Oh, my. I only took 1 + 1 traits. I... I don't know what to do now. The possibilities! And I guess that means that I'll have to repost Lisbeth. le'sigh. Sooooo many brackets. Okay! Resubmitting Lisbeth. Recrunchlies:
Lisbeth Steelsong
Female human antipaladin 1 LE Medium humanoid (human) Init +2; Senses Perception +3 Defense
Offense
Statistics
Background: Lisbeth grew up along with the nobility of Talingarde. Not because she was noble herself, but because her family were revered paladins of Mitra. Before she was born, her mother had a revelation that unfortunate and disastrous changes would happen when her sole daughter came of age. Afraid to tell her husband, she went to the church that she had trusted so much and confided in them. They assured her that her secret was safe. Not long after childbirth, Lisbeth's mother passed away, unable to bear the burden any longer.
Raised solely by her father, Lisbeth grew up learning the tenets of Mitra, and held them dearly. But she had visions, visions that ran through her mother's side. She saw horrible things in the future. And the proponent of these awful changes was always brought forth by the Monarch of Talingarde — the beloved King Markadian V. Passing her religious studies, Lisbeth graduated from the Church of Mitra and became a full fledged paladin. Assigned to the court, she began to look into how to prevent the disastrous future that she witnessed every night she lay down to sleep. But the Church did not listen to her. None believed in her visions, just as they did not believe in her mothers, and tried to assure her that it was nothing more than the Fallen one's influence, trying to test her faith. But she believed, and she began to plot. If only the Brave of House Darius were no longer in power, perhaps the lands might be saved. She sought others that were like minded. Others that could help her destroy the current rule. Plans were put into motion to discredit the legitimacy of the throne. Secret taxes were enforced without the monarchs knowledge. Heralds seeking to cause sedition were found in the streets nearly every day. But something went wrong. There were royal spies in the midst of her conspiracy. They quickly found the source, and confronted Lisbeth. She was tried by the courts and convicted of High Treason. The Church, her only pillar of strength, turned their backs on her. She was frightened, but more than that, she was angered. How could they!? Would they not listen to reason? But she found another rock in the turbulent storm of chaos, a dark voice deep inside her. The Fallen One's words were soothing, and stoked her anger. It spoke to her of future deeds, and how she could destroy the hated Church, and cease the line of the monarchy forever. She would have her revenge. The iron bars she found herself behind now, awaiting her execution, could not contain her wrath. She would find a way. The Church would burn. A new rule would be established. The lands would be washed in cleansing darkness.
I would like to submit Ellowin Jax! Crunché:
Ellowin Jax
Female human (varisian) ranger (trapper) 1 CG Medium humanoid (human) Init +3; Senses Perception +6 Defense
Offense
Statistics
Background: Ellowin was born and raised in Sandpoint. She's never even really left the area. Trained to hunt from a young age by her father, who died in a recent rather unfortunate goblin attack on the usually peaceful town, Ellowin makes her money selling meat and fur to buyers and travelers in and around Sandpoint.
Even at a young age, she had noticed Shalelu. The seemingly ageless ranger moved with such grace that Ellowin could never really emulate. She strove in her training to be at one with the forest, to stand silently for hours without moving a muscle, silent as the shadow she knelt within. Over the years, she learned much from Shalelu, who became the older sister she never had. Her techniques for trapping game far outmatched those of other hunters. But she was tired of rabbits and boars. Shalelu would often spin fantastic tales of goblins, bugbears, even giants. Ellowin would sit at the campfire and listen wide-eyed to such stories, dreaming of herself in the lead role, bow flinging arrows so quick the eye couldn't see. The next morning, though, she'd be up before the sun, checking her traps for rabbit and deer sign, or checking the trails for travel. She felt in a rut. It was time for a change...
Rolls:
4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15
4d6 - 2 ⇒ (5, 2, 5, 5) - 2 = 15 4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15 4d6 - 1 ⇒ (1, 4, 4, 6) - 1 = 14 4d6 - 1 ⇒ (5, 6, 1, 6) - 1 = 17 4d6 - 4 ⇒ (6, 6, 6, 4) - 4 = 18 So... 18, 17, 15, 15, 15, 14... that's a first. I'd like to submit Lisbeth Steelsong, human anti-paladin. Crunchalicious:
Lisbeth Steelsong
Female human antipaladin 1 CE Medium humanoid (human) Init +2; Senses Perception +3 Defense
Offense
Statistics
Background: Lisbeth grew up along with the nobility of Talingarde. Not because she was noble herself, but because her family were revered paladins of Mitra. Before she was born, her mother had a revelation that unfortunate and disastrous changes would happen when her sole daughter came of age. Afraid to tell her husband, she went to the church that she had trusted so much and confided in them. They assured her that her secret was safe. Not long after childbirth, Lisbeth's mother passed away, unable to bear the burden any longer.
Raised solely by her father, Lisbeth grew up learning the tenets of Mitra, and held them dearly. But she had visions, visions that ran through her mother's side. She saw horrible things in the future. And the proponent of these awful changes was always brought forth by the Monarch of Talingarde — the beloved King Markadian V. Passing her religious studies, Lisbeth graduated from the Church of Mitra and became a full fledged paladin. Assigned to the court, she began to look into how to prevent the disastrous future that she witnessed every night she lay down to sleep. But the Church did not listen to her. None believed in her visions, just as they did not believe in her mothers, and tried to assure her that it was nothing more than the Fallen one's influence, trying to test her faith. But she believed, and she began to plot. If only the Brave of House Darius were no longer in power, perhaps the lands might be saved. She sought others that were like minded. Others that could help her destroy the current rule. Plans were put into motion to discredit the legitimacy of the throne. Secret taxes were enforced without the monarchs knowledge. Heralds seeking to cause sedition were found in the streets nearly every day. But something went wrong. There were royal spies in the midst of her conspiracy. They quickly found the source, and confronted Lisbeth. She was tried by the courts and convicted of High Treason. The Church, her only pillar of strength, turned their backs on her. She was frightened, but more than that, she was angered. How could they!? Would they not listen to reason? But she found another rock in the turbulent storm of chaos, a dark voice deep inside her. The Fallen One's words were soothing, and stoked her anger. It spoke to her of future deeds, and how she could destroy the hated Church, and cease the line of the monarchy forever. She would have her revenge. The iron bars she found herself behind now, awaiting her execution, could not contain her wrath. She would find a way. The Church would burn. A new rule would be established. The lands would be washed in cleansing darkness.
New and improved (?) Alia! Cruncheroos:
Alia Talin
Sylph wizard 1 CG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +3 Defense
Offense
Statistics
And Willow stays the same!: Willow
Female thrush (Pathfinder RPG Ultimate Magic) N Diminutive magical beast (animal) Init +2; Senses low-light vision; Perception +5 Defense
Offense
Statistics
That's because familiars are sooooo easy to forget and overlook! Willow the Familiar: Willow
Female thrush N Diminutive magical beast (animal) Init +2; Senses low-light vision; Perception +5 Defense
Offense
Statistics
Submitting Alia. Will make an alias if accepted. Thanks! Crunchy!:
Alia Talin
Sylph wizard 1 CG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +3 Defense
Offense
Statistics
Background:
Alia didn't have the best of childhoods. She didn't have the worst, mind you, though, either. Her parents, both human, were very proud of her, their only daughter. Malik and Hawan Talin were successful merchants, and brought their child up as best they could. She received special teachings, especially when her leanings towards the use of magic was discovered. But somewhere in their ancestry, something happened. They searched and questioned, but never could find out what it was, but the knew the day Hawan bore a sylph daughter.
Alia grew up without too many friends. Children could be cruel to her, especially in the port city of Totra. Generations of ethnical distrust did not lend well to racial trust, especially to one with outsider blood. But friends she did make, and they became close. It was with a heavy heart that Alia left Totra for the capital, Sothis, to study with her mentor, Bay Irsu III. Famed for his manipulation of shadows, Alia eagerly learned all she could from him, but could never truly surpass the Master of Shadow Magic. The two became quite close, however, and Irsu adopted an uncle-like personage to the younger Alia. Not long after her apprenticeship officially ended, some five years after they first met, a friend of Irsu, a Cyphermage he hadn't spoken with in a long time, sent a request for his aid in a matter of a strange and ominous shadow in the sky. Eager to test herself, Alia begged her master for the opportunity, and was overjoyed to be given the chance to prove her worth to the Master of Shadow Magic. The very next day, she was packed and on board the next ship set for Riddleport, not knowing what lay in store for her. Appearance: Alia is short with pale blonde hair. She is frail and carries a small dagger on her hip, though it does not look like it has seen much use. Her eyes seem to be a clear and crystal blue color, much more vivid than normal, and there seems to be a constant breeze following the young woman, blowing her fair hair and baby blue robes gently about.
Lord Foul II wrote:
Because, you see, you rolled really nice for an antipaladin, much better than I did. So I pretended that I murdered your antipaladin before it got a chance to even be created and stole it's rolls for my own... but I didn't, really, because it isn't real... it was just a bit of roleplay (or rollplay, if you will... I crack me up!), y'know? A little dark humor? I didn't really steal your roles. Because I can't. At least, I don't think I can. They're all yours. I'm sorry for the confusion. Don't mind me. Is it getting warm in here, or is it just me?
I would like to add a submission and will make an alias if accepted. Last Kingmaker I was in fizzled shortly after introductions were made. Like most of them do... *waves at Cadell* Crunchies:
Meredith
Female Human (Taldan) Wizard 1 NG Medium humanoid (human) Init +4; Senses Perception +4 Defense
Offense
Statistics
Appearance:
Meredith has dark auburn hair and green eyes. Her skin is tanned and freckled from being outside, not being one to be cooped up inside all day. She is short, petite, and presents an unimposing figure. Background:
Meredith was born to Garret and Ellowin de'Karne, and is an only child. Meredith's family are distant cousins to the Orlovsky's, a noble house that controls northeastern Brevoy from Eagle's Watch on Mount Veshka. Living a comfortable life in Eagle's Watch, Meredith and her family were nevertheless not as well off as her cousins. Early on, Meredith discovered that she had a penchant for magic, and specifically illusions. This was not surprising, as her father's line had a long history of wizardry in its blood. She was soon studying under Malcolm Cairsson, an esteemed wizard from New Stetven.
Graduating from under Master Cairsson's tutelage, Meredith moved back to Eagle's Watch, but felt uncomfortable. She'd been called a noble for her entire life, but never felt as if she were one. Living in New Stetven during her training had only reinforced those feelings as she was able to openly see how the ruling family lived on occasion. Learning of an expedition into the Stolen Lands, she has decided to see if she is worthy of her "noble" lineage, and perhaps carve a name out for herself, as well. Meredith is often well-spoken and chooses carefully before deciding on a course of action. She tries to weigh all of her options if possible. She is compassionate and caring of those less fortunate than herself. She holds to her word and places the lives of her friends and family high. Mid-game I'd like to take her down the Harrower prestige class. Thanks!
A shadowy figure is seen entering the Jammin' Archives late at night. Slowly, the cloaked woman shuffles through sheets and files, setting devious traps on those that look very good and useful to those in charge. About a quarter of the way through, a soft swearing erupts from the shadows and the figure leaves, returning shortly with more supplies. She goes back to rigging the files, skipping over the human ranger section, and finally finishes early in the morning. Later that morning, a tired and bedraggled Nadia comes into the waiting room, rooting around for some coffee and stifles a yawn, "G'luck guys... may the gods smile upon you and yours" she manages with a weak smile.
"And ye be fergettin' me elven magus, as well... I think this list be rigged! String 'em up, boys!" Crunchies:
Sylvia de'Karne
Female Elf Magus (Bladebound, Kensai) 1 CN Medium humanoid (elf) Init +3; Senses low-light vision; Perception +7 DEFENSE
OFFENSE
STATISTICS
Backstory: Sylvia was born and raised in Westcrown, port town of Cheliax. The time of her birth was an auspicious day, old salts and sea dogs just nodding and whispering that she had been marked by the goddess of piracy for a greater destiny. Her family were merchants before House Thrune came into power and the elven merchant family was enslaved shortly thereafter, and the "prophecy" was forgotten shortly after. Just a young girl at the time, Sylvia remembers nothing of the more innocent times before House Thrune.
At a young age, the elven maiden was sold to a band of sailors for a pittance, having no use to the noble family that currently owned her family. The sailors were pirates from the Shackles, and saw much use in the fiery young girl after a scuffle aboard the ship caused a bucket to mysteriously go flying and knock an overseer unconscious during a heated beating. Grabbing up the man's blade, the young girl was able to hold off a handful of men before the first mate of the vessel was able to intervene. From that point on, the girl was freed from her slavery and trained in the ways of magic and blade. She was even instrumental in helping the first mate get his own ship by deposing the previous captain. Celebrating their success, they came dock in Port Peril and settled in the Formidably Maid, and aptly named tavern. A free woman and with allies in her debt, now was the time for Sylvia to find her destiny. She doesn't remember how many drinks she had in that night's celebration, but they quickly went to the elf's head and she passed out on the table with uproarious laughter and singing around her before she could find her destiny. Unless it lay in the bottom of the bottle... in which case, maybe she has truly found her destiny after all.
Ooh, I've always wanted to play S&S. I'm thinking a magus of some sort. Definitely interested. And if accepted and there's enough desire, I can handle PFS chronicle sheets. Since I've never played Skull and Shackles before, though, I'd have to wait until DM Cuc says we've finished a book, since I don't want to spoil myself looking at the chronicle sheets before the appropriate sections. That's assuming I get accepted and there's enough interest, though, which is a lot of assuming!
5d6 ⇒ (1, 6, 4, 4, 3) = 18 Submitting Nadia Sayraddin, human archer (trapper). I'll make an alias if accepted. Thanks! Crunchies:
Nadia Sayraddin
Female Human (Keleshite) Ranger (Trapper) 1 CG Medium humanoid (human) Init +4; Senses Perception +5 Defense
Offense
Statistics
Background: It was a warm day in the Verduran Forest. Naadhira emerged from the tree line with a brace of rabbits. Her sister rushed over to greet her, out of breath, "It's about time you got back! It's nearly dark, and you know what goes on in the forest when it's dark!"
Naadhira looked at her sister with amusement and a twinkle in her eye, "I don't think anyone truly knows what goes on in there, Feyr. For all we know, it's just the locals playing more pranks on us with their buckets of blood and wolf calls." The two walked back to their tiny cottage on the edge of the wood, Feyradei serious in voice, not a common occurance, "They were at it again in town. I went in to pick up some cloth, and they still treat us as outsiders. Why do we stay here, Naadhi?" Naadhira opened the door quietly, taking in the sparsely adorned two room cottage. It looked cozy in the dark, which she preferred. Sighing, she looked at her younger sister and laid a hand on the back of her neck, "Father would be upset to hear you speak like this, you know? He wanted a better place for us from Qadira. A new life." Frustrated, her sister lashed out, "And look where that got him! Out hunting all hours, dealing with unfair trades, and a death at the hands of the centaurs! What good is our staying here!?" Naadhira quietly took her sister in a hug, and whispered in her ear, "Hush. Soon, you and Joseph will be married, and you'll go south with him. This will no longer be your problem, Feyr..." Her sister weeped silently in the embrace, "It is you I worry about, Naadhi... you and father are so alike..." Smiling, Naadhi just whispered back in the dark, "Do not worry about me. I have plans. I've been hearing some of the other trappers speak of this land far to the south, rich in game..." A month later, a young Keleshite woman steps off from a ship in Westcrown. Her journey from Cassomir finally over, she sets about looking for another ship, "Excuse me, sir. I'm looking for passage to the Mwangi... Oh, my name is Nadia, it is indeed a pleasure to meet you... over there? The Jenivere? You have my deepest gratitude, arkadas. Blessings of your ancestors upon you." The young woman then heads for the large ship, her step light for the first time in many years.
Nadia, a name she's taken to shed her past identity, has decided to move on with her life after the death of her parents and the marriage of her sister to a Taldan merchant. Keleshite by descent from Qadira, she doesn't remember much of her homelands and has lived most of her life in the northern reaches of Taldor. She speaks with a soft accent of her heritage. She's a short woman with dark skin and hair. She wears leathers when hunting and carries a deeply polished longbow on her back. Aboard the Jenivere, she is friendly and outgoing, speaking of her desire to hunt exotic game in the Mwangi Expanse, and seeks anyone out with experience, pulling out an old and worn map and going over it with a certain reverence if she finds any such person.
Submitting poor Moira, who made it into a Kingmaker campaign that died like a week after starting. Poor thing. Crunch:
Moira de'Karne
Female Human (Taldan) Wizard 1 NG Medium humanoid (human) Init +3; Senses Perception +4 Defense
Offense
Statistics
Appearance:
Moira has dark auburn hair and green eyes. Her skin is tanned and freckled from being outside, not being one to be cooped up inside all day. She is short, petite, and presents an unimposing figure. Background:
Moira was born to Garret and Meredith de'Karne, and is an only child. Moira's family are distant cousins to the Orlovsky's, a noble house that controls northeastern Brevoy from Eagle's Watch on Mount Veshka. Living a comfortable life in Eagle's Watch, Moira and her family were nevertheless not as well off as her cousins. Early on, Moira discovered that she had a penchant for magic, and specifically illusions. This was not surprising, as her father's line had a long history of wizardry in its blood. She was soon studying under Malcolm Cairsson, an esteemed wizard from New Stetven.
Graduating from under Master Cairsson's tutelage, Moira moved back to Eagle's Watch, but felt uncomfortable. She'd been called a noble for her entire life, but never felt as if she were one. Living in New Stetven during her training had only reinforced those feelings as she was able to openly see how the ruling family lived on occasion. Learning of an expedition into the Stolen Lands, she has decided to see if she is worthy of her "noble" lineage, and perhaps carve a name out for herself, as well. Moira is often well-spoken and chooses carefully before deciding on a course of action. She tries to weigh all of her options if possible. She is compassionate and caring of those less fortunate than herself. She holds to her word and places the lives of her friends and family high. Desired Kingdom Roles:
Grand Diplomat, Magister, Treasurer RP example: Moira moves inside, and spots the large man obviously in charge of the inn's going ons. Striding up to the innkeeper, she smiles, "It is a pleasure to finally be here, sir. It seems as if I've been on the road forever in this weather. Truly not traveling weather."
She takes a deep breath, merriment playing in her eyes, ecstatic to finally have arrived in Restov, "I could definitely use a warm bath after that gruesome road. Might you have a room open? I do apologize for the short notice, but I just recently arrived, and with no opportunity to make plans beforehand," she mutters apologetically while a small thrush cleans its feather on her shoulder.
Hope I'm not too late! Just noticed the thread... I'd like to offer Dawn Jahlyn as a submission, divination wizard with the goal of picking up the Harrower prestige class. Crunch:
Dawn Jalhyn
Female Human (Varisian) Wizard 1 CG Medium humanoid (human) Init +4; Senses Perception +2 DEFENSE
OFFENSE
STATISTICS
Background: Origins
Born to a band of Varisian fortune-tellers outside of Karcau, Dawn has lived a less than privileged life. As the youngest daughter of the Jalhyn family, she showed remarkable abilities with her divining abilities. When she came of age, she started tutelage under the band's seer, and quickly surpassed her in knowledge. Thirsting for more knowledge, she struck out in search. Travels and Lorrimar
Return
Folding the pelt neatly and placing it in her bag, for she knows again of many who buy such a pelt (and the chronicle sheets will reflect that!), Dagat moves with the group just as Gorn kicks the door down, shouting their intentions to enter to the entire monastery. The long room before you is furnished only with eleven ruined mattresses and a few aged and cracked pots. A section of the ceiling has collapsed in the northwestern corner of the room, causing the wind to howl eerily as it blows over the building. A series of images has been carved into the still-standing section of the room's walls, each image incating a humanoid in a series of different positions and stances. A stairway leads down from the room just north of the entrance, but a collapsed section of ceiling has completely blocked it, as well as a 10-by-10-foot area, shrouding that corner in darkness and preventing anyone from exploring there any further. DC 20 Knowledge (religion):
The carvings depict a series of exercises and forms that one could follow as part of an Iroran training regimen. At the end of the room, breathing heavily, is another furry creature, but this one seems much angrier than the one outside was, as it huffs in the cool thin air, and glares your way. Initiative:
1d20 + 2 ⇒ (20) + 2 = 22 Berosius
1d20 + 4 ⇒ (11) + 4 = 15 Dagat 1d20 + 0 ⇒ (10) + 0 = 10 Gorn 1d20 + 2 ⇒ (12) + 2 = 14 Noorzad 1d20 + 3 ⇒ (15) + 3 = 18 Hyeon-ae 1d20 + 6 ⇒ (11) + 6 = 17 Zephri 1d20 + 0 ⇒ (9) + 0 = 9 Furry Man The party's up! The furry man will go after everyone's posted their actions, or on Sunday, whichever comes first. Also, Noorzad may make another knowledge check on the furry man since he didn't get a chance to last fight, and hasn't made one since then. DC 13 Knowledge (nature):
This is a yeti, mysterious and rarely seen, a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of "abominable snowmen" who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow. Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti's temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh. The source of such cruel madness can often be traced to a singular source-proximity to strange, eldritch dimensions. The yetis' mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.
Yetis are known to have a vulnerability to fire matched only by their immunity to cold. They are swift climbers and deceptively stealthy. In combat, they have a terrible rending attack that can tear a full grown man in half. Any who look into their eyes notice their frightful gaze, which can paralyze a man in his feet out of fear. EDIT - Also, just to speed things along, before your turn, you need to make a DC 12 Will save or be paralyzed with fear. He sure is scary looking!
And finally Samantha's backstory. Thanks! Backstory:
Growing up in southern Taldor, Samantha was an active girl in her community, as befitting that of the only daughter of a paladin of Abadar. Because of this, it was not uncommon for her to have run-ins with traps set in the forests outside of her village by a local tribe of kobolds. She learned how to spot and disable them after a few of her fellow villagers were injured by them.
It wasn’t long, though, before her father was called north to join the crusades. He moved his family to a small town south of Kenabres, where her mother got a job as a bar maid working in an alehouse. While exploring the small town, Sam came upon a group of boys arguing with each other. Intrigued, she went to talk to them. She was able to find out as she approached that they were daring each other to enter a certain grove that lay outside of town. Eager to make new friends and curious as to why they would seem frightened of a grove of all things, she walked up to them and accepted their challenge. It wasn’t hard, approaching the grove, to figure out why the boys seemed so scared of it, as the air felt thick with evil and it seemed as if time had stopped. As the small group came upon the grove, they heard chanting, and each of them slipped into the trees. Inside the grove, a group of five men in dark, blood red robes were gathered around a basin filled with a thick, red liquid. One of the boys went for a closer look, but was unfortunate enough to step on a dry twig at the wrong time. Turning as one, the group of older men noticed the boy, and as one, Samantha and the boys fled, picking directions at random. It wasn’t long before she realized that they were all lost. Not just in direction, but to each other, as well. The area she found herself in was devoid of vegetation, and a thick mist seemed to close in from all sides. Sounds of fleeing and pursuit, muffled shouts, panting and running, seemed to echo all around her, near and far. Just as she started to lose all hope, however, a bright light pierced the mist, and a mysterious and beautiful woman, with a deep sense of sadness about her, made her way to Samantha. The next few hours were hazy to Sam, but she remembered being in awe with the woman’s skill with the bow, but more specifically of the symbol of Desna she wore. She often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. Together, the two were able to track down each of the boys, using the way sounds moved within the mist to trick and confuse the cultists giving chase. After gathering everyone, the woman left their side, and a few moments later they were picked up by a patrol of crusaders, who finished the job of escorting them back to safety. To this day, Samantha does not know the name of the mysterious woman and has not seen her since. But since that day, she has been exceptionally lucky when it came to trickery to deceive and confuse her enemies. Seven years later, Samantha prepares herself to join the crusaders in Kenabres, using the skills she's honed over the years to join at the front ranks as a scout and archer against the demons. In memory of the mysterious woman, she has helped those stuck within the Worldwound when able, and has taken up training with the bow. Samantha looked far to the west, her gaze fixed upon the forest as Micah approached. Hearing his approach, she smiled to herself, pleased to have company on this day. "I hear you're going to finally join the Crusades. Are you sure you want to go through with this?", he asked her, the worry obvious in his tone. She turned to him, and nodded, "I am sure. I made a promise to father that I would not join after what happened to mother, but I feel that I have a larger obligation, and I am sure he would agree if he were still here." She turned back to the horizon, as if looking for something in the distance. In a voice barely above a whisper, she continued, "I've been dreaming more. About her. I feel like she is calling me to something. Something bigger than that promise to father..." After a moment, Micah cleared his voice, and Sam turned back to him, a smile on her face despite the tear that ran down her cheek, "Enough of this. We should be celebrating! I feel like my life will change today, and for the better. I promise that to you, Micah. I do not plan to do anything rash. Those days are behind me." Grabbing her and pulling her close, she couldn't see the knowing look in his eye, nor the frown he had about her promise.
Yay! I've been dying to play in a Wrath game. Submitting Samantha Jalhyn, urban ranger and hater of evil outsiders. Will post her backstory after classes and will make an alias if accepted. Thanks! Character Sheet: Samantha Jalhyn
Female Human (Taldan) Ranger (Urban Ranger) 1 LG Medium humanoid (human) Init +4; Senses Perception +6 DEFENSE
OFFENSE
STATISTICS
Having never got to play Wrath, I'm pretty excited to see it available. Will make an alias if accepted, and submitting Sylvia, human rogue. She'll be taking the Chance Encounter trait. Background:
Silvia was born in southern Cheliax in a small fishing village near the Cliffs of Fury. As a child, she learned to scale the high, rocky cliffs and became a skilled climber. During one such excursion at the age of 10, the village was assaulted by Chelaxian slavers, taking all who they could find. Hiding amongst the rocks, young Silvia could do nothing but fear for her family. It didn't take long for the slavers of House Arionne to find her, however, as they scoured the cliffs and nearby hills for survivors.
Branded as a slave, Silvia was sent to Egorian to serve House Thrune. It was while she was at House Thrune that her eyes were opened to the corruption that ran rampant throughout the rest of Cheliax. How different and strange the rest of the nation was, and how naive she had been! For four more years, she toiled as a slave, never knowing the outcome of her own family. Eventually, a band of Hellknights departed for the worldwound to the north to fight against the demonic hordes. Not knowing the difference between a demon and a devil, Silvia was confused when her master's eldest son, a ranking officer of the Order of the Scourge, asked his father for an entourage of slaves to serve his troops on the journey. His wish granted, and she joined a group of other slaves and began the journey north. It was a long journey, getting colder the further north they traveled. The slaves were only let out of their caged wagons during mealtimes, which they prepared and served. Eventually, though, the troops grew lax the closer they came to Mendev. Eventually, she saw an opportunity and with a few others was able to escape from their captives, disappearing into the night. Unfortunately for them, however, they wandered into the blighted lands of the worldwound itself in their flight. Attracting the attention of a group of cultists, they were hunted down and most were slain or captured for rituals dedicated to the chaotic demon lords. Scared and alone, Silvia stumbled upon a beautiful and mysterious woman bearing the holy symbol of Desna. She was quick with a bow and was able to distract the cultists following with ease. As they made their way, they stumbled on other runaways, gathering a small group. Eventually the beautiful maiden helped them find their way to the edge of the worldwound and finally to Kenabres. Sylvia never got her name, but remembered the Desnan holy symbol, a shining butterfly that lit their way to freedom. Since then, she has dedicated her life to helping those less fortunate than herself in Kenabres. Sometimes that entails taking something from a Hellknight or three, without their knowing. Since arriving in Kenabres, she's found that her luck has increased. She also wears a small medallion of a butterfly around her neck. Character Sheet:
Silvia
Female Human (Chelaxian) Rogue 1 CG Medium humanoid (human) Init +3; Senses Perception +5 DEFENSE
OFFENSE
STATISTICS
Marik grabbed Silvia's arm on her way out, "You can't free them all, Sil." She sighed. This was becoming an old argument, and quickly. "I know that, Marik, but the paladins won't enter the Hellknight encampments because the law forbids it. They are more concerned with having allies at their side! And we both know that they continue to bring more slaves in secretly, right under the Iomedaen's noses." She looked out into the night, the air crisp and full of stars. "That's where I come in, Marik. You know this. I can get them out without the knights ever knowing. I've told you about the woman, yes? You know the story. I believe this is what she saved me for. Something... greater, than just scrounging for food!" Smiling sadly at Marik, her only true friend, she reassured him, "Don't worry. I'll be back in a few hours." She left their small shack and headed out into the chilly night air without looking back, knowing that he would watch her until she was out of sight. I love you, you fool, but you just don't seem to understand me, she thought to herself as she moved through the shadows. Spying the Chelaxian encampment on the edge of the city, she smiled and dropped out of sight, searching the perimeter for openings. ----- Silvia will very likely stay rogue. I don't have any plans to take her out of it. She's not the selfish stereotype of rogue, but rather the Andoran freedom fighter style. She admires the paladins and doesn't fault them, as she knows even they have their limits. She tries to fill in the cracks of the good society of Kenabres she's come to love over the past couple of years, the cracks of grey in between the black and white.
Here's Lydia, priestess of Shelyn. Character Sheet:
Sylvia Jahlyn
Female Human (Varisian) Cleric of Shelyn 1 NG Medium humanoid (human) Init +8; Senses Perception +3 Aura deflection aura (2 ft.) DEFENSE
OFFENSE
STATISTICS
Background:
Sylvia gasped as she threw off the last vestiges of sleep. "Mother! Father!" she shouted, gasping in the night air. It took her a moment to realize that she was no longer in Magnimar, but at the Rusty Dragon in a small town just north of there. Sandpoint.
As a priestess of Sarenrae, she had learned of the opening of a new cathedral, one that would be dedicated to six of the most divine local gods and goddesses. Shelyn herself was to be honored, and Sylvia had hopes of attending the festival, the Butterfly Festival in honor of Desna. It was supposed to be a break, but she kept having these dreams. Darkness creeping over the horizon, some strange catastrophe just on the verge. Don't be silly. They're just dreams! She silently padded to the open window of her room, her nightgown soaked from sweat. The air was cool, and a gentle breeze came through, cooling her off. Smiling gently, she closed the window and went back to bed. The festival would be beginning tomorrow morning, and she hoped to be there bright and early for the festivities. --------- Sylvia grew up in a middle classed family of merchants in Magnimar. They were quite pleased when their youngest daughter showed promises of joining the Church of Shelyn. She excelled at her classes and graduated early from seminary at a young age. She went back to living with her parents and older brother before becoming restless. She had visions, mostly at night. Some were good, but most were horrible. She felt that she was being asked to be part of something bigger. Packing up her few belongings, she tearfully explained to her family what she was planning to do. Seemingly at random, she decided to head north, where she heard of a new chapel being rebuilt in a small town called Sandpoint. Something inside of her stirred. She felt... compelled to go there. This was her meaning, what she was here for. Now with a destination in mind, she felt confident, if a little uneasy and afraid. She moved with deliberation down the traveler filled road to Sandpoint. Good luck, guys!
Lily will just be happy to be High Warlord of Talingarde. After all, it's the only way to ensure that the nation stays safe. Of course, statues of Asmodeus scattered throughout the lands so the populace knows their place. I mean, before this Mitra character came around, Asmodeus was preeminent in the Talingardean pantheon. She doesn't need a giant statue of herself in the capital square gardens, but she wouldn't complain if the "grateful" citizens built her one.
Incoming back story for Silvia! Back story: Silvia was born in southern Cheliax in a small fishing village near the Cliffs of Fury. As a child, she learned to scale the high, rocky cliffs and became a skilled climber. During one such excursion at the age of 10, the village was assaulted by Chelaxian slavers, taking all who they could find. Hiding amongst the rocks, young Silvia could do nothing but fear for her family. It didn't take long for the slavers of House Arionne to find her, however, as they scoured the cliffs and nearby hills for survivors.
Branded as a slave, Silvia was sent to Egorian to serve House Thrune. It was while she was at House Thrune that her eyes were opened to the corruption that ran rampant throughout the rest of Cheliax. How naive she had been! For four more years, she toiled as a slave, never knowing the outcome of her own family. Eventually, a band of Hellknights departed for the worldwound to the north to fight against the demonic hordes. Not knowing the difference between a demon and a devil, Silvia was confused when her master's eldest son, a ranking officer of the Order of the Scourge, asked his father for an entourage of slaves to serve his troops on the journey. His wish granted, she joined a group of others and began the journey north. It was a long journey, and the slaves were only let out of their caged wagons during mealtimes, which they prepared and served. Eventually, though, the troop grew lax the closer they came to Mendev. Eventually, she saw an opportunity and with a few others was able to escape from their captives, disappearing into the night. Unfortunately for them, however, they wandered into the blighted lands of the worldwound itself in their flight. Attracting the attention of a group of cultists, they were hunted down and most were slain or captured for rituals dedicated to the chaotic demon lords. Scared and alone, Silvia stumbled upon a beautiful and mysterious woman bearing the holy symbol of Desna. She was quick with a bow and was able to distract the cultists following with ease. As they made their way, they stumbled on other runaways, gathering a small group. Eventually the beautiful maiden helped them find their way to the edge of the worldwound and finally to Kenabres. Sylvia never got her name, but remembered the Desnan holy symbol, a shining butterfly that lit their way to freedom. Since then, she has dedicated her life to helping those less fortunate than herself in Kenabres. Sometimes that entails taking something from a Hellknight or three, without their knowing. Since arriving in Kenabres, she's found that her luck has increased. She also wears a small medallion of a butterfly around her neck.
Character Sheet:
Silvia de'Karne
Female Human (Chelaxian) Rogue 1 CG Medium humanoid (human) Init +3; Senses Perception +4 Defense
Offense
Statistics
Will make an alias if accepted. Going with Chance Encounter, explaining my faith in Desna. Incoming background, too. Going to need to think on how I got from southern Cheliax to Kenabres. Sylvia will eventually blossom into a two-weapon fighting rogue. I might take some fighter levels, but I don't see it right now. Will depend on how she develops. Thanks for the consideration!
A priest of Pharasma who's been battling undead for most of his life, sure. An acolyte who's just graduated from seminary? Might be a bit traumatic the first time. It's a lot different than the books described! I've never played Carrion Crown, so I have no idea what's coming up. All I know is that it's supposed to be one of the spookier AP's. And what's in the player's guide. Never played or gm'd any Society scenarios set in Ustalav, either, so this will be a completely new experience for me!
I'd wait to see the party selected before deciding who'll pick up crafting. I wouldn't change your build now before any decisions are made, personally. And Spooky already said he's taken it into consideration, so even less to worry about! Speaking of, good luck to everyone in the selections coming up in a couple of days! Some really good applications were submitted, and I don't envy Spooky one bit. I'm keeping my fingers crossed, though.
The reason PFS switched it out is because there's no magical item creation allowed in Society play. Brew Potions, though, let's you walk away with tons of saved gold, since you can make potions left and right for half cost of buying them. I think that's better in the long run, anyways, than more bombs per day. Just my opinion. I wouldn't let it dissuade you from playing an alchemist, since they're tons of fun. And great for making your party grind their teeth at the lower levels!
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