.

Backstory:
Marleeri's parents are relatively normal, and live in a small town in Barstoi, Ustalav. Her father is a hedge wizard who makes a living off of crafting and selling minor magic items, mostly potions and scrolls. He specializes in a special brew he claims is superior to any healing potion, that regenerates your wounds before your very eyes. Marleeri's mother is an enigmatic adventurer. She's in and out of town frequently, but spends almost every moment in town with her husband. She's renowned as a great warrior, though nobody in town claims to have ever seen her fight, and rumors suggest she has magical powers and might have even slain a dragon.

Then Marleeri is born... and little changes. She's a beautiful, human, baby girl. Her parents were stressed before the birth, but are relieved. They live happily for a few years, with Marleeri's mother settling down. She still occasionally leaves for business. Marleeri's father tries to teach her magic, but she has no aptitude for it. She grows incredibly slowly.

On her 6th birthday, disaster strikes. Scales grow from Marleeri's flesh around her hands and feet, a sinuous tail extends from her spine, and a small pair of horns erupts from her brow- she is clearly a tiefling, though her demonic nature has manifested late. Her mother is out of town, and the superstitious villagers are horrified. Marleeri is sequestered away, and her father is taken by a mob, tried for dallying with demons, and promptly executed. Marleeri is left imprisoned while they decide what to do with the abyssal child. Her mother returns, and learns about what happened in her absence. In a rage she abandons her disguise and reveals herself to be a succubus. She reclaims her child, and in the process leaves a large portion of the town in flames.

But Marleeri's mother is afraid now. Her child has been damaged, her innocence tainted by the murder of her father and the sight of her mother killing and destroying. She doesn't think she can be a good mother alone, so she leaves Marleeri with the only people she can trust to teach her daughter properly, and hopefully not to hate her for what she had done, but to understand her; the heretical cult of Nocticula.

Now she's made her way to Kenabres, with intent to join the crusaders and battle against the Worldwound.

Personality:
In three words: Optimistic, Naive, Loving
Marleeri follows the doctrine of a cult of Nocticula worshipers who (correct or not) believe Nocticula to be in the process of redeeming herself. Her philosophy boils down to a few key points:


  • * Life is to be enjoyed to its fullest. Boundaries are important, but must serve a purpose.
  • * Harming others, especially for one's own enjoyment, is unacceptable. Harm must be tempered with a pure purpose.
  • * All beings possess a spark of good in their heart; they simply must be willing to draw it out.
  • * Darkness can conceal good as easily as it conceals evil.

She is willing to grant mercy to almost anyone, but understands the regrettable necessity of fighting and killing. Marleeri is touchy about people 'slandering' Nocticula, and no longer tells people what deity she serves unless asked directly. She's affectionate with close friends, and thinks of physical contact as a good way to bond. Superstition frustrates and annoys her. Marleeri knows she's no scholar, but still wants to understand things that perplex or confuse her.

Character Flaws:
Excited and passionate about Nocticula... behind closed doors. Marleeri is afraid of people hating her, and worships in secret. She won't lie if someone asks her, but she's hesitant to be honest about her faith.

Knows little about the outside world. She had the opportunity to read about it and learn, but never got around to it. On one of the rare occasions she ventured far from the Cult, she lost an eye to a group of thugs who targeted her for being a tiefling.

Contacts, Friends, and Allies:
Cult of Nocticula - Family
Raised Marleeri and Nymira after their father's death and their mother's withdrawal. Mostly humans, half-elves, half-orcs, and a few halflings. As a result, most of them have outgrown the sisters or are nearing the end of their lives.

Enemies and Rivals:
Not trusted by most people, due to her demonic heritage.

Sample Quotes:
"I've been blessed with a good, if impure, heart. It's my responsibility- my privilege- to help others on their path to redemption."

"The demons of the Worldwound have crossed a grave line. They have an infinite world to themselves, but they greedily claim what is rightfully Sarkoris'. They slaughter indiscriminately, they seek to corrupt the minds of the righteous, and they continually march towards future, greater evils. They must be stopped- and if my words cannot halt them, then my blade will. I go with fury in my heart, but mercy in my soul."

"Nocticula has a reputation as a terrible force of evil. As the first of the succubi, one would certainly expect so. But her actions do not speak to me as those of one committed to destruction and oppression. She fights the other demon lords, slaying them and imprisoning their souls where they cannot be recovered, and according to my knowledge strives for redemption. To be better than her demonic identity would suggest, to feel the intrinsic desire to make others feel better. Much must be done for a being forged of evil to find redemption- but if a demon lord can seek it, I cannot deny it to anyone."

"You're an all powerful wizard, hm? You watch my back and maybe when this is all over we can play 'Binder and Demon'."