Phantasmal Hand

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AD&D every class has a different name for each level. Level 1 Paladin is a "Valiant"... or so I thought. I double checked and it's "Gallant". I must have read a different list somewhere.


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Hello hello! Jumping in with a Kobold Soulbound Summoner. I just had an interesting concept and I had to run with it. It's my first time making a summoner so hopefully I didn't miss anything.

Ji’rah’s crunch:
Ji’rah of the Phoenix Pact
NG Small Kobold Soulbound Summoner
HP: 8/8
AC: 16 (FF: 14, Touch: 13)
CMD: 10
Fortitude: +0
Reflex: +2
Will: +1

BAB: +0
CMB: -2
STR: 8 (-1)
DEX: 15 (+2)
CON: 10 (0)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 17 (+3)

Traits
Languages: Draconic, Common
Speed: 30ft
Darkvision: 60ft
Armor: +1 AC (Natural armor)
Wild Forest Kobold: +2 to Perception and Survival, Stealth and Survival are class skills.
Light Sensitivity
Pactbond Curse (Blackened): -4 to weapon attacks, add burning hands to spell list.
Soulbound Life Link
Weakened Summoning

Stowaway: +1 to Stealth and +1 to survival checks to find food.
Flame-Touched: DR 1/- vs creatures and attacks with the fire type.

Feats
Extra Evolution

Skills
Stealth+11, Survival +5(6 for food), Know(Nature, geography) +5

Spells
Level 0
Detect Magic
Open/Close
Mage Hand
Guidance

Level 1 (0/2)
Reduce Person
Protection from Evil
Burning hands

Equipment 18.75/26
Leather Armor
Area Map
Backpack
Gourd Canteen
Hammock
Peasant Outfit (free)
Trail rations (4 days)
Flint and Steel
Chocolate 1/4lb
4 sp

Background:
1. Ji’rah is a bumbling fool.
2. He doesn’t really get why the Firebird wants him to help people, but he does it to please her.
3. He hopes that the Tallfolk won’t attack him on sight, fortunately a single kobold isn’t exactly threatening.
4. Ji’rah really likes recognition, especially from the Firebird.
5. The kobold is being manipulated by the much more powerful Phoenix.

Ji’rah was not very different from other kobolds in the Mwangi Expanse, living his days foraging for fruits and small game. One day, in a stroke of luck, the kobold came across a large and beautiful egg. J’rah was struck with awe and knew he had to do one thing. Eat it.

The lizard couldn’t just swallow it whole (he tried), he’d need to cook it and eat it in pieces. Ji’rah made off the glistening egg and went to his favorite spot. A small hot spring that he enjoyed on particularly difficult days. Gently placing the egg inside, he waited for it to be cooked. Hours passed, and nothing happened, the egg was still cool. Frustrated, the hungry kobold decided to steal the chieftain’s large pot and try to boil the egg inside.

He could only submerge about half the egg in water, but J’rah thought that it’d be enough. After about an hour, Ji’rah carefully turned the egg over, only to find that the previously submerged part was lukewarm at best. This infuriated the now starving kobold, who painfully kicked the pot aside and threw the egg into the fire. J’rah limped and fumed as he added more and more firewood, creating a massive bonfire. Just as he tired out, the bonfire exploded and the Phoenix was reborn.

Goals
1. I’d like to see Ji’rah and the Phoenix bond over time.
2. Maybe one day this lizard can walk the halls of men…

Secrets
1. Ji’rah really hopes the Firebird doesn’t find out that he was trying to eat her egg.
2. The Phoenix is using Ji’rah to hide her presence from an unknown enemy.

Relationships

The Phoenix cares for Ji’rah in a mothering way, though their bond was more one of convenience.

Li’gra Longhorn, chieftain of the Barkclaw tribe, is really peeved at Ji’rah for not only stealing his cooking pot, but also for abandoning his duties. The chief wants him to rejoin the tribe and get back to work. He’s also Ji’rah’s uncle.

Rambar Terillo has caught a stowaway pilfering some food! He thinks Ji’rah is vermin to be cleaned up.

Jask Derindi is okay with the lizard on board. Already a stowaway, Ji’rah figured that sneaking the prisoner some food wouldn’t hurt. The Firebird approved.

Memories

1)The moment he formed the pact with the Firebird. His claws burnt and shriveled, Ji’rah remembers the great bird of flame saying that for his aid in her time of need, they shall share a pact. Then a strange rune appeared on both of his claws.

2) The Firebird speaking into his mind, telling him what to do. Ji’rah remembers the first time he tried to help people. He picked up a fallen cart and put everything back into it. The tallfolk ran him off, but the Firebird was happy. In a way, that made Ji’rah happy too.

3) Ji’rah sneaking aboard the Jenivere. Tallfolk were searching all over for him, calling Ji’rah things like thief and baby-eater. The kobold wisely decided to hide out on the boat. Not everyone likes kobolds…


Eidolon:
Firebird
NG Medium Radiant Biped Eidolon
HP: 10/10
AC: 15 (FF: 14, Touch:11)
CMD: 14
Fortitude: +3
Reflex: +1
Will: +2

BAB: +1
CMB: +4
STR: 16 (+3)
DEX: 12 (+1)
CON: 13 (+1)
INT: 7 (-2)
WIS: 10 (0)
CHA: 11 (0)

Attacks
2 Claws
Bite

Traits
Languages: Draconic, Common
Speed: 30ft
Darkvision: 60ft
Link
Share Spells
Immune: Death effects, positive-dominant and energy drain.
Improved recovery: Heal +1 hp per die rolled on healing effects when healed.

Evolutions
Skilled (Know:Planes)
Improved Natural Armor

Feats
Improved Natural Armor

Skills
Fly +10, Kn:Planes +10, Perception +4, Heal +1


I was thinking of a couple things actually. Freya and Novalie studied together at an academy of some kind, correct? Is there a name for this place, or was it just the Temple? if it isn't named, is there some kind of heroic figure it would be named after? Freya is a Valiant(lowest rank) of an order of paladins, is there a name for this order? More information on the heroes of our time would just be neat too.

Tiessa, good backstory! I think Freya might call her Novi, though Freya's name might not be shortened as easily.


Is it alright if Freya is related to this watersinger? I imagine she? disapproves of my side of the family though, especially since she's so closely tied to River.


I'm having a tough time deciding if Freya follows the school of Rendere or Vivace, both seem interesting. I also noticed there isn't a page for Undine Philosophy. Is it missing?

Should I be worried about a lack of swimming ability?

Childhood friends sounds great Tiessa.

Please ignore the prior posts for Freya, I decided to reuse an Alias with two posts total.


Ok, I think I've got something pretty cohesive here, let me know what you think. This is Freya Argento-Mau, an ifrit paladin.

Crunch:
Freya Argento-Mau
LG Medium Ifrit Paladin
HP: 16/16
AC: 20 (FF: 17, Touch: 13)
CMD: 15
Fortitude: +2
Reflex: +3
Will: +1

BAB: +1
CMB: +2
STR: 12 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 9 (-1)
CHA: 16 (+3)

Traits
Languages: Common, Ifrit, High Ifrit
Speed: 30ft
Darkvision: 60ft
Energy Resistance: Fire 5
Fire in the Blood
Efreeti Magic
Iron Liver
Snap Ignition
Aura of Good 1
Detect Evil
Smite Evil (1/1)
Sprinter: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Feats
Toughness

Skills
Diplomacy+7, Kn:Religion +5, Perform(Dance) +4 Acrobatics +4,

Equipment
Explorer’s outfit (free)
Entertainer’s outfit
Soldier’s uniform
Backpack
Longsword
Heavy Steel Shield
Scale Mail
Canteen
Bedroll
Crowbar
Holy Symbol (silver)
Holy Text
Sealing Wax
Silk Rope
Stationary (4)
Ink
Inkpen
Whetstone
Candles (12)
Trail Rations (3 days)
Whiskey (1 cup)
4g 6cp

Story:
Freya was born to undine mother, but her ifrit father’s heritage showed more strongly. The two of them were very different personality-wise, but shared a strong religious fervor. They met after Freya’s father returned home from his two year service. Her mother had been serving in Hearth as an inquisitor and despite initial rivalry, the two fell in love. Her father left for service a second time, but returned early when his daughter was born, choosing to stay and raise the next generation.

Freya and her siblings (one ifrit brother, one undine sister with Freya as the eldest) were raised early to follow in their father’s footsteps. However, only their eldest truly aspired to be a soldier. The younger undine was troubled by life in Hearth whilst the ifrit had a more creative, artistic temperament. Freya tried to support her siblings in following her path, but eventually chose to let them find their own calling.

Freya herself was a talented Brutbreve player and picked up the High Ifrit scripture with relative ease. Though decent academically, the young ifrit showed the most proficiency on the battlefield, revealing a remarkable constitution in most of her trials. By the time she was awarded the rank of Valiant, several recruiters had already knocked on her door. As she signed off for her first tour of duty, Freya chose to leave nothing unresolved should she fall in battle. Starting with visiting her undine relatives.

Appearance and Personality:
Freya is an orange-skinned female ifrit standing at six feet tall and weighing 115 pounds. Perhaps inheriting her figure from her mother, Freya has a lithe dexterous body, well suited for dancing. She also inherited her mother's blue eyes.

While serious about her duty to serve her city and god, Freya is relaxed and seemingly care-free. She's aware that these next few months might be her last and wishes to experience the wonders of the world she may die protecting. Not one to turn down a challenge, the ifrit is willing to accept all comers, especially if the competition is drinking. Her family is important to her and Freya tries to write them often.

Tiessa, maybe we could tie our character's together? My character's mother and sister are undines, maybe we know each other?


Ok backstory-wise, thinking of having 1d2 ⇒ 2 her visit her1d2 ⇒ 2 mother's family. She's making a tour of the land before going the service like her parents.

The father came back home from his tour of service and met the mother who was serving as an inquisitor of Volcano in his hometown. I'd probably also follow Volcano, but willing to dig into other possible faiths for Ifrit culture.

The backstory sections says we're starting in Hearth. Sorry for the confusion.


Well, I'm thinking of applying as an Ifrit Paladin, but are we starting in Hearth or the undine fishing town? I do like the idea of playing the Ifrit child of an Undine/Ifrit pairing either way.


I've never seen this happen before. I guess I jinxed it. Well, I hope we can meet up again in the future!


How're we holding up?


Snap! Thank you! There were so many good submissions, I'm actually surprised I made it.


Ok! I've decided playing on a Drifter.
Background: 1d6 ⇒ 1 You move around a lot because you wind up killing someone when you stay put for too long. You’ve got a lot of blood on your hands.
Languages: English, Spanish, French
Languages: 3d6 ⇒ (5, 4, 1) = 10 Can read English.
Mutagen: 1d6 ⇒ 3 Nope

Stats:

Muscles: 11 (+1)
Meat: 12 (+2)
Hands: 12 (+2)
Feet: 15 (+5)
Brains: 10 (0)
Eyes: 10 (0)
Mouth: 8 (-2)
Guts: 10 (0)

Defense: 12
Health: 12
Guts: 3
Speed: 7
Size: 1
Reach:
Mutagen:1

Questionnaire:
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.
As the New World's savior, I demand to be recognized by everyone. I'm the new Jesus and people better get to the worshipping. I'd say I have some friends, though most people seem to think I'm crazy, I'll show 'em all!

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.. I'm never without my sweet threads, they're a little beat up, but I think it adds to their charm. As for what I could lose, my virginity, am I right? heh heh yeah...

3) What do you fear? What do you hate?
Umm... I'm not afraid of anything... definitely not those nasty crawling bugs. I hate those that no good heathens who sully the name of the Lord, and me!

4) What do you desire? What do you love?
I want everyone to recognize my birthright and to spread my name to all corners of the earth. Between you and me, I love attention... and pizza!

5) You have (at least) one secret. What is it?
I... may have killed a lot of people, like a lot. Totally by accident, I swear. How was I supposed to know what the heck salmons-gnella is? I've never been sick. Also turns out that big pool of water wasn't a toilet.

6) Have you done something Notable? What was it?
Well, as the son of the lord, I've been able to perform miracles. A bunch of people were injured in a tanker explosion, and with the powers of the lord, I was able to save them all.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
Hello! Who do you think you're talking to? I'm Jesus, if I'm not in charge, then somethings wrong. The only kingdom I need to bow to is my dads!

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
I'm the savior of mankind, what kind of savior doesn't keep his promises? I mean sure there's times it takes longer than I'd like, but I always get the job done. I'd feel guilty if it was my fault, but it never has been. there's always some jerk causing a scene that stops me from getting things done..

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
I'm capital G Good, baby. There isn't a soul out there as totally righteous as me. I suppose the Devil's out there somewhere too, causing all kinds of trouble. I'll kick his ass for good this time.


Been having internet troubles recently, might be out for a little while.


The rolls are a little different in the book.
Starting Junk: 1d6 + 1d20 ⇒ (2) + (18) = 20 Tube of Hair Gel

Starting Age: 3d6 ⇒ (6, 4, 5) = 15 Middle Aged

Starting Looks: 3d6 ⇒ (5, 4, 6) = 15 Looker

Height: 3d6 ⇒ (4, 3, 6) = 13 a little taller than average

Weight: 3d6 ⇒ (2, 2, 5) = 9Average

Distinguishing Features: d6, then d20, then d6. You may have as many of these as you like, but you must have at least one. You can decide to add on more after knowing the results.
Features: 1d6 + 2d20 ⇒ (5) + (6, 3) = 14 Scar covering half my Mouth (can you tattoo your mouth???)

Social Interaction: 3d6 ⇒ (3, 1, 5) = 9 You get along ok with people

Connections: 3d6 ⇒ (1, 2, 5) = 8 A few close friends.

Sanity: 3d6 ⇒ (4, 5, 2) = 11 Stable

Goals: 1d20 ⇒ 1 Want to be famous

Motivations: 1d20 ⇒ 15 Afraid of the hatred you feel

Obligation: 3d6 ⇒ (5, 6, 2) = 13 You keep your word for the most part and feel shame and regret when you break it.

Morality: 3d6 ⇒ (2, 2, 6) = 10 Neutral

Name: 1d6 + 1d20 ⇒ (3) + (11) = 14 Jesus


Thank you! I've been tinkering with the idea for a while, thought it'd be an interesting challenge.


Alright! here's Shiro's story, hopefully it fits into the setting.

Story:
Shiro Heida was born disfigured, his face was dried up and shriveled looking. Being the third son of a reputable family in Xin, the child was handed off to distant relatives in Qiao. The rice farmers lived simple lives and were rather isolated from the community. As a young boy, Shiro was rarely seen away from the fields or his home and rumors started to spread of a ghost living on his adopted family’s grounds. Realizing that the small community were starting to shun their home, the Heidas allowed their charge to socialize amongst the others. His ‘father’ made him a simple wooden mask and told him never to remove it in public.

The “Masked Boy” was awkward with others at first but eventually came to be accepted amongst the farming community. He was even sweet on one of the girls. They would play together often and seemed to be inseparable. One day though, in private, she asked him to take off the mask. Despite his father’s words, Shiro did so revealing his face for the first time. She screamed and ran, believing him to be some form of undead, like the rumors from so long ago. Shiro, heart broken, ran away from home.

As he ran, the young boy came across an old man on the road. Unbeknownst to Shiro, Old Soeji had finally come to see his grandson for the first time. The old man smiled and asked ”Why are you crying, little boy?”. The crying boy told Soeji his story and the old man dried his tears, giving him a hug. ”They are just afraid, Shiro.” the old man said. ”It’s not you who is wrong. Your appearance is only a small part of who you are. Your heart is what matters.” The young boy had calmed and was struck by Soeji’s words. Together the two of them returned to the Heida farm where Old Soeji was treated to a farmer’s feast.

Shiro tried to continue his life amongst the farming village, but it was difficult for him. Eventually he took on the job of a courier, hoping to visit Old Soeji in Xin. Throughout his early teens, the young Shiro would travel all over Yuanzi, meeting people and getting a lay of the land. So long as the mask remained on, Shiro was actually fairly popular especially with the poorer folk. Eventually, the teenage Shiro was picked up by a cell of imperial agents, recruiting him to act as a spy. He was assigned to Xin, where he would listen in on dissidents and criminals.

He would visit Old Soeji on occasion, though the old man was typically busy with the more prominent members of his family. However, when Shiro first joined the imperials, his grandfather got him a special present. The dog “Gou”. Gou was a loyal dog and was unafraid of his master’s appearance, much to Shiro’s delight. Him and his dog were never very far apart a since then. Still, it came as a surprise when Old Soeji called him to participate in the Celestial Challenge.


I'm working on the backstory now. What do we know of Old Soeji? Is he human? Where does he live?

Is it alright if Shiro is related to him (I assume one of many grandchildren)?


Howdy howdy howdy!


Alright, I've got some crunch up. Once I sleep on it, I'll come up with some backstory. Here's the Ninja Shiro Heida and his trusty dog, Gou.

Crunch:
Shiro Heida
LN Human Ninja
HP: 8/8
AC: 15 (FF:12 , Touch:13)
CMD: 13
Fortitude: +0
Reflex: +5
Will: +0

BAB: +0
CMB: +1
STR: 13 (+1)
DEX: 16 (+3)
CON: 10 (0)
INT: 12 (+1)
WIS: 10 (0)
CHA: 16 (+3)

Traits
Languages: Common
Speed: 30ft
Poison Use
Sneak Attack 1d6
Friends in Low Places
Masked

Feats
Improved Unarmed Strike
Exotic Weapon Proficiency: Tekko-kagi

Skills
Acrobatics +7, Diplomacy+7, Disguise +7, Disable Device +7, Escape Artist +7, Sleight of hand +7, Stealth +7
Knowledge(local) +5, Climb +5, Swim +5
Perception +4

Equipment 47/50
Tekko-Kagi x2
Leather Armor
Backpack
Bedroll
Caltrops
Canteen
Flint and Steel
Hooded Lantern
Oil
Silk Rope
Hammock
Whetstone
Thieves’ tools
Mask -2gp
Monk’s Outfit
Smoke Stick
Guard Dog (Shiba Inu) "Gou"
Trail Rations (6 days)
Street Meat (3lbs)
Alchemical Grease
Silent Whistle


Alright! Then, I've got a few of the common questions.

Do we get Background skills?
Are we using Elephant in the Room Feat Tax rules?
VMC?


Interesting! I've got some vague ideas, but nothing solid yet. When's the cutoff for submissions?


I know it's fairly early, but this seems like a pretty good group!


Most of the campaigns I've been in use Google Slides, that seems to work. I like grids personally, but I'll defer to the others.

I forgot to take a favored class bonus, putting it into not dying (+1 HP)
As for my religious patron, is there an angel you have in mind or should I write something up?


I didn't mean to, I swears!


Oops! I almost forgot Pikpok's appearance, which is actually kind of important.

Appearance:
Pikpok is typically disguised, knowing full well that kobolds are not the most popular of races. She wears a hooded cloak with little pockets to cover her horns and a kobold mask. The stage mask hides her reptilian features well, whilst not being too far from the truth. Tucking her tail under her cloak and wearing thin gloves to cover her clawed graspers, the lizard might pass as a Halfling Bard. To complete the look, she carries a large instrument case and goes by the stage name "Gildor Lightfoot". 'He' has a reputation as a decent storyteller.

Out of her urbane disguise, Pikpok is a reddish-copper colored reptillain with yellow eyes. She stands at a staggering 2'9 and weighs 25 pounds.

Even while disguised, she wears the emblem of her angelic patron, identity of which is left to GM.


Ok! I've got a Kobold Paladin by the name of Pikpok Brighteyes, take a look!

Story:
Krutulmak was the queen of her tribe, and she ruled it with an iron fist. She had clawed her way up to the top of the tribe as soon as she reached adulthood, crushing those that stood in her way. Now, the Horned Queen could go or do whatever she pleased, all while her subjects groveled at her feet. Life was good. But such happy days were not to last, for one day, Krutulmak's tribe had a visitor. Vallerfax the blue dragon. He had come to take the tribe for his own.

Krutulmak, in her arrogance, refused. She sought to crush the dragon as all her competitors before him. The people of the tribe however, saw their chance. Working together, they hounded their former queen with spears, forcing her to flee. It seemed as if every corner held more of the traitorous whelps and no matter how many of them she tore through, there were always more coming. Soon, the Horned Queen stood at the precipice of a cliff, with nowhere to go but a brace of spears. With a final howl, the tyrant was hurled from the cliff, never to be seen again.

Or so it should have been. Somehow, in what she believes to be a miracle, Krutulmak survived the fall. She lay there broken, bleeding and near death when a group of adventurers came to investigate the noise. The heavily injured kobold soon lost consciousness as the adventurers argued her fate. Days later, she awoke to the sensation of being carried. She couldn't see clearly, but the man spoke to her in admittedly poor Draconic. He was a paladin and he was taking her to his monastery, where she'd be safe. Though he continued talking, the kobold's injuries overcame her and she fell back asleep.

The kobold, taking the assumed name "Pikpok", was schooled in various aspects of monastic life, and slowly recovered from her injuries. It took years, but eventually the lizard was able to move without aid, though still nowhere as well as she once had. The nuns tried to convince her to stay with them, but Pikpok was determined to take her new lease on life and become a paladin, like her savior. She trained for a few more years with the retired paladins before finally reaching the rank of Gallant. With high hopes, and perhaps a chip on the shoulder, the little paladin was set to patrol the relatively safe streets of Celestia.


Crunchy bits:
Pikpok Brighteyes
LG Small Kobold Paladin
HP: 9/9
AC: 17 (FF: 15, Touch: 13)
CMD: 1
Fortitude: +1
Reflex: +2
Will: +2

BAB: +1
CMB: -1
STR: 8 (-1)
DEX: 14 (+2)
CON: 8 (-1)
INT: 13 (+1)
WIS: 10 (0)
CHA: 17 (+3)

Traits
Languages: Draconic, Common
Speed: 30ft
Low Light vision (Dayraider): 60ft
Wild Forest Kobold: +2 to Perception and Survival, Survival and Stealth are class skills
Armor: +1AC Natural Armor
Magical Knack - Paladin
Unwelcome Business - Disguise,Halfling
Iron Liver
Aura of Good 1
Detect Evil
Smite Evil (1/1)
Resist Electricity 5

Feats
Draconic Aspect - Blue

Skills
Stealth +10, Disguise +8, Diplomacy +7
Background Skills
Perform (storytelling) +4, Sleight of Hand +3
Equipment 30/30
Masterwork Backpack
Signal Whistle
Skeleton Key
Waterskin
Whetstone
Explorer’s Outfit
Monster Mask (Kobold)
Leather Armor
Buckler
Longsword
Shortsword
Shortbow
Arrows (20)
Bedroll
Flint and Steel
Silver Holy Symbol
Gold Bar (1lb)
Oldlaw whiskey
10g 8c


I'm always up for homebrew games! Let's see what I get!

4d6 - 2 ⇒ (6, 2, 2, 4) - 2 = 12
4d6 - 2 ⇒ (3, 2, 2, 6) - 2 = 11
4d6 - 2 ⇒ (6, 6, 1, 4) - 2 = 15
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14
4d6 - 2 ⇒ (5, 3, 2, 3) - 2 = 11
4d6 - 2 ⇒ (1, 1, 6, 4) - 2 = 10

Hm, nothing too outstanding, I'll go with the point buy too. I'll try to get something whipped up tonight or tomorrow.


This brew kind of took a life of his own! Meet Sprig Snaggletooth, caravan leader and wizard! He hopes to find the secrets of magic, life and maybe even bring the green back to the wasteland. He's a Conjuration Wizard with the Outlander trait.

Background:
Sprig was raised like many of his kind in a deep mountain, hearing the tales of how the world used to be before the Tallfolk ruined it for everyone. Stories of green trees and dragons always fascinated the youngling, and he would spend many hours listening to the ramblings of his elders. Trained like the others to steal from the unawary or weak, Sprig’s perception of the world changed when he stole some books from an unwitting traveller. Sprig, unlike the majority of his tribal peers, could read. Voraciously reading through the books, he came to understand some of the basics of alchemy and magic.

The exposure to the knowledge and magic of the outside world had unleashed a hunger that his tribal roots could not satisfy, so one day set out from his tribe into the unknown. He found that most of the people he met had little understanding of magic and his talents were richly rewarded. Within four years, Snaggletooth had gone from lone kobold in an unfamiliar world to running a small caravan. He set up shop in the town of High Gulch, hoping to come across more secrets of the arcane. Perhaps one day he could bring the green back to the world.

Crunch:
Sprig Snaggletooth
Lv. 3 LG Small Kobold Wizard
HP: 20/20
AC: 15 (FF:12, Touch 15)
CMD: 11
Fortitude: +2
Reflex: +5
Will: +3

BAB: +1
CMB: -2
STR: 6 (-2)
CON: 10 (0)
DEX: 16 (+3)
INT: 17 (+3)
WIS: 8 (-1)
CHA: 12 (+1)

Traits
Languages: Draconic, Common, Undercommon, Dwarven
Speed: 35 Feet
Darkvision: 60ft
Sunlight Sensitivity
Beast Bond: +2 to Handle Animal and Ride, They’re also class skills
Armor: +1AC Natural Armor
Bandit: +1 to Stealth checks and it’s a class skill.
Outlander: +5 movement speed and +1 to Knowledge (Geography)
Summoner’s Charm: Summoning spells have a duration increase of 1/2 Wizard level (2)
Acid Dart: Standard Action, does 1d6+ 1 per two wizard levels (6/6)

Feats
Scribe Scroll
Exotic Weapon Proficiency: Firearms
Brew Potion

Skills
Stealth +12, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Arcana) +9, Spellcraft +8, Bluff +4

Background Skills
Appraise +7, Handle Animal +7, Craft (Alchemy) +9, Craft (Firearms) +7

Equipment 15.5/20 Light load
23 PP 122GP 36SP 90CP (3PP & 22GP on Person)
Pistol
Dagger
Firearm Bullet (4)
Black Powder (4)
Explorer’s Outfit
Flint and Steel
Canteen
Tactical Eyewear
Journal
Signal Whistle
Spell Book
Impact Foam
Dust of Dryness

Handy Haversack (16/20) (20/20) (79/80)
Compass
Caltrops
Hooded Lantern
Mirror
Marbles
Piton (4)
Grappling Hook
Chocolate Bar
String (100ft)
Alchemical Solvent
Water Purification Sponge
Smokestick (2)
Ink
Inkpen
Oil (4)
Bottle (2)
Oldlaw Whiskey
Tobbaco (5lbs)
Alchemist’s Kindness
Alchemical Cement (4)
Defoliant
Paper Candle Firework (4)
Fishing Kit
Folding Chair
Crowbar
Blanket
Miner’s Pick
Sack (2)
Scroll Case
Shovel
Silk Rope (50ft)
Tent (small)
Waterproof Bag
Waterskin
Bear Trap
Cold-Weather outfit

Heavy Wagon
4 Light horses
2 Guard Dogs
3 Trained Guards (paid for a month)
Alchemist’s lab
Ladder
Folding Table
Barrel (3)
Bedroll (4)
Block and Tackle
Large Tent
Board game (2GP)
Horeshoes game
Trail Rations (120 Days)
Mead (75 gallons)
Coffee Beans (650lbs)
Citrus (650lbs)
Locked Chest (medium)
Light Detector
Lock (good)
Horse Feed (28 Days)
Dog Food (14 Days)

Spells
Conjuration School // Enemy Abjuration, Divination

Level 0
Acid Splash
Drench
Daze
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Ghost Sound
Haunted Fey Aspect
Oath of Anonymity
Vacuous Vessel
Bleed
Disrupt Undead
Sotto Voice
Touch of Fatigue
Chameleon Scales
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Scrivener’s Chant
Arcane Mark
Prestidigitaion

Level 1
Grease
Summon Minor Monster
Summon Monster 1
Charm Person
Snowball
Alter Winds
Expeditious Excavation
Reduce Person

Level 2
Create Pit
Summon Monster 2


If Kobold is allowed, I'm thinking of a Kobold Wizard. Maybe a conjuration or transmutation school. Considering some mad science flavor.

4d6 - 1 ⇒ (6, 3, 5, 1) - 1 = 14
4d6 - 4 ⇒ (4, 5, 4, 6) - 4 = 15
4d6 - 1 ⇒ (1, 1, 6, 1) - 1 = 8
4d6 - 1 ⇒ (5, 4, 1, 3) - 1 = 12
4d6 - 1 ⇒ (4, 2, 1, 2) - 1 = 8
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
Ouch, a ten point roll, I'll go with point buy.


Sorry, I'm taking a day away. This morning I got the news that one of my coworkers died of a heart attack. We were kind of friends so I'm going to take the evening to collect my thoughts. Be safe.


Oh no! Kobolds! I might have to scoop them all up and give them hugs.


No problem! I'm actually sick myself, so just resting will be nice.


I'm actually fine with any of these options, Anita would probably default to Music if not in the newsletter.
If you feel like stretching those creative muscles then go for it! I'm think the world has more flavor if the newsletter at least exists, but we don't need it to be anything more than background fluff.


Sorry for the delay, I was working late. Looks like the ball's rolling!


All right! I decided Human Rogue. I think it's fitting to the rules posted in the Discussion, but let me know if changes need to be made.

Stats:
Markus Finley
Lv.5 Human Rogue

HP: 55/55
AC: 15
Fortitude: +4
Reflex: +5
Will: +3

BAB: +3

Attacks
Shortsword +8 (1d6+5 19/20)
Quarterstaff +7 (1d6+4 x2)

Shortbow +3 (1d6 x3)
Sling +3 (1d4 x2)

STR: 18 (+4)
CON: 14 (+2)
DEX: 10 (0)
INT: 14(+2)
WIS: 12 (+1)
CHA: 14 (+2)

Traits
Bonus feat
Skilled
Friends in Low Places: Gather information twice as fast in poorer/crime-ridden locations
Muscle of the Society: +2 to breaking doors and lifting portcullises.
Languages: Common, Dwarven, Elven, Orc

Special Abilities
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge
Major magic
Minor Magic

Spells
3/day Mage hand
2/day Vanish: Like invisibility but only 5 rounds

Feats
Decietful
Toughness
Quick Draw
Wave Strike: If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.

Skills
Acrobatics +8
Bluff +12
Climb +12
Diplomacy +8
Intimidate +10
Escape Artist +8
Disguise +12
Sleight of Hand +8
Swim +12
Use Magic Device +10
Knowledge: Local +10
Knowledge: Dungeoneering +10
Disable Device +5


Equipment:
Bag of holding 1
Mithral Shortsword +1
Mithral Chain shirt +1
Cloak of Resistance 1
Wand of Magic Missile (50 charges)

Masterwork Backpack
Rations (7 days)
Disguise Kit
Masterwork Thieves Tools
Sling
Quarterstaff
Shortbow
Cold iron Arrows (40)
Tearaway Scholar’s Outfit (free!)
Pickpocket’s Outfit
Explorer’s Outfit
Tearaway Artisan’s Outfit
Traveler’s Outfit
Wig
Fake Beard
Loaded Dice (high quality)
Oldlaw Whiskey(5 bottles)
Box of cigars (200gp)
Alchemist’s Kindness (3)
Alchemical Grease
Vermin Repellent
Alchemical Cement
Alchemical glue
Defoliant
Impact Foam
Smoke stick (5)
Flask of acid (5)
Paper Candle Firework (5)
Bedroll
Blue Book
Glass bottles (2)
Caltrops (3)
Canteen
Compass
Crowbar
Everburning Torch
Fishing Kit
Flint and Steel
Grappling Hook
Gear Maintenance Kit
Iron spike (4)
Mirror
Marbles
Oil (5)
Cologne
Piton (4)
Iron Pot
Sacks (2)
Shovel
Silk rope (100ft)
Tattoos (40gp)
Medium Tent
Waterproof bag
Waterskin (2)
Whetstone
Bear traps (4)

13 gold 2 silver


Story:
Markus was always a troublemaker as a child, he would pick fights and steal from other kids. His parents certainly didn’t approve and were relieved when he just up and left one day. A natural born liar, Markus grew more subtle with his thefts as he aged. He took to confidence games and rigged gambling, but never shied away from a fight. Up until his mid twenties, Markus was remarkably successful. At the age of twenty four, it all came crashing down as he was caught cheating at a high profile gambling hall.

He was lucky, a few greased palms here and there kept him from the gallows, but he still faced 20 years in prison. Or he should have, for after about 5 years of planning and biding his time, Markus made his escape. He killed on the guards and started a prison riot, fleeing in the confusion. By the time the local guard had cleaned up the mess, the man who started it all was long gone.

For the next 5 years, he took up the identity Tiberius Finley, a traveling amateur magician. The guard have been on the look out even today, but have yet to catch the thief. His stolen spellbooks and quick hands have given him a comfortable lifestyle that he still maintains today.

A physical powerhouse, Markus stands at 6’4 and 256 lbs. However, a majority of the time, he stoops over, hiding his bulk in a loose robe and leaning on a staff he doesn’t really need. While no goody two-shoes, Mr.Finley is not one for random acts of violence or theft and prefers to maintain long-term relationships with his compatriots. However, when frustrated he’s quick to respond with a direct approach, like breaking doors in his way. Currently 34.


Ok, here's my stuff! I decided to really go for the "Harry Potter" feel.

Stats:
Anita Reinbach
Lv.1
Human Bard (Animal Speaker)

HP: 8/8
AC: 11
Fortitude: +0
Reflex: +3
Will: +4

BAB: +0

STR: 10 (0)
CON: 11 (0)
DEX: 12 (+1)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 18 (+4)

Traits
Skilled
Bonus Feat
Languages: Common, Elven, Draconic, Auran, Gnome

Special Abilities
Bardic Knowledge
Bardic Performance (8/8) Cannot Fascinate
Animal Friend: Birds

Spells
Level 0
Message
Read Magic
Scrivener’s Chant
Lullaby
Prestidigitation
Detect Magic

Level 1
Summon Nature’s Ally
Sleep
Unnatural Lust

Feats
Cosmopolitan (Handle Animal, Fly)
Expanded Arcana (Lullaby, Scrivener’s Chant)

Skills
Bluff +8
Diplomacy +8
Handle Animal +8 (+12 vs. birds) (background)
Knowledge: Local +6
Knowledge: Nobility +6
Linguistics: +5 (background)
Perception: +6
Perform: Sing +8
Perform: Dance +8
Sense Motive +6
Use Magic Device +8

Equipment:

Masterwork Backpack 50g
Hooded Lantern 7g
Cauldron 1g
Ink 8g
Scrivener’s Kit 2g
Journal 10g
Mirror 10g
Paper (10 Sheets) 4g
Perfume 5g
Scroll Case 1g
Sealing Wax 1g
Signet ring 5g
Stationary (1 Sheet) 1g
Teapot 1sp
Abacus 2g
Spell component pouch 5g
Falconry Gauntlet 10g
Hawk 18g
Feed (2 days) 1sp
Scholar’s Outfit Free
Traveler’s Outfit (x5) 5g
Cards 1g
Tea (20 cups) 4sp
Chocolate Bar 5g
Glowing Ink 5g
Oil flask 1sp

23g 3sp


Fluff:
Anita’s mother operates a newsletter called The Eldritch Gazette and her father runs a successful aviary. Long hours at the Gazette kept her mother from making a big impact on Anita’s early life, leading her to take more after her father. As she grew older, her parents put her through years of schooling, training their daughter with hopes stepping into the ranks of nobility.

Her parents were successful enough to pay Anita’s way into Academy Arcane and jumped at the chance. The school was prestigious, and their daughter was certain to meet the rich and powerful. Anita herself was pleased at the chance to be free of her parents smothering influence. She worked hard and passed the entrance exams with relative ease. With some excitement and her parents approval, she was set for the Academy.

Miss Reinbach is polite, but chatty sort, constantly filling the air with gossip. She loves the sound of her own voice, especially when singing. Even with no humans around, she’s never truly alone, as her pet Squacks is usually nearby. Finally free of her parent’s influence, she starting to cut loose a bit.


I'm always up for homebrew content, leads to stronger DMing I think!

Character Name: Waiting for Class/Race choice.
Gender: 1d2 ⇒ 1 Male
Age: 18 + 1d6 ⇒ 18 + (1) = 19
Race: Kobold or Human, DM/Party's choice.
Class: Wizard or Rogue, whichever's needed.

------------------------

Experience: Played Pathfinder for about three years, started Pbp almost two months ago.
Over 18: Yup, and can legally drink too!
Timezone: -8 Pacific

I like rolling to see what RP challenges can arise, but point buy is perfectly fine too. Let's have some fun.


I have a bard concept I'd like to try out for this.

System-wise, I prefer Pathfinder but I can learn 5e if need arises. I think I have the books somewhere.


Dwarf

Rolls:

Age: 3d6 ⇒ (4, 5, 2) = 11
Build: 3d6 ⇒ (2, 2, 4) = 8
Appearance: 3d6 ⇒ (2, 5, 4) = 11
Hated Creature: 1d20 ⇒ 20
Background: 1d20 ⇒ 1
Personality: 3d6 ⇒ (1, 6, 5) = 12
Profession 1: 1d6 + 1d20 ⇒ (4) + (9) = 13
Profession 2: 1d6 + 1d20 ⇒ (6) + (14) = 20
Lifestyle: 3d6 ⇒ (1, 6, 3) = 10
Interesting Thing: 1d6 + 1d20 ⇒ (3) + (18) = 21
Personality Traits: 4d20 ⇒ (8, 16, 18, 13) = 55

Hello guys! let me know what I got!


Ok, I'll bite. I'm dotting in.


Oops! I guess I never realized this when I moved over from 4e, but you only get a bonus to one stat! In that case, he'd get a bonus to WIS not CHA. Been GMing mostly so I didn't really notice.


Ok I think it's ready, here the Viking Kitsune Lars Strömberg!

Flavor:
Lars first met Adeilla on an ill-advised raid, which ended in most of the raiding party dead. The leader of the raid, a hotheaded younger Lars, managed to evade capture but not before taking a couple arrows. As he lay dying in the forest, Adiella came across him and saved his life. Indebted to her, Lars swore a blood oath to protect her and with time, her kin. The two of them travelled together for a time, but eventually Lars returned to his jarl and faced punishment.

The kitsune would return every spring for the next 30 years, only failing to return three times. Secretly, Lars was in love, but he buried those feelings when Adeilla married Arther. Out of the family, only Adeilla knows Lars’ true form. As her guardian, Lars was often watching out for young Arianell, taking her fishing and teaching her some of his martial techniques. She greatly resembles her mother, which gives the old fox mixed feelings.

In human form, Lars stands 6’2, a sturdily built man wearing heavy furs and armor. His great beard is red, like his hair, and streaked with grey. Proud of its fullness and length, he often compares it to a dwarf’s.
HIs true form is only about 5’4 but still built like a rock. His fur is white with patches of grey, It’s thick and fluffy, well suited for winter. Unfortunately, kitsune can’t grow beards, but at least his four tails are well cared for.


Crunch:
Lars Strömberg
Lv.5 Humanoid (Kitsune, Shapechanger) Viking

HP: 32/32
AC: 20, Touch 12, Flatfooted 18 (+2 Dex, +4 Shield, +4 Armor)
Fortitude: +5
Reflex: +4
Will: +3
Lowlight Vision, Perception +5, Initiative +4

BAB: +5
Battleaxe +8 (1d8+3 x3)
Shortbow +7 (1d6+2 x3)

STR: 14 (+2) [-2 racial]
CON: 10 (0)
DEX: 14 (+2) [+2 racial]
INT: 12 (+1)
WIS: 12 (+1) [+1 level]
CHA: 17 (+3) [+2 racial, +1 level]

Traits
Bonus Feat: trade two traits for a feat.
Magical Klutz: Must roll twice on Use Magic Device when activating unknown items or Reflex Saves Against effects from magic items. Must take the lower result.
Childhood Rivals: +2 to initiative, Perception is a class skill.
FCB: 5/6 Magical tail Feat.

Special Abilities
Fearsome: Can make an intimidate check as a move action to demoralize an opponent.
Shield Defense: +1 to AC of shields
Berserker: Barbarian Rage using viking levels in place of Barbarian.
Rage: 12 Rounds a day. +4 STR and CON, +2 will saves and -2 AC during rage.
Kitsune Magic: +1 to DC of enchantment spells and can cast dancing lights 3/day.
Change Shape: Can assume human or true form as a standard action. +10 to disguise to appear human when in human form.
Natural Weapons: 1d4 bite attack in true form.
Languages: Common, Sylvan, Elven

Spells
3/day dancing lights
2/day Disguise Self
2/day Charm Person
2/day Misdirection

Feats
Magical Tail (3)
Weapon Focus (Axes)
Dazzling Display
Shield Focus
Startling Shapechange
Combat Stamina (5/5)

Skills
Intimidate +11
Perform (sing) +8
Swim +7
Handle Animal +7
Perception +5
Disguise +4
Acrobatics +2

Equipment
Cloak of Resistance +1
Battleaxe +1
Heavy Mithril Shield+1
Mithril Chain Shirt
Shortbow
Arrows (20)
Explorer’s Outfit
Signal Horn
Impact Foam
Handy Haversack
46gold

In bag
Greatclub
Bedroll
Blanket, Winter
2 glass bottles
Crowbar
Everburning torch
Fishing Kit
2 Fishhooks
Flint and steel
Grappling Hook
Hooded Lantern
4 Iron Spikes
Hammer
Canteen
Gear maintenance kit
6 flasks of oil
Folding Shovel
Silk Rope (100ft)
Tent (medium)
Waffle Iron
2 waterproof bags
Cold Weather Outfit
Trail rations (8 days)
Oldlaw Whiskey
Chocolate (1lb)
Caviar
Alchemist’s Kindness
Bladeguard
Defoliant
Campfire Bead
War Paint of the Terrible Visage
Dust of Dryness
250gold


And to everyone here, Skål!


I'm thinking of making a Viking for this.

I'm not sure your ruling for them are, but Kitsune can be from the Land of the Linnorm Kings apparently (map from blood of beasts)? Never played Kitsune before so was thinking of giving it a shot, I am perfectly happy to play a human otherwise.

Would take a bonus feat, Magical Klutz drawback and Childhood Rivals. I see it as the young Arianell would try and compete with "Uncle" Lars whenever he was in town. He would watch over the kid for some of the early years of her life before being called back to his homeland.


I'm thinking of trying out an Anchorite of Dawn. But there's plenty of tasty looking options. Hmm...

AMP is still fine with me.


I like the idea of a viking-style game for BBS maybe with an Honor system or something too.

Up for BBS or AMP


Was on the edge of my seat the whole time, congrats to the accepted.


Good luck everyone! Hope to see you on the other side.


Seeing how fierce the competition is, I think is should add a little more "oomph" to my submission, so here we go!

Stats:
Arrack Sparktail
Male Kobold Gunslinger 1
CG Small reptilian humanoid (human)
Init +5; Senses Perception +5, Darkvision 60ft Weakness Light sensitvity
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 size, +1 natural armor)
HP 10 (1d10+0)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +1 (1d6-1 [19-20])
Ranged battered musket +5 (1d10+3 [x4])
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 10, Int 13, Wis 14, Cha 11
Base Atk +1; CMB -1; CMD 12
Feats Kobold Sniper (ARG), Gunsmithing (UC)
Traits Time Lost, Slithering Stride (kobolds of golarion), Friends in Low Places (bastards of golarion)
Skills Stealth + 11, Perception +8, Sleight of Hand+7, Survival +6, Handle Animal +4, Disable Device +4
Background Skills Knowledge (local) +5, Craft (alchemy)+5
Favored +1 Skill Point
Languages Draconic, Common
Other Gear Black Powder (20 doses), Firearm Bullets (20), Rope (50ft), Backpack, Flint and Steel, Torches (10), Rations (8days), Bedroll, Grappling Hook, Thieves’ Tools, Oil (3 Flasks), Chalk (10 pieces), Signal Whistle (UE), Whetstone (UE), Explorer’s Outfit, Tobacco (1lb)(UE), Fine Wine (1 bottle), Carving of a flute, 3gp 7sp 8cp
--------------------
Special Abilities
--------------------
Armor +1 Natural Armor
Crafty +2 to Craft(traps),Perception and Profession(miner). Craft(traps) and Stealth are always class skills.
Grit 2 per day
Deadeye Can spend grit to resolve a firearm attack against touch AC, costs 1 point for each range increment beyond the first.
Gunslinger’s Dodge May spend 1 grit to move 5 feet when attacked by at range, doing so adds +2 AC against the attack, +4 if choosing to drop prone instead.
Quick Clear As a standard action, can remove the broken condition from a firearm if it was caused by misfire. Must have one grit point to use ability and may spend a point to Quick Clear as a move action.
Time Lost Once an Adventure, may force the GM to reroll.
Slithering Stride May move unimpeded through undergrowth for 3 rounds a day
Friends in Low Places Gathering information is takes 1d2 hours in lower quarters

Background, the long version:
1 Birth and the Stone

J’rah was born third in a clutch of nine eggs, fathered by Hunter Longjaw, a prominent leader in the tribe. Hunter is the traditional name for the leader of a hunting clan, while Longjaw is a hereditary name, taken from the crocodile-like jaws of his ancestry. J’rah would normally inherit the Longjaw name, but he was born with a discoloration on his tail and was therefore named Sparktail. Such birthmarks are considered a sign of magical ability, and J’rah was elevated to the magical caste, a rare honor. His father saw this as an opportunity to challenge his long-time rival and leader of the tribe, Tirran Dragoncrown. J’rah’s father protected him from the harsh early years of kobold life, and eventually sent him to be tested by Em’res Whiptail, the court sorcerer. Unfortunately, J’rah did not prove to have any talent for spellcasting and was abandoned by Hunter and the Longjaw clan. Disowned from his father, and warily watched by the Elder Dragoncrown, J’rah was taken in by Em’res as his pupil.

The sorcerer taught J’rah everything he knew about alchemy and surviving in the nearby forest. Under his tutelage, J’rah grew into an adult and took the name Arrack, meaning Arrow after his height and lean body. Mere months after reaching adulthood, Arrack’s encountered a change in his fate. He was searching the woods for rare ingredients when he came across a skeleton. The creature looked to be human-like and was carrying a large gemstone. When Arrack touched the stone, he blacked out for the first time.

He awoke sometime later, gemstone in hand. The emerald was massive, easily a foot long and looked like an eye at some angles. Staring into it caused a small spark to ignite within Arrack, a tiny flicker of magical power. He felt changed in some way, and was filled with a desire to see the world beyond. Strange dreams came that night, ones filled with shifting coils and feathers, along with a great presence which spoke to him. What it was the great being said, he could not recall. When Arrack returned to the caves however, he found them empty, with the cavern walls looking untouched mortal hands. After mourning the loss of his mentor, Arrack set out to find where the great being was leading him.

2 Captivity

Arrack’s travels were ill-fated however, as when he broke free of the forestland, he was almost immediately set upon by a band of slavers. The Issachari band were a collection of lowlifes preying on the barbarian tribes nearby, and they’re all too happy to pick up wanderers. Stripped of all his gear, including the Emerald Eye, Arrack was tied to a wooden beam and forced to march for several days. The slavers lead Arrack and two other slaves into a small bay where their ship was moored. One of the captives, a human woman, broke her bonds and flew into a rage, killing two of the slavers. Arrack slipped his bonds and attempted to flee, but surrendered after the woman’s rampage was quelled. The woman was keelhauled, while Arrack and the other slave, an elven male, were locked into the brig.

They were not alone, for the brig already held about a dozen people, mostly humans and all sickly looking. Arrack spent several weeks locked in the stinking cell, as the ship rocked and swayed. They were fed once every other day, to keep them weak but alive. The female barbarian was released from her punishment on the third day and locked in with the rest of the slaves. Feeling pity for the poor girl, Arrack fed her his portion of food, knowing his kind can live on very little. She recovered somewhat along the journey and they formed a small bond. Neither could understand the other’s language, but they looked out for each other. Once the ship landed though, the slaves were separated into specialized markets to be sold. Before they parted, the girl gave Arrack a necklace with a small carving of a flute. He still carries it to this day.

Arrack was sold off to a small lord for a single gold piece, as kobold slaves are not very valuable. Elias Cornham, the lord in question, was planning some major project and purchased a large number of slaves. Bound and gagged, Arrack was carted somewhere into the countryside and eventually to the Cornham Estate. Here, Arrack and the other slaves were forced to build a massive monument to the archdevil Asmodeus. The Cornham family and their estate had fallen into decline in the past generations and Elias was determined to regain the family glory. His lack of an heir only hastened this ambition, which was taken out on the slaves whenever he deemed them to be slacking. Arrack had his fair share of lashing, as his feeble body was not built for such physical labor.

After three years of this treatment, Arrack had learned the Common tongue, gained some measure of physical strength and was heavily scarred. The monument was nearing completion, and rumors amongst the other slaves were that they were to be sacrificed once it was finished. It was time to leave. Arrack waited until the harvest festival, and when the guards were either out enjoying the festivities or drinking, quietly picked open his cage and slipped free.

3 Escape and a chance encounter.

Fleeing to the nearby town, Arrack was careful to avoid any sounds of people and snuck into one of the more abandoned buildings, a blacksmiths shop. Once inside, he barred the front door and stroke up the forge, eager to fully remove his bonds. Knowing that smoke from the forge wold give him away, Arrack worked quickly and managed to free himself of chains right as someone attempted to enter the building. Arrack slipped out a nearby window as the town guard burst in, spotting the fleeing kobold.

The local guards chased Arrack into the forest where the kobold slipped into the brushwork, quickly gaining distance. This temporary advantage was short lived however, as hunting dogs were released to track down the runaway slave. Hearing the pursuing hounds, Arrack started to make a mad dash through the forest, accidentally stumbling into the camp of a traveling ranger. The dwarf, Harsk, was at first surprised to see Arrack, but after pleading the dwarf for his aid, Harsk agreed to shelter him from the guards.

Arrack hid within a hollow tree, where Harsk had stored his pack for the night. The guards and their dogs eventually came across the dwarf’s camp, who was standoffish and denied ever seeing a runaway slave. Eventually, the guards take their leave none the wiser of Arrack’s hiding place. Harsk is gruff with Arrack, but somewhat impressed that the kobold did not attempt to steal from his pack. The two of them talk throughout the night, arguing over tactics and hunting until Harsk decides to allow Arrack to stay until morning. However, when Arrack awakes he is in an entirely different forest, with no trace of the dwarf. Arrack had blacked out a second time.

4 Dorter, Trade City

Uncertain of whether he’s still being pursued, Arrack followed a nearby river to the Trade City, Dorter. Having nothing more than the clothes on his back, Arrack snuck into the slums to steal food and hopefully enough money to make his own way. The down-and-outs of the slums were less inclined to bat an eye at a kobold in their streets and Arrack quickly learned to work this to his advantage. Arrack eventually entered a short-lived partnership with a half-orc named Aragoth Booker. Booker was savvy enough to use Arrack’s natural talents to his advantage and felt confident that the weaker kobold would be easy to intimidate physically. This would eventually lead to the half-orc’s downfall.

Their plan was simple, Aragoth would confront the victim to draw his attention while Arrack would sneak up from behind and either steal the vic’s coinpurse or slice through his belt, putting Aragoth at an advantage. Aragoth would then threaten the vic for his coin, or simply take his leave. Things went well for a while, though Arrack chafed at the idea of stealing from innocents. Eventually, the locals became familiar with their little ploy and the money dried up. Aragoth, feeling that he deserved a larger share of the coin, decided to force Arrack to pay what he “owed”. Cornering Arrack in an alleyway, Aragoth made his intentions known. Arrack, from months of practice, simply tumbled between the half-orc’s legs and sliced through his belt. Aragoth chased the fleeing kobold, but tripped as his pants fell between his legs, being thereafter known as Aragoth Half-clothed.

Hiding out from the enraged and ridiculed half-orc, Arrack took temporary lodging in the local sewer system. In exploring his new hiding spot, Arrack noticed small scrawling runes, recognizable from his time in the tribe. Kobolds! Somewhere beneath the city, a tribe of kobolds was eking out a living. Following the runes, Arrack made contact with the tribe and stays with them for two months. His time with the Guttergrue tribe opened his eyes to many things. First, just about every major city has a kobold population just beneath the surface, mostly living as scavengers. Second, this small tribe and many like them had tiny kobold ears everywhere, listening from beneath. Those who know of their existence can learn a great many secrets. Lastly, Arrack hated seeing his people living like and being treated like rats. He vowed then to change the world’s perception of his kind, though he was uncertain of how to go about it.

On a tip off from the Guttergrue tribe, Arrack visited the home of Fiddich Tencopper a gnomish alchemist that the tribe claimed may have a great deal of money or valuables hidden away. Eager to purchase some measure of respectability, Arrack broke in when he was certain the gnome was away. It was there in the soot-covered lab that Arrack discovered a prototype firearm. Reading the diagrams and paperwork on the device, Arrack realized the incredible potential such a weapon held. With an idea forming in his mind, he stole the weapon and all the research papers he could find then set the place ablaze, hoping to bury its secrets in fire.

5 Roderic’s Cove

Knowing that his time in Dorter was nearing an end, Arrack stowed away on a merchant vessel. He quickly moved from the cargo hold into an empty cabin, where he stayed for the rest of the journey. Keeping his ears open, Arrack waited until the cabins were empty and stole supplies from his neighbors. A sturdy longcoat, a thin belt and some general survival gear. Arrack doesn’t really have any skill as a tailor, but managed to cut down the longcoat to better fit him. He attached the belt to the musket, which he kept protected with a heavy cloth. The journey was supposed to have taken three weeks, but Arrack blacked out about a week into it.

Waking up half buried in sand, Arrack found himself on a small beach, being watched by some fishermen. They seemed to be unsure of who, or even what, he was. When Arrack spoke, they were surprised to hear the common tongue. It seemed to him that the people who lived in these lands had never seen a kobold before. Perhaps they had heard of them, but not enough to really thought they’d meet one. This is perfect, Arrack thought, if he can form a good reputation in these foreign lands, they might grow to accept his race and, one day, form a nation where they may walk amongst men. After asking directions and tossing a few coins, Arrack made his way to the town of Roderic’s Cove.


Apperance:
Arrack is a dark green Kobold standing 3'4 and weighs about 32 pounds, with yellow eyes and a crocodile-like jaw. He's leanly built, with a some muscle definition and a short tail. His most distinguishing feature is a yellowish patch of discolored scale shaped vaguely like a starburst, located on the right side of his tail. Years of abuse have left scars all over his body, through most heavily on his back.
Arrack wears a navy blue double-breasted longcoat, with his longsword belted to his hip. Slung over his shoulder is a battered musket, wrapped in heavy cloth.

Personality:
Arrack at first appears cautious, he listens to others and spends extra time making sure he is prepared for anything. However, when unexpected does happen, he impulsively leaps into action, usually at his own risk. Arrack has an affinity for animals, cigars and baked goods, which he will share with anyone. In fact, he believes anything worth having is also worth sharing amongst friends. Dwarves for some reason, get along well with him, usually due to their similar natures. Arrack is offended when called cowardly and sees his ambush tactics as a means to survive. Through slow to warm up, Arrack is more jovial with those he trusts and loyal to a fault. Despite his hardened exterior, Arrack is actually soft-hearted and is will help others if he can. He is a capable hunter, but has never killed anyone before, even in self defense.
Arrack is 19, which would be 38 in kobold years.

Sihedron Hero:
Harsk - The ranger sheltered Arrack when he accidentally stumbled into the dwarf's camp while fleeing his captors. Through initially suspicious of each other, they grew close after sharing the finer points of hunting and marksmanship.

Additional Notes:
Arrack's backstory is through his perspective, I can provide OOC details if need be.

I noticed that I forgot to include Arrack's Size bonus on his attacks, which is now added in (BAB+1 + DEX+3/STR-1 + Size+1)

Arrack's design is both an alternate reality version of one of my old characters (things went better for him) and a revolutionary soldier, which I feel is anachronistic to the more traditional fantasy world, but perfect for someone lost in time.

Places, Names and Arrack's personality can be changed if need be. I haven't played him, so his personality can shift during an actual session. He can "harden up" if he's too big a softy. Due to unfamiliarity with the Golarion setting, the names and places can be changed to fit the campaign/setting if need be.

I'm willing to change my submission to the original version (bard1/summonerX), if you think it'd fit better. I've posted a little about him (Jumpy) before, but Arrack's life experiences have changed him to be a different person.

Good luck everyone!


GM phntm888:
Oops! Disable Device is +4


Alright, I made some adjustments. I wasn't certain how much I should leave up to Interpretation, so I've gone into more detail. I'm new to Golarion (only played/ran in homebrew campaigns), so feel free to change locations to be appropriate.

Stats:
Arrack Sparktail
Male Kobold Gunslinger 1
CG Small reptilian humanoid (human)
Init +5; Senses Perception +5, Darkvision 60ft Weakness Light sensitvity
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Defense
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AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 size, +1 natural armor)
HP 10 (1d10+0)
Fort +2, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee longsword +0 (1d6-1 [19-20])
Ranged battered musket +4 (1d10+3 [x4])
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Statistics
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Str 8, Dex 17, Con 10, Int 13, Wis 14, Cha 11
Base Atk +1; CMB -1; CMD 12
Feats Kobold Sniper (ARG), Gunsmithing (UC)
Traits Time Lost, Slithering Stride (kobolds of golarion), Friends in Low Places (bastards of golarion)
Skills Stealth + 11, Perception +8, Sleight of Hand+7, Survival +6, Handle Animal +4, Disable Device
Background Skills Knowledge (local) +5, Craft (alchemy)+5
Favored +1 Skill Point
Languages Draconic, Common
Other Gear Black Powder (20 doses), Firearm Bullets (20), Rope (50ft), Backpack, Flint and Steel, Torches (10), Rations (8days), Waterskin (full) Bedroll, Grappling Hook, Thieves’ Tools, Oil (3 Flasks), Chalk (10 pieces), Signal Whistle (UE), Whetstone (UE), Explorer’s Outfit, Tobacco (1lb)(UE), Fine Wine (1 bottle), 2gp 7sp 8cp
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Special Abilities
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Armor +1 Natural Armor
Crafty +2 to Craft(traps),Perception and Profession(miner). Craft(traps) and Stealth are always class skills.
Grit 2 per day
Deadeye Can spend grit to resolve a firearm attack against touch AC, costs 1 point for each range increment beyond the first.
Gunslinger’s Dodge May spend 1 grit to move 5 feet when attacked by at range, doing so adds +2 AC against the attack, +4 if choosing to drop prone instead.
Quick Clear As a standard action, can remove the broken condition from a firearm if it was caused by misfire. Must have one grit point to use ability and may spend a point to Quick Clear as a move action.
Time Lost Once an Adventure, may force the GM to reroll.
Slithering Stride May move unimpeded through undergrowth for 3 rounds a day
Friends in Low Places Gathering information is takes 1d2 hours in lower quarters

Background:
Arrack Sparktail wasn’t always a restless person, he was rather typical for one of his race, if a bit tall. One fateful day, Arrack was scavenging for alchemy supplies in the forest, he came across a dead (poisoned) adventurer. On the corpse, he found some meager supplies and a large oval emerald. The emerald was odd and looked almost like an eye when viewed at certain angles. However, when he touched the stone, it changed him. His desire to remain in the tribe and his hatred of the humanoids who ruled the world were gone, and were replaced with a burning wanderlust. On occasion, he would feel a pulling at his consciousness to go "somewhere" and have strange dreams involving a feathered serpent.

Born J’rah Skritaj, Arrack was from the Longjaw clan but due to a birthmark on right side of his tail, he is considered a Sparktail, a magical caste. His father is Hunter Longjaw and is the third of nine eggs in the clutch, though the number of siblings has most likely increased after J'rah left the tribe. Due to clan disagreements with the Dragoncrown clan, J'rah has little loyalty to the tribe’s leader, Elder Dragoncrown, though he was taken in and trained by the court sorcerer Em’res Whiptail. Em'res was an alchemist and frequently sent Arrack into the surrounding jungle to hunt for supplies. Upon his return with the Eye though, the tribe had changed. None of the people he knew lived amongst the new tribe, and they were quick to force J'rah out. Taking the name Arrack, J’rah set off to find his destiny or wherever the Emerald Eye leads him.

Unfortunately, Arrack’s travels were ill-fated, for little more than a week later, he was captured by a band of slavers. Stripped of all his possessions, he was sold into the service of a small lord who forced his slaves to build some kind of stone monument. The lord, Elias Cornham, was a devout worshipper of Asmodeus and was erecting a stone monument in his honor. After years of toil, the monument was nearing completion, and with that the end of Arrack's usefulness. Taking advantage of his small size and night vision, Arrack slipped off quietly into the night and fled to the nearest town. There, under the cover of night, he broke into a local smith and freed his hands with the heat of the forge.

For the next couple years, Arrack lived the life of a pickpocket and thief, stealing what he needed to survive. Being forced to live the life of a petty thief was humiliating and within him burned the desire to see his kind walk the streets of men, as equals. Arrack broke into an alchemist’s workshop and discovered a prototype firearm, one of the first of its kind. Quickly realizing the potential behind the weapon, Arrack stole the prototype and all the research papers he could find, and set the place alight, hoping to bury its secrets in fire. He set out then, looking to free his race from exploitation.

With the beginnings of a grand plan forming in his mind, Arrack picked his way across the Inner Sea. It was always easy for him to track down the local kobold population, even in cities, and he would often rest amongst his people. After traveling for almost three months, Arrack found the town of Roderic's Cove, a town that as far as he knew, had no dealings with his kind. Thinking that the indifference of the local populace was his best bet, Arrack plans to make a name for himself.


Apperance:
Arrack is a dark green Kobold standing 3'4 and weighs about 32 pounds, with yellow eyes and a crocodile-like jaw. He's leanly built, with a some muscle definition and a short tail. His most distinguishing feature is a yellowish patch of discolored scale shaped vaguely like a starburst, located on the right side of his tail. Years of abuse have left scars all over his body, through most heavily on his back.
Arrack wears a navy blue double-breasted longcoat, with his longsword belted to his hip. Slung over his shoulder is a battered musket, wrapped in heavy cloth.

Personality:
Arrack at first appears cautious, he listens to others and spends extra time making sure he is prepared for anything. However, when unexpected does happen, he impulsively leaps into action, usually at his own risk. Arrack has an affinity for animals and baked goods, which he will share with anyone. In fact, he believes anything worth having is also worth sharing amongst friends. Dwarves for some reason, get along well with him, usually due to their similar natures. Arrack is offended when called cowardly and sees his ambush tactics as a means to survive. Through slow to warm up, Arrack is more jovial with those he trusts and loyal to a fault.
Arrack is 19, which would be 38 in kobold years.

Sihedron Hero:
Harsk - The ranger sheltered Arrack when he accidentally stumbled into the dwarf's camp while fleeing his captors. Through initially suspicious of each other, they grew close after sharing the finer points of hunting and marksmanship.

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