Journeyman Carpenter

Xynen's page

* Pathfinder Society GM. 288 posts (6,499 including aliases). No reviews. No lists. No wishlists. 19 Organized Play characters. 22 aliases.



Dark Archive

Maps: Segang Expedition

Welcome to the Expedition, I look forward to DMing for you.

Please provide the following information:

Player Name:
Character Name:
PFS #:
Faction:
Starting XP:
Starting Gold:
Starting Prestige/Fame:
Day Job:

Further instructions will be posted regarding slides once they are prepared.

Dark Archive

Maps: Segang Expedition

The waiting room is much like you always find it, full of other pathfinders awaiting the assignment. The doors to Valsin's office are closed, but you can hear some muffled conversation happening. It's too hard to make out the words, but there are definitely negotiations happening on the other side. For now you're expected to wait until the Venture-Captain calls you in.

There's a small table in the middle of the room with a small placard that says:

Icebreakers
Fun conversation starters to help you get to know one another while you wait!
Feel free to introduce yourself however you'd like. Roll a d20 if you'd like to use the icebreaker deck.

Dark Archive

This is a recruitment thread for The Segang Expedition which is one of the scenarios I've enjoyed playing and DMing the most.

Party Selection will be done First Come First Serve Any PFS First Edition PC between levels 1-5 may apply. Given that this is a last minute addition to Gameday, recruitment will stay open until September 10th or until we reach a full table. GM expectations are listed on this alias, please review before signing up.

This game does not appear on the list yet but is in the process of being submitted.

Dark Archive

1 person marked this as a favorite.

So, the CRB says that Shirren only speak outloud in Formal situations. Their telepathy is limited to 30ft.

This would be severely limiting in combat, as any ally more than 30ft would the be outside the range of a Shirrens ability to communicate.

I can't find anything saying wether or not Shirren are capable of physically speaking languages other than their own. Has anyone else caught anything that suggests this. Would it be completely unlike a Shirren to shout audibly in combat?

I'll probably assume they can speak all languages out loud until otherwise mentioned, but I'm still unsure as to whether or not they would.


"Um...um..excuse me! Hello! I-if I could have your attention please, Master Xynen is looking for any new recruits to the Society interested in applying to become Confirmed Field Agents. All interested please see me and add your name to the sign up sheet. I- I will be availbe to answer any questions you might have!"

Done with his speech the blonde halfling steps down from the table he'd been standing on, and sits quietly in his booth, waiting for anyone wandering the lodge to sign up. Every few minutes or so he repeats his speech, trying to attract as many new comers as he can so he can complete his task as soon as possible.

Alright, I am looking for at least 5, and no more the 6 players to join me on a quick run of The Confirmation scenario.
My goal is to have this finished before the Gameday, so please make sure you can commit to frequent posting before you sign up for this game. I will be reserving at least two seats for any new players (either new to PvP, or new to PFS), every other seat will be selected Tuesday evening, EST.
Preference will be given to anyone with a strong role play background or those that roleplay here in the recruitment thread with their fellow applicants.

Dark Archive

Maps: Segang Expedition

Please provide the following information:

Player Name:
Character Name:
PFS #:
Faction:
Day Job:

Please double check that this is a Core character.

Also, please read over the expectations listed under this Alias Profile so you know what to expect from this game.

Dark Archive

Maps: Segang Expedition

Feel free to dot and role play below.

Dark Archive

Maps: Segang Expedition

Please provide the following information:

Player Name:
Character Name:
PFS #:
Faction:
Day Job:

Please double check that this is a Core character.

Also, please read over the expectations listed under this Alias Profile so you know what to expect from this game. Obviously we still have quite a while before gameplay starts, but having everyone checked in ASAP will make it easier to start the game on time.

Dark Archive

Maps: Segang Expedition

Feel free to dot and roleplay until the game starts.

Dark Archive

Maps: Segang Expedition

Please provide the following information:

Player Name:
Character Name:
PFS #:
Faction:
Day Job:

Please double check that this is a Core character.

Dark Archive

Maps: Segang Expedition

Feel free to Dot in, and roleplay.

Dark Archive

Maps: Segang Expedition

It's been roughly one week since Barzillai Thrune arrived and started to squeeze the life out of Kintargo. The days of being able to conspire in the Longroad Coffee House are quickly coming to an end as aggressive action from various "Thrunie" organizations become more frequent.

There was indeed a protest in Aria Park earlier in the week, but it was small, and quickly scattered by the Hellknights of the Rack the Paracount imported from the south. A few other protests have popped up here and there. Most were diffused by the dottari, sometimes harshly but more often simply through intimidation.

Just two days ago the Chelish Citizens Group nearly beat a man to death, eager to please Barzillai and somehow tensions have grown even thicker. Many people whisper that something must be done but few enough seem willing to do it, whatever it is. Then word starts to spread of an even bigger protest back where it all began, in Aria Park. "This biggest one yet!" You hear, and at first you assume it's just an exaggeration. However you hear it again and again from different sources, soon it seems that everyone in the Silver City is going. It's hardly an opportunity you can pass up.

Finally, it's the morning of the protest. Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning’s light rain, dozens of Kintargans have gathered along the facade of the opera house to protest the city’s new lord-mayor, who received his position in the wake of the previous lord-mayor’s sudden flight from the city— an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. There’s been no sign yet of Barzillai Thrune himself, and the opera house’s doors remain tightly closed—as they have since the man chose the landmark as his new home—but judging by the growing sound of the protesters, he surely can’t ignore the scene on the streets below much longer.
______________________________________________________________

Please make your introductory posts. We have some mechanics that we can delve into once everyone is 'dotted' in, but feel free to roleplay a bit before we get into it. You're each on your own, or at least, not with the rest of the party members, though you may recognize them from your conversations at the coffee house just a few days passed.

Lastly, at the end of your post please finalize the Reason For Protest you have chosen from the Players Guide in ooc tags. Thank you, I look forward to playing with you all!


Hello everyone! I am currently recruiting for two open party spots for a Hell's Rebels Campaign that I'd like to start roughly a week from now.
At present we have both an Arcane and Divine Spellcaster and a gunslinger. They'll be filling the roles of Spymaster (Int), Demagogue (Wis) and Strategist. Filling the gaps left by the current party set up is not strictly required for this recruitment but I know many people like to avoid too much over lap before building their PC's.

What I expect from my players
~ 1 Post a Day at Minimum: I can accommodate more posts than that, and we will likely be picking up pace after a little while but one of our players has requested a slower pace for now.

~ Read every post. Things will be missed, misinterpreted or accidentally skipped over, that's just human nature, but I expect that everyone is here to play for a good story and a good time and paying attention to your fellow party members is a pivotal part of roleplaying both at the table and in PbP. So please, read everything.

~ Voice your opinions. I am GM, not a dictator. Sometimes I may make rulings you disagree with, let me know. Sometimes I may make a mistake, let me know. This is a collaborative effort and we all want to have fun, part of that is crafting a gaming environment we can all agree on, I prefer my players to be proactive in this regard.

~ Read the Hell's Rebels Player's Guide. There are of course, other supplements you can read to craft your PC, that may add flavor, but that is not necessary, the players guide should provide significant information for this AP.

~ Have fun! That's why we're here, if at any point you feel there is something that you do not enjoy, let me know. I am a flexible person and will do what I can to accommodate the needs of the group.

If you can commit to all of the above then here are the Character Creation Guidelines:
~ 20 Pt Buy

~ Max HP 1st Level, Average +1 every subsequent level

~ Background Skills

~ 2 Traits - 1 must be from the Hell's Rebels Player's Guide, though you may re-flavor the text with my approval. A single drawback may be taken with approval from me first.
Important: Traits and Drawbacks are more than just a power boost, they represent a facet of your PC's personality. I expect all traits to be a part of who your PC is as a person, not just more numbers for your character sheet.

~ Alignment: Any non-evil.

~ Races: Core races are all available. The Player's Guide also suggests a number of other races, of these I will also accept Tieflings and Tengu (though you would really need to sell me on the Tengu).

~ Classes/Source Books: As this is (for the next few days anyway) the most recent AP, I see no reason to limit the selection all that much. Anything Paizo up to and including Occult Classes will be considered though I reserve the right to veto anything that looks like it may cause trouble. In that event you will be given an opportunity to convince me otherwise.

~ Starting Wealth: 150gp

When making your PC, please focus on personality, background, fluff, etc., before your crunch. I don't much care what your are in relation to Pathfinder as long as I know who you are in relation to Kintargo and the fight for it's freedom.

I expect to have recruitment open for about a week or so, depending on interest and quality of submissions that may change but that should be sufficient time. I'll consider a submission complete when I have received the following:
1: A detailed background - Length of the background is not important as long as it provided me with sufficient information for who your character is.
2: A completed Character Sheet in compliance with the rules listed above
3: Your Reason to Protest and which of the remaining officer spots you'd like to assume.

If you have any questions feel free to ask.

Roleplaying in this thread is encouraged, but not required for consideration. If you do choose to roleplay the setting is as follows:

________________________

You find yourself, for one reason or another, in the Longroad Coffee House at about midday. The normally relaxed and inviting atmosphere is instead tense and the main room is full of whispers and careful glances as the regulars size up anyone they don't recognize.

Last night a number of fires broke out in Kintargo, destroying many well known establishments and rumors have already started making their way through the streets. The most credible ones suggest that Barzillai Thrune is responsible, that they were calculated attacks, but on who and for what reason, no one is quite sure. In any case, it's obviously taken it's toll on the population.

Despite this, however, Laria, the proprietor, greets you with a smile.
"What can I get for you hun? Maybe get you something special?" She winks as she points towards back where a young man plays the lute. "You can sit over there if you'd like to be away from all the conspirators."

Dark Archive

Maps: Segang Expedition

Well here it is, my Hell's Rebels Discussion thread!

At the moment there are three of you, I still have one unanswered PM that may turn into a player, but there's no reason not to move ahead and get those of you who have accepted into your PC's and prepped for the adventure ahead. Once you three are prepared I will open a recruitment thread to fill out our roster.

What I expect:

~ 1 Post a Day at Minimum: I can accommodate more posts than that, and we will likely be picking up pace after a little while but one of our players has requested a slower pace for now.

~ Read every post. Things will be missed, misinterpreted or accidentally skipped over, that's just human nature, but I expect that everyone is here to play for a good story and a good time and paying attention to your fellow party members is a pivotal part of roleplaying both at the table and in PbP. So please, read everything.

~ Voice your opinions. I am GM, not a dictator. Sometimes I may make rulings you disagree with, let me know. Sometimes I may make a mistake, let me know. This is a collaborative effort and we all want to have fun, part of that is crafting a gaming environment we can all agree on, I prefer my players to be proactive in this regard.

~ Read the Hell's Rebels Player's Guide. There are of course, other supplements you can read to craft your PC, and they may add flavor, but that is not necessary, the players guide should provide significant information for this AP.

~ Have fun! That's why we're here, if at any point you feel there is something that you do not enjoy, let me know. I am a flexible person and will do what I can to accommodate the needs of the group.

I am a fairly relaxed GM. I prefer a good story over rigid mechanics and I encourage my players to get creative with their solutions. I'm open to interesting/fun/unusual suggestions. Don't ever be afraid to suggest something.

I have little experience with PbP GMing, though I've jumped into those waters recently, but I have a lot of experience as a table GM and all the improvisational skills that come with it. Test me, please! A little side tracking never hurt anyone and often provides fun stories to look back on.

Character Creation Guidelines:
~ 20 Pt Buy

~ Max HP 1st Level, Average +1 every subsequent level

~ Background Skills

~ 2 Traits - 1 must be from the Hell's Rebels Player's Guide, though you may re-flavor the text with my approval. A single drawback may be taken with approval from me first.
Important: Traits and Drawbacks are more than just a power boost, they represent a facet of your PC's personality. I expect all traits to be a part of who your PC is as a person, not just more numbers for your character sheet.

~ Alignment: Any non-evil.

~ Races: Core races are all available. The Player's Guide also suggests a number of other races, of these I will also accept Tieflings and Tengu (though you would really need to sell me on the Tengu).

~ Classes/Source Books: As this is (for the next few days anyway) the most recent AP, I see no reason to limit the selection all that much. Anything Paizo up to and including Occult Classes will be considered though I reserve the right to veto anything that looks like it may cause trouble. In that event you will be given an opportunity to convince me otherwise.

~ Starting Wealth: 150gp

When making your PC, please focus on personality, background, fluff, etc., before your crunch. I don't much care what your are in relation to Pathfinder as long as I know who you are in relation to Kintargo and the fight for it's freedom.

So, check in, say hi, and then take some time to craft who you are for this AP. If you'd like to collaborate, include each other in your histories, bounce ideas off each other, or role play to get a feel for your PC, this is the place for it. The timeline I'm looking at right now is to give you a week (if you need it) to finalize your character sheets. Once you're all done I will make an open recruitment thread for the remaining spots on the roster (currently 2). From there I will take your input (through PM's) and we will hopefully start, officially, no later than March 5th.

Dark Archive

Maps: Segang Expedition

Discussion is open!

Please post
Forum Handle:
Character Name:
PFS#:
Faction:
Day Job Roll:
Perception:
Initiative:

And any scenario you want to play, as I've never gm'd everything is free game.

Dark Archive

Maps: Segang Expedition

Alright, dot in so this shows up in your games!

Dark Archive

Just a quick 'about me': I discovered the Paizo pbp forum on July 21st this year, and have been a daily visitor pretty much since then. In that time I've discovered that I want to GM a host of different scenarios, modules, adventure paths and dice systems using the play by post format, but decided to wait until I'd put a bit of time playing in pbp games first.

Well I've recently passed 1000 posts and decided that as far as markers go, that seems to be a good one. I've started a private Skull and Shackles game with friends that's moving along (if slowly) but it's largely informal and likely not a good way to develop my pbp GM skills (other than NPC tracking anyway).

What I'm looking for: I'd like a handful of players with a number of Pathfinder scenarios/modules/AP's under their belt (preferably a few players who have GM'd as well) who are willing to take a level one PFS character and play through to level two (at least) in the same group.

My goal is to get input and criticism from the group as we play through a few different scenarios together, so I can figure out what works and what doesn't, and to answer any questions I may have as well.

Why PFS? The short length of scenarios opens up opportunity to GM different styles of play and narrative in a quicker time span than a module or adventure path. From Under Ice is different from The Segang Expedition is different from The Confirmation, etc.

What scenarios we play, at this point, does not concern me, I just want to see if I can get enough interested players to help me out. Once(if) I have 4-6 interested individuals I'll open a discussion thread and we can figure it out from there. That being said, feel free to post if you'd prefer Core or Classic and maybe a scenario you've been itching to play.

Lastly: I'd like to play with frequent posters who care about their characters and aren't just looking to hit the next chronicle sheet. I've seen a number of PFS pbp's with posts that are just "skill check, dice roll: did I pass?" or players who remain largely silent during anything but combats.

I accept that it is how some would like to play, and as a player I can shrug it off, but as a GM, particularly for this group, it's not what I' looking for. I'd like to flex both my roll and role muscles and I don't mind taking the scenic route.


The Wormwood

Gameplay thread, to be kept mostly in character. This is where the game will be run for the most part.


The Wormwood

This here is a discussion thread. For discussing.

So, I suppose that's what we'll do here, most likely.

Full Name

Devon Prissault

Race

Human

Gender

Swashbuckler (HP92/92; AC: 23, T: 18, FF: 15; CMB +9, CMD 27; F +5, R +13, W +4; Perc: +6; Panache Points: 6)

Size

Medium

Age

24

Special Abilities

Panache, deeds

Alignment

CG

Deity

Cayden Cailean

Location

Riddleport, Varisia

Languages

Taldane, Varisian, Elven, Undercommon

Occupation

Gambler, opportunist

Strength 13
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 10
Charisma 18

About Devon Prissault

Male human Swashbuckler
CG Medium humanoid (human)
Init +5; Perception +13,
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 22, touch 18, flat-footed 14
(armor +4, Dex +5, Dodge +3)
hp 96 (8d10+16)
Fort +5 , Ref +13, Will +4
Deeds (dodging panache, nimble, opportune parry and riposte)
Drow Immunities: immune sleep, +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance 14

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee: swashbuckler's rapier +16/+11 (1d6+17 18-20/x2)
Ranged: knives of night +14 (1d10)
Combat Options: deeds, panache (opportune parry/riposte, precise strike, menacing swordplay, targeted strike, superior feint)
Poison Use

------------------------------------------------------------------------
SPELL-LIKE ABILITIES
------------------------------------------------------------------------
Constant: detect magic
At will: dancing lights, deeper darkness, faerie fire, feather fall, levitate.

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13 (+1), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 10, Cha 18 (+4)
Base Atk +8/+3; CMB +9; CMD 25
Feats: Weapon Focus (rapier)1st, Extra Panache2nd, Dodge 3rd Quick Draw 5th, Fencing Grace 7th, Weapon Specialization (rapier)(B), Combat Reflexes(B), Drow Nobility 4th, Improved Drow Nobility 6th, Greater Drow Nobility 8th
Skills: (44 +16 bg)
Acrobatics +16, (8+5+3)
Bluff +15*, (8+4+3)
Diplomacy +9*, (2+4+3)
Knowledge (dungeoneering) +5, (1+1+3)
Knowledge (local) +5, (1+1+3)
Linguistics +3, (2+1 --bg)
Perception +13, (8+0+3+2)
Profession (gambler) +9, (6+0+3 --bg)
Sense Motive +11, (8+0+3)
Sleight of Hand +16, (8+5+3 --bg)
Stealth +16, (8+5+3)
*+1 for those who may be attracted
Traits: Optimistic Gambler, Charming, Fencer
Languages: Common, Varisian, Elven, Undercommon
SQ: Deeds, Panache (6/day), Swashbuckler Finesse, Charmed Life 4/day, Nimble +2, swashbuckler weapon training (+1)
Deeds: Derring do, dodging panache, opportune parry and riposte, kip up, menacing swordplay, precise strike (+8), swashbuckler initiative, swashbuckler grace, superior feint, targeted strike
------------------------------------------------------------------------
GODBOUND
------------------------------------------------------------------------
Words: Luck and Night
LUCK: Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day
Luck Gifts:
Unfailing Fortune (Constant) The hero may always reroll a natural 1 on any die they roll. They can dictate the outcome of any element of chance in gambling or gaming.
Nine Lives (Constant) Automatically reroll saves or enemy hit rolls that would result in the hero’s death or mortal injury. The second roll is taken, even if it’s worse.
NIGHT: Heroes with the Word of Night can see perfectly in darkness. They need not sleep, and their actions will never involuntarily cause the awakening of any sleepers around them.
Night Gifts:
Knives of Night (On Turn) Commit Effort. You are now able to harden darkness into a weapon with a range of 200 feet. When used to attack, it does 1d10 damage and is treated as a magical weapon. Foes reduced to zero hit points can either be killed, put to sleep, or permanently blinded at your discretion.
Flesh of Shadows (Action) Commit Effort. Become an almost-insubstantial shadow, unable to affect the real world or pass through solid objects, but with an invincible defense against non-magical weapon attacks but not spells.
------------------------------------------------------------------------

Gear:swashbuckler's rapier, mithril chain shirt, cape of daring deeds, ring of resilience
Backpack: gambler's kit (this small, tightly packed suitcase holds decks of cards, a betting wheel, numbered cloths, colored wooden chips, and a wide variety of other sorts of specialized equipment necessary for many different games of chance), Pathfinder's kit (This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone).

493 gp

Background:

Devon grew up in and around the docks of Magnimar, the son of a merchant family that made just enough money that he didn't really learn the value of hard work. Instead, he learned that money came through risk, and the fickle winds of fate determined the outcome rather than some stodgy adherence to routine and effort. His friends all had similar tastes and expectations of life, though they never really had his brazen willingness to risk it all. So when he started hearing more and more stories of Riddleport and the possible fortunes the pirate town had in store, they begged off.

Still, that was not going to be enough to dissuade Devon from making his mark on Riddleport. Far from being warned away by the dangers, he saw the opportunities and ever-confident in his own abilities, he found a scheme that would get him there, and make his first bit of coin in the process. Once there, the sky would be the limit! Regardless of that shadow lurking above the town...

* * *

As it turned out, that shadow was more than a meteorological curiosity although it wouldn't affect Devon's life for some time. His fortunes initially plummeted once he arrived at Riddleport, falling in debt with some crime bosses initially. He scraped and scrimped and eventually got out of hock, just in time to risk everything again at a gaming house's big re-opening celebration. The Gold Goblin, under the new ownership of Saul Vankaskerkin, had its own share of ups and downs, and its grand reopening was almost undone by a pair of robbers. However, Devon and a few other patrons stepped in and thwarted the robbery, which landed them all jobs at the Goblin.

Suddenly a part owner of a gaming hall, Devon found a new purpose -- not so much being a responsible business owner but by becoming mired in the plots and maneuvers by the various crime bosses of Riddleport. He and the others who saved the Goblin that day, Marek, Krogun, and Faenor, became fast friends as they weathered the attacks and tried to turn a bit of a profit at the gaming hall. Then, they learned that they were being used by Saul. And they learned that Saul was being used by something worse.

From out of a dark faerie tale, the evil underground cousins of elves -- the Drow -- were not just a myth, but a real threat. In the caverns beneath the Gold Goblin, they discovered that Saul's real business partner was a radical Drow who was busy working on something that had to do with the Cyphergate and that strange shadow in the sky. Their fight took them topside, as the four battled the skilled and nimble Drow woman. She retreated to the ancient Thassilonian ruin, the massive runed arch that stretched across Riddleport's harbor and called the Cyphergate by the mages who studied it. They climbed up on the arch in pursuit and finally Devon's blade cut through her defenses and slew her. But they had little time to revel in their triumph, because a meteor streaked down from the sky and struck a small island just off the shore of Riddleport.

The impact created a tidal wave that crashed into the harbor, causing a great amount of devastation. But even as the waterlogged city struggled to recover, the crime bosses set their eyes on the island that was struck -- the meteor would no doubt be full of starmetals.

Devon and his companions took part in the race to Devil's Elbow. There, they fought against a few of the other crime bosses, some strange creatures that had hitched a ride on the meteor, and surprisingly, another group of Drow. In confronting the dark elves there on the island, Devon and his friends learned a sinister fact: Somehow, the Drow had figured out the means to draw stars from the sky, and they planned to use it.

Devon wasn't used to considering himself a hero, even though he really couldn't help himself whenever a pretty face needed rescuing. Mostly, he saw himself an opportunist, someone who trusted in luck and a bit of his own skill and braggadocio to get him through whatever trouble he found himself in. This, though, was different. He was now aware of a terrible secret the elves sought to keep from the rest of the surface world -- that their evil cousins existed, and what's worse, that some had plans to destroy the surface world by calling down more meteors to bring about a second darkness.

He hoped he had enough luck to see him through.

Devon's next stop was Celwynvian, an elven community that forbade outsiders from visiting. However, he and his companions had some valuable information and was allowed in. As it turned out, the city was actually a battlefield, wherein a contingent of elves fought to repel a Drow incursion. Of course, Devon and his friends lent their assistance, eventually turning the tide.

Unfortunately, the Drow retreat was not a true victory. Whatever they were doing in the ruined city, they completed their work and fled through an elven gate back into their subterranean home. With little information to stop the next meteor, the elves and Devon's friends came upon a crazy plan. They would disguise themselves as Drow and sneak into their realm, to search for the means to stop their apocalyptic scheme.

The plan required a powerful spell that would use freshly-killed Drow corpses as their disguises. Devon drew the short straw and had to wear the body of a Drow female. He didn't notice until several days wearing the form that it had a small tattoo of the runic sigil of Noticula just below her hair line. He didn't think much of it, nor did he worry that the demon lord to which the sigil belonged would be paying attention to his actions.

Unfortunately, Devon's luck ran out. He was killed deep underground, alone, in a desperate bid to give his friends time to complete their mission. Unfortunately, they, too, died in the cold dark and before long, a meteor struck the heart of the elven nation of Kyonin, destroying it. One more disaster to strike a world riven with catastrophes.

Devon, first level:

Male Human Swashbuckler
CG Medium humanoid (human)
Init +3; Perception +4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 14, flat-footed 13
(armor +3, Dex +3, Dodge +1)
hp 12 (1d10+2)
Fort +1 , Ref +5, Will +0
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee: Rapier +5 (1d6+1 18-20/2)
Ranged: Light Crossbow +4 (1d8 19-20/x2)
Combat Options: deeds, panache
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13 (+1)), Dex 17 (+3), Con 13 (+1)[ooc][/ooc], Int 12 (+1), Wis 10, Cha 14 (+2)
Base Atk +1; CMB +2; CMD 14
Feats Weapon Focus (rapier), Defiant Luck(R), Dodge(B)
Skills: Acrobatics +6*, Bluff +6**, Diplomacy +6**, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +4, Profession (gambler) +4, Sense Motive +4, Sleight of Hand +6*, Stealth +6*,
*Includes armor check penalty of -1
**+1 for those who may be attracted
Traits: Optimistic Gambler, Charming
Languages: Common, Varisian
SQ: Deeds, Panache, Swashbuckler Finesse
Gear: light crossbow, 10 bolts, rapier, studded leather
Backpack: 50' rope, bullseye lantern, 4 pts oil.

10 gp