Adventuring Optimized - Hobgoblins in Cinderland


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"Out of Game Notes"
After starting the thread Practical Optimization, Make the Numbers Fit your Roleplaying, I got a number of fun requests to write up character concepts within the rules to make the mechanics represent them well based on what they could do. Much to my joy, the volunteers have been very happy with how their characters turned out. As requested by them, I am going to GM a short PBP game using the characters I wrote up for them (like with the Pre-Gen iconics in Adventure Paths).

Our adventure will take place in Alvena, which is my own campaign setting. The statistic blocks for creatures, material found in the Pathfinder Reference Document, and material found on Pathfinder System Reference Document are open game content. All other Alvena related material – including deities, descriptions, proper names, story elements, designer notes, setting material, flavor text, society information, and ecological information – is product identity and owned by J. Scott Mohn. All rights reserved.

House Rules: A list of house rules can be found here. The major house rules are full attacks are standard actions, and alignment rules work very differently (Paladins and Clerics are advised to browse the house rules a bit).

Quote:

Our PCs Are...

Sigfried:
1st Level Human Fighter (15 pb)
Init +2, Senses Perception +2
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
Hp 12 (1d10+2)
Fort +4, Ref +2, Will +3
Speed 20ft
Melee Longspear +3 (1d8+3, reach) or Bladed Gauntlet +3 (1d4+2)
Ranged Sling +3 (1d4+2)
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 7
BAB +1, CMB +3, CMD 15
Feats - Iron Will, Power Attack, Cleave
Skills (6pts) - Climb +6, Handle Animal +2, Knowledge (Dungeoneering) +6, Ride +6, Survival +5, Swim +6; Modifiers -4 check penalty
Overview: Our fighter (let's call him Sigfried) here at 1st level is a strong and capable fighter who's got a lot going for him as fighter. He's got good saves, he has a balanced combat routine, benefits from a high strength score, gets a solid AC on a budget, has 15 gp left to spend on additional adventuring equipment (possibly including a wooden shield). He's spent most of his time learning how to fight (he is a fighter after-all).

2nd Level Human Fighter (15 pb)
Init +2, Senses Perception +2
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
Hp 19 (2d10+4)
Fort +5, Ref +2, Will +3; Bravery +1
Speed 20ft
Melee Glaive +4 (1d10+3, reach) or Bladed Gauntlet +4 (1d4+2)
Ranged Sling +4 (1d4+2)
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 7
BAB +2, CMB +3, CMD 16
Feats - Iron Will, Power Attack, Cleave, Point Blank Shot
Skills (6pts) - Climb +6, Handle Animal +3, Knowledge (Dungeoneering) +6, Ride +6, Survival +5, Swim +6, Diplomacy +0, Bluff +0, Sense Motive +2; Modifiers -3 armor check penalty
Overview: At 2nd level, Sigfried has already reached an above average ability to tell when people are lying, and likewise is no worse at social interaction than the average person. He has upgraded his chainmail to masterwork chainmail to reduce his check penalties, and also upgraded his longspear to a glaive for an average of a +1 damage increase.

3rd Level Human Fighter (15 pb)
Init +2, Senses Perception +2
AC 19, touch 12, flat-footed 17 (+7 armor, +2 dex)
Hp 27 (3d10+6)
Fort +5, Ref +3, Will +4; Bravery +1
Speed 20 ft
Melee Mwk Glaive +6 (1d10+3, reach) or Bladed Gauntlet +5 (1d4+2)
Ranged Sling +5 (1d4+2)
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 7
BAB +3, CMB +4, CMD 17
Feats - Iron Will, Power Attack, Cleave, Point Blank Shot, Precise Shot
Skills (6pts) - Climb +7, Handle Animal +4, Knowledge (Dungeoneering) +6, Ride +6, Survival +5, Swim +6, Diplomacy +1, Bluff +1, Sense Motive +3, Linguistics +3; Modifiers -3 armor check penalty
Overview: At 3rd level, Sigfried has upgraded his armor to masterwork banded mail and a masterwork glaive. He grabs a couple potions of magic weapon and enlarge person in case of emergencies. Meanwhile he learns a new language, and his social skills are the equivalent of someone with a 12 charisma.

4th Level Human Fighter (15 pb)
Init +2, Senses Perception +2
AC 19, touch 12, flat-footed 17 (+7 armor, +2 dex)
Hp 34 (4d10+8)
Fort +6, Ref +3, Will +4; Bravery +1
Speed 20 ft
Melee Mwk Glaive +8 (1d10+4, reach) or Bladed Gauntlet +7 (1d4+3)
Ranged Mwk Composite Longbow (+3) +7 (1d8+3) or +4/+4 (1d8+3)
Str 16 (15), Dex 14, Con 14, Int 14, Wis 12, Cha 7
BAB +4, CMB +7, CMD 19
Feats - Iron Will, Power Attack, Cleave, Point Blank Shot, Precise Shot, Rapid Shot
Skills (6pts) - Climb +8, Handle Animal +5, Knowledge (Dungeoneering) +6, Ride +6, Survival +5, Swim +7, Diplomacy +2, Bluff +2, Sense Motive +4, Linguistics +3; Modifiers -3 armor check penalty
Overview: At 4th level, Sigfried has increased his strength score at this level, and has upgraded his armor to masterwork banded mail and a masterwork glaive. He grabs a composite bow and a +1 strength magic item (1,000 gp). He takes Rapid Shot to be a competent archer as well. Meanwhile he's reached charisma 14 in terms of social skills, and he's very skilled in sensing motives. He uses his +5 handle animal skill to train oxen (purchased for 15 gp anywhere) to be his war mount and attack animals. He now has animal minions. Finally, his power attack now adds a +6 damage for a -2 penalty.

5th Level Human Fighter (15 pb)
Init +2, Senses Perception +2
AC 20, touch 13, flat-footed 18 (+7 armor, +2 dex, +1 deflection)
Hp 42 (5d10+10)
Fort +7, Ref +4, Will +5; Bravery +1
Speed 20 ft
Melee +1 Glaive +10 (1d10+7, reach) or Bladed Gauntlet +8 (1d4+3)
Ranged Mwk Composite Longbow (+3) +8 (1d8+3) or +6/+6 (1d8+3)
Str 16 (15), Dex 14, Con 14, Int 14, Wis 12, Cha 7
BAB +5, CMB +8, CMD 20
Feats - Iron Will, Power Attack, Cleave, Point Blank Shot, Precise Shot, Rapid Shot, Combat Reflexes
Skills (6pts) - Climb +10, Handle Animal +5, Knowledge (Dungeoneering) +6, Ride +6, Survival +5 Diplomacy +4, Bluff +4, Sense Motive +6, Linguistics +3, Stealth +3, Swim +9; Modifiers -3 armor check penalty
Overview: At 5th level, Sigfried is doin' a good job as a fighter. He can deal solid damage, and his feat selection allows him to comfortably support both short range and ranged damage. Combat Reflexes allows him to use his glaive to greater effect, and weapon training gives him additional attack and damage. He carries a few oils of magic weapon (or purchased scrolls of such for his allies) to grant his other weapons enhancement bonuses in case of DR enemies. He also purchased a ring of protection and a cloak of resistance. Meanwhile, he's got a +4 bonus to social skills and a +6 bonus to Sense Motive. He also placed one rank into Stealth.

Summary: We can see that the Fighter's diplomacy and bluff modifiers are always equal to his level -1, which effectively gives him the social graces of someone with no ranks but a +2 charisma every level. Diplomacy and most Bluff DCs don't scale much (Bluff DCs only increase if the NPC has the appropriate ranks, abilities, and are of adequately high levels). He can also take 10 and automatically sense when someone is dominated.

We've given up no combat utility or ability, and we're dropping an extra rank into some skills now and then to round out our fighter. After we've got a decent mix of skills, we can catch up/max our favorite skills by dropping more than one rank in them per level.

In short, our Fighter is built for combat while also retaining usefulness outside of combat. He is socially adept. This doesn't include a wide girth of equipment such as masterwork tools, minor +competence bonus items, or continual buffs or similar, since I thought it better to keep it simple. At 7th level, he will take Leadership and acquire a cohort 2 levels lower than himself (at the maximum cohort level) even with his charisma penalty (so the penalty is meaningless). By 20th level, he should easily be able to hit the cap of 25 leadership via some cheap magic items and leadership modifiers).

Laerithe:
1st Level Elven Paladin (15pb)
Init +2, Perception +2
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
Hp 11 (1d10+1)
Fort +3, Ref +2, Will +2
Speed 20ft
Melee Longspear +3 (1d8+3, reach) or Longsword +3 (1d8+2)
Ranged Sling +3 (1d4+2) or Dagger +3 (1d4+2)
Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 14
BAB +1, CMB +3, CMD 15
Feats - Point Blank Shot
Skills (3pts) - Diplomacy +6, Knowledge (Nobility) +6, Ride +6; Modifiers -4 check penalty
Overview: At 1st level, Jaelinthe has just recently fled from her home, not wanting to be some bargaining chip of her parents. She wants to lead her own life and use her skills to aid the common man, whereas they would waste away with her as the complacent wife of a nobleman. Jaelinthe goes to her teacher and informs him of her plan. As she was like his own daughter, her teacher spared her some of the equipment that wouldn't be missed and she fled her home on her warhorse in the night. For risk of being discovered she sent the warhorse away and now sets out on her own, with nothing more than her heart to guide her.

Mechanically, Jaelinthe can support the front-lines like a fighter, and her skills can be useful for negotiating. She was trained in speaking, politics, and horse-riding. She's not as formally trained as a fighter, but she's got good marksmanship (Point Blank Shot).

2nd Level Elven Paladin (15pb)
Init +2, Perception +2
AC 20, touch 12, flat-footed 18 (+6 armor, +2 dex, +2 shield)
Hp 17 (2d10+2)
Fort +6, Ref +4, Will +5
Speed 20ft
Melee Lance +4 (1d8+3, reach) or Longsword +4 (1d8+2) or Spiked Gauntlet +4 (1d4+2)
Ranged Composite Longbow +4 (1d8+2) or Dagger +4 (1d4+2)
Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 14
BAB +2, CMB +4, CMD 16
Feats - Point Blank Shot
Abilities - Detect Evil, Aura of Good, Smite Evil 1/day, Divine Grace, Lay on Hands
Skills (6pts) - Diplomacy +6, Handle Animal +6, Knowledge (Nobility) +6, Ride +6, Heal +4, Sense Motive +4; Modifiers -4 check penalty
Overview: At 2nd level, Jaelithe has joined up with a group of like-minded do-gooders and earned a bit of coin. With it she purchased a common horse and trained him herself with her Animal Handling. She traded in her longspear for a lance and purchased a wooden shield to use when riding on horseback. She's taken the time to learn from a healer she met, and now has a gift for healing. She learned to smell a rat too, with her Sense Motive.

3rd Level Elven Paladin (15pb)
Init +2, Perception +2
AC 20, touch 12, flat-footed 18 (+6 armor, +2 dex, +2 shield)
Hp 24 (3d10+3)
Fort +6, Ref +5, Will +5
Speed 20ft
Melee Mwk Lance +6 (1d8+3, reach) or Mwk Longsword +6 (1d8+2) or Spiked Gauntlet +5 (1d4+2)
Ranged Mwk Composite Longbow +6 (1d8+2) or Dagger +5 (1d4+2)
Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 14
BAB +3, CMB +5, CMD 17
Feats - Point Blank Shot, Mounted Combat
Abilities - Detect Evil, Aura of Good, Smite Evil 1/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy: Fatigue
Skills (9pts) - Diplomacy +6, Handle Animal +6, Knowledge (Nobility) +6, Ride +7, Heal +5, Sense Motive +4, Disguise +3; Modifiers -4 check penalty
Overview: At 3rd level, Jaelinthe's family has set to finding her. They put a bounty on her to bring her home alive, and so she's dropped her surname and has learned to make some convincing disguises so common people don't recognize her passing through the street. She's learned how to fight bravely from atop her mount or off. Meanwhile, her unbridled spirit has been manifesting in beautiful new ways in her presence and touch. She can now take 10 and heal most common illnesses, poisons, and double the health regeneration of her allies.

4th Level Elven Paladin (15pb)
Init +2, Perception +2
AC 20, touch 12, flat-footed 18 (+6 armor, +2 dex, +2 shield)
Hp 30 (4d10+4)
Fort +8, Ref +6, Will +7
Speed 20ft
Melee Mwk Lance +7 (1d8+3, reach) or Mwk Longsword +7 (1d8+2) or Spiked Gauntlet +6 (1d4+2)
Ranged Mwk Composite Longbow +7 (1d8+2) or Dagger +6 (1d4+2)
Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 16 (15)
BAB +4, CMB +6, CMD 18
Feats - Point Blank Shot, Mounted Combat
Abilities - Detect Evil, Aura of Good, Smite Evil 2/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy: Fatigue, Channel Energy
Skills (12pts) - Diplomacy +8, Handle Animal +7, Knowledge (Nobility) +6, Ride +8, Heal +5, Sense Motive +4, Disguise +4, Knowledge (Religion) +4; Modifiers -4 check penalty
Overview: At 4th level, Jaelinthe has acquired a circlet of charisma +1 (1,000 gp) and her charisma has increased this level, granting her a +1 to all saving throws and improving her paladin abilities. Having become more devout in her cause she has turned to faith as well as conviction and has become a religious authority. She continues improving her riding and people just can't seem to say no to her. She also awakens the ability to weave divine magic through her force of will, which she typically uses for magic weapon.

5th Level Elven Paladin (15pb)
Init +2, Perception +2
AC 25, touch 12, flat-footed 23 (+10 armor, +2 dex, +3 shield)
Hp 36 (5d10+5)
Fort +9, Ref +7, Will +8
Speed 20ft
Melee Mwk Lance +8 (1d8+3, reach) or Mwk Longsword +8 (1d8+2) or Spiked Gauntlet +7 (1d4+2)
Ranged Mwk Composite Longbow +8 (1d8+2) or Dagger +7 (1d4+2)
Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 16 (15)
BAB +5, CMB +7, CMD 19
Feats - Point Blank Shot, Mounted Combat, Power Attack
Abilities - Detect Evil, Aura of Good, Smite Evil 2/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy: Fatigue, Channel Energy, Divine Bond
Skills (15pts) - Diplomacy +10, Handle Animal +7, Knowledge (Nobility) +6, Ride +10, Heal +5, Sense Motive +5, Disguise +3, Knowledge (Religion) +4; Modifiers -4 check penalty
Overview: At 5th level, Jaelinthe's connection to her horse has grown so strong that he has become a celestial warhorse as her Paladin bond, and she has taken the Power Attack feat which immediately begins a -2 hit/+6 damage, which combos well with her lance on a mounted charge (+0 hit/+12 damage). She has purchased a masterwork cloak (+2 stealth) of Resistance +1(1,050 gp), a masterwork saddle (+2 ride), and has armed herself with a +1 full-plate and a +1 heavy spiked shield (which she draws as part of a move action after her initial charge). She's boosted her Ride and Diplomacy and Sense Motive. She uses magic weapon to grant her weapons a +1 enhancement bonus when she's using them, which saves her some money on equipment for a while.

Summary: We can see that Jaelinthe is a fairly versatile Paladin. She's a capable combatant in both melee and at range, her smite evil is formidable and she enjoys a lot of self healing thanks to lay on hands as a swift action (offsetting her slightly lower hit points). Her saving throws are exceptionally good, and she can function as an off-healer/medic. She's well rounded and can either pursue riding with spirited charge, melee with cleave or combat reflexes, or take rapid shot and improve her archery (which is very strong with Smite Evil).

Maldrex:
1st Level Human Bard
Init +2, Perception +4
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
Hp 10 (1d8+2)
Fort +2, Ref +4, Will +2
Melee Longspear +1 (1d8+1, x3) or Bladed Gauntlet +1 (1d4+1)
Ranged Sling +2 (1d4+1) or Dart +2 (1d4+1)
Spells (Bard 1, DC 12+Level)
1st (2/day) - Disguise Self, Silent Image
Cantrips - Light, Prestidigitation, Mending, Mage Hand
Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Base Atk +0, CMB +1, CMD 13
Feats - Point Blank Shot, Rapid Shot
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1
Skills - Appraise +4, Bluff +6, Diplomacy +6, Linguistics +4, Perception +4, Perform (Oratory) +6, Stealth +6, Use Magic Device +6
Overview: At 1st level, Malrdrex has recently wandered away from his school, having failed. He's learned a little of everything but never graduated. He never learned music but he's good at giving rousing speeches. He studied a little magic but flunked out and just practices what he liked of it. He studied some martial skill but quit the training 'cause it was too hard or exhausting which is why he has simple weapon proficiency and some martial weapon proficiencies. He has Use Magic Device to represent his trying to learn several different types of magic but never learning the basics. Stealth was for sneaking off to parties.

2nd Level Human Bard
Init +2, Perception +4
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
Hp 16 (2d8+4)
Fort +2, Ref +5, Will +3
Melee Longspear +2 (1d8+1, x3) or Bladed Gauntlet +2 (1d4+1)
Ranged Sling +3 (1d4+1) or Dart +3 (1d4+1) or Shortbow +4 (1d6+1,x3)
Spells (Bard 1, DC 12+Level)
1st (3/day) - Disguise Self, Silent Image, Cure Light Wounds
Cantrips - Light, Prestidigitation, Mending, Mage Hand, Detect Magic
Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1, CMB +2, CMD 14
Feats - Point Blank Shot, Rapid Shot
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed
Skills - Appraise +5, Bluff +7, Diplomacy +7, Linguistics +4, Perception +4, Perform (Oratory) +7, Stealth +7, Use Magic Device +7, Sense Motive +4, Slight of Hand +6

Overview: At 2nd level, still rather aimless, Maldrex has discovered some new magic and figured out some more tricks, found an adventuring party and is currently seeking adventure to repay his parents and make them proud. However, for once in his life he actually feels like this is what he wants to do and desires it. He picks up some fighting skill and purchases a composite shortbow to add to his arsenal. Meanwhile he learns some new skills and improves a few old favorites he feels comfortable with.

3rd Level Human Bard
Init +2, Perception +6
AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex)
Hp 23 (3d8+6)
Fort +3, Ref +5, Will +3
Melee Longspear +3 (1d8+1, x3) or Bladed Gauntlet +3 (1d4+1)
Ranged Sling +4 (1d4+1) or Dart +4 (1d4+1) or Mwk Shortbow +5 (1d6+1,x3)
Spells (Bard 1, DC 12+Level)
1st (4/day) - Disguise Self, Silent Image, Cure Light Wounds, Undetectable Alignment
Cantrips - Light, Prestidigitation, Mending, Mage Hand, Detect Magic, Read Magic
Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Base Atk +2, CMB +2, CMD 14
Feats - Point Blank Shot, Rapid Shot, Precise Shot
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed, inspire competence +2
Skills - Appraise +5, Bluff +8, Diplomacy +8, Linguistics +4, Perception +6, Perform (Oratory) +7, Stealth +8, Use Magic Device +8, Sense Motive +4, Slight of Hand +6, Knowledge (Arcana) +5, Knowledge (Religion) +5
Overview: At 3rd level, Maldrex grabs some masterwork studded leather, a masterwork buckler, and learns to give his friends great encouragement. He continues as an amazing speaker, and also begins picking up a wide assortment of knowledge in different fields as his interests wax and wane. He's gotten pretty good at shooting that shortbow too, and now he's a dead-eye shot with Precise Shot.

4th Level Human Bard
Init +2, Perception +6
AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex)
Hp 29 (4d8+8)
Fort +3, Ref +6, Will +4
Melee Longspear +4 (1d8+1, x3) or Bladed Gauntlet +4 (1d4+1)
Ranged Sling +5 (1d4+1) or Dart +5 (1d4+1) or Mwk Shortbow +6 (1d6+1,x3)
Spells (Bard 1, DC 12+Level)
-2nd (2/day) - Mirror Image, Heroism
-1st (4/day) - Disguise Self, Silent Image, Cure Light Wounds, Undetectable Alignment
-Cantrips - Light, Prestidigitation, Mending, Mage Hand, Detect Magic, Read Magic
Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3, CMB +2, CMD 14
Feats - Point Blank Shot, Rapid Shot, Precise Shot
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed, inspire competence +2
Skills - Appraise +5, Bluff +9, Diplomacy +10, Linguistics +4, Perception +6, Perform (Oratory) +10, Stealth +9, Use Magic Device +10, Sense Motive +4, Slight of Hand +6, Knowledge (Arcana) +6, Knowledge (Religion) +6, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6

Overview: At 4th level, Maldrex has really come into his own. What was once his greatest weakness - his inability to focus - has become his greatest strength as he adventures with his friends. He's acquired a deeper sense of pride with himself and his greater confidence shows in his increased charisma. He's found a few skills he loves working with and practices them without meaning to, while he's becoming something of a walking pile of random trivia. He's even popped up and shown the party's rogues some new magic tricks he's figured out. Maldrex has a wicked good Use Magic Device, is likely the party face, and has a number of useful spells and features he can use. He's purchased a wand of cure light wounds to heal his friends with when their cleric has run herself out of magic.

5th Level Human Bard
Init +6, Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +2 dex)
Hp 36 (5d8+10)
Fort +4, Ref +7, Will +5
Melee Longspear +4 (1d8+1, x3) or Bladed Gauntlet +4 (1d4+1)
Ranged Sling +5 (1d4+1) or Dart +5 (1d4+1) or Mwk Shortbow +6 (1d6+1,x3)
Spells (Bard 1, DC 12+Level)
-2nd (3/day) - Mirror Image, Heroism, Blur
-1st (4/day) - Disguise Self, Silent Image, Cure Light Wounds, Undetectable Alignment
-Cantrips - Light, Prestidigitation, Mending, Mage Hand, Detect Magic, Read Magic
Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3, CMB +2, CMD 14
Feats - Point Blank Shot, Rapid Shot, Precise Shot, Improved Initiative
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +2, versatile performance, well-versed, inspire competence +2, lore master 1/day
Skills - Appraise +5, Bluff +11, Diplomacy +11, Linguistics +4, Perception +6, Perform (Oratory) +11, Stealth +11, Use Magic Device +11, Sense Motive +4, Slight of Hand +6, Knowledge (Arcana) +6, Knowledge (Religion) +6, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, Knowledge (History) +6

Overview: At 5th level, Maldrex has become something of a local hero and he doesn't mind telling a great tale with his impressive skills. He's purchased a masterwork cloak (+2 stealth) of resistance +1 (1,050 gp) and upgraded his armor to a mithril chain shirt (1,100gp), and he's got a golf-bag of wands, potions, and other odd nick-knacks like feather tokens. He's an incredible archer and quick on his feet, and he's gone from a screw up to the glue that holds his party together.

Summary: We can see that Maldrex not only is fairly indecisive about his skills (he drops a rank into a new skill almost every level) but his laziness and mannerisms have been displayed through both his background and his character build. He's a little of everything, and now he'd probably make his parents very proud.

Hale:
1st Level Human Magus
Init +6, Perception +1
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dexterity)
Hp 10 (1d8+2)
Fort +4, Ref +2, Will +3
Melee Ranseur +2 (2d4+3, reach, disarm) or Heavy Flail +2 (1d10+3, disarm, trip) or Bladed Gauntlet +2 (1d4+2)
Ranged Sling +2 (1d4+2) or +2 Acid Splash (1d3, touch)
Magus Spells (CL 1, Concentration +3)
# 1st Level (2/day) - Enlarge Person x 1, Colorspray x 1
# Cantrips (3/day) - Light, Prestidigitation, Acid Splash
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +0, CMB +2, CMD 14
Feats - Combat Reflexes, Improved Initiative
Abilities - cantrips, spellstrike
Skills (6/level) - Climb +6, Intimidate +2, Knowledge (Arcana) +6, Ride +6, Spellcraft +6, Swim +6

Overview: Hale's a tough fellow who's grown up tough. He's always been that strange kid on the block, and he always seems to know a little too much about those strange magic arts. His father was an a militiaman who taught him how to fight, and his mother who died during childbirth was an wizard. When he was a young boy he found her spellbook in their attic and studied the notes until he was a self-taught magus. Having grown so tired of not fitting in his town and wanting to the see the world he set out to make his destiny. Hale's a strong and capable youth who's smart but very reckless. He toys with magic like it was a game, and he's quick to anger and quicker to show off. He equipped himself with money he made repairing items around town with cantrips, and set out. He chose a ranseur due to the lessons his father gave him in fighting goblins and a heavy flail because he liked the style of the weapon, and both capitalize on his impressive strength (getting that 1.5 strength bonus). He's a good martial/magic hybrid for any group.

His feats are chosen to maximize his potential with his glaive and likewise help him get to act first in combat, allowing him to better decide whether to try and knock his enemies unconscious before they act, cast another spell, or retreat.

2nd Level Human Magus
Init +6, Perception +1
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
Hp 16 (2d8+4)
Fort +5, Ref +2, Will +4
Melee Mwk Ranseur +4 (2d4+3, reach, disarm) or Mwk Heavy Flail +4 (1d10+3, disarm, trip) or Bladed Gauntlet +3 (1d4+2)
Ranged Sling +3 (1d4+2) or +3 Acid Splash (1d3, touch)
Magus Spells (CL 2, Concentration +4)
# 1st Level (3/day, DC 13) - Enlarge Person x 1, Colorspray x 2
# Cantrips (4/Prp, DC 12) - Light, Prestidigitation, Acid Splash, Arcane Mark
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +1, CMB +3, CMD 15
Feats - Combat Reflexes, Improved Initiative
Abilities - cantrips, spellstrike, spell combat
Skills (6/level) - Climb +7, Intimidate +3, Knowledge (Arcana) +6, Ride +6, Spellcraft +7, Swim +7, Use Magic Device +2, Knowledge (Planes) +6

Overview: At 2nd level, Hale's purchased a chain shirt and bought a masterwork ranseur and heavy flail. He's learned to use his spells while fighting with his bladed gauntlet, but he doesn't because he finds it too risky to be casting spells in melee right now. He improves his athletic skills and studies up on planar creatures and is thinking of summoning a familiar in the future...

3rd Level Human Magus
Init +6, Perception +1
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
Hp 23 (3d8+6)
Fort +7, Ref +3, Will +4
Melee Mwk Ranseur +5 (2d4+3, reach) or Mwk Heavy Flail +5 (1d10+3, disarm, trip) or Bladed Gauntlet +4 (1d4+2)
Ranged Sling +4 (1d4+2) or +4 Acid Splash (1d3, touch)
Magus Spells (CL 3, Concentration +5)
# 1st Level (4/day, DC 13) - Enlarge Person x 1, Colorspray x 1, Shocking Grasp x2
# Cantrips (4/Prp, DC 12) - Light, Prestidigitation, Acid Splash, Arcane Mark
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +2, CMB +4, CMD 16
Feats - Combat Reflexes, Improved Initiative, Craft Wondrous Item
Abilities - cantrips, spellstrike, spell combat, magus arcana (familiar)
Skills (6/level) - Climb +8, Intimidate +4, Knowledge (Arcana) +6, Ride +6, Spellcraft +8, Swim +8, Use Magic Device +4, Knowledge (Planes) +6

Overview: At 3rd level, Hale continues to improve and has taken Craft Wondrous Item and summoned a rat familiar to accompany him and his party, granting him a +2 fortitude bonus. Each night before he sleeps, he casts shocking grasp before preparing his spells. He then has a touch spell readied each day, and will often use it as his opening attack in a battle. As his enemies get increasingly more dangerous, he has taken to channeling his shocking grasps through his ranseur to inflict extra damage from a safer distance, which couples well with his enlarge person. He's taken craft wondrous item to make himself and his allies magical equipment. He has begun work on a masterwork cloak (+2 stealth) of resistance +1.

4th Level Human Magus
Init +6, Perception +1
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
Hp 29 (4d8+8)
Fort +9, Ref +4, Will +6
Melee Mwk Ranseur +6 (2d4+3+1, reach) or Mwk Heavy Flail +6 (1d10+3, disarm, trip) or Bladed Gauntlet +5 (1d4+2)
Ranged Sling +5 (1d4+2) or +5 Acid Splash (1d3, touch)
Magus Spells (CL 4, Concentration +7)
# 2nd Level (2/day, DC 15) - Mirror Image x2
# 1st Level (4/day, DC 14) - Enlarge Person x 1, Shocking Grasp x3
# Cantrips (4/Prp, DC 13) - Light, Prestidigitation, Acid Splash, Arcane Mark
Str 14, Dex 14, Con 14, Int 16, Wis 12, Cha 7
Base Atk +3, CMB +5, CMD 17
Feats - Combat Reflexes, Improved Initiative, Craft Wondrous Item
Abilities - cantrips, spellstrike, spell combat, magus arcana (familiar), arcane weapon +1
Skills (6/level) - Climb +9, Intimidate +5, Knowledge (Arcana) +6, Ride +6, Spellcraft +9, Swim +9, Use Magic Device +5, Knowledge (Planes) +6, Knowledge (Dungeoneering) +6, Stealth +4

Overview: At 4th level, Hale's successfully crafted his Cloak of Resistance, increased his Intelligence, and Crafted a Headband of Intellect +1. He's chosen his masterwork ranseur as his arcane weapon, and becomes an excellent skirmisher. Having met up with Sigfried, Laerithe, and Maldrex in his previous adventures, he has dropped colorspray from his arsenal to add more burst damage via channeled shocking grasps (from behind the safety of Sigfried and Laerithe) while he aids them in flanking with their combined reach weapons. He purchases a mithril chain shirt and begins enchanting it with a 5/day enlarge person spell to free up some of his spell slots.

5th Level Human Magus
Init +6, Perception +1
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
Hp 36 (5d8+10)
Fort +9, Ref +4, Will +6
Melee Mwk Ranseur +6 (2d4+3+1, reach) or Mwk Heavy Flail +6 (1d10+3, disarm, trip) or Bladed Gauntlet +5 (1d4+2)
Ranged Sling +5 (1d4+2) or +5 Acid Splash (1d3, touch)
Magus Spells (CL 5, Concentration +8)
# 2nd Level (3/day, DC 15) - Mirror Image x2, Blur
# 1st Level (5/day, DC 14) - Shocking Grasp x5
# Cantrips (4/Prp, DC 13) - Light, Prestidigitation, Acid Splash, Arcane Mark
Str 14, Dex 14, Con 14, Int 16, Wis 12, Cha 7
Base Atk +3, CMB +5, CMD 17
Feats - Combat Reflexes, Improved Initiative, Craft Wondrous Item, Craft Wand, Craft Magic Arms & Armor
Abilities - cantrips, spellstrike, spell combat, magus arcana (familiar), arcane weapon +1
Skills (6/level) - Climb +10, Intimidate +5, Knowledge (Arcana) +6, Ride +6, Spellcraft +10, Swim +10, Use Magic Device +6, Knowledge (Planes) +6, Knowledge (Dungeoneering) +6, Stealth +6

Overview: At 5th level, Hale's doing excellent. He picks up Craft Magic Arms and Armor for himself and his friends, as well as Craft Wand to make spell-trigger items. He then crafted a 5/day enlarge person enchantment into his armor as a spell-trigger, freeing up his own casting for more shocking grasps as they are now a very potent +5d6 damage. His next plan is to enchant his ranseur as a wand in the near future. He ups his skills and enhances his Stealth a bit, since he has no armor check penalty.

Summary: Hale is an excellent surprise assailant. He uses his enlarge person spell combined with his spellstrike ability to deliver damaging attacks from behind Sigfried and Laerithe, while benefiting from Haldrex's bardic music. He uses his 2nd level spells defensively (mirror image and blur) to offset his lower armor class. He is a valued member of the party and definitely a solid 2nd liner, and off-caster.

Umbriere Nox Astrum Lunas:
1st Level Human Bard
Init +6, Perception +6
AC 16, touch 12, flat 15 (+2 armor, +2 dex, +2 shield)
Hp 9 (1d8+1)
Fort -2, Ref +4, Will +4
Melee Slashing Gauntlet -1 (1d4-1)
Ranged Light Crossbow +2 (1d8, 19-20) or Sling +2 (1d4-1)
Bard Spells (CL 1, Con +3)
# 1st Level (DC 13) 2/day - Charm Person, Silent Image
# Cantrips (DC 12) - Dancing Lights, Ghost Sound, Prestidigitation
Str 9, Dex 14, Con 7, Int 16, Wis 14, Cha 14
Feats - Toughness, Improved Initiative
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1
Skills (11/level) - Acrobatics +6, Appraise +7, Bluff +6, Craft (Painting/Calligraphy) +7, Diplomacy +6, Escape Artist +6, Perception +6, Perform (Dance) +6, Spellcraft +7, Stealth +6, Use Magic Device +6, Other Knowledges +3.

Overview: At 1st level, Umbriere has it hard. We use a portion of her starting cash, Craft (Painting/Calligraphy) and two weeks of game time to produce a few pieces of art worth 25.5 gold pieces each, which we will use in addition to her starting to purchase a heavy wooden shield, leather armor, four flasks of acid, some adventuring equipment, and an ox to carry her gear. Her Bardic Knowledge represents her schooling in so many different subjects, which her +3 intelligence applies to, allowing her to save some skill points at 1st level while being well versed in countless subjects.

Our first level will be Umbriere's biggest hurdle, and she'll need to rely on her party for protection (her favorite combat tactic at first should likely be fall prone + total defense while behind the other party members, which would grant her a 22 AC vs ranged attacks).

While she's on the ground, cowering, she can use silent image to produce a wall in front of her allies, which provides concealment to them - but she can tell them it is a fake, allowing them to make their saving throw (with a +4 bonus) to see through the wall. Likewise, she will have to avoid getting hurt as often as possible. She's sick, and weak, and prone to being murdered in combat. Her skills outside of combat are stellar however, and she can easily use her bardic performance while on the ground.

If push comes to shove, she can fire and reload her light crossbow on the ground (something you cannot do with a bow). The flasks of acid can be tossed or thrown via the sling to assist in damaging brutish enemies.

2nd Level Human Bard
Init +6, Perception +7
AC 16, touch 12, flat 15 (+2 armor, +2 dex, +2 shield)
Hp 12 (2d8+0)
Fort -2, Ref +5, Will +5
Melee Slashing Gauntlet +0 (1d4-1)
Ranged Light Crossbow +3 (1d8, 19-20) or Sling +3 (1d4-1)
Bard Spells (CL 2, Con +4)
# 1st Level (DC 13) 3/day - Charm Person, Silent Image, Disguise Self
# Cantrips (DC 12) - Dancing Lights, Ghost Sound, Prestidigitation, Detect Magic, Mage Hand
Str 9, Dex 14, Con 7, Int 16, Wis 14, Cha 14
Feats - Toughness, Improved Initiative
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed
Skills (11/level) - Acrobatics +7, Appraise +7, Bluff +7, Craft (Painting/Calligraphy) +7, Diplomacy +7, Escape Artist +7, Perception +7, Perform (Dance) +7, Spellcraft +8, Stealth +9, Use Magic Device +7,
Knowledge (Arcana) +8, Knowledge (Religion) +8, Other Knowledges +4

Overview: At 2nd level, Umbriere has adventured with Sigfried and the others and has amassed enough money to purchase a masterwork cloak (+2 stealth), added disguise self to her spells, and purchased five scrolls of cure light wounds in case of emergency, and one potion of stabilize an ally could use in a pinch. She's a little safer than she used to be, but adventuring is tough and she can't handle extended marches at all.

Having gained impressive knowledge with religious things, she cannot help but consider the benefits of undeath with her current condition.

3rd Level Human Bard
Init +6, Perception +8
AC 18, touch 12, flat 17 (+4 armor, +2 dex, +2 shield)
Hp 15 (3d8-1)
Fort -1, Ref +5, Will +5
Melee Slashing Gauntlet +1 (1d4-1)
Ranged Light Crossbow +4 (1d8, 19-20) or Sling +4 (1d4-1)
Bard Spells (CL 3, Con +5)
# 1st Level (DC 13) 4/day - Charm Person, Silent Image, Disguise Self, Cure Light Wounds
# Cantrips (DC 12) - Dancing Lights, Ghost Sound, Prestidigitation, Detect Magic, Mage Hand, Resistance
Str 9, Dex 14, Con 7, Int 16, Wis 14, Cha 14
Feats - Toughness, Improved Initiative, Craft Wondrous Item
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed, inspire competence +2
Skills (11/level) - Acrobatics +8, Appraise +7, Bluff +8, Craft (Painting/Calligraphy) +7, Diplomacy +8, Escape Artist +8, Perception +8, Perform (Dance) +8, Spellcraft +9, Stealth +10, Use Magic Device +8,
Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Other Knowledges +4

Overview: At 3rd level, Umbriere has learned to craft wondrous items, learned to heal the wounds of herself and her allies, but she's still sickly and weak. Fortunately she's upgraded her armor to a mithril chain shirt, and she's using bardic performance like it was her job. She continues spreading out her knowledges further and further. She's taken Craft Wondrous Item and has begun crafting a circlet of charisma +1, and then she crafts a cloak of resistance +1 from her masterwork cloak.

4th Level Human Bard
Init +6, Perception +9
AC 18, touch 12, flat 17 (+4 armor, +2 dex, +2 shield)
Hp 17 (4d8-2)
Fort +0, Ref +7, Will +7
Melee Slashing Gauntlet +1 (1d4-1)
Ranged Light Crossbow +4 (1d8, 19-20) or Sling +4 (1d4-1)
Bard Spells (CL 3, Con +5)
# 2nd Level (DC 15) 3/day - Glitterdust, Invisibility
# 1st Level (DC 14) 4/day - Charm Person, Silent Image, Disguise Self, Cure Light Wounds
# Cantrips (DC 13) - Dancing Lights, Ghost Sound, Prestidigitation, Detect Magic, Mage Hand, Resistance
Str 9, Dex 14, Con 7, Int 16, Wis 14, Cha 16 (15)
Feats - Toughness, Improved Initiative, Craft Wondrous Item
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed, inspire competence +2
Skills (11/level) - Acrobatics +9, Appraise +7, Bluff +9, Craft (Painting/Calligraphy) +7, Diplomacy +9, Escape Artist +9, Perception +9, Perform (Dance) +9, Spellcraft +10, Stealth +11, Use Magic Device +9, Knowledge (Arcana) +9, Knowledge (Religion) +11, Knowledge (Nature) +9, Knowledge (Planes) +9, Other Knowledges +5

Overview: At 4th level, Umbriere is finally coming into her own. She's still a porcelain doll but now with invisibility and glitterdust she should be able to contribute much more. She's taken to carrying antitoxins around with her, since poison is a very real threat to her, as well as the disease equivalent item (see d20pfsrd.com). She's crafted herself the cloak and headband, and she then crafts a brooch of shielding to protect her from magic missiles.

5th Level Human Bard
Init +6, Perception +10
AC 18, touch 12, flat 17 (+4 armor, +2 dex, +2 shield)
Hp 21 (4d8)
Fort +0, Ref +7, Will +7
Melee Slashing Gauntlet +1 (1d4-1)
Ranged Light Crossbow +4 (1d8, 19-20) or Sling +4 (1d4-1)
Bard Spells (CL 3, Con +5)
# 2nd Level (DC 15) 4/day - Glitterdust, Invisibility, Silence
# 1st Level (DC 14) 5/day - Charm Person, Silent Image, Disguise Self, Cure Light Wounds
# Cantrips (DC 13) - Dancing Lights, Ghost Sound, Prestidigitation, Detect Magic, Mage Hand, Resistance
Str 9, Dex 14, Con 8 (7), Int 16, Wis 14, Cha 16 (15)
Feats - Toughness, Improved Initiative, Craft Wondrous Item, Craft Wand
Abilities - Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +2, versatile performance, well-versed, inspire competence +2, loremaster 1/day
Skills (11/level) - Acrobatics +10, Appraise +7, Bluff +10, Craft (Painting/Calligraphy) +7, Diplomacy +10, Escape Artist +10, Perception +10, Perform (Dance) +10, Spellcraft +10, Stealth +12, Use Magic Device +10, Knowledge (Arcana) +9, Knowledge (Religion) +12, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Local) +9, Other Knowledges +5

Overview: At 5th level, Umbriere has learned silence which can allow her to take out enemy spellcasters by casting silence on a rock and then using mage-hand to keep the spellcasters within the radius of the silence. She also crafted a Amulet of Health +1 to help with her illness, bringing her Con to 8 from 7. Her tactics are similar to before and her inspire courage has reached +2, which is wonderful. With her Knowledge Religion as high as it is, she can take 10 and know what a Lich is; and with Craft Wondrous Item already under her belt - she may find an unusual cure for her terrible sickness. Meanwhile she also takes Craft Wand so she can begin crafting spell-trigger items, or combining it with Craft Wondrous to make x/day spell-trigger items (such as enchanting her mithral chain shirt to turn her invisible once per day, or getting Hale to help her make it a mirror-image 2/day shirt).

Notes: This is a very, very difficult character to play. She's optimized for what she does, and a great amount of her resources are going into "don't die" to try and cover up her pitiful hit points and fortitude deficiencies. The major saving grace is she'd make for a good candidate for undeath, and as a bard she qualifies for lichdom, or possibly some other form of undeath. I'd picture her less as the shriveled undead and more like the porcelain-doll kind.

For the first time in her life she would be free from her sickness, and her charisma would suddenly take the place of her Constitution, providing her with impressive amounts of stamina and resiliency. This is what you might consider long-term goals.

Gremy:
1st Level Human Rogue
Initiative +6, Perception +5
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
Hp 10 (1d8+2)
Fort +2, Ref +4, Will +1
Speed 30ft
Melee Morningstar +3 (1d8+4) or Longspear +3 (1d8+4) or Bladed Gauntlet +3 (1d4+3)
Ranged Sling +2 (1d4+3) or Dart +2 (1d4+3) or Dagger +2 (1d4+3)
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +0, CMB +3, CMD 15
Feats - Improved Initiative, Nimble Moves
Abilities - Sneak attack +1d6, trapfinding
Skills (11/level) - Acrobatics +6, Appraise +5, Climb +7, Disable Device +6, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (History) +2, Knowledge (Architecture) +2, Perception +5, Stealth +6, Swim +7; Armor Check Penalty -1

Overview: At 1st level, Gremy won't look like your typical rogue. No, he's a man of the world and he's a seasoned explorer. You won't find him picking pockets or bluffing the guards, he's a man of action who is quite at home in musty old tombs. He's packing a morning star (great against skeletons who often guard ancient tombs), a longspear (distance is good), and a bladed gauntlet (to make that right hook even nastier). He's found that ancient ruins are a dangerous place full of traps, so he's got trapfinding and a good Perception. He's taken the Nimble Moves feat because he's learned to fight on the rocky and often slippery surfaces inside dungeons and old archeological tombs (and he'll use Acrobatics to draw opponents into rough terrain where he can 5ft step, and by the time they realized they've fallen into a trap, they'll be getting stabbed to death with his spear).

In a group, his longspear means he'll get far, far more opportunities to flank opponents (and can do so within the protection and cover of allies) and is likely to get a surprising number of sneak-attacks of opportunity (since if he's in the group with Sigfried, Laerithe, and Haldrex opponents will often end up flanked even while they're moving.

If the GM allows traits, the Explorer of Ruins human trait would be a great one for Gremy.

2nd Level Human Rogue
Initiative +6, Perception +5
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
Hp 16 (2d8+4)
Fort +2, Ref +5, Will +1
Speed 30ft
Melee Morningstar +4 (1d8+4) or Longspear +4 (1d8+4) or Bladed Gauntlet +4 (1d4+3)
Ranged Sling +3 (1d4+3) or Dart +3 (1d4+3) or Dagger +3 (1d4+3)
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1, CMB +4, CMD 16
Feats - Improved Initiative, Nimble Moves
Abilities - Sneak attack +1d6, trapfinding, evasion, rogue talent (slow reactions)
Skills (11/level) - Acrobatics +7, Appraise +5, Climb +8, Disable Device +9, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (History) +3, Knowledge (Architecture) +3, Perception +8, Stealth +9, Swim +8; Armor Check Penalty -0

Overview: By 2nd level, Gremy has purchased masterwork studded leather armor to remove his check penalty, and likewise has purchased a masterwork cloak (+2 stealth), a masterwork thieves' kit (he calls it archaeological tools), and a masterwork eyeglass (+2 Perception). He's taken the slow reactions rogue talent, so now anything struck by his sneak attack can't make attacks of opportunity (which allows his allies to get inside and beat them to death or allows him to escape from an enemy's reach).

3rd Level Human Rogue
Initiative +6, Perception +5
AC 18, touch 13, flat-footed 15 (+4 armor, +2 dex, +1 dodge, +1 shield)
Hp 23 (3d8+6)
Fort +3, Ref +5, Will +2
Speed 30ft
Melee Morningstar +5 (1d8+4) or Mwk Longspear +6 (1d8+4) or Bladed Gauntlet +5 (1d4+3)
Ranged Sling +4 (1d4+3) or Dart +4 (1d4+3) or Dagger +4 (1d4+3)
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +2, CMB +5, CMD 17
Feats - Improved Initiative, Nimble Moves, Dodge
Abilities - Sneak attack +2d6, trapfinding, evasion, rogue talent (slow reactions), trap sense +1
Skills (11/level) - Acrobatics +8, Appraise +5, Climb +9, Disable Device +10, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (History) +4, Knowledge (Architecture) +4, Perception +10, Stealth +10, Swim +9, Use Magic Device +4; Armor Check Penalty -0

Overview: At 3rd level, Gremy has upgraded to a masterwork longspear and a mithril chain shirt, and taken the Dodge feat. We're planning on picking up wind stance and lightning stance later on because they grant you concealment when you move, and with concealment we can use Stealth as a move action as part of the move action, so we up with a hit & run combo of strike-vanish-strike-vanish, which is lots of fun. In the meantime, we also enjoy a boost to our armor class at this level.

4th Level Human Rogue
Initiative +6, Perception +5
AC 19, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 dodge, +1 shield)
Hp 29 (4d8+8)
Fort +3, Ref +7, Will +2
Speed 30ft
Melee Morningstar +6 (1d8+4) or Mwk Longspear +7 (1d8+4) or Bladed Gauntlet +6 (1d4+3)
Ranged Sling +6 (1d4+3) or Dart +6 (1d4+3) or Dagger +6 (1d4+3)
Str 16, Dex 16 (15), Con 14, Int 12, Wis 12, Cha 7
Base Atk +3, CMB +6, CMD 19
Feats - Improved Initiative, Nimble Moves, Dodge
Abilities - Sneak attack +2d6, trapfinding, evasion, rogue talent (slow reactions), trap sense +1, uncanny dodge, rogue talent (fast stealth)
Skills (11/level) - Acrobatics +10, Appraise +5, Climb +10, Disable Device +12, Knowledge (Dungeoneering) +7, Knowledge (Local) +5, Knowledge (History) +5, Knowledge (Architecture) +5, Perception +11, Stealth +12, Swim +10, Use Magic Device +5; Armor Check Penalty -0

Overview: At 4th level, Gremy's purchased a +1 dexterity item (1,000 gp) and a cloak of resistance +1 (1,000 gp) which has padded out his saves, skills, ranged attacks, and armor class a good little bit. More importantly, we can now qualify for both acrobatic steps and wind stance! Likewise, we've taken Fast Stealth as our rogue talent and we now have Uncanny Dodge. Uncanny Dodge allows us to take a total defense while we're walking around, so before combat starts we have "Spider Sense" for +4 dodge to our AC - excellent against traps and ambushes, especially when combined with Gremy's +1 trapsense.

5th Level Human Rogue
Initiative +6, Perception +5
AC 19, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 dodge, +1 shield)
Hp 36 (5d8+10)
Fort +3, Ref +7, Will +2
Speed 30ft
Melee Morningstar +7 (1d8+6) or Mwk Longspear +8 (1d8+6) or Bladed Gauntlet +7 (1d4+3)
Ranged Sling +6 (1d4+4) or Dart +6 (1d4+4) or Dagger +6 (1d4+4)
Str 18 (16), Dex 16 (15), Con 14, Int 12, Wis 12, Cha 7
Base Atk +3, CMB +6, CMD 19
Feats - Improved Initiative, Nimble Moves, Dodge, Acrobatic Steps
Abilities - Sneak attack +3d6, trapfinding, evasion, rogue talent (slow reactions), trap sense +1, uncanny dodge, rogue talent (fast stealth)
Skills (11/level) - Acrobatics +11, Appraise +5, Climb +11, Disable Device +13, Knowledge (Dungeoneering) +9, Knowledge (Local) +5, Knowledge (History) +6, Knowledge (Architecture) +6, Perception +12, Stealth +13, Swim +11, Use Magic Device +6; Armor Check Penalty -0

Overview: At 5th level, Gremy has a lot of options for items and chooses a belt of strength +2 (4,000 gp) to pump his damage, carrying capacity, and his melee attack rolls, but we also get +3d6 sneak attack on the end of our spear, and now we've got Acrobatic Steps, allowing us to move through 20ft of rough terrain without hindrance, which likewise combos well with Acrobatics and Fast Stealth.

Summary: We can see that Gremy is not your typical rogue. He combos well with the rest of his party. He's setup to disable traps, spot ambushes, find hidden doors and treasures, identify creepy dungeon monsters, and his skills are good enough he can probably take 10 and identify things like unsafe structures or potential cave-ins. In combat he doesn't put himself in harms way if he can help it (reach weapon, yay!) and can often avoid making Acrobatics checks to get into reach of his opponent, and he enjoys a lot of versatility with flanking (he can flank from 5ft or 10ft due to his gauntlet and sneak attack with either). When all else fails, he can still pull back at attack with slings, darts, or thrown daggers - all of which make good use of his high strength modifier.

Soren:
1st Level Human Cleric of Sarenrae
Init +1, Perception +2
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
Hp 10 (1d8+2)
Fort +4, Ref +1, Will +4
Melee Scimitar +2 (1d6+2, 18-20) or Slashing Gauntlet +2 (1d4+2) or Longspear +2 (1d8+3, x3)
Ranged Crossbow +1 (1d8, 19-20) or Sling +1 (1d4+2)
Cleric Spells (CL 1, Con +3)::Domains - Healing and Sun
# 1st (2/day + Domain) - Magic Weapon, Shield of Faith, Cure Light Wounds
# Orisons - Light, Stabilize, Resistance
Str 14, Dex 12, Con 14, Int 14, Wis 14, Cha 7
Base Atk +0, CMB +2, CMD 13
Feats - Toughness, Great Fortitude
Abilities - Aura, channel energy 1d6 1/day, domains, orisons
Skills (6/level) - Diplomacy +2, Heal +6, Knowledge (Nobility) +6, Knowledge (Religion) +6, Linguistics +6, Sense Motive +6; Check Penalty -4

Overview: At 1st level, Soren is a cleric channels his divine magic through the name of Sarenrae and is skilled with the scimitar because it's his deities' favored weapon and the crossbow due to simple weaponry. He's a spoiled noble's son with a good education but he's rather egotistical and it shows. He's got a gift for divine magic however. He's Lawful Good.

Mechanical Breakdown: He begins tough, he's got a solid armor class, the option to drop his sword & board and draw a spear if the time allows, but as a cleric he typically fights sword & shield to reduce the number of incoming attacks to get through (when the cleric drops you have problems). His crossbow's a bit expensive but it's got a solid range on it, but he'll mostly use his sling from behind his shield when he can because it's cost effective and he throws pretty hard.

2nd Level Human Cleric of Fangs
Init +1, Perception +2
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 dex)
Hp 16 (2d8+4)
Fort +5, Ref +1, Will +5
Melee Scimitar +3 (1d6+2, 18-20) or Slashing Gauntlet +3 (1d4+2) or Longspear +3 (1d8+3, x3)
Ranged Crossbow +2 (1d8, 19-20) or Sling +2 (1d4+2)
Cleric Spells (CL 2, Con +4)::Domains - Death and Animal
# 1st (3/day + Domain) - Magic Weapon, Shield of Faith, Cause Fear x2
# Orisons - Light, Stabilize, Resistance, Detect Magic
Str 14, Dex 12, Con 14, Int 14, Wis 14, Cha 7
Base Atk +1, CMB +3, CMD 14
Feats - Toughness, Great Fortitude
Abilities - Aura, channel energy 1d6 1/day, domains, orisons
Skills (6/level) - Diplomacy +3, Heal +7, Knowledge (Nobility) +6, Knowledge (Religion) +7, Linguistics +6, Sense Motive +7, Survival +3, Stealth +4; Check Penalty -4
Overview: At 2nd level, Soren has had his brush with death and been saved by the strange dark magician in the woods. Having befriended Soren after saving his life, he slowly twisted Soren's beliefs so that now he's renounced the word of Sarenrae and has changed his domains to Animal and Death during this period to reflect what he learned from the hermit. Since he worships no particular deity we choose scimitar as his favored weapon, partially because realistically he already knew how to wield it and partially out of spite for his old goddess who forsake him (using the scimitar to spread evil). He begins rearing the cub as his "sacred hunter". He's Lawful Neutral.

Mechanical Breakdown: During the game he became an Ex-Cleric of Sarenrae but then became an unassociated cleric choosing domains to represent the cruel hunt that the hermit convinced him of. We kept our scimitar proficiency and he's upgraded his armor to masterwork chainmail after his scrape with the lioness. He spends time in the forest training for the hunt, and arms himself with a masterwork cloak (+2 stealth) and places a rank in Survival and Stealth. His new alignment is Lawful Neutral and he retains the ability to channel positive energy and cure spells spontaneously so he doesn't bother to prepare any, instead opting for a pair of cause fears.

3rd Level Human Cleric of Fangs
Init +1, Perception +4
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 dex)
Hp 23 (3d8+8)
Fort +5, Ref +2, Will +5
Melee Scimitar +4 (1d6+2, 18-20) or Slashing Gauntlet +4 (1d4+2) or Longspear +4 (1d8+3, x3)
Ranged Crossbow +2 (1d8, 19-20) or Sling +2 (1d4+2)
Cleric Spells (CL 2, Con +4)::Domains - Death and Animal
# 2nd Level (2/day + Domain) - Bull's Strength, Resist Energy, Death Knell
# 1st Level (3/day + Domain) - Magic Weapon, Shield of Faith, Cause Fear x2
# Orisons - Light, Stabilize, Resistance, Detect Magic
Str 14, Dex 12, Con 14, Int 14, Wis 14, Cha 7
Base Atk +2, CMB +4, CMD 15
Feats - Toughness, Great Fortitude, Shield Focus
Abilities - Aura, channel energy 2d6 1/day, domains, orisons
Skills (6/level) - Diplomacy +4, Heal +7, Knowledge (Nobility) +6, Knowledge (Religion) +7, Linguistics +6, Sense Motive +7, Survival +3, Stealth +5, Perception +4, Handle Animal +3; Check Penalty -4
Overview: At 3rd level, Soren has continued on his path, focusing his divine magic through the darkest aspects of nature. He purchases a wand of cure light wounds and uses it to heal himself and his companions during his missions. He continues to grow in power and casts Death Knell at night before he goes to bed and holds the charge, so when he recovers his spells he has something already readied to empower himself and his magic with at the first kill.

Mechanical Breakdown: Shield Focus continues to improve Soren's ability to sustain punishment from most enemies and keep the healer up. He's almost to the breaking point for our cleric to become nearly unstoppable by the average person. With ranks placed into Handle Animal and Perception he continues to deepen his connection with the strange witchcraft he is learning from the old hermit.

4th Level Human Cleric of Fangs
Init +1, Perception +4
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 dex)
Hp 29 (4d8+10)
Fort +7, Ref +3, Will +7
Melee Scimitar +5 (1d6+2, 18-20) or Slashing Gauntlet +5 (1d4+2) or Longspear +5 (1d8+3, x3)
Ranged Crossbow +4 (1d8, 19-20) or Sling +4 (1d4+2)
Cleric Spells (CL 2, Con +4)::Domains - Death and Animal
# 2nd Level (3/day + Domain) - Bull's Strength, Resist Energy, Death Knell, Bear's Endurance
# 1st Level (4/day + Domain) - Magic Weapon, Shield of Faith, Bless x2, Cause Fear
# Orisons - Light, Stabilize, Resistance, Detect Magic
Str 14, Dex 12, Con 14, Int 14, Wis 15, Cha 8 (7)
Base Atk +3, CMB +5, CMD 16
Feats - Toughness, Great Fortitude, Shield Focus
Abilities - Aura, channel energy 2d6 2/day, domains, orisons
Skills (6/level) - Diplomacy +4, Heal +7, Knowledge (Nobility) +6, Knowledge (Religion) +8, Linguistics +6, Sense Motive +8, Survival +4, Stealth +6, Perception +5, Handle Animal +4 (+8); Check Penalty -4, +4 Handle Animal w/Animal Companion

Overview: At 4th level, Soren has almost reached the pinnacle of his master's teachings. He has his masterwork cloak enchanted to a cloak of resistance, and purchases a circlet of charisma +1. He has successfully reared the cub of the cat who tore off his arm and has declared it his hunting companion, gained via his Animal Domain's 4th level ability. His animal handling reaches +4 and he gets a +4 bonus with his companion, allowing him to take 10 and teach the animal how to fight, heel, and guard.

Mechanical Breakdown: Soren now sports not only a ferocious companion, but he can cast bull's strength and bear's endurance on his companion, and will cast buffs on his animal before getting into the thick of things. He still channels positive energy but is slowly learning to channel negative energy instead. In the meantime, he can now channel 2/day.

5th Level Human Cleric of Fangs
Init +1, Perception +4
AC 22, touch 11, flat-footed 21 (+7 armor, +4 shield, +1 dex)
Hp 36 (5d8+12)
Fort +7, Ref +3, Will +7
Melee Mwk Scimitar +6 (1d6+2, 18-20) or Slashing Gauntlet +4 (1d4+2) or Longspear +4 (1d8+3, x3)
Ranged Crossbow +2 (1d8, 19-20) or Sling +2 (1d4+2)
Cleric Spells (CL 2, Con +4)::Domains - Death and Animal
# 3rd Level (2/day + Domain) - Animate Dead, Prayer, Bestow Curse
# 2nd Level (3/day + Domain) - Bull's Strength, Resist Energy, Death Knell, Desecrate
# 1st Level (4/day + Domain) - Magic Weapon, Shield of Faith, Bless x2, Cause Fear
# Orisons - Light, Stabilize, Resistance, Detect Magic
Str 14, Dex 12, Con 14, Int 14, Wis 16 (15), Cha 8 (7)
Base Atk +1, CMB +3, CMD 14
Feats - Toughness, Great Fortitude, Shield Focus, Extra Channeling
Abilities - Aura, channel energy 3d6 4/day, domains, orisons
Skills (6/level) - Diplomacy +5, Heal +7, Knowledge (Nobility) +6, Knowledge (Religion) +9, Linguistics +6, Sense Motive +9, Survival +4, Stealth +7, Perception +6, Handle Animal +5 (+9); Check Penalty -4, +4 Handle Animal w/Animal Companion
Overview: At 5th level, Soren becomes Lawful Evil, and has realized from the old hermit that the strong shall dominate the weak and feed on them for their own satisfaction. He purchases four oxen (aurochs) and takes them back to the forest where he has prepared an alter for the ceremony. He lies the oxen down and one by one coup de grace them as he pours the blood into the sacred skull of a recently slain deer. Next to him, he takes a chicken that is bleeding out and casts death knell on the chicken, slaying it an empowering him to 6th caster level. From here, he casts animate dead upon the oxen, raising four fast zombies under his control (6 HD each) to join him in his hunt. He equips them with chain-shirt barding; he is ready to go rejoin his people and begin his hunt.

Mechanical Breakdown: Now Soren has gone from being a nobleman with a bit of an ego to a cold and calculating villain, who can now drive followers from his ex-goddess out of spite. His animal companion is fast, vicious, and benefits from his spells (he can cast Divine Favor or Righteous Might on his animal companion, woot!), and at 8th level he will be able to channel negative energy and greatly heal himself per channel (he can choose to affect himself, healing him, and also if any undead are affected he heals as they do). If his cougar/lion dies, he can animate it and then gather a new animal, giving him an endless supply of twisted animals to continue the hunt.

Overview: Soren can heal, harm, and tank. He can hold a party together by functioning as a dedicated healer through wands and the like. He's a good buffer and he provides a lot of meat-shields via animate dead. You could leave him Lawful Neutral if you wanted him to exist in the same party as Laerithe (they'd probably have some fun religious debates), but the two could work together effectively. All in all, he's dangerous and very effective.


Campaign Overview

Our campaign begins on the borderlands between Omas Kingdom, and the Rai'clan principalities, in a town known as Cinderland, on the edges of the great forest connecting the Principalities to the Omas Kingdom. Our heroes have found themselves within Cinderland as a result of their personal travels and their own unique destinies. Some may know each other from recent meetings.
You and another player may merge your backgrounds as you each desire if you'd like to create a deeper reason to adventure together.

Common Knowledge
Omas Kingdom: The Kingdom of Omas is a massive country that is governed by a noble cast, royal family, and a loosely knit order of powerful Templar know as the Knights of Omas. The Kingdom itself consists of a dotting of small communities across the realm, with the massive Omas City at the heart of the country.

Characters from Omas begin with the knowledge that Omas City, and thus the kingdom that rose from it, was built on the sight of the great Paladin Omas's death, where he was killed by the death-throes of a great fiend during the Demon Wars.

Rai'clan: The Rai'clan principalities are a congregation of mountain states ruled by dwarven royalty known as Mountain Princes. Their mountains and hill-land homes merge with a vast forest known as the sea of timbers, for the forest stretches for countless miles across the entire continent and throughout the borders of the nations.

The Great Forest/Sea of Timbers: The forest is the largest source of lumber for most people, with several druid orders preventing deforestation with use of their powerful magics; which prevent the forest from ever dwindling - for as fast as it can be cut back it grows up again.

Adventurers/Explorers: The world of Alvena has been destroyed a few times due to calamities, but most people only remember or have accurate documents up to the Demon Wars which occurred roughly one thousand years ago, but the effects still linger in the modern day. Magic and other secrets once common to the old world have been lost to time and war. Because of this, there are countless treasures scattered across the dark places of the world. "Adventurer" is a respected but dangerous profession in Alvena, and few are bold enough to attempt it before long. Most would be seen as explorers or archaeologists by the common people, and "adventurer" is just a slang term for such people.

Scene Introduction
It's raining today...just like it's rained for the past five or seven days. I've lost count at this point. I remember sometime last week the sun was out, but it's been a while. Just the constant hum and shimmering sound of the rain popping off the slated rooftops of the village and pattering across the surface of shin-deep puddles along the pathways. It's like this every year, like clockwork the rains come; called by the voice of the mysterious keepers of the great forest no doubt.

Normally, I like the rain, but it makes burying people all the more difficult, and we've had so many to bury. It seems that a clan of hobgoblins within the great forest have saw fit to toy with our little village of Cinderland. I guess I should be thankful for the rain though, 'cause without it our town would probably already be burned to the cinders by the goblin warbands. The irony of a name.

I guess I'll sit on this here front porch of this old tavern, and I'll watch them put Jackson, Baker, and Jael in the ground today too; if the boxes don't float. I can still see them digging out there on the hill despite the rain. One my wonder why one such as I would care, but I've known these people since we arrived here a year ago to study the local herbs, and I've come to like them a lot. But there's nothing we can do against those hobgoblins. Best the master and I go ahead and skip town soon, before we end up in a pine box. Mmmm, but I think I'll go see if the cook has some creme out for me inside the tavern...huh? What are they looking at?

As each of your trudge up the stairway from the muddy road in search of the warm and inviting smell of butter basted honey rolls, you cannot help but notice a small fuzzy black cat laying on the railing of inn's porch, flicking its tail and staring into the distance through the rain. As you made your way up, the cat looks at each of you and then hops off the railing and into a nearby window. The sign above the door of the inn says "Owl's Nest".

[ooc]Feel free to post your descriptions and introductions. The inn is fairly empty with no more than five or six people around the tables, and one woman with black hair, a deep red cloak, and strange indigo mark


I posted all this in the above post but it doesn't show up. I figure it was too big, so it's re-posted here.

Campaign Overview
Our campaign begins on the borderlands between Omas Kingdom, and the Rai'clan principalities, in a town known as Cinderland, on the edges of the great forest connecting the Principalities to the Omas Kingdom. Our heroes have found themselves within Cinderland as a result of their personal travels and their own unique destinies. Some may know each other from recent meetings.
You and another player may merge your backgrounds as you each desire if you'd like to create a deeper reason to adventure together.

Common Knowledge
Omas Kingdom: The Kingdom of Omas is a massive country that is governed by a noble cast, royal family, and a loosely knit order of powerful Templar know as the Knights of Omas. The Kingdom itself consists of a dotting of small communities across the realm, with the massive Omas City at the heart of the country.

Characters from Omas begin with the knowledge that Omas City, and thus the kingdom that rose from it, was built on the sight of the great Paladin Omas's death, where he was killed by the death-throes of a great fiend during the Demon Wars.

Rai'clan: The Rai'clan principalities are a congregation of mountain states ruled by dwarven royalty known as Mountain Princes. Their mountains and hill-land homes merge with a vast forest known as the sea of timbers, for the forest stretches for countless miles across the entire continent and throughout the borders of the nations.

The Great Forest/Sea of Timbers: The forest is the largest source of lumber for most people, with several druid orders preventing deforestation with use of their powerful magics; which prevent the forest from ever dwindling - for as fast as it can be cut back it grows up again.

Adventurers/Explorers: The world of Alvena has been destroyed a few times due to calamities, but most people only remember or have accurate documents up to the Demon Wars which occurred roughly one thousand years ago, but the effects still linger in the modern day. Magic and other secrets once common to the old world have been lost to time and war. Because of this, there are countless treasures scattered across the dark places of the world. "Adventurer" is a respected but dangerous profession in Alvena, and few are bold enough to attempt it before long. Most would be seen as explorers or archaeologists by the common people, and "adventurer" is just a slang term for such people.

Scene Introduction
It's raining today...just like it's rained for the past five or seven days. I've lost count at this point. I remember sometime last week the sun was out, but it's been a while. Just the constant hum and shimmering sound of the rain popping off the slated rooftops of the village and pattering across the surface of shin-deep puddles along the pathways. It's like this every year, like clockwork the rains come; called by the voice of the mysterious keepers of the great forest no doubt.

Normally, I like the rain, but it makes burying people all the more difficult, and we've had so many to bury. It seems that a clan of hobgoblins within the great forest have saw fit to toy with our little village of Cinderland. I guess I should be thankful for the rain though, 'cause without it our town would probably already be burned to the cinders by the goblin warbands. The irony of a name.

I guess I'll sit on this here front porch of this old tavern, and I'll watch them put Jackson, Baker, and Jael in the ground today too; if the boxes don't float. I can still see them digging out there on the hill despite the rain. One my wonder why one such as I would care, but I've known these people since we arrived here a year ago to study the local herbs, and I've come to like them a lot. But there's nothing we can do against those hobgoblins. Best the master and I go ahead and skip town soon, before we end up in a pine box. Mmmm, but I think I'll go see if the cook has some creme out for me inside the tavern...huh? What are they looking at?

As each of your trudge up the stairway from the muddy road in search of the warm and inviting smell of butter basted honey rolls, you cannot help but notice a small fuzzy black cat laying on the railing of inn's porch, flicking its tail and staring into the distance through the rain. As you made your way up, the cat looks at each of you and then hops off the railing and into a nearby window. The sign above the door of the inn says "Owl's Nest".

Feel free to post your descriptions and introductions. The inn is fairly empty with no more than five or six people around the tables, and one woman with black hair, a deep red cloak, and strange indigo markings on her cheeks and around her eyes in the shape of a tribal tattoo. An old man is tending the bar on this very rainy day.


Female Tian Rogue

description:

Umbriere is a rather sickly young maiden. her arcanist librarian mother is the local baron's second cousin. Umbriere stands about 5 feet tall and weighs roughly around 90 pounds. her skin is extremely pale, her hair is long, soft, silky, smooth, well maintained and black in color, she decided to put it up in a pair of twintails today. her eyes are a deep crimson color with a soft felt like texture (as in the marker). today she started to wear her black, layered, elagantly designed, frilly, extravagant, gothic victorian era style dress which features a trim of crimson lace ribbons, a pair of crimson lace ribbons in her hair, a black pair of lace trimmed thighlength stockings underneath her dress, a black pair of boots designed for comfort as well as matching her dress, a crimson lace trimmed scarf around her neck. her chest was rather flat and her skin and facial features were soft and delicate. she very closely resembled a victorian era porcelain doll.

Umbriere walks up the stairs taking a moment to curtsey to the cat. she enters the tavern, taking a moment to curtsey to every individual she passes upon her first time noticing them. she approaches a barstool by the counter and sits down. trying to start a small conversation with the bartender "Greetings Tavern Retainer, How are you faring with this rainy weather?"

Dark Archive

Commoner 1/Ex-Paladin 1

Description:
The first thing most people would notice about Gremy is his state of dress. An adventurer's outfit is not always grimy, dirty and tattered, nor does it always smell like a mixture of smoke and coriander, but Gremy's clothing fits all of these qualities. A tattered cloak is pulled loosely around his shoulders, and at his belt is a rusting spiked mace.

On his head is a shock of black hair that goes down to his shoulders; he is not unshaven, but obviously neither committed enough to his appearance to grow a proper beard, nor to shave properly. Permanent five o'clock shadow is the result.

Gremy (short for Gremult, although don't use that name) has been traveling through this region for some time, following a lead on something, no doubt. He's not a very friendly man, but he rarely scowls; instead, he just seems to be rather awful at smiling. A smile from Gremy has actually driven a child to tears. As a result, he knows not to smile when a situation may turn delicate.

Gremy bursts into the tavern, a veritable puddle forming beneath his feet. His clothes and hair are completely water-logged, and he looks down to acknowledge the mess he's caused. He flashes a manic grin at the bartender. "Looks drier in here. A table and something hot, there's a good man!"


Female Tian Rogue

Umbriere stares deeply at the archaelogist with a hint of curiosity, as she stares at him, pondering in deep thought, her deep analysis is cut off by a spontaneous coughing fit. she reflexively reaches for her hankerchief to cover her mouth. the fine piece of cloth was just as black as her dress.

Passive Sense motive check (to analyze Gremy) (take 10)

10 + 2 = 12

Passive Knowledge (Local Check) (to know local rumors pertaining to Gremy the Archaeologist as well as a few commonly known bits of information pertaining to his personal character) (take 10)

10 + 3 = 13

Passive Perception Check (To Examine every minute visual physical detail she can about him by sheer sight) (take 10)

10 + 6 = 16


Umbriere and Gremy walk into the door, one after another, the barkeeper is taken back a bit by the pair of strangers who suddenly walked through his front door in this dreadful weather. As Umbriere curtsies to him, he quirks a brow at the young lady. "Well miss, it appears I'm faring a bit better than some. You look a bit pale. Here, let me light the fire for you." he says being very helpful to the young lady. He briskly tosses a dash of oil on the logs in the fireplace which ignite almost immediately with his flintstone from his pocket. After lighting the fire to warm the tavern up (believing Umbriere's sickly appearance being from the cold rain), he walks back to the bar just as Mergy approaches the bar and comments on the dryness.

Tavernkeeper: "Why yes, yes indeed. I had the roof double checked two weeks ago. These rains usually come through here about this time of year, like clockwork really. Some say it's the grovekeepers within the forest that bring them, but I don't really know. It's rained like this each year since as long as I can remember, which is at least thirty six years." the man notes. "As for something hot, we've got a fair special on sweet-rolls. The woman who's been staying here keeps bees of all things, can you imagine? She pays her way in honey, so you won't find a better price on them anywhere else. Just two copper per roll, and they're easily the size of my hand." he says, holding up a rather thick and rugged looking grip.

As the tavernkeeper is speaking the door opens yet again. A tall, rugged looking man in a thick traveler's cloak enters the room, hood drawn and boots sopping as he enters. The all to recognizable sound of chain armor wrapped in belts and and overcoat follows his step with each stride. On his back as a longspear that looks cheap but efficient, definitely of human design. He walks up next to Umbriere and Gremy and drops a silver piece on the counter, "I'll take...hmmm, well whatever that sweet smell is, and a hot tea, sir. If you wouldn't mind sir." he says saluting the barkeep a bit. The barkeeper looks at him a little oddly but nods. "Sure fella, no problem. I'll bring it right out."

As the barkeeper goes to get the orders, the man in the cloak pulls his hood back to reveal a fairly handsome face with about a day's worth of good stubble, as he looks like he's been out in the woods and the rain for some time. He looks to Umbriere and Mergy, and begins to speak, then pauses as if to think, and then tries again. "Well me, ummm, friends. What brings you to Cinderland? Certainly not the sunny weather, aye? Uhh...yeah, so anyway...the name's Sigfried! Sigfried Vanlichten. How about you fools? Looks like you're just as wet in the cheeks as my raggedy ass." he says trying to be friendly, and giving Gremy a pat on the shoulder with a heavy gauntlet covered hand.

Sorry for the wait. Had to drive to the grocery store, come back, fix dinner, etc.

Dark Archive

Commoner 1/Ex-Paladin 1

Gremy sits down at a table as near to the fire as he can manage. He shakes his head back and forth like a dog would, making his own little private rainstorm. He slings his bag off his shoulder and glances around, spotting Umbriere watching him. When she coughs, he looks away. He takes his cloak off his back and wrings it out on the floor, and then looks back at Umbriere, trying to place her in his memory of the people in this area.

Knowledge (Local) check on this frail and eccentrically dressed young maiden. (Taking 10)

10 + 5 = 15

Dark Archive

Commoner 1/Ex-Paladin 1
Ashiel wrote:
Umbriere and Mergy walk into the door, one after another...As the tavernkeeper is speaking the door opens yet again. A tall, rugged looking man in a thick traveler's cloak enters the room, hood drawn and boots sopping as he enters. The all to recognizable sound of chain armor wrapped in belts and and overcoat follows his step with each stride. On his back as a longspear that looks cheap but efficient, definitely of human design. He walks up next to Umbriere and Gremy and drops a silver piece on the counter, "I'll take...hmmm, well whatever that sweet smell is, and a hot tea, sir. If you wouldn't mind sir." he says...

Maybe we should change my character's name...

Gremy is taken aback by Sigfried's forwardness, but attempts not to show it. "I'm surprised you haven't rusted in that get-up. Don't step outside again or we'll lose you to a puddle I'm sure."

Gremy turns back to the bartender. "The sweet-rolls are a good start, but how about some drinks as well? A plate of rolls and a mug of something strong if you will." He lays another silver piece directly on top of Sigfried's, then glances at Umbriere. "Oh, whatever she likes as well," he says, almost as an afterthought.


Female Tian Rogue

"i will take some hot tea and honey if that is available. some of those honey rolls sound appealing as well." the frail eccentrically clad maiden says politely in a calm quiet delicate tone. it was obvious that her illness was bothering her.

the maiden's name is Umbriere Nox Astrum Lunas. she is perpetually ill and incurable by mortal means. her arcanist libraian mother is the second cousin of the local baron. according to rumors, Umbriere was concieved in a Library on a friday the 13th, during winter, under a full moon beneath an oddly suspiciously supernatural planetary alignment that occurs once every 5,000 years. her mother paid through the nose for her sick daughter's education, hiring the finest tutors in various academic subjects as well as the fine arts of ettiquette, calligraphy, painting and dancing. despite her perpetual illness, she is quite lithe, nimble, agile, engaging, attractive, strong willed, and observant. she won't just let her illness force her to give up. she beleives that she will find a way to overcome it.


Heh, sorry, already fixed it in the OP. Thanks for pointing it out.

The barkeep brings around a couple of drinks, a large pitcher of tea, some sweet rolls and a few small bowls of white-vegetable soup, complementary (mostly for dipping the rolls in, the vegetables are really finely sliced and likely it's easy on the vegies).

Sigfried turns laughs at the puddle comment. "Hah, hell yeah man, I thought I'd never get through the field on the way to down. Up to my knees sometimes. I gotta hand it to the crazy gnome that sold me these boots! They've been through the worst of it!" he says being a bit overly excited and a little louder than the average indoor voice. He then takes a big gulp of his tea before coughing a bit, "Whoo, spitfire, I hadn't expected it to be quite that hot." he says gagging a bit. "No worries...so tell me Stranger" he says to Gremy "do you or your girlfriend here know anything about the hobgoblins? I was supposed to meet a guy here who was supposed to brief me on them but he didn't arrive here and I'm told they're already buryin' militiamen after some raid. Damn shame. Had I been here they might not have died like that." he says in a way he felt was genuine empathy, but it sounds more like he's bragging the way it comes out.

Knowledge (Local) check reveals the following info about hobgoblins:

DC 10:
Hobgoblins are a warrior race of goblins who like starting fights with other races, often warring at the drop of a hat.

DC 15:
Hobgoblins are often well trained and incredibly difficult opponents. They train from birth for war, and villages and states alike fear their advancement. Their reputation for warfare dates back to the era of the Demon Wars.

DC 20:
Everything above plus everything found on the Hobgoblin Lore page.

If you hit at least a DC 15, then you may attempt a Knowledge (History) check for the following information:

DC 15:
The hobgoblins were nearly wiped out, crushed to the point of near extinction by the end of the Demon War, but their fast reproduction ability has allowed them to become a very prominent race once again throughout the world. It's possible that their love of warfare is actually a natural instinct to prevent themselves from overpopulating...

DC 20:
If it had been any other race the race would have gone extinct. It was the hobgoblin Warlords of their day who held the lines of the great rift at the heart of the abyssal gates. They were supposed to be re-enforced by the noble Drow Elves, but the queen of the drow secretly betrayed the warlords and left them alone as she led her followers in an attack on behalf of the fiends who promised her power. Seventeen hobgoblin armies had to hold the lines at the gates of hell until the Paladin Omas arrived with re-enforcements. Had it been any other race holding the lines, the fiends would have cascaded through them like water through flames.

Any check also reveals information appropriate to the lower DC as well.

Dark Archive

Commoner 1/Ex-Paladin 1

Umbriere's bonus to knowledge is +4, not +3. [1 (bardic knowledge) + 3 (Int)]

"Tea won't warm you up nearly as fast as an ale, lass."

Just realised that Gremy's long-spear isn't really accounted for in his description. So um... that's on his back as well? :D

EDIT: Just saw new post. How are we supposed to do rolls? Just with the dice tags, or is there another way you want to do it? In any case...

Knowledge (local) 1d20 + 5 ⇒ (3) + 5 = 8

Knowledge (history) 1d20 + 2 ⇒ (13) + 2 = 15

Gremy doesn't appear to have been in the area long enough to know anything about hobgoblins.


Shuriken Nekogami wrote:
according to rumors, Umbriere was concieved in a Library on a friday the 13th, during winter, under a full moon beneath an oddly suspiciously supernatural planetary alignment that occurs once every 5,000 years.

Well my damn, she's just got the craziest luck ever, huh? ^.^;;


Female Tian Rogue

knowledge (local)

1d20 + 4 ⇒ (1) + 4 = 5

knowledge (history) (if applicable)

1d20 + 4 ⇒ (14) + 4 = 18


The irony of your rolls is painful. ^.^;;
I'll wait for your responses before continuing.

Dark Archive

Commoner 1/Ex-Paladin 1

Gremy keeps a straight face, although his mind is off somewhere, trying to imagine what a hobgoblin might look like.

"The name is Gremy. What hobgoblins are we talking about? I'm pretty new to this area, and I'm not in the mood to be attacked by anything from Hob."


The barkeeper chuckles at Gremy's mention of the goblins from hobs. He brings Umbriere some more sweet rolls but doesn't ask her for anything in return, apparently a bit concerned about that terrible cough of hers (honey's good for that sort of thing usually).

Barkeeper: "Well friends, I'd be careful if you're lookin' for hobgoblins. I've heard tale that they live in big camps in the forests and mountain hills in the northwest. Maybe the rains have caused them to become ornery or something. Frightful people, those hobgoblins. There's a woman in the village named Sara that was captured by hobgoblins when she was a girl. Everyone took her for dead until she emerged from the forest last year, covered in strange tattoos and carrying weapons and armor. She answers to Sei'Saharra now, and she's been very distant over the past months since her return. She hasn't told anyone what happened, and we've been too afraid to ask really. If you're looking for information on them, you might be able to ask her. She lives on the edge of town with her family, the Warrens."

Dark Archive

Commoner 1/Ex-Paladin 1

Gremy turns again to Sigfreid."You're part of the militia or something? Sounds like you've got a lead on your investigation." He takes a sweet roll and stuffs a large piece of it in his mouth, then drowns it in brew.

It's 2:30 am here, so I'm gonna be off to bed in the next half hour or so. How does something like this go about being started up again? Sorry if I'm committing party-foul by leaving.


Mergy wrote:

Gremy turns again to Sigfreid."You're part of the militia or something? Sounds like you've got a lead on your investigation." He takes a sweet roll and stuffs a large piece of it in his mouth, then drowns it in brew.

It's 2:30 am here, so I'm gonna be off to bed in the next half hour or so. How does something like this go about being started up again? Sorry if I'm committing party-foul by leaving.

Last I was in a PBP (over 5-7 years ago), you can just come post a few times a day as desired. Seems like the three of us are on at the same time. Likewise it's 2:30 here as well. :P

Sigfried responds to Gremy. "Well, not exactly...I actually came here 'cause a buddy of mine in Vandercrest told me that he had relatives out here and wanted me to check on them, since he heard the hobgoblins were about. I figure I owed the sod a thing or two since he was an old trainin' buddy of mine. I got here and found 'em layin' some guys in the ground. Well, they were actually kind of giving them a burial at sea..." he muses without thinking, and it didn't sound particularly courteous to the dead guys getting laid out in the rain. Not that he meant for it to come out quite like that.

"I just figured that if I'm in town, and the town is getting raided by hobgoblins or somesuch like that, just 'cause I couldn't meet my contact here didn't mean I couldn't hang around and help out, right? I'd hate for 'em to have to lay more folk in the ground; and I could have the skills they need. But I've never fought a hobgoblin before, and I figure know is half the battle."


Female Tian Rogue

"I am lady Umbriere Nox Astrum Lunas. daughter of librarian and arcanist Nox Stella Callista Lunas. the second Cousin of Baron Maximillian Phobos Moonwhisper. as you can most likely guess, my family loves to use words pertaining to the night, darkness, and stars in thier names" Umbriere Curtseys again. then resumes eating her sweet rolls and drinking her tea. her frail constution manifesting in the usual way. "i was concieved within a library one friday the 13th on a midnight during the winter under a full moon beneath an unusual planetary alingment that happens once every 5,000 years. that is beleived to be the source of my perpetual illness."

these relative names were improvised on short notice and are part of an unusually obvious theme.

Dark Archive

Commoner 1/Ex-Paladin 1

"Interesting. Do you tell all your acquaintances that you're ill? Seems dangerous in the long run." Gremy turns and leans in towards Sigfried. "While I'm not particularly ready to fight for a town I've only just arrived at, a bit of knowledge never hurts. It would be nice if the rain could stop before we try to find this girl though."

He turns to the bartender. "How many hobgobs were there, incidentally?"

Edited speech for clarification.


Sigfried looks at Umbriere with a slack jaw for a moment. "Cripes...how did so many words come out of such a little lady?" he asks laughing, but it's hard to tell if he's being cute or sexist because his voice is pretty flat as he comments. "Do you always introduce yourself with details of your conception? Hmmm, I think my parents were drunk, and maybe half-blind with lust, and I think it might have been in a barn, or in the back of a wagon, or maybe on top of my grandpa's roof on a warm spring night...oh yeah, where was I?" he muses, having trailed off in thought for a moment.

"Anyway, good to meet ya Umby." he says with a bow of his own. He then turns back to Gremy. "Well my friend, it's the damndest thing. I rode into town yesterday and I tell you that from about a mile out from the forest line you can see the rain clouds just sittin' overhead. Damndest thing I've ever seen to say the least." he says drinking a bit of his tea. "I'm not particularly keen on the idea of fightin' for the town, but my teacher always said I got a bleedin' heart - and not in the bad way, though I think it gets me into enough trouble now and then. Then again, fightin's what I know how to do, so I guess I should be looking for trouble; right?" he says laughing a bit.

Bartender: "Well, actually friends, if the storm's anything like it's been the past fifteen years or so, I'd say that the rain should clear up in another week or so. We'll be half-sunk into the ground but we'll pull through. We've come to plant our crops so they won't drown this time of year because of these rains, 'cause it can cause a lot of flooding. The rain seems good for the region as a whole I guess, and a lot of people collect it for drinking water." he notes while sliding some more sweet rolls to Umbriere with a smile (possibly hoping to put some meat on the sickly lass's bones).

"As to the hobgoblin incident...well, I think there were two of them. At least, that's all they saw of them. I think they were just scouts, but a few of the militiamen got a bit ahead of themselves and rushed 'em. The boys didn't really have any combat experience in this weather though, and I heard that all four of them were taken out by the two hobgoblins. Probably had too much trouble fighting in the thick mud. I tell the captain of the militia that fightin' against dummies behind the guardhouse isn't all they need to know; but I'm just an old innkeeper so who am I to say?"


Female Tian Rogue
Mergy wrote:

"Interesting. Do you tell all your acquaintances that you're ill? Seems dangerous in the long run." Gremy turns and leans in towards Sigfried. "While I'm not particularly ready to fight for a town I've only just arrived at, a bit of knowledge never hurts. It would be nice if the rain could stop before we try to find this girl though."

He turns to the bartender. "How many hobgobs were there, incidentally?"

Edited speech for clarification.

" Tis pretty obvious anyway. there is no point in trying to conceal it if it is impossible to do so. i also tend to be very open with the information i share." Umbriere smiles, leading into a small bit of laughter eventually interrupted by her illness in the form of yet another coughing fit. she continues eating the sweet rolls, her stomach potentially stretching too far. "i don't think i can eat any more of these rolls right now. i can only eat so much. i don't want to end up vomiting from overeating."

Dark Archive

Commoner 1/Ex-Paladin 1

Gremy laughs loudly and claps Sigfried on the shoulder. "Alright then, we'll hunt Trouble together." He glances at Umbriere. "I think it might be best if you were to stay out of the rain until it stops, for your own sake. I don't think you're the type to be courting danger."

Gremy's eyes narrow, and he turns to the bartender. "If two scouts took out four guards, then there's a real raiding party coming for sure. This place probably looks like a big fat hen guarded by a half-dead dog."


Female Tian Rogue

"i already know i won't be able to contribute much on the combat side. but maybe i can assist in negotiating a peace treaty or something like th-." before she could finish the last word of her suggestion, she was interrupted by another coughing fit.

Dark Archive

Commoner 1/Ex-Paladin 1

Gremy raises an eyebrow. "Don't cough blood on the woman when you're asking her about hobgoblins."

I'm going to bed now, seeing as I stayed up way later than I wanted to anyway. I'll be posting tomorrow!


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th

A tall lad walks into the tavern, far all his physical grace it's obvious he doesn't want to be here. He appears to be dressed for the wilds and a ransuer is slung on his back.

The lad picks a corner table where he can see the door and takes off his weapon and pack. He leans 'em both against the wall and pulls back a chair. He's none to careful as he briefly bumps the patron next to him.

Once he's finally settled, he calls, a little to loudly for a serving wench.

Garson, bring me something hot, and lets not be all day!"


Male Drow (noble) 14 Ranger

We using the 5th level versions? Also, my dude is kind of evil, dunno how he'll fit, but I'm willing to RP it.

Dark Archive

Commoner 1/Ex-Paladin 1

1st level versions right now. Kryz, your guy starts as good, right? He only goes evil at 5th level, and you have the ability to stay neutral if you like.


Male Drow (noble) 14 Ranger
Mergy wrote:
1st level versions right now. Kryz, your guy starts as good, right? He only goes evil at 5th level, and you have the ability to stay neutral if you like.

Yeah he starts out as NG, I'd say...but starting at first is cool. Thanks :)

EDIT: Oh he's LG....


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th

D'oh! There is no edit function. Ash - I just sort of placed myself in the tavern, hope that was cool.

Dark Archive

Commoner 1/Ex-Paladin 1

The disturbance behind him causes Gremy to turn around. "Well Sigfried, it looks as though we've got another warrior for you."


Male Drow (noble) 14 Ranger

Appearance:
Soren Du Loqcue
He is just shy of 6' in height, a build that betrays a chilhood of martial training, and a swagger that speaks of entitelment.
He has cold, blue eyes, and raven black shoulder length hair.
THe bards will never sing of his handsomeness, but his rugged features could sway a maiden or two. That and the signet ring of the local lord on his hand...

A man hurredly enters the Inn, shaking off the rain from his cloak, seemingly annoyed that it dared rain on him in the first place.
Here and there beneath the cloak there are hints of fine chainlinks, and at his hip is a scimitar.
He lays a longspear and a pack with a crossbow fastened to it on the nearest table to the bar, and approaches the bartender, seemingly oblivious that he is currently involved in a conversation.
"Hot cider please goodman."
He looks at those else at the bar, as if seeing them for the first time, and raises an eyebrow. "Sorry for my apparent rudeness, the rains do not lend to cheer in these backwoods places. Please don't let me intrude, you may continue..." then glances back to the bartender, expectantly.

Knowledge: Nobility roll to determine if he recognizes Umbriere; if appropriate.

1d20 + 6 ⇒ (12) + 6 = 18


Female Tian Rogue

Umbriere smiles at the other guests who have entered. in a cheerful tone she announces "greetings adventurers. may i ask how you are faring with this heavy rain? i personally cannot handle the cold nor the intense moisture right now. i don't want to get too much Si-" her speech interrupted by a coughing fit, after a pause "-er than i" another coughing fit happens, just as she says "am" at the same time sounding like she coughed out that last word. the sickly young maiden then begins to curtsey everyone in the tavern. only to have another inconvenient coughing fit. it was blatantly obvious that she was in extremely poor health.

Soren does indeed recognize her. the eccentricies make her family really stand out like a sore thumb. and knowledge nobility actually makes sense due to her mother being a second cousin to a baron.


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th

Traits - no or yes?
Currently scribing character and will be fully invested shortly

Character Description:
Hale is of average height and build (5'8", 170 lbs), but anyone who watches him for long will note that he is quite strong and moves with natural grace. He's rough from the road and has longish red hair.


Male Drow (noble) 14 Ranger

Soren is the eldest son of "a" lord...we'll let Ashiel determine which, could be the very same Baron ;) Umbriere may know of him as well, as although he doesn't seem to care about his nobility (much) he does like a good hunt, and rumor is he is a low ranking member of Sarenrae's church, having gone there for schooling since boyhood.


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th
Shuriken Nekogami wrote:
Umbriere smiles at the other guests who have entered. in a cheerful tone she announces "greetings adventurers. may i ask how you are faring with this heavy rain? i personally cannot handle the cold nor the intense moisture right now. i don't want to get too much Si-" her speech interrupted by a coughing fit, after a pause "-er than i" another coughing fit happens, just as she says "am" at the same time sounding like she coughed out that last word. the sickly young maiden then begins to curtsey everyone in the tavern. only to have another inconvenient coughing fit. it was blatantly obvious that she was in extremely poor health.

Hale nods at the woman says Aye, it's wet. You're not well, what are doing out of bed?


Male Drow (noble) 14 Ranger

Soren looks at Umbriere...and a look of recognition sweeps his face.
"Umbriere! What on earth...?" He then looks to the others and says "If you'd please to move your conversation closer to the fire as my cousin is gravely ill, and (looks directly at her) should not be out in such weather..." He'll then usher everyone close to the fire, pulling a chair out for her to sit in, and lay a palm lightly on her forehead as if all of a sudden he can discover the cause of her lifelong illness, where dozens of other clerics could not...

Heal check! (lol)
1d20 + 6 ⇒ (12) + 6 = 18


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th

Hale looks around, back at the man who just waived to... him?

Dark Archive

Commoner 1/Ex-Paladin 1
loaba wrote:
Hale looks around, back at the man who just waived to... him?

Who just waved to you?


Female Tian Rogue

"i have had this illness for the entirety of my life, i know that it cannot be cured through mortal means, many priests and apothecaries have tried and failed. Lying in bed would be the same as giving up, which would be an Insult to both my mother and to Uncle Max." Umbriere has yet another coughing fit.

"it is beleived that her illness was caused by the circumstances of her conception. a friday the 13th during a winter night at midnight underneath a full moon beneath an unusual planetary alignment that occurs once every 5,000 years whilst within the center of the main hall of a relatively massive library."

her disease is clearly supernatural in origin, the rumors might indeed be true. she is lucky to be alive.


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th
Mergy wrote:
loaba wrote:
Hale looks around, back at the man who just waived to... him?
Who just waved to you?

I thought Soren did - my bad?


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th
Shuriken Nekogami wrote:
"i have had this illness for the entirety of my life, i know that it cannot be cured through mortal means, many priests and apothecaries have tried and failed. Lying in bed would be the same as giving up, which would be an Insult to both my mother and to Uncle Max." Umbriere has yet another coughing fit.

Well yes, I suppose it would be. You wouldn't want to disappoint them... Hales voice trails off here, as he;s clearly unsure of what else to say. He's not sure she'll survive the hour...


Male Drow (noble) 14 Ranger

Looks lost in thought for a second, then quits fussing over her...
"Yes, I suppose you've already been lectured enough about the hazards involved with your illness..."
He stands up, then looks around at everyone else clustered by the fire.
"Well then...are you all friends of Umbriere?"


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th
Shuriken Nekogami wrote:
"i have had this illness for the entirety of my life, i know that it cannot be cured through mortal means, many priests and apothecaries have tried and failed. Lying in bed would be the same as giving up, which would be an Insult to both my mother and to Uncle Max." Umbriere has yet another coughing fit.

Hale eyes her, says "well, we wouldn't that, now would we"

Dark Archive

Commoner 1/Ex-Paladin 1

Eh, roll with it like he did? ^_^ Mostly I'm waiting for Ash to get here so the story moves on; with my luck it'll probably be just as I'm leaving the house.

"We've only just met, and that may be as far as things get. Unfortunately, adventure calls and I don't think Umby is able to answer. Without coughing, that is.


Female Tian Rogue

Umbriere looks at Soren's direction "he is right, we've only just met. but i have a knack for befriending strangers in the strangest of cirsumstances. " a coughing fit followed by a pause occurs,, i am sorry for sneaking out of bed, dear cousin " a coughing fit occurs again. "at least i have you to protect me. my dearest elder cousin."


Male Drow (noble) 14 Ranger

Soren lifts his hands in mock surrender "Alright...alright. You're an adult and you will do what you will" he says with a smirk. "Doesn't mean I agree with it, but I suppose I should see to it no more harm comes to you than you'd do to yourself" he says dryly. He then looks at Mergy and the others and inquires "what adventure is there to be had? Is there something amiss in this 'fair' village?"

Dark Archive

Commoner 1/Ex-Paladin 1

"A few gobhoblins were scouting the area and were jumped by the elite guards of this village. They're dunking the corpses of the unfortunate guards in the ground as we speak. What I'm worried about is what's coming following a scouting report that two gob-- hoboblins can take out four of this village's crack defenders. I think there will be another attack, and soon."


Male Drow (noble) 14 Ranger

"Well...Hobgoblins are far better sport than what I came to hunt! I will lend my scimitar to the cause."
He glances around, then says "I am Soren Du Loqcue, well met."


Male (that goes for both Sex and Role) sub-Hu-mon Peasant, 20th

"Gobo's of any sort are bad business. I'm in the business of bad, incidentally... And business is good!" Hale gets up, and walks over to the others by the fires, says "Hale Callahan's my name, and I'd be happy to join you in this endeavor."

haven't done PBP in a long time and I'm trying to get to know this PC. I guess I'm asking for a pass, if I'm not quite up to par.

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