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Dark Archive

Adventure Path Charter Subscriber
Hugo wrote:

-FEMALE CHARACTERS ONLY

-One Osirion PC tops (made one too many already)
-Specific items please place links to images
-Full description required (see below)
-Two signature items maximum

For this commissions I will ask for a full Character description as if it was to be published in an adventure; with full game staticts (weapons and all), character personality description and background history. In order to take a commission "in" I'll need all this info upfront. This is to make a bit more useful the drawings. You'll see ;)

Here she is! Monday the 29th 12:01 EST I believe

About Ka'kara Furyheart

The details:

Spoiler:
Female Human Barbarian 1
CG Medium Humanoid
Favored Class Barbarian (XP 835)
Init +0; Senses: Perception +3

DEFENSE

AC 13, touch 10, flat-footed 13
(+0 Dex, +3 Studded Leather)
HP 15 (1d12+2Con+1Favored Class) current 15 (+2 when raging)
Fort +4 (+2 when raging), Ref +0, Will -1

OFFENSE

Spd 40 ft.
Melee
Greatsword +5 (2d6+6/19-20)
Raging: Greatsword +7 (2d6+9/19-20)
Raging+OverhandChop+PowerAttack: Greatsword +6 (2d6+14/19-20)
Handaxe +5 (1d6+4)

Ranged
Javelin +1 (1d6+4)(30' range increments)

Space 5 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 14
Base Atk +1; CMB +5
Feats Power Attack, Overhand Chop

Skills Climb +8 (1 rank), Craft (tattoos) +5 (1 rank), Intimidate +6 (1 rank), Perception +3 (1 rank), Survival +3 (1 rank), Swim +8(1 rank)
Languages Common, Tharbrian
Combat Gear Greatsword 50 gp, 5 Javelins 5 gp, Handaxe 6 gp, Studded Leather 25 gp, Winter Blanket 5 sp, Backpack 2 gp, 2 weeks rations 7 gp, Flint and Steel 1 gp, 5 torches 5 cp, Artisan's tools 5 gp, Explorer's outfit 10 gp, Clay tankard 2 cp, 50' Hemp Rope 1 gp, Reinforced bone grappling hook 1 gp, 5x Whetstone 1 sp, 3x Waterskins 3 gp, 3 gp, 3 sp, 3 cp

She is 5'10" and 19 years old. She is the daughter of a chieftan and wants to prove she is more than the equal of any of her brothers to fill her fathers role in the tribe. She has set forth to follow the last part of a warriors path to make her worthy of the leadership role which is to go out in the world and make a name for herself. Be respected by one's friends and feared by ones enemies. To travel the lands and seek to harden her body and sharpen her mind. She is everything people envision when they think of the romantic version of barbaric chieftans daughter. Ruggedly beautiful with long braided locks of blonde hair (butt length), ice blue eyes, light skinned, and tribal tattoos can be seen running down the sides of her face and around her arms, ankles, thighs, and stomach which she displays proudly. These tattoos symbolize her connection with the spirits, her rites of passage passed so far, and her accomplishments in life. The rippling muscles that can be seen under her skin do not entirely do justice to just how physically powerful she can be, much to the regret of more than one overconfident man. She has an unmistakable glint of intelligence behind her eyes but does not always think through the consequences of her actions.

She wears suede knee high boots and gloves that are fur lined (the inner fur lining can be seen rolling to the outside at the top 8 inches of the boot and around the cuff of the gloves which reach about mid forearm). Make her armor as skimpy as you want (this is fantasy - god knows how it protects but it does!) The handle of her greatsword is carved bone.


Well Hugo, you DID say Monday morning . . . and it's now the 29th here in College Park. My computer says it's 12:03 am, so that means . . .

Morag, the Gatherer of Souls

Spoiler:
Morag, the Gatherer of Souls, Death’s Mistress

NG human female cloistered cleric 10/contemplative 4 of Death

Ht. 5’8” Wt.: 120# Hair: long, thick wavy black Skin: pale
Age: 28 Sex: female

Str: 8 (-1) HP: 80
Dex: 10
Con: 12 (+1)
Int: 16 (+3)
Wis: 19 (+4)
Cha: 12 (+1)

BAB: +7/+2 Grapple: +6 Full Attack: +7/+2 (+1 undead bane dagger) Dmg: 1d4 (+1 undead bane dagger)
AC: 22 (+6 bracers of armor, +3 amulet of natural armor, +3 ring of protection)
Touch AC: 13 Flatfooted: 22
Special defenses: uncanny dodge (Fate domain), immune to disease (contemplative), slippery mind (contemplative)
Special qualities: persistent deathwatch (revised Repose domain)

Fort: +15 (+4 cloak, +1 Con, +2 Great Fortitude, +8 base)
Ref: +8 (+4 cloak, +4 base)
Will: +19 (+4 cloak, +4 Wis, +11 base)

Possessions of note: bracers of armor +6, ring of protection +3, amulet of natural armor +3, cloak of resistance +4, +1 undead bane dagger, bag of holding (type 1), belt of endurance (Arms and Equipment Guide: +2 enhancement bonus to Constitution and Great Fortitude as bonus feat while worn), boots of the winterlands, ring of sustenance, wand of cure moderate wounds (50 charges), wand of searing light (at 6th level ability)( 50 charges), hands of death (+1 holy bonus to melee touch attacks, +2 holy bonus to cleric level for turning checks, function as holy symbol—fingerless gloves), standard adventuring gear, ointment to cast true seeing 4 times, diamonds for 1 resurrection, foci for the following spells: destruction, augury, analyze dweomer, true strike, message, legend lore, shield other, holy aura several other spell foci, LOTS of diamond dust (5,000gp), silver wedding ring (50 gp)

Feats: Sacred Healing, Sacred Purification, Spell Focus (necromancy), Greater Spell Focus (necromancy), Craft Wondrous Item, Self-SufficientB (human bonus), EnduranceB(revised contemplative bonus, level 1), Great FortitudeB (belt), Improved Unarmed StrikeB (god’s favored weapon)

Languages: Common, Draconic, Infernal, Abyssal, Celestial

Class abilities: turn undead as 12th level cleric, Lore (as bardic knowledge, 10th level), domains: Knowledge (+1 caster level for divination spells, all knowledge skills are class skills), Fate (uncanny dodge), Repose (instead of death touch, persistent deathwatch as a supernatural ability), domain spells, extra spells (see added spells in UA) in spell list, bonus feats, heal self for 4 X contemplative level HP/day. Proficient in simple weapons and light armor (note: Morag will not wear light armor unless no other choice presents itself. She prefers to go without, hence the bracers/ring/amulet above. Not part of her self-image, not comfortable in armor, and too physically weak to try to wear armor without encumbrance issues. Also doesn’t use anything more sophisticated than a dagger because she doesn’t want to look more hostile than she already seems, doesn’t like weapons much anyway).

Skills (with extra points factored in):
Concentration +18, Decipher Script +11, Heal +23, Intimidate +9, Knowledge (Arcane) +8, History +8, local (Free Coast) +8, Knowledge (geography) +9, Knowledge (nature) +10, Knowledge (planes, religion) + 20, Perception +7, Perform (oratory and vocal) +6, Profession (mortician) +10, Sense Motive +19, Spellcraft +22, Survival +11, Swim +1

Spells/Day: 6/7/7/6/6/4/4/3 (includes domain slots and Wis bonus)
Typical spell list:
7-destruction*(x2), holy word
6-undeath to death*, greater dispel magic, heal (x2)
5-slay living*, true seeing, flame strike, spell resistance
4-death ward*, divine power, freedom of movement, greater magic weapon (x2), neutralize poison
3-speak with dead*, dispel magic, magic circle against evil, magic vestment (x2), protection from energy
2-gentle repose*, bull’s strength (x2), delay poison, resist energy, lesser restoration, hold person
1-true strike*, bless, comprehend languages, entropic shield, obscuring mist, protection from evil, remove fear, sanctuary
0-detect magic (x3), detect poison, mending, read magic

* denotes a domain spell

Key house rules:
1) Revised contemplative. At levels 1 and 6, instead of bonus domains, Morag gains Endurance (at 1st) and Diehard (at 6th) as bonus feats.
2) Revised Repose domain. Instead of the standard death touch, Morag gains deathwatch as a supernatural ability, usable at will as a move action. In this world, deathwatch loses the [Evil] descriptor.
3) Bonus skill points. Both the cloistered cleric and contemplative classes gain 2 extra skill points per level (and so do many other classes).
4) Human bonuses. Human gain one additional language at 1st level. For Morag, that’s Draconic (spoken with a kobold’s accent, from who she learned it).
5) Favored weapon. Clerics of the world of Scrithengard are automatically proficient with their god’s favored weapon. For Morag, the favored weapon is unarmed strike, so she gains the Improved Unarmed Strike feat as a bonus feat.

The Gatherer’s Story

Morag was born in the Free Coast, the daughter of a small merchant family. She grew up there, happy and content to learn the family trade, and eventually married her childhood sweetheart Ezreth. The young newlyweds—Ezreth was 18, Morag 16—settled down in a home of their own along the coast in a village near Belgrame and began to run their own business as cloth merchants.
A merchant ship sailed into their village one day a few months later and took on supplies. The ship’s owner was a merchant from Sheenosek, Kales (Kay-lez). He spent a few days selling goods and taking care of his vessel before leaving. When Kales left, he took two dozen villagers with him, including Ezreth and Morag. None of the villagers were willing passengers. Kales sought to gain political power in his homeland, so he had picked up a few slaves (while the slave market isn’t that big in Sheenosek, people buy one another from time to time) as an offering to Skaden. Kales hoped to at least make an alliance with the church, if not become a Chosen of Skaden.
Kales sailed back to Sheenosek and gave his slaves to the priests of Skaden at the local temple. In particular, Kales gave the pick of the lot to the ambitious priest Durran (Duhr-ran). That included Ezreth and Morag.
Durran’s ambitions included immortality, as is common among the Chosen of Skaden. Durran worked on a process of transferring the vitality of one individual to another by ingesting the blood of the victim. While he didn’t seek to become a vampire—the limitations of vampirism more than offset the gains, he felt—his techniques were horribly similar. Over time, however, he had refined his methods. But to refine his methods, he needed slaves to practice on—lots of slaves.
(Note: The term ‘Chosen’ here doesn’t mean the same thing as it does over in Faerun. It is a general term for a divine spellcaster of any faith.)
Durran was also as debauched as any priest of the Defier. When he tried to rape Morag, Ezreth attacked him in fury. That act led to Ezreth’s slow death by torture, as Durran drained every drop of blood from the young man’s body over the course of several days and drank the fluid before Morag’s eyes. Durran performed other unspeakable acts with Ezreth as well before finally letting the man die.
A year later, Morag managed to anger Durran one night as he worked on his own experiments by accidentally damaging his notes. Durran took even longer torturing the young woman than he had with her husband the year before. The Chosen of Skaden taunted her with comments about her husband’s weakness, reminded her that he’d drank his blood before her eyes, and that he’d do the same to her. Over the course of a week, Durran did his best to break Morag, body and soul. He’d even let her keep her wedding ring as a daily reminder of what he’d done to her. The Chosen of Skaden whispered seductively into Morag’s ear even as he ravaged her body, calling the helpless woman “my love” even as he slowly killed her.
Durran never realized what he had wrought.
One night, Morag hung in a mass of razor-sharp wires, her own body pressing the blood from her flesh into pans below. She prayed to the gods, one and all, to let her die. None of them, not even Tria, answered the woman’s pleas. Morag passed out from her injuries soon after.
Morag experienced a vision where she saw the multiverse from a great distance. She had a conversation with a being that she never saw, a being that answered her prayers and told her that it was Death. Death made a deal with the young woman, granting her life and power in exchange for service. That service was to help the Soul of Scrithengard—the earth goddess Tria herself—to pass away at some point in the future.
Morag accepted the offer. She’d realized—or perhaps dreamt—that there were forces greater than even gods, and that she was speaking with one of them.
Durran had discarded Morag by this point, thinking her dead and no longer useful. When another servant attended him, Durran ordered the man to throw her corpse out with the other trash. The man complied, and soon Morag was on her way out of the town to the local midden.
Morag awoke and stole a set of clothes from the corpses in the cart before making her way north toward Haven, guided by some instinct. She met a merchant caravan heading north along the way and convinced the owner, a jovial old Neen (one of many human subraces) man named Garl, to help her cross the border. He did her an even greater service and saw that she was outfitted a little better before depositing her on the road that led into the neighboring nation of Haven.
Morag made her way north and west, following the pull of her own instincts. She lived for a time among the settlers and humanoids on the frontier, helping them survive in an unfriendly land. She also spent time exploring the west, finding a few old ruins and teaching herself about the past and learning more about her role in the world. This included visits to Vargild and a journey to the Free Coast to consult with sages, monks, and dragons. Morag found no dragons, though she helped wipe out quite a few pirates during this time (and took their treasure as a potential gift to the dragons she sought).
In time, the Gatherer (as the people in the western portions of Haven came to call her) made her way to Haven’s Hold. Morag stayed there for a time, studying at the “Wizard’s Square”. Morag met Jade, a member of the Silver Wing (a law-enforcement agency in Haven), during this time and aided the woman in thwarting the conquest of the city by the Ebon Serpent. Morag primarily helped to quell riots and to keep the city safe from plague during this time, though she also assisted Jade in convincing the people to stand together against the corruption from within the government. Satisfied, she departed for the Free Coast for a time in order to get away from the chaos.
The Gatherer has recently returned to Haven and come to Merrywell. A new wizard’s school is there, and there is a shrine to Tria there as well for her to visit. She is looking for other projects to get into at this time. During the past ten years Death’s Mistress concluded that as a human woman she would not live long enough to do her duty unless Tria died in the near future, so she began researching efforts to extend her own lifespan. The notion of undeath repulses her, so transformation into a creature with a longer lifespan is her preferred route. Rumors of a monk that had achieved such a degree of perfection of self that he could not die led her to conclude that a similar regimen might work to her advantage, so Morag has begun the long journey of the contemplative.

Personality

Morag doesn’t remember much of her past. She can remember Ezreth’s face and his identity as her husband (but not his name), the name Kales, and Durran’s face. She knows she nearly died at the hands of that man (Durran) and that it wasn’t an easy death. For that matter, Morag herself isn’t sure if she actually survived or if she died and was revived by Death (answer: she didn’t survive, and Death revived her). She can vaguely recall her escape from Sheenosek, though she can remember old Garl quite well. Events since that time are still remembered, however, as are a few childhood memories. Morag’s traumatic experiences have blocked everything else from her memory, other than the occasional nightmare. She no longer strongly desires to remember her past, feeling that her past is lost to her and that she is a different woman now. Were she to remember her past, Morag might react in any number of ways, from dying of grief to overwhelming rage at what was done to her.
Morag maintains a degree of aloof reservation around others. This is a defense mechanism on her part, for Morag knows that she might outlive every person she will ever meet, human, elf, or dragon. The thought of watching friends die repeatedly throughout eternity depresses her, so she tries to keep people at a respectful distance to avoid the emotional agonies of the future. But buried beneath this veneer is the heart of a kind and compassionate woman who would not see others suffer. Morag’s one true regret about the path she has chosen is that she will not settle down and have children of her own in the foreseeable future. As a result, Morag is strongly protective of children wherever she goes.
Morag also possesses a high degree of intellectual curiosity. She believes that knowledge is power and that knowledge of the past will help her in the future with her long-term goals. As a result, the Gatherer spends time poking in old ruins as opportunity permits, seeking information that will help her with her appointed task. Morag also stops at the various wizards’ schools she encounters in her travels. Morag is knowledgeable in a variety of fields, including religions, the nature of the universe, local customs, the lay of the land, and arcane traditions, among others. Were she so inclined, Morag might become a powerful mage one day. As it is, Morag could be considered a wandering sage of sorts.
In combat, Morag fights only when necessary. She has no desire to end the life of another living creature prematurely—such is not Death’s way. If she feels she cannot avoid a fight (the spell list above is a general spell list: Morag will change spells to deal with a situation, of course), Morag fights to kill and kill as quickly as possible. The Gatherer relies on spells such as poison, slay living, harm, and destruction in combat if alone. Morag’s lack of prowess in martial combat deters her from fighting with weapons. When working with allies, Morag prefers to use her magic to protect, buff, and heal her allies—all the better in her mind to protect her allies from death and let them do the killing as necessary. Against unliving foes, Morag has no qualms about destroying them. Morag also feels little concern about killing nonsentient foes, though she tries to avoid fights with animals or other creatures defending their dens or young.
The primary motivation for Morag is her devotion to duty. She made an agreement with Death and she means to keep it. At this time, Morag acts primarily to complete her task—to be ready when Tria dies and see the goddess to the afterlife. Morag has no desire to actually kill Tria but would do so (with great reluctance) if necessary. She hopes fervently that such an action won’t be necessary. Morag also feels it necessary to put any undead she meets to rest, and so will go out of her way to investigate rumors of undead attacks wherever she goes, as undead are an abomination to her.
On rare occasions, the Gatherer will take the time to relax. When she does so, Morag frequently can be found playing with children when in one of these moods. Morag also enjoys spending time walking untamed wilds, reveling in the feeling of life and death (as she phrases it). To the surprise of many (particularly the entertainer in question on many occasions), Morag also enjoys listening to bards sing or watching them perform in general. When engaged in one of these activities, Morag can seem to be almost a normal person again. At least until someone disturbs her, wherein the wall she maintains to separate herself from other humans quickly returns.

Appearance

Morag is twenty-eight years old, though she seems quite a bit younger at times (and at other times, years older). She stands 5’8” in height and weighs 120 pounds. Death’s Mistress is willowy and fragile of build, partly the result of her traumatic stay in Sheenosek. Despite the torture she underwent in Sheenosek, Morag bears no physical scars to denote her time in that land. Morag’s black hair is usually left loose to flow down her back in waves until it reaches her hips, but she will braid it to get it out of her way when work or ceremony requires. Morag’s complexion is quite pale and doesn’t seem to tan in the sun at all. Her steely-gray eyes have a hint of their original blue color to them, but few care to meet her gaze in order to discern this fact. Morag’s face possesses a certain amount of classical beauty, with high cheekbones that accentuate her otherworldly appearance. Morag wears a black dress suited to a middle-class upbringing. The notable feature of the gown is that the long sleeves bear black streamers of cloth beneath each arm reminiscent of a raven’s wing. Her black cloak also bears those streamers of cloth, giving her appearance a shadowy, indistinct edge. A person that takes the time to observe Morag closely will see that she wears a pair of fingerless gloves that bear her holy symbol on their backs: a white hourglass with green fluid within, one glass full at the top, the other full at the bottom. Morag bears two wands—one up each sleeve—and a dagger at her belt as her only readily-visible weapons.

Never let it be said that I'm not willing to sacrifice for the things I want! Good luck to everyone vying for a spot on Hugo's exclusive itinerary!

Edit: Wow, ninjaed at 12:01 am! I bow to you, Dark Antioch, for being as sneaky as I am and faster to the draw! You shot first!

Sovereign Court

Hahaha!
12:01am Monday morning, too funny!


Callous Jack wrote:

Hahaha!

12:01am Monday morning, too funny!

Why not? Not like I need to be awake for class in the post-sunrise part of the morning, oh no . . . .

Sovereign Court

Lathiira wrote:
Callous Jack wrote:

Hahaha!

12:01am Monday morning, too funny!
Why not? Not like I need to be awake for class in the post-sunrise part of the morning, oh no . . . .

Hopefully Hugo goes by EST...

;-)

Dark Archive

Adventure Path Charter Subscriber

Just for that I am reposting it in two hours I'M IN MST! ;p


The Eldritch Mr. Shiny wrote:

Here's the Wand of Hastur-ness that N'wah wanted.

By the way, here's one for all you polyglots out there:

I need the following translated into Latin and German:

"Without music, life would be a mistake."
- Nietzsche

Ohne Musik, Leben wuerdet eine Fehler sein.

-if im not mistaken.. i know there are others that know more german than i..

Sovereign Court

Dark Arioch wrote:
Just for that I am reposting it in two hours I'M IN MST! ;p

Well, good thing you have your bases covered. ;-)

Dark Archive

Adventure Path Charter Subscriber

Not all the bases. Actually Jack I really like your work also. Feel free to take one of the other two characters I posted if you want <grin>. Actually, I would be very greatful. I know your about as busy as Hugo tho :) Not to be greedy but if your ever bored and looking for something to do

P.S. I hope to try my hand in here at some point. Gotta see if I can work this stuff into my portrait class I am taking. Gotta convince the teacher tho.....not much time outside of class stuff yet.

Scarab Sages

Hugo wrote:

-FEMALE CHARACTERS ONLY

-One Osirion PC tops (made one too many already)
-Specific items please place links to images
-Full description required (see below)
-Two signature items maximum

For this commissions I will ask for a full Character description as if it was to be published in an adventure; with full game staticts (weapons and all), character personality description and background history. In order to take a commission "in" I'll need all this info upfront. This is to make a bit more useful the drawings. You'll see ;)

Hi Hugo,

I haven't got the stats written up on Paizo as of yet (I have been flat out) but hope to have them up tonight (it is now mid-afternoon on Monday in Australia as I post this and I have to head out to work). Background/Appearance and Possessions are up but I just plain ran out of time to write in the rest. Hopefully you will overlook that and start on her after any others so as to gve me time to get the rest written in.

This is my Pathfinder Society Character and her Avatar doesn't really do her justice so I thought I might enlist your aid. =)
Hopefully noone else has jumped in with an Osirion Character yet via other means.
KemKepi

Cheers
flash_cxxi


I guess being sick has its perks. ;)

Ayedah

Profile

Spoiler:

Race Human (Shoanti)
Classes/Levels Barbarian 1
Gender Female
Size M (6'1")
Age 19
Alignment CG
Deity Ancestor worship/animist, believes in the gods but
Location Born on the Storval Plateau in Varisia, currently in Korvosa
Languages Common, Shoanti(bonus)
Occupation One-time caravan guard, Currently unemployed
Strength 14
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 12
Charisma 11

Stats

Spoiler:

Female human barbarian 1
Alignment : CG
Init: +1
Defense
AC: 13, touch: 11, flat-footed: 12 (+2 leather armor, +1 DEX)
hp: 17 (1d12+1(favored class)+4(CON))
Fort: +6 (2 base, 4 CON) Ref: 1 (1 DEX) Will: 1 (1 WIS)
Offense
Spd: 40 ft. (+10 ft. from fast movement)
melee: earthbreaker (2d6+2(STR)/X3)
Statistics
Str: 14 Dex: 12 Con: 18 Int: 10 Wis: 12 Cha: 11
Base Atk: +1; CMB 3 (1 Base Atk + 2 STR)
Feats: Overhand Chop, Power Attack
Skills
Acrobatics: +5 (1 Dex, 1 rank, 3 class bonus)
Climb: +6 (2 Str, 1 rank, 3 class bonus)
Intimidate: +4 (1 rank, 3 class bonus)
Perception: +5 (1 Wis, 1 rank, 3 class bonus)
Survival: +5 (1 Wis, 1 rank, 3 class bonus)

Languages: Common
SQ: fast movment, rage
Gear
earthbreaker
leather armor
bedroll
knife
whetstone
coinpurse
keepsake necklace
money : currently broke!

Appearance

Spoiler:
A tall and muscular young woman, Ayedah's dark brown skin, brown eyes, cleanly shaven head, and the stylized black hawk tattoo on her right arm make her Shoanti heritage obvious. Only her black eyebrows hint at what color her hair might be. She's highly toned all over, hardened by life in the Cinderlands. While quite built, she's retains a bit of lankiness due to her height.

Her face often undermines her image as a hardened upland barbarian though, as it often seems more the somewhat pretty face of an optimistic, wide-eyed dreamer than a harsh warrior. This is lost entirely when she is overcome by rage.

Her clothes are plain and fuctional: simple hide armor, leggings, and boots of leather and hide, with a heavy warhammer strapped to her back. He clothes are rugged and well worn, but it's clear she needs to start thinking about replacing them soon. The close-fitting armor on her torso leaves her muscular arms exposed, but covers everything else. The leggings are soft leathers that would be a bit lit loose if not for her muscular legs. They're tucked into her simple travelling boots and held by an old belt in which she keeps her knife(used for simple tasks, not fighting) and coin purse.

A simple, small medallion of copper hangs from her neck on a loose cord. Bearing a the symbol of Korvosa, it's not a mark of her loyalty to that city but rather a memento of her childhood friends who were Korvosans. It's monetarily worthless, but it's highly precious to her.

Her earthbreaker is like those seen in official art for the most part: a great two-handed warhammer with a spiked head. It's handle is longer though(mostly to make sense in my head as far as leverage goes), about three feet. It's not enough to make it a range weapon, but enough to be reasonably functional.

Her hair is going to change soon. Eventually she's going to get a bit sensitive about her lack of hair where having it is the social norm. She's either going to try growing it out or getting a potion to do so faster, but no matter how she gets it she's going to be unhappy with the results. It itches, it catches on things, and generally annoys her until she gets what she thinks is a brilliant idea: shave it all cleanly off again except for a single "horsetail" of hair between the very top and the very back of her head, bound by a ring at the base of the tail. Her thinking is that she gets the image of having hair without the itching, and it can easily be cut off if it ever caught on anything or was grabbed in a dangerous situation. The fact that it looks absolutely strange to most city dwellers in Korvosa never occurs to her.

The look in her eyes is most often one of wonder at the strange world she has stepped into.

Personality

Spoiler:

Ayedah is a caring young woman with a deep fascination for other cultures. She doesn't think of other groups of people in monolithic terms, but she can often be naive in expecting the best of people.

Though she often seems outgoing and confident she still feels shy and insecure about fitting in and in matters of romance, but she's trying to overcome this. Although generally optimistic, she is taking some recent personal losses hard and has great difficulty in letting go of matters that strike her as unjust. She can be a bit too quick to anger when people she cares for have been wronged.

Though she thinks of herself as Shoanti through and through, her interest in other cultures and her desire to fit in leads her to adopt some non-Shoanti customs, sometimes clumsily so. Similarly, though she is faithful to her Shoanti beliefs, she also has an interest in the gods of the other peoples, though she admits she does not know enough about any of them to "throw in with them".

Background(in case it matters or helps...it's kind of long...)

Spoiler:

Like most Shoanti, Ayedah was born and raised on the harsh Storval Plateau. Born to the Shriikirri-Quah, she was brought up to respect the animals and elements of the Cinderlands as the lives of her people depended on understanding and drawing strength from them to survive the dangers both often presented.

On her second year, her mother Talaid was killed during a hunt. Her father Ivtolt raised her alone as best as he could in the following years, imparting upon her a strong sense of right and wrong and the importance of everyone's duty to make the choice between them for themselves.

On her eighth year Ayedah's father took her along on one of his trips to the lowlands beneath the Storval Rise. There in the shade of the rise he and other representatives of his tribe met and traded with traders from the other peoples of Varisia, something their clan was more at ease doing than the other Shoanti clans. Not many children would come along on these journeys though, as many in her tribe were still hesitant to exposing their youth to foreign ways. Her father felt it was important that she see the world outside and its people, to learn that they were as varied a folk a their own.

On the first trip she takes with her father, she met two Chelish children close to her age: Danel and Sozite Bordlin, the son and daughter of one of a Korvosan merchant who made these long trips in order to sell to Shoanti actually willing to buy from a Korvosan. The merchant and his wife were relatively well off, though he often seemed harried by worries back home. The children were nothing but joyful and outgoing, as curious about the Shoanti girl as she was of them. They shared their cultures stories and games with each other for three weeks each summer, and the Shoanti girl came to love them as the closest of friends despite the worries some back home had with her growing fascination with foreign cultures.

Over the years they became as close as siblings. Whether it was exploring the wilderness together under her father's watchful eye, sharing the tall tales and legends of their people over a campfire, or simply watching Danel draw for her and his sister, she cherished these moments more than any she shared with the children back home.

At the end of the fifth summer, she gave them necklaces she made of twine and bone as tokens of her friendship. In return, the boy gave her his medallion, a cheap tin piece bearing Korvosa's emblems of no real monetary value, though to the Shoanti girl it became a precious keepsake.

The next year the merchant and his family were not among those who came to trade. Ayedah's friends never visited again. Her father was never able to find out why he stopped coming.

Through the next several years the girl found herself dreaming of exploring the world beyond the Storval and became something of an odd duck in her tribe; always a bit too curious and questioning when foreigners arrived.

On her sixteenth her father died during a severe emberstorm season. Death came easily in the Cinderlands, and Ayedah stepped up to her father's duties as best as she could and continued making trading trips in his place. She always asked visiting merchants about Korvosa, looking for any information she could find on the Bordlin family. She was never able to find out anything.

Over the next few years she became more alienated from the other youths as she became known as something of a dreamer, forgetting the importance of the "here and now" and too infatuated with foreign ways for her own good. Though she had friends among her tribe, she found herself distant from them. She had no romantic interest in the few young men that expressed an interest in her, and she found herself frustratingly shy about coming forth with her interest in other women in her tribe. Despite all this, she still thought of herself as Shoanti first and foremost, and was proud of her people. She just found herself dreaming of more than just life on the Storval. There were many nights that she studied her medallion, dreaming of exploring the wide world outside and even visiting Korvosa to find her friends once more.

One day she finally steeled herself to do so. With the half-hearted blessings of her elders, she left the plain on her nineteenth year and stepped out onto the lowlands. Joining up with one of that summer's merchant caravans as a guard, she made her way across southern Varisia. Her employers were amused with her innocent, wide-eyed fascination towards everything they passed, be it wilderness or people unusual to her eyes. It was a heady experience for her; the excitement of the journey and actually doing what she had only dreamt of doing filled her with more confidence than she felt back home. Even when a pretty Varisian woman politely rebuffed her awkward advances, she was happy with her newfound daring.

When the caravan finally arrived at the strange city of Korvosa, Ayedah left their employ and set out to find her friends with only their names and a cheap necklace to guide her. She spent two weeks trying to learn her way about town. Despite sticking out and being unwelcome in some corners of town due to her obvious Shoanti heritage, she managed to find out where one of the siblings, Danel lived. Overwhelmed with excitement and relief that she had found a lead, she made her way to his apartment in the Midland district.

Her joy was shattered when she got there. Danel was a wasted wreck of a man; bedridden, barely more than skin and bones, eyes discolored, wheezing, and obviously dying. Half delirious when she found him, Danel did not recognize Ayedah but could barely protest the stranger's presence in his home as she tried to nurse him back to health over the next few days. Even though his apartment was almost entirely trashed with broken easles and torn paintings scattered about, she found a few pieces in good condition. He had apparently grown into a skilled artist, at least in her eyes. Though she found some of them troubling in that they were darker than what she would have expected of her friend, some seemed to hearken back to the times they had together in the shade of the Storval Rise. When she found a rough painting of two blond Chelish children and a bald Shoanti girl, playing in the woods, she could not help but weep.

Danel eventually became lucid one day, finally recognizing his childhood friend and the necklace he had once given her. "You're a bit bigger than I expected." he said with a smile that called back to the boy she once knew. "I suspect I'm a bit smaller than you were expecting." Ayedah hugged him, having finally found her friend, and begged him to tell her how he came to be in such condition.

Danel's life had taken a downturn the winter of his twelfth year. After his parents were murdered over matters he never fully understood, though he expected any number of Korvosa's numerous loan sharks were involved, he and Sozite were left on the streets to fend for themselves. Before the city could put them in an orphanage, they wound up in the clutches of a criminal known as Graeden Lamm. Ayedah was outraged as he related the tales of what he and his sister endured during that time, furious that a man who preyed upon children, her friends, could be suffered to live by "civilized" people. Eventually Danel and Sozite were separated a year later. He could never find out what happened to her. At the age of fourteen, he managed to escape Lamm's clutches, but the damage was done.

He had become addicted to shiver while in Lamm's service, it was the only escape he could find at the time. Even in freedom, shiver became his way of escaping the past. He was eventually found by the church of Sarenrae, who helped him break his habit and gave him a stable home. He turned back to his art, which became his new means of escape. He eventually earned a name for himself, but though he began to make his living by selling his art, most of the time he was drawing for himself, trying to recapture the memories of his youth.

Eventually depression and addiction would take hold of him again due to his continued failure to find his sister and the memories of Lamm's cruelty. His art became more disturbing, and at worst deranged, until he withdrew completely and turned to his drug habit alone. His friends managed to pull him back, but he found himself in a vicious cycle of rehabilitation and backsliding into addiction that eventaully destroyed his health. Even though he had finally kicked the habit, his body was so abused that he couldn't even fight off an infant's sickness. He had only lasted this long because of the charity of his neighbors. "I finally beat it. I finally gave up the habit. But that's probably because I wouldn't live long enough to go back to it." he smirked as he finished his story.

He apologized to Ayedah for disappointing her. She told him there was nothing for him to be ashamed of in her eyes; he was still her friend. They continued to talk of their lives after their last parting and of Sozite. She stayed by his side for the next three weeks, caring for him and keeping him company. One day Danel noticed her studying his surviving paintings and apologized again. There were a great many paintings he had made in memory of his childhood, his family and friends, some of which he sometimes dreamt of giving to his sister and Ayedah. Some habits can be expensive to feed however, and can drive people to part with what they once felt was most precious to them. She asked him if he remembered who he sold them to, but he had no answer. Life was just too blurry at that time. Ayedah promised she would find them for him, despite his protests for her not to worry.

Where Ayedah had difficulty finding Danel, it was even more difficult to find his paintings as the circles that would know of such things were even more foreign to a Shoanti. But eventually she managed to find a kind-hearted art dealer that actually believed her story if only because he had seen a piece that confirmed it. Though he did not possess that painting any longer, he did still have one by the same artist that he could never sell. It wasn't a refined piece, nor very stylish in the eyes of collectors, but Ayedah realized its true value as soon as she saw it. She bought it right away, the dealer not asking much for it.

Danel was shocked and overcome with joy when Ayedah returned with Sozite's portrait, the one he had painted imagining the life he hoped she had found. That was as close as the three would ever come to be reunited in life. Ayedah promised to find more of the paintings, but was unable to leave his side for very long in the next several days.

Danel's condition rapidly declined despite Ayedah and his neighbors best efforts. What little doctors could do for him was simply to ease his pain. Ayedah never left his side until his passing, when in his delirium he called her by Sozite's name, telling her he loved her. "I love you, Brother." she replied tearfully, holding him as he drew his last breath.

Danel knew he was going to die. During the last three weeks he demanded that Ayedah not lose herself in mourning like he did; he demanded that she keep her head high and live her life to the fullest for both their sakes. Ayedah swore she would honor that.

But first, her anger over the destruction of the man Danel could have become and the taking of Sozite from their lives demanded release. After she saw that her friend was buried according to the traditions of his people, she set out to find Lamm. There were questions she would have answered.

If there's any other information of any kind that you need, I'll be glad to give it.

Dark Archive

Adventure Path Charter Subscriber

Hmmmmmm, lots of barbarians........are they different enough for you Hugo?

Liberty's Edge

Wow, I couldn't sleep and was just lurking, but others have posted so, I guess I'd better do so too!

Even if I don't make Hugo's commission, I'd welcome anyone's efforts. Hugo, thanks for giving me the opportunity to re-visit this character - I tried to re-make an original character into Pathfinder stats so her origins aren't specifically in Golarian but I'd hoped to re-work her story so that she could be. Anyway...

Spoiler:

Basic stats:

FARELLON AEAR BERETH
Female half-elf Ranger 10
CG Medium humanoid
Favored class: Ranger
Init: +1 (+3 on the surface of water, +2 in forests); Senses: Perception +7, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)
==DEFENSE==
AC: 14, touch 11, flat-footed 13 (+3 armor, +1 dex)
HP: 95 (10d10+48)
Fort: +8, Ref: +8, Will: +5
Defensive Abilities: Elven Immunities, Two-weapon Defense
==OFFENSE==
Spd: 30 ft./x4
Melee: +2 Longsword of Flame +13/+8 1d8+3 19-20/x2
Melee: Mwk Longsword +12/+7 1d8+1 19-20/x2
Ranged: Mwk Sling +12/+7 1d4 20/x2
Special Attacks: Combat Reflexes
==STATISTICS==
Str: 12, Dex: 13, Con: 13, Int: 15, Wis: 15, Cha: 13
Base Atk: +10, CMB:+11
Feats: Armor Proficiency (Light) (PHB 3.5 89), Combat Reflexes (PHB 3.5 92), Defensive Combat Training (PFA3 66), Leadership (PHB 3.5 97), Quick Draw (PFB 92), Skill Focus (PFB 94), Stealthy (PFB 95), Two-weapon Defense (PHB 3.5 102), Two-weapon Fighting (PHB 3.5 102)
Skills: Acrobatics +4, Appraise +5, Climb +8, Diplomacy +5, Disable Device +4, Handle Animal +7, Heal +11, Intimidate +6, Knowledge (arcana) +4, Knowledge (architecture and engineering) +5, Knowledge (dungeoneering) +8, Knowledge (geography) +9, Knowledge (nature) +13, Perception +12, Profession (sailor) +21, Sense Motive +7, Sleight of Hand +4, Spellcraft +11, Stealth +12, Survival +13, Swim +9
Languages: Chelaxian, Elven, Dwarven,
SQ: Favored Enemy, Ranger Wild Empathy, Track, Favored Terrain, Hunter's Bond, Ranger Woodland Stride, Swift Tracker
Combat Gear: +2 Longsword, Mwk Longsword, Mwk Sling, Leather +1, Mwk Crossbow Hvy, one or two daggers

Backstory:
Captain of the Aearelen, a small schooner built on the lines of a Baltimore Clipper. The original character was born on a barrier island - one of a 1,500 mile-long series of islands and capes called The Belt. Farrell's island, Innis Fheartha (name shamelessly stolen from Gaelic meaning roughly "Island of Graves"), is a cape in a particularly dangerous stretch of ocean (hence the name). Like many of The Belt's inhabitants, Farrell is independent, and often stubborn, but loyal, intelligent, and confident and a great leader. Her first work was as crewman on her father's ship, the Oracle, as an apprentice, then later upon the brigantine Splendor, and barely two years ago earned her Captain's papers and her own ship.

As a half-elf Farrell is unusual but not unheard of on The Belt. The area's many shipwrecks bring many survivors to its islands. Some find passage onward or back home, but many stay and Farrell's elven mother was one of these. Farrell's current adventures started when her twin brother, a fellow crewman, disappeared one night after reaching port. Rumors abound of his enslavement or death and the search for him or news of him has become her burning obsession and the motivation behind every adventure she undertakes.

Appearance:

Farrell inherited her father's unusual human height - at six feet she's tall for a female, whether human or elf. Her looks favor her father as well, light brown hair, blue eyes, straight nose, and angular features, but with her mother's fair complexion. She wears her hair long, but often bound in a loose ponytail. Favoring the color blue, she chooses her clothes carefully for both style and functionality, an outer cloak, hooded (see this for an example but slightly longer), a plain tunic, and black trousers tucked into calf-high boots. While on board ship Farrell usually wears at least a dagger or one of her longswords (visualize a one-handed Scottish claymore). When in port she usually wears leather armor over the tunic.

I gave you a bit more peripheral information than was really needed, i.e. the barrier islands link, but I was enjoying myself so got carried away. Thanks for taking the time.

EDIT: Looks like Valkyrie managed to hit the button before me. Oh, well. Looking forward to seeing all the results, guys.


I.Malachi wrote:

EDIT: Looks like Valkyrie managed to hit the button before me. Oh, well. Looking forward to seeing all the results, guys.

If there really are too many barbarians, I don't mind bowing out.


Hey if you want to sketch an interesting NPC female, I have one: Hanali Hal'Oight, a recurring NPC in my Chronicles of the Silver Rose PbP game. She is an elf/human/celestial mix: Blonde, blue eyed, and very beautiful, with slightly pointed ears and wide almond eyes. She is a scion of a very wealthy family that lives in Sigil, the Hub of the Multiverse. She is very tall, lean and trim (she is a monk/rogue by class) and she is usually dressed in top-of-the-line haute couture (which can be very exotic considering the cosmopolitan air of Sigil). She usually wears her waist-length hair up in an elaborate style, and keeps several concealed slender daggers tucked in as hair accents. She normally doesn't carry overt weapons, but often carries a garter sheath for a throwing dagger. She is Sigil's answer to a 'covert ops' dilletante who gets her kicks having adventures in the Cage.

If she is going to do something physical she dresses in dark loose-fitting ninja-style clothing, puts her hair in a long braid with a weight braided in at the end and carries a short sword and a drow hand crossbow.

Hanali's Character sheet

EDIT: WOW! I guess you have a loyal fan base froggy, looks like I might be outta luck. Oh well, keep Hanali as an alt.

Scarab Sages RPG Superstar 2009 Top 32

Patrick Curtin wrote:

Hey if you want to sketch an interesting NPC female, I have one: Hanali Hal'Oight, a recurring NPC in my Chronicles of the Silver Rose PbP game.

If she is going to do something physical she dresses in dark loose-fitting ninja-style clothing, puts her hair in a long braid with a weight braided in at the end and carries a short sword and a drow hand crossbow.

LOL. Nice hair and Short Sword Pat. ;)

Great Minds must think alike... no, no wait, I meant that as a compliment... put the knife down, no, no, noooooooooo*****!


flash_cxxi wrote:


LOL. Nice hair and Short Sword Pat. ;)

Great Minds must think alike... no, no wait, I meant that as a compliment... put the knife down, no, no, noooooooooo*****!

**Grumble grumble** O dark 30 in the morning, no caffeine in my bloodstream, and you want originality? Feh

Goes back to bed


Spoiler:
Morag, the Gatherer of Souls, Death’s Mistress

NG human female cloistered cleric 10/contemplative 4 of Death

Ht. 5’8” Wt.: 120# Hair: long, thick wavy black Skin: pale
Age: 28 Sex: female

Str: 8 (-1) HP: 80
Dex: 10
Con: 12 (+1)
Int: 16 (+3)
Wis: 19 (+4)
Cha: 12 (+1)

BAB: +7/+2 Grapple: +6 Full Attack: +7/+2 (+1 undead bane dagger) Dmg: 1d4 (+1 undead bane dagger)
AC: 22 (+6 bracers of armor, +3 amulet of natural armor, +3 ring of protection)
Touch AC: 13 Flatfooted: 22
Special defenses: uncanny dodge (Fate domain), immune to disease (contemplative), slippery mind (contemplative)
Special qualities: persistent deathwatch (revised Repose domain)

Fort: +15 (+4 cloak, +1 Con, +2 Great Fortitude, +8 base)
Ref: +8 (+4 cloak, +4 base)
Will: +19 (+4 cloak, +4 Wis, +11 base)

Possessions of note: bracers of armor +6, ring of protection +3, amulet of natural armor +3, cloak of resistance +4, +1 undead bane dagger, bag of holding (type 1), belt of endurance (Arms and Equipment Guide: +2 enhancement bonus to Constitution and Great Fortitude as bonus feat while worn), boots of the winterlands, ring of sustenance, wand of cure moderate wounds (50 charges), wand of searing light (at 6th level ability)( 50 charges), hands of death (+1 holy bonus to melee touch attacks, +2 holy bonus to cleric level for turning checks, function as holy symbol—fingerless gloves), standard adventuring gear, ointment to cast true seeing 4 times, diamonds for 1 resurrection, foci for the following spells: destruction, augury, analyze dweomer, true strike, message, legend lore, shield other, holy aura several other spell foci, LOTS of diamond dust (5,000gp), silver wedding ring (50 gp)

Feats: Sacred Healing, Sacred Purification, Spell Focus (necromancy), Greater Spell Focus (necromancy), Craft Wondrous Item, Self-SufficientB (human bonus), EnduranceB(revised contemplative bonus, level 1), Great FortitudeB (belt), Improved Unarmed StrikeB (god’s favored weapon)

Languages: Common, Draconic, Infernal, Abyssal, Celestial

Class abilities: turn undead as 12th level cleric, Lore (as bardic knowledge, 10th level), domains: Knowledge (+1 caster level for divination spells, all knowledge skills are class skills), Fate (uncanny dodge), Repose (instead of death touch, persistent deathwatch as a supernatural ability), domain spells, extra spells (see added spells in UA) in spell list, bonus feats, heal self for 4 X contemplative level HP/day. Proficient in simple weapons and light armor (note: Morag will not wear light armor unless no other choice presents itself. She prefers to go without, hence the bracers/ring/amulet above. Not part of her self-image, not comfortable in armor, and too physically weak to try to wear armor without encumbrance issues. Also doesn’t use anything more sophisticated than a dagger because she doesn’t want to look more hostile than she already seems, doesn’t like weapons much anyway).

Skills (with extra points factored in):
Concentration +18, Decipher Script +11, Heal +23, Intimidate +9, Knowledge (Arcane) +8, History +8, local (Free Coast) +8, Knowledge (geography) +9, Knowledge (nature) +10, Knowledge (planes, religion) + 20, Perception +7, Perform (oratory and vocal) +6, Profession (mortician) +10, Sense Motive +19, Spellcraft +22, Survival +11, Swim +1

Spells/Day: 6/7/7/6/6/4/4/3 (includes domain slots and Wis bonus)
Typical spell list:
7-destruction*(x2), holy word
6-undeath to death*, greater dispel magic, heal (x2)
5-slay living*, true seeing, flame strike, spell resistance
4-death ward*, divine power, freedom of movement, greater magic weapon (x2), neutralize poison
3-speak with dead*, dispel magic, magic circle against evil, magic vestment (x2), protection from energy
2-gentle repose*, bull’s strength (x2), delay poison, resist energy, lesser restoration, hold person
1-true strike*, bless, comprehend languages, entropic shield, obscuring mist, protection from evil, remove fear, sanctuary
0-detect magic (x3), detect poison, mending, read magic

* denotes a domain spell

Key house rules:
1) Revised contemplative. At levels 1 and 6, instead of bonus domains, Morag gains Endurance (at 1st) and Diehard (at 6th) as bonus feats.
2) Revised Repose domain. Instead of the standard death touch, Morag gains deathwatch as a supernatural ability, usable at will as a move action. In this world, deathwatch loses the [Evil] descriptor.
3) Bonus skill points. Both the cloistered cleric and contemplative classes gain 2 extra skill points per level (and so do many other classes).
4) Human bonuses. Human gain one additional language at 1st level. For Morag, that’s Draconic (spoken with a kobold’s accent, from who she learned it).
5) Favored weapon. Clerics of the world of Scrithengard are automatically proficient with their god’s favored weapon. For Morag, the favored weapon is unarmed strike, so she gains the Improved Unarmed Strike feat as a bonus feat.

The Gatherer’s Story

Morag was born in the Free Coast, the daughter of a small merchant family. She grew up there, happy and content to learn the family trade, and eventually married her childhood sweetheart Ezreth. The young newlyweds—Ezreth was 18, Morag 16—settled down in a home of their own along the coast in a village near Belgrame and began to run their own business as cloth merchants.
A merchant ship sailed into their village one day a few months later and took on supplies. The ship’s owner was a merchant from Sheenosek, Kales (Kay-lez). He spent a few days selling goods and taking care of his vessel before leaving. When Kales left, he took two dozen villagers with him, including Ezreth and Morag. None of the villagers were willing passengers. Kales sought to gain political power in his homeland, so he had picked up a few slaves (while the slave market isn’t that big in Sheenosek, people buy one another from time to time) as an offering to Skaden. Kales hoped to at least make an alliance with the church, if not become a Chosen of Skaden.
Kales sailed back to Sheenosek and gave his slaves to the priests of Skaden at the local temple. In particular, Kales gave the pick of the lot to the ambitious priest Durran (Duhr-ran). That included Ezreth and Morag.
Durran’s ambitions included immortality, as is common among the Chosen of Skaden. Durran worked on a process of transferring the vitality of one individual to another by ingesting the blood of the victim. While he didn’t seek to become a vampire—the limitations of vampirism more than offset the gains, he felt—his techniques were horribly similar. Over time, however, he had refined his methods. But to refine his methods, he needed slaves to practice on—lots of slaves.
(Note: The term ‘Chosen’ here doesn’t mean the same thing as it does over in Faerun. It is a general term for a divine spellcaster of any faith.)
Durran was also as debauched as any priest of the Defier. When he tried to rape Morag, Ezreth attacked him in fury. That act led to Ezreth’s slow death by torture, as Durran drained every drop of blood from the young man’s body over the course of several days and drank the fluid before Morag’s eyes. Durran performed other unspeakable acts with Ezreth as well before finally letting the man die.
A year later, Morag managed to anger Durran one night as he worked on his own experiments by accidentally damaging his notes. Durran took even longer torturing the young woman than he had with her husband the year before. The Chosen of Skaden taunted her with comments about her husband’s weakness, reminded her that he’d drank his blood before her eyes, and that he’d do the same to her. Over the course of a week, Durran did his best to break Morag, body and soul. He’d even let her keep her wedding ring as a daily reminder of what he’d done to her. The Chosen of Skaden whispered seductively into Morag’s ear even as he ravaged her body, calling the helpless woman “my love” even as he slowly killed her.
Durran never realized what he had wrought.
One night, Morag hung in a mass of razor-sharp wires, her own body pressing the blood from her flesh into pans below. She prayed to the gods, one and all, to let her die. None of them, not even Tria, answered the woman’s pleas. Morag passed out from her injuries soon after.
Morag experienced a vision where she saw the multiverse from a great distance. She had a conversation with a being that she never saw, a being that answered her prayers and told her that it was Death. Death made a deal with the young woman, granting her life and power in exchange for service. That service was to help the Soul of Scrithengard—the earth goddess Tria herself—to pass away at some point in the future.
Morag accepted the offer. She’d realized—or perhaps dreamt—that there were forces greater than even gods, and that she was speaking with one of them.
Durran had discarded Morag by this point, thinking her dead and no longer useful. When another servant attended him, Durran ordered the man to throw her corpse out with the other trash. The man complied, and soon Morag was on her way out of the town to the local midden.
Morag awoke and stole a set of clothes from the corpses in the cart before making her way north toward Haven, guided by some instinct. She met a merchant caravan heading north along the way and convinced the owner, a jovial old Neen (one of many human subraces) man named Garl, to help her cross the border. He did her an even greater service and saw that she was outfitted a little better before depositing her on the road that led into the neighboring nation of Haven.
Morag made her way north and west, following the pull of her own instincts. She lived for a time among the settlers and humanoids on the frontier, helping them survive in an unfriendly land. She also spent time exploring the west, finding a few old ruins and teaching herself about the past and learning more about her role in the world. This included visits to Vargild and a journey to the Free Coast to consult with sages, monks, and dragons. Morag found no dragons, though she helped wipe out quite a few pirates during this time (and took their treasure as a potential gift to the dragons she sought).
In time, the Gatherer (as the people in the western portions of Haven came to call her) made her way to Haven’s Hold. Morag stayed there for a time, studying at the “Wizard’s Square”. Morag met Jade, a member of the Silver Wing (a law-enforcement agency in Haven), during this time and aided the woman in thwarting the conquest of the city by the Ebon Serpent. Morag primarily helped to quell riots and to keep the city safe from plague during this time, though she also assisted Jade in convincing the people to stand together against the corruption from within the government. Satisfied, she departed for the Free Coast for a time in order to get away from the chaos.
The Gatherer has recently returned to Haven and come to Merrywell. A new wizard’s school is there, and there is a shrine to Tria there as well for her to visit. She is looking for other projects to get into at this time. During the past ten years Death’s Mistress concluded that as a human woman she would not live long enough to do her duty unless Tria died in the near future, so she began researching efforts to extend her own lifespan. The notion of undeath repulses her, so transformation into a creature with a longer lifespan is her preferred route. Rumors of a monk that had achieved such a degree of perfection of self that he could not die led her to conclude that a similar regimen might work to her advantage, so Morag has begun the long journey of the contemplative.

Personality

Morag doesn’t remember much of her past. She can remember Ezreth’s face and his identity as her husband (but not his name), the name Kales, and Durran’s face. She knows she nearly died at the hands of that man (Durran) and that it wasn’t an easy death. For that matter, Morag herself isn’t sure if she actually survived or if she died and was revived by Death (answer: she didn’t survive, and Death revived her). She can vaguely recall her escape from Sheenosek, though she can remember old Garl quite well. Events since that time are still remembered, however, as are a few childhood memories. Morag’s traumatic experiences have blocked everything else from her memory, other than the occasional nightmare. She no longer strongly desires to remember her past, feeling that her past is lost to her and that she is a different woman now. Were she to remember her past, Morag might react in any number of ways, from dying of grief to overwhelming rage at what was done to her.
Morag maintains a degree of aloof reservation around others. This is a defense mechanism on her part, for Morag knows that she might outlive every person she will ever meet, human, elf, or dragon. The thought of watching friends die repeatedly throughout eternity depresses her, so she tries to keep people at a respectful distance to avoid the emotional agonies of the future. But buried beneath this veneer is the heart of a kind and compassionate woman who would not see others suffer. Morag’s one true regret about the path she has chosen is that she will not settle down and have children of her own in the foreseeable future. As a result, Morag is strongly protective of children wherever she goes.
Morag also possesses a high degree of intellectual curiosity. She believes that knowledge is power and that knowledge of the past will help her in the future with her long-term goals. As a result, the Gatherer spends time poking in old ruins as opportunity permits, seeking information that will help her with her appointed task. Morag also stops at the various wizards’ schools she encounters in her travels. Morag is knowledgeable in a variety of fields, including religions, the nature of the universe, local customs, the lay of the land, and arcane traditions, among others. Were she so inclined, Morag might become a powerful mage one day. As it is, Morag could be considered a wandering sage of sorts.
In combat, Morag fights only when necessary. She has no desire to end the life of another living creature prematurely—such is not Death’s way. If she feels she cannot avoid a fight (the spell list above is a general spell list: Morag will change spells to deal with a situation, of course), Morag fights to kill and kill as quickly as possible. The Gatherer relies on spells such as poison, slay living, harm, and destruction in combat if alone. Morag’s lack of prowess in martial combat deters her from fighting with weapons. When working with allies, Morag prefers to use her magic to protect, buff, and heal her allies—all the better in her mind to protect her allies from death and let them do the killing as necessary. Against unliving foes, Morag has no qualms about destroying them. Morag also feels little concern about killing nonsentient foes, though she tries to avoid fights with animals or other creatures defending their dens or young.
The primary motivation for Morag is her devotion to duty. She made an agreement with Death and she means to keep it. At this time, Morag acts primarily to complete her task—to be ready when Tria dies and see the goddess to the afterlife. Morag has no desire to actually kill Tria but would do so (with great reluctance) if necessary. She hopes fervently that such an action won’t be necessary. Morag also feels it necessary to put any undead she meets to rest, and so will go out of her way to investigate rumors of undead attacks wherever she goes, as undead are an abomination to her.
On rare occasions, the Gatherer will take the time to relax. When she does so, Morag frequently can be found playing with children when in one of these moods. Morag also enjoys spending time walking untamed wilds, reveling in the feeling of life and death (as she phrases it). To the surprise of many (particularly the entertainer in question on many occasions), Morag also enjoys listening to bards sing or watching them perform in general. When engaged in one of these activities, Morag can seem to be almost a normal person again. At least until someone disturbs her, wherein the wall she maintains to separate herself from other humans quickly returns.

Appearance

Morag is twenty-eight years old, though she seems quite a bit younger at times (and at other times, years older). She stands 5’8” in height and weighs 120 pounds. Death’s Mistress is willowy and fragile of build, partly the result of her traumatic stay in Sheenosek. Despite the torture she underwent in Sheenosek, Morag bears no physical scars to denote her time in that land. Morag’s black hair is usually left loose to flow down her back in waves until it reaches her hips, but she will braid it to get it out of her way when work or ceremony requires. Morag’s complexion is quite pale and doesn’t seem to tan in the sun at all. Her steely-gray eyes have a hint of their original blue color to them, but few care to meet her gaze in order to discern this fact. Morag’s face possesses a certain amount of classical beauty, with high cheekbones that accentuate her otherworldly appearance. Morag wears a black dress suited to a middle-class upbringing. The notable feature of the gown is that the long sleeves bear black streamers of cloth beneath each arm reminiscent of a raven’s wing. Her black cloak also bears those streamers of cloth, giving her appearance a shadowy, indistinct edge. A person that takes the time to observe Morag closely will see that she wears a pair of fingerless gloves that bear her holy symbol on their backs: a white hourglass with green fluid within, one glass full at the top, the other full at the bottom. Morag bears two wands—one up each sleeve—and a dagger at her belt as her only readily-visible weapons.


Repost of the 12:03 or so post.

Sovereign Court

Kristine Littleknight
Alchemist (homebrewed class) 4

Str 9
Dex 16
Con 14
Int 16
Wis 10
Cha 15

Kristine is a quiet contemplative girl who spends most of her time in the lab brewing potions. She does not believe in magic, not that she denies it's existence, that would be foolish, but rather the fact that magic is only available to the elite few, whereas science and alchemy are available to any who would care to use it. She is tall and rather thin for a gnome, at 4'0 and weighing a mere 70 pounds. She has a very charming if non-decript look. She wears her long hair in a bun and needs the glasses she wears, in the end she winds up looking very much like the hot librarian. Her outfits are all very utilitarian, always thick clothes to prevent burns usually drab brown (after all nice clothes would get ruined) with lots of pockets, usually bulging to the point of overflowing with alchemical regents. When looking for another master alchemist to work with she wound up getting involved with an adventuring group to fight off a goblin problem (her first encounter with them was when they blew up the alchemist she was going to see)
The group she joined with however turned out to be rather unsavory and their actions damaged her psyche, as a result her usually perfect bun now can usually be seen to have several frayed pieces of hair sticking out. The only instances of flash to her outfits are a large diamond ring she got from the goblin leader, and a lovely royal purple robe she never goes anywhere without and keeps in imaculate condition.

Battle Gear:
Bandolier which has been retro-fitted to hold 10 alcemical vials, 5 acid, and 5 alchemist fire.

Gnome Calculus (a specialized sling from the Arms & Equipment guide designed for throwing alchemical potions)

Heavy Crossbow with specially modified alchemical bolts.

Liberty's Edge

Valkyrie Paine wrote:
I.Malachi wrote:

EDIT: Looks like Valkyrie managed to hit the button before me. Oh, well. Looking forward to seeing all the results, guys.

If there really are too many barbarians, I don't mind bowing out.

Nah. Fair is fair and rules are rules. No worries. I'm excited at seeing what he does with them.

Sovereign Court

By the way, lastnightleft, I have been trying to draw your military pick again but I'm not really satisfied with the results so we'll see what happens.

Thanks, Dark Arioch.

Scarab Sages

lynora wrote:
kessukoofah, I've got the picture of your chelaxian fighter up now. Hope you like it.

Wow! That's awesome! You managed to get him pretty much spot on despite my rather poor description of his personality. I love the cape you added, as the colors match his leggings and the top hat. and the gauntlets are fatastic. good work.


kessukoofah wrote:
Wow! That's awesome! You managed to get him pretty much spot on despite my rather poor description of his personality. I love the cape you added, as the colors match his leggings and the top hat. and the gauntlets are fatastic. good work.

Yay! You like it. I actually thought you gave a great description of the personality. It was what made me want to draw him. I'm going to get started on the halfling next. I'm really looking forward to it.


Good Morning pals! Here are the entries:

Standard AP pose, Level of detail as previous works
Dark Arioch: Ka’kara Furyheart
Lathirra: Morag, the gatherer of Souls
Flash_cxxi: Kemkepi
Valkire Paine: Ayeda
I.Malachi: Farellon Aear Bereth

Bonus Entries
These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.
I'll take them as bonus commissions and render these in a different way.
Patrick Curtin: Hanali Hal’Oight (if he ever post the details)
LastKnightLeft: Kristine Littleknight

Here's a sample of AP stadard pose and detail (and this time finished ;))

Nostimi Greysatr REVISITED

I'm really happy that the entries were taken really early. Thanks a lot for the opportunity to draw your characters!

Scarab Sages

Hugo Solis wrote:

Good Morning pals! Here are the entries:

Standard AP pose, Level of detail as previous works
Dark Arioch: Ka’kara Furyheart
Lathirra: Morag, the gatherer of Souls
Flash_cxxi: Kemkepi
Valkire Paine: Ayeda
I.Malachi: Farellon Aear Bereth

Bonus Entries
These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.
I'll take them as bonus commissions and render these in a different way.
Patrick Curtin: Hanali Hal’Oight (if he ever post the details)
LastKnightLeft: Kristine Littleknight
I'm really happy that the entries were taken really early. Thanks a lot for the opportunity to draw your characters!

No, Thank You Hugo. =)

I have just finished updating KemKepi's Stats, so there is now a full History/Appearance, Stat Block and Possessions.

I have no problem with you accepting the additional entries.

Scarab Sages

Hugo Solis wrote:

...

Here's a sample of AP stadard pose and detail (and this time finished ;))

Nostimi Greysatr REVISITED
...

I love that sword! I wouldn't mind seeing a seperate picture of that in your "items" folder, so I could print it out and use it at my table. Brilliant as usual. Just an Idea, but whenevever I go to draw someone or something, I usually do a seperate sketch of the items or key detail first, maybe it would be possible for you to do something similar, both to get a feel of the item and to allow DMs like me to scavenge your hard work ;)?

(and yes, I realize I'm being unresonable, but if you don't ask you don't get anything, right?)


kessukoofah wrote:
I love that sword! I wouldn't mind seeing a seperate picture of that in your "items" folder, so I could print it out and use it at my table.

Alrighty! Actually I was thinking exactly of that, to make a collection of the items in the commissions. I'll uploade it this week.

Scarab Sages

I should also point out that Kepi doesn't really have any "Signature Items".
The closest she gets is the different style of her Studded Leather (grey, sleeveless and only down to her knees) and possibly her long braid (down to just below her bottom) with the Stone Ankh weight at the bottom.
I have loved your other work on people's Pathfinder Characters so I can't wait to see what you make of her. =)

Liberty's Edge

KemKepi wrote:
Hugo Solis wrote:

Good Morning pals! Here are the entries:

Standard AP pose, Level of detail as previous works
Dark Arioch: Ka’kara Furyheart
Lathirra: Morag, the gatherer of Souls
Flash_cxxi: Kemkepi
Valkire Paine: Ayeda
I.Malachi: Farellon Aear Bereth

Bonus Entries
These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.
I'll take them as bonus commissions and render these in a different way.
Patrick Curtin: Hanali Hal’Oight (if he ever post the details)
LastKnightLeft: Kristine Littleknight
I'm really happy that the entries were taken really early. Thanks a lot for the opportunity to draw your characters!

No, Thank You Hugo. =)

I have just finished updating KemKepi's Stats, so there is now a full History/Appearance, Stat Block and Possessions.

I have no problem with you accepting the additional entries.

If you don't mind, I may have to give this one a try as well.

Scarab Sages RPG Superstar 2009 Top 32

The Eldritch Mr. Shiny wrote:
If you don't mind, I may have to give this one a try as well.

The more the merrier. =)


KemKepi wrote:


No, Thank You Hugo. =)

Repeating this pretty much! This is a godsend for those of us that just can't draw to save our lives. Not that I'm saying any of the others are in that boat, it's just that I'm certainly in it. ;)

And absolutely no problem here about the late entries! It means more character art to look at!

Oh. I know this is annoying, but I meant for my request to be post-hairstyle change. I just read what I posted and it wasn't really clear, heh. Sorry. And if there's any more information you need or you think could help, I'll be glad to give it!

Dark Archive

Adventure Path Charter Subscriber
Hugo wrote:

These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.

I'll take them as bonus commissions and render these in a different way.

Mind?! Of course I mind. ::grabs Hugo and throws him in a box with breathing holes and a drawing pad:: He's ALL MINE! MINE I TELL YOU! ::holds box away from others grasping hands::

LOL, no way do I mind! I want to see you do ALL the submissions because they all turn out so fantastic! Let me know if you want/need any additional info on my submission and I'll happily provide it.


Hugo Solis wrote:

Good Morning pals! Here are the entries:

Standard AP pose, Level of detail as previous works
Dark Arioch: Ka’kara Furyheart
Lathirra: Morag, the gatherer of Souls
Flash_cxxi: Kemkepi
Valkire Paine: Ayeda
I.Malachi: Farellon Aear Bereth

Bonus Entries
These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.
I'll take them as bonus commissions and render these in a different way.
Patrick Curtin: Hanali Hal’Oight (if he ever post the details)
LastKnightLeft: Kristine Littleknight

Here's a sample of AP stadard pose and detail (and this time finished ;))

Nostimi Greysatr REVISITED

I'm really happy that the entries were taken really early. Thanks a lot for the opportunity to draw your characters!

No minding here. We all love your work, why do you think you filled up so fast? As someone with minimal drawing talent, I appreciate what you're doing for the community. Same goes to the other artists out here on the thread. Thank you from all of us who can barely hold pencils!

Liberty's Edge

Hugo Solis wrote:

Good Morning pals! Here are the entries:

Standard AP pose, Level of detail as previous works
Dark Arioch: Ka’kara Furyheart
Lathirra: Morag, the gatherer of Souls
Flash_cxxi: Kemkepi
Valkire Paine: Ayeda
I.Malachi: Farellon Aear Bereth

Bonus Entries
These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.
I'll take them as bonus commissions and render these in a different way.
Patrick Curtin: Hanali Hal’Oight (if he ever post the details)
LastKnightLeft: Kristine Littleknight

Here's a sample of AP stadard pose and detail (and this time finished ;))

Nostimi Greysatr REVISITED

I'm really happy that the entries were taken really early. Thanks a lot for the opportunity to draw your characters!

Wow. That's really great. I'm honored you'll be doing mine, Hugo. I thought I'd missed the cutoff.


Oks! The for vote majority, the last two hop in!

I'll be asking more questions regarding you Characters when I start each of them.

This time I may go a bit more slow, now I have more stuff in my hands and I'm devoting more time to color practicing, but you can expect one character per week minimum. So please be patient. As before, the order of drawing will be the order of posting. Here we go again!

*starts sharpening the pencils*

PS: Hazhi... your commission its on the way....sorry for the delay

Liberty's Edge

I just realized that the link to the claymore isn't working. Try this instead.

Thanks.
Mal

Sovereign Court

Hugo Solis wrote:

Here's a sample of AP stadard pose and detail (and this time finished ;))

Nostimi Greysatr REVISITED

I agree that the sword is pretty sweet! Nice work.

Shadow Lodge

does this all female posting mean E'li is taking a back seat? (he's no longer a dragonborn by the way) Nostimi looks cool by the way! Does anyone care if a I use her for my next paladin character?

Liberty's Edge

I vote for seeing an item drawing of the sword, too.

Hmm. It'd be cool to see any other artist's take on it too - would that be okay with you, Hugo?


Dragonborn3 wrote:
does this all female posting mean E'li is taking a back seat? (he's no longer a dragonborn by the way) Nostimi looks cool by the way! Does anyone care if a I use her for my next paladin character?

You can ask any of the other guys/gals to do E'li of course! Nostimi is JonShade character (at the chatroom), You can ask him if he doesn't mind.


Darn! I need to draw the characters better than the items... They take the attention away! Hehehe...


Hugo Solis wrote:


Bonus Entries
These are "late" entries, but if the first five pals don't mind (and don't feel its unfair)Let me know if you are OK with this.
I'll take them as bonus commissions and render these in a different way.
Patrick Curtin: Hanali Hal’Oight (if he ever post the details)

Wow! Thanks for the include Hugo. For details, I thought I had given you enough to go on, but I will post more. Hanali's basic stats:

Rogue/Monk: 2/2
STR:10
Dex:16
Con:12
Int:14
Wis:12
Cha:18

Physical attributes: Hanali's father is an Aasimar, her mother an Elf. She is 5'7", blonde, blue eyed, and has slight elven features like pointed ears and large almond shaped eyes. She is slender, but very muscular from long hours of martial arts practice. She is very style concious, and is never seen in a public venue without elaborate makeup and hair styling. She has inherited the ethereal look of the Aasimar.

Typical Dress: When not doing anything actively physical, she will be dress in high fashion gowns. She doesn't like overly ornate flouncy wear, as she likes to have a range of movement if neccessary. She will also wear her hair in an elaborate hairdo with several long daggers inserted as hair accents. She also has a garter dagger sheath with a small throwing dagger. She often wears gold jewelery, necklaces and earrings especially. Her hair daggers look like jeweled ornate hairpins.

As for her usual dress something along these lines POSSIBLE CONCEPT but maybe with some fantasy accents like cool shoulder frills and of course a slit up the side (to get at the dagger).

Activewear: When going to do something overtly physical Hanali will wear a dark-colored loose tunic and pants, like a karate Gi. She will braid her hair and weave a weight into the bottom as a surprise weapon. She will also carry overt weapons, namely a short sword and a drow hand crossbow. The short sword isn't fancy, just masterwork, same with the crossbow.


Actually you did, but the more detailed, the better approach I can make of it. The laste description its better!


lastknightleft wrote:

Kristine Littleknight

Alchemist (homebrewed class) 4

Would you share your homebrew class LKL? I'm an Alchemist fan and this class sounds reeeeally sweet.

Pretty please 8( (puppy eyes -nor poodle!-)

Sovereign Court

Hugo Solis wrote:
lastknightleft wrote:

Kristine Littleknight

Alchemist (homebrewed class) 4

Would you share your homebrew class LKL? I'm an Alchemist fan and this class sounds reeeeally sweet.

Pretty please 8( (puppy eyes -nor poodle!-)

I'll have to dig it out, but it was based off of the rogues model. No spellcasting, increasing bonus damage to brews and splash damage, faster brewing times. It was pretty balanced because time constraints at early levels meant that I couldn't go in crazy loaded up unless I was willing to buy less effective potions. We managed to get to level 4 before the campaign ended due to getting sick of the immaturity of some of the players. But the class was pretty effectively balanced.

Sovereign Court

By the way thank you soooo much for taking my commision, there aren't a lot of good images to choose from for female gnomes out there. I had to find a relatively weak one and modify it (I can draw to save my life, just not draw well, basically I am a really good "copy artist" if I have a picture to look at I can recreate it pretty well, but for some reason I screw up horribly if drawing freestyle)


lastknightleft wrote:
I had to find a relatively weak one and modify it

You would help me a lot if you post that one up. I never had done a gnome before soooo...

So, if possible, dig it up and email the class to me please (or post it up, as you prefer).

Sovereign Court

Hugo Solis wrote:
Darn! I need to draw the characters better than the items... They take the attention away! Hehehe...

Hey, could be worse...

We could have confused wands with some scrolls!
;-)


Well I have been watching this thread for some time and you are all amazing! I have to ask one of you to draw me one of my characters if you can get around to it. And maybe his animal companions but its not necessary.

Okay so here is a rough character sheet

Level 5 Druid level 1 Beast Master
STR 20
DEX 15
CON 19
INT 14
WIS 18
CHA 12

Small little history

Black is Half Orc who was raised in a tribe deep in the forest away from “civilized” contact. Each child in his tribe is given an animal caretaker at birth, chosen by the Chief to guide them in life and in their journey to find their True-name once they come of age. Their animal guide is chosen by the Chief and said to be a representation of their true soul. Black’s animal guide is a Female Black Bear named Mama. Each child in the tribe is taught everything by their animal guide, and is treated as a child of that animal, some, like Black even learn to speak like their Animal Guide. At Black’s time of Manhood (17) he went out into the world with Mama in search to find his true name and meet face to face with his soul. On his journey Black has met one other Bear who has come to follow him, Beorn a Brown Bear.

Black’s Description

Black has long Wild black hair, large black eyes, He is tall, (7’2) and muscular (260 pounds and a 20 strength), and many scars cover his body. Black has taken on a bear look. He has patches of thick black hair on his arms, chest, and legs, and he has two very large Fangs that hang out of his mouth. Black wears only a small grey kilt-like garment that covers his privates and thighs, with a deer skin belt with pouches for his spell components and Goodberry’s. He always is seen holding a beautiful large staff.

Staff Description

A Master Druid of unknown power crafted this specials staff. The staff was crafted in five sections; two small cap size ends which were shaped out of fallen wood, bones, dried leaves, and pebbles, and appear earth brown, two 5 feet poll pieces that make up the expanse of quarter staff, weaved together out of hundreds of pieces of woods freely given by trees, and plants from around the world (so closely weaved that only a well trained crafts men could see the weave), each piece of wood different, these polls appear brown, and black, and the last piece which connects the two five feet polls at the center, is shaped from a white stone and has a beautiful tree design on it. Magically this staff weighs little to nothing and does not radiate magic.

Hugo Solis, because you do such very good Item work as well as make amazing characters I would LOVE to see you make Black come to life!
But there’s no rush, and you ALL are very good! I hope I made Black sound as Wild and Fun as he is to play, and make maybe one of you want to draw him!

Thanks,

Haun


Haun wrote:
Hugo Solis, because you do such very good Item work as well as make amazing characters I would LOVE to see you make Black come to life!

I would love to, Haun, but right know I'm fully "booked". Yet I'm sure that one of the other artists (sort of speakin ;-) )here can do a great render of your character. I will do the staff thou, (I luv drawing items!) It takles me much less time so I can squeese it in.

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