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Jamendithas Moonshadow
Male Elf Alchemist (Chirurgeon) 1
CN Medium Humanoid (Elf)
Init +2; Senses Low-Light Vision; Perception +10
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DEFENSE
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AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +4
Immune sleep; Resist Elven Immunities
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OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Masterwork Longsword +3 (1d8+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Bomb +3 (1d6+5 Fire) and
. . Masterwork Longbow +3 (1d8/20/x3)
Special Attacks Bomb 1d6+5 (6/day) (DC 15)
Alchemist (Chirurgeon) Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (3/day) Cure Light Wounds (x2) (DC 16), Reduce Person (DC 16)
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STATISTICS
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Str 15, Dex 15, Con 12, Int 20, Wis 18, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Breadth of Experience, Brew Potion, Elven Weapon Proficiencies, Throw Anything
Traits Child of the Temple: Knowledge: Religion, Forlorn, Mathematical Prodigy: Knowledge: Engineering
Skills Appraise +9, Craft: Alchemy +9, Craft: Weapons +11, Disable Device +6, Heal +8, Knowledge: Arcana +12, Knowledge: Dungeoneering +7, Knowledge: Engineering +12, Knowledge: Geography +7, Knowledge: History +7, Knowledge: Local +7, Knowledge: Nature +12, Knowledge: Nobility +8, Knowledge: Religion +8, Knowledge: The Planes +7, Perception +10, Spellcraft +9, Survival +5 Modifiers Alchemy +1, Woodcraft
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ Hero Points (1), Mutagen (DC 15) (Su)
Combat Gear Dagger, Dagger, Masterwork Longbow, Masterwork Longsword, Masterwork Studded Leather; Other Gear Alchemist's Kit, Artisan's tools, masterwork: Craft: Weapons, Backpack (empty), Mutagen: +4 CON, -2 CHA, +2 Nat AC, Thieves' tools
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TRACKED RESOURCES
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Bomb 1d6+5 (6/day) (DC 15) (Su) - 0/6
Dagger - 0/1
Dagger - 0/1
Mutagen: +4 CON, -2 CHA, +2 Nat AC - 0/1
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SPECIAL ABILITIES
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
I'll come up with a background, and post it as well. Just wanted to get this on here for review.

Caepio Alazario |

This sounds like a delightful setup, and I would be delighted to act as a party leader. My ideal character for this would be a rogue - possibly a bard - capable of using the Hero Points mechanics, which he would indulge by taking a fair number of the related feats. Personality-wise, he would be Mr. Gutsy McGrizzled-yet-Pure-of-Heart, and I can imagine a brief professional past as a privateer before being shut down by his host nation to save face while pushing a new treaty. Recognized as a valuable resource yet too fiery to use on the home front, he's been chosen as an expedition leader for his wit, intuition, loyalty to his homeland, and the slap-it-in-the-face level of courage needed to explore uncharted lands. Well aware that his greatest strengths might easily be his greatest weaknesses, the Explorer's Guild is sending a crack team of more level-headed experts who can watch [Character]'s back while benefiting from his uplifting lead-from-the-front pluckiness.
I can formalize his background a little later.
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
Scores (pre-racial adjustment): 18, 17, 15, 15, 14, 14

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So, just to be clear, I know you said to apply for two positions, but Epsum has control issues. He's meant to be a leader, not a follower. He just doesn't work that way. So, please consider him as a Leader only. If I don't get in, there will be no hard feelings. :-)
EPSUM LLYTHARI CR 1/2
Male Half-Elf Rogue 1
LN Medium Humanoid (Elf, Human)
Init +7; Senses Low-Light Vision; Perception +6
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DEFENSE
--------------------
AC 18, touch 15, flat-footed 13. . (+3 armor, +5 Dex)
hp 10 (1d8+1)
Fort +1, Ref +7, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Curve blade, elven +6 (1d10+4/18-20/x2) and
. . Unarmed Strike +5 (1d3+3/20/x2)
Ranged Shortbow +5 (1d6/20/x3)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 16, Dex 20, Con 13, Int 13, Wis 11, Cha 12
Base Atk +0; CMB +3; CMD 18
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Fencer, History of Heresy, Warrior of Old
Skills Acrobatics +9, Climb +7, Diplomacy +5, Disable Device +10, Escape Artist +9, Knowledge: Dungeoneering +5, Perception +6, Stealth +9, Use Magic Device +5
Languages Azlanti, Common, Elven
SQ Elf Blood, Trapfinding +1
Combat Gear Arrows (40), Leaf Armor, Masterwork Curve blade, elven, Shortbow; Other Gear Backpack (26 @ 30.5 lbs), Bedroll, Blanket, winter, Block and tackle, Candle (3), Chalk, 1 piece, Flask, Flint and steel, Heatstone, Lamp, common, Parchment (sheet) (5), Rations, trail (per day) (6), Signal Horn, Thieves' tools, Torch (2), Waterskin
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SPECIAL ABILITIES
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Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Fencer +1 to hit with dagger or sword AoOs.
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
Dalar raised Epsum sternly, often telling him how his human heritage necessitated a strong guiding hand. Even as a child, Epsum agreed with this standpoint - it was common knowledge that his lifespan would be much shorter than those of the elves he lived among; Epsum resolved to make the most of himself that he could in the short time allotted. He trained harder than the elven boys with whom he associated. He ran farther. He read more, although book learning was never his strongest suit. He asked more questions, always wanting to know more about what had come before him. Epsum was fascinated with history, and through long hours of study managed to learn the ancient Azlanti tongue, the dead language of a long-dead civilization. He studied engineering, to see how things were built. Fascinated by exploration, treasure, and forgotten secrets, he studied the arts of dungeoneering that he might one day delve the secrets of ancient ruins. In short, he prepared himself for exploration.
Eventually, Dalar came to Epsum for a long-anticipated conversation.
"My son, shade of my heart. You have learned as much as you can under the boughs of this wood. Go forth now as a man, and learn from the world, not just of it."
Saying this, Dalar gifted Epsum with a masterful Elven Curve Blade and a fine suit of alchemically-hardened Leaf Armor.
"These are your birthright. Take them and be proud. Do them honor. Be a good man, doing always what is right. Go and make your fortune. Go and forge your way."
That night, Epsum left Kyonin. Before long he heard of the Explorer's Guild and joined up, seeing a means to an end.

Shanosuke |

Okay I have finally read through everything you have, Dang that was a lot of reading, my brain hurts for sure. Her are a few notes for some of you. Those who aren’t mentioned, I’m relatively happy with your submissions.
One important note, I will not be doubling up on classes for this campaign. I have two Barbarian, Paladin, and Alchemist possibilities and I will only take one of any class. So if I decide I need a barbarian, then I’m going to take one of them. Simple as that. You don’t have to change your choice unless I recommended it below.
@Xzarf: I am willing to wait until Sunday morning for your complete concept. I am interested in seeing what you come up with
@Patcher: If you want my choice, I think the elven paladin is probably my favorite choice. I want you to play the one you will enjoy the most. The people of Furbiddian have no knowledge of the deities of Golorion so a character of the faith would be amusing. Tengu of the kind you have described would frighten many of the locals. I guess in of itself that could also be amusing. The monk has a definite plus for diversity as I already have a couple of paladin possibilities, though I liked you paladin concepts so far. I want you to go with the one you want to play. I’m not going to pick one for you. I will also need the backstory + reasons soon. If you need time, I will wait until Sunday morning for you to put up your final details.
@Benoit Just curious, how long has Aakif been with the Explorer’s Guild?
@Deevor A paladin uidine or a hobgoblin Barbarian. I don’t have a favorite among the two. Both have interesting ideas. What are their reasons for wanting to join the expedition. Also, I will need you to pick one of the two and make sure that’s the one you want. I will need this by Sunday morning.
@Jeremiziah Risky business making this kind of character, but so far leader isn’t heavily fought over. One or to other competitors for sure. I need to consider this one carefully
@Edgar I like your alchemist in mormont’s Gauntlet. But I have one alchemist submitted already in this one and I like her character a lot. I wont be doubling up on classes so I will have to recommend something a little different. Maybe and Arcane caster of some sort? Give it some thought, you’re a good player and I would enjoy having you.
@Caepio: Your interest is noted, you have until Sunday Morning to post your final odds and ends.
@Anyone who hasn't finished submiting Just an FYI, I will wait till Sunday evening before I've made my final decision. The game itself will start Monday. Those of you who have shown interest but wont be able to put anything together for a while, I will wait until Sunday morning.. I do recommend getting concepts to me as soon as able, so that way I can give it adequate considering time.
I like the ideas you all have come up with. Some of you have posted a couple of different ideas.
I like what I'm seeing so far though. Good Ideas. I hope you folks are ready to visit a foreign land. Rumor has it, they don't even know the deities of Golorion so that should be interesting for some of our divine fellow. I will post the final update on Saturday

Benoit Leblanc |

@Shanosuke: I'm guessing, based on being lvl 1, a few months at most. Long enough so he has already started laying down the ground work in his mind of the settlements layout. Possibly already having put some plans down on paper.
Alternatively, Aakif coould have been with the guild for a while but never out on assignment. Doing more administrative and planning stuff than the adventuring. After being with the guild for a few years he has finally decide to go to the frontier.

Shanosuke |

@Shanosuke: I'm guessing, based on being lvl 1, a few months at most. Long enough so he has already started laying down the ground work in his mind of the settlements layout. Possibly already having put some plans down on paper.
Alternatively, Aakif coould have been with the guild for a while but never out on assignment. Doing more administrative and planning stuff than the adventuring. After being with the guild for a few years he has finally decide to go to the frontier.
Fair enough. Thank you for clarifying

Caepio Alazario |

I shall keep you deadline in mind and make all reasonable effort to submit a finalized character concept with enough time to peruse its build and back-story. First, a few questions and comments
I mentioned use of the Hero Points optional rule from APG, and it would be nice to hear back regarding your thoughts on the matter. For one or two character ideas, having Hero Points would bring out the prospective PCs' full flavor - much like a suitable wine can bring out a meal's flavor. In this case, the Hero Points would help to enable and reward some of the gutsy actions the character would be inclined to take.
I understand this is an optional rule, and I do not wish to come across as throwing my weight around to get special treatment. If you do not wish to alter your plans for the campaign or your feelings about Hero Points, I am perfectly willing to drop the idea.
That said, I appreciate your consideration.
I am working to fit some class to my character concept from my post yesterday, but nothing is coming out quite right. The role that most interests me is the Leader, but I'm quite adept at designing non-guard types (particularly Engineers). A few mechanical options I've worked with so far are:
1) Rogue (Acrobat): He would be nice and agile, but sneak attack isn't necessarily this guy's style.
2) Bard (Celebrity, Sea Singer): Probably one of the better ideas, as he gets to fulfill the Dread Pirate/Legendary Captain role. Sea Singer takes away the suggestion ability, but I could live with that.
3) Cleric (Luck and Leadership): He would end up playing much like the bard, and who wouldn't follow a primary healer if he decided to wander elsewhere? One drawback is that he doesn't fit in with any one god in particular; I know you're hoping for some interesting religious clashes, so this doesn't seem to be the best choice just yet.
4) Samurai (Ronin): I think the ronin samurai packs some great abilities for a leader, but I don't have any interest in having a mount. While I could suggest fairly balanced modifications to make this class fit, I don't want to hassle you with archetype changes that would toe the line on your ban on third party publishing material.
Anywho, there's still some time to tweak and compose. I appreciate any input you have.

Shanosuke |

Shanosuke, I had asked a question about the heirloom weapon trait in my submission. Are you allowing as written, or as many of the DM's on the boards have modified it? (Doesn't grant proficiency with the weapon, but everything else stands.)
Yeah, anything you find in the books is fair game. Remember, it is written that you only proficiency with the heirloom weapon itself, no others of the same kind.

Shanosuke |

I shall keep you deadline in mind and make all reasonable effort to submit a finalized character concept with enough time to peruse its build and back-story. First, a few questions and comments
** spoiler omitted **
** spoiler omitted **...
Hero points are being used. I have special rules for them but feel free to build your character around them. Also either cleric or samurai sound best.

Talomyr |

Talomyr wrote:Shanosuke, I had asked a question about the heirloom weapon trait in my submission. Are you allowing as written, or as many of the DM's on the boards have modified it? (Doesn't grant proficiency with the weapon, but everything else stands.)Yeah, anything you find in the books is fair game. Remember, it is written that you only proficiency with the heirloom weapon itself, no others of the same kind.
Noted as such. Thanks.
What level should we expect each "era" to go through? Just curious for character build concerns.

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@Shanosuke, I'll try and work something out, but it may take me a little while, and I may not have it done by saturday. I'm sure I can get the Stat Block done, and I'm thinking I'm going to go Witch in this case. I'll have that up by Saturday, but I'm currently at a friend's house without access to Hero Lab.

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I'm having trouble getting the same kind of feel for any other Arcane Spellcaster. I made a Pally, then realized that you already have two Pally submissions.
I don't know, I may be able to get something in on time, but I can't quite get the same feeling I had with the Chirurgeon. I suppose I can put this Pally up for Leader/Guard, but hopes aren't high.
Male Human Paladin 1
LG Medium Humanoid (Human)
Init +2; Senses Perception +1
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DEFENSE
--------------------
AC 21, touch 12, flat-footed 19. . (+6 armor, +3 shield, +2 Dex)
hp 14 (1d10+4)
Fort +6, Ref +2, Will +3
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OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Longsword +7 (1d8+4/19-20/x2) and
. . Shield, Heavy Steel +5 (1d4+4/20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Known (CL 0, 5 melee touch, 3 ranged touch):
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STATISTICS
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Str 18, Dex 14, Con 18, Int 13, Wis 12, Cha 17
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2, Shield Focus
Traits Armor Expert, Child of the Temple: Knowledge: Religion, Heirloom Weapon: Longsword, Masterwork Longsword
Skills Acrobatics -2, Climb +3, Diplomacy +7, Escape Artist -2, Fly -2, Handle Animal +7, Knowledge: Religion +6, Sense Motive +5, Stealth -2, Swim +0
Languages Celestial, Common
SQ Aura of Good (Ex),
Combat Gear Agile Breastplate, Masterwork Longsword, Masterwork Shield, Heavy Steel;
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TRACKED RESOURCES
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Smite Evil (1/day) (Su) - 0/1
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Talomyr |

Here is Gregor Trevian. He's currently built as the survivalist version. It would only take me a few moments to change him for scholar duty.

Caepio Alazario |

Hero points are being used. I have special rules for them but feel free to build your character around them. Also either cleric or samurai sound best.
I'm glad to hear that we'll be making use of that option. A few questions regarding the character options:
1) The Survivor
1st: Heart of the Fields (human racial trait) - [Moderate]
1st: Quick Recovery (heals double the normal number of hit points with each night's rest) - [Minor]
4th: Lingering Spirit (alchemist discovery) - [Moderate]
2) The Wanderer
1st: Fast Movement (as per barbarian) - [Major]
4th: Armor Mastery (as per fighter) - [Moderate]
3) The Tactician
1st: Tactician (as per cavalier) - [Major]
4th: Battlecry (as per battle oracle) - [Moderate]
4) The Fortunate
1st: Gain one Hero Point feat - [Moderate]
1st: Inspiring Act (when the character uses a Hero Point, each ally who can see or hear him gains a +2 bonus on one d20 roll before the end of his or her next turn) - [Minor]
4th: Gain one Hero Point feat - [Moderate]

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Well, here's a bard.
Male Human Bard 1
NN Medium Humanoid (Human)
Init +3; Senses Perception +5
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DEFENSE
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AC 17, touch 13, flat-footed 14. . (+3 armor, +1 shield, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +3
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OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Masterwork Rapier +2 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +1 melee touch, +3 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Chord of Shards (DC 15), Expeditious Retreat
0 (at will) Dancing Lights, Detect Magic, Message, Spark (DC 14)
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STATISTICS
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Str 13, Dex 17, Con 14, Int 18, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Bard Weapon Proficiencies, Combat Casting, Expanded Arcana: Bard
Traits Historian (Human - Garundi), Quick Learner, World Traveler: Diplomacy
Skills Acrobatics +6, Appraise +8, Bluff +8, Climb +0, Diplomacy +9, Disable Device +1, Escape Artist +2, Fly +2, Knowledge: Arcana +5, Knowledge: Dungeoneering +5, Knowledge: Engineering +5, Knowledge: Geography +9, Knowledge: History +6, Knowledge: Local +5, Knowledge: Nature +9, Knowledge: Nobility +5, Knowledge: Religion +5, Knowledge: The Planes +5, Perception +5, Perform: Dance +8, Perform: Sing +8, Ride +2, Stealth +6, Swim +0, Use Magic Device +8
Languages Common, Draconic, Dwarven, Elven, Halfling
SQ Bardic Knowledge +1 (Ex)
Combat Gear Buckler, Dagger, Masterwork Rapier, Masterwork Studded Leather; Other Gear Wand of Cure Light Wounds
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TRACKED RESOURCES
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Bardic Performance (standard action) (8 rounds/day) - 0/8
Dagger - 0/1
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SPECIAL ABILITIES
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Casting +4 to Concentration checks to cast while on the defensive.
going for Scholar/Engineer

Otm-Shank |

Shanosuke, again I must apologize for my sudden departure of late. I should be back to regular once more now.
I would love to get in on another game! First things first, lets give these stats a try ;)
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
So that leaves me with : 18, 14, 14, 14, 12, 10 ouch! (this is why I'm not a big fan of rolling :P)
So with those scores (thank god for the free 18!), I think I will be best off with a caster of some type.
I'm thinking that I might alter the backstory of Vargas, my druid submission from Mormont's Gauntlet, and then present him here. Vargas would be best suited to fill the role of Survivalist, but could also find purpose as a guard, protecting the expedition with a variety of summons.
Let me know what you think?

Shanosuke |

Ladies and gentlemen. The recruitment is now closed. I will take no more interests beyond this point. However, if you have shown an interest but have not quite finished developing your character, you have the next 24 hours to do so. I will pick the team and open the ooc Sunday night. I plan to start the campaign Monday afternoon.
A few answers:
@Caepio: I will allow you to use which ever substitute of those you listed. Only because I don't like how they did the samurai's set up in the first place. Be warned, when the actually book is released, I reserve the right to have you revert back if I feel it is necessary.....though it isn't likely.
@Otm-Shank: Neat idea but it is very risky as I already have a druid applicant and you will be competing against him. Maybe an inquisitor, Oracle, or even a cleric, if your going devine. Otherwise you might want to try something else. See if you can get the concept to me before Sunday morning.
I will also need everyone who is still interested to post "I'm Still In"

Deevor |

I'm still in
I'll enter Surveen Walsh, the Undine Paladin.
As for his reason for going, with having been made an outcast from his family and not being in the inner circle of Erastil, (not a cleric or druid). he searches for somewhere to call 'home'. In his wandering , especially with the Guild, they have get to know his desires and see putting him in charge of the expedition, might lead to his finding a place to call 'home'.

Caepio Alazario |

I'm leaning towards making Halvair as a cleric, though the background could work for the samurai as well with a little tweaking.
Cleric of Calistria 1
Male Aasimar
Chaotic Neutral
Str: 15, Dex: 15, Con: 14, Int: 14, Wis: 19, Cha: 20
Skills: Bluff +9, Diplomacy +11, Profession (Sailor) +8, Sense Motive +8, Stealth +6 (+4)
Traits: Prehensile Whip, Wasp Whisperer, [TBD - maybe Nonchalant Thuggery]
Feat: Hero's Fortune
Racial Abilities: Darkvision 60', Celestial Resistance, Skilled, Daylight 1/Day
Cleric Abilities:
Luck Domain - Bit of Luck 7/Day
Trickery (Deception) Domain - Sudden Shift 7/Day
Channel Positive Energy 8/Day (1d6, Will DC 15)
AC: 17, FF: 15, Touch: 12
CMB: +2, CMD: 14
Saves: 4 / 2 / 6
HP: 10
Equipment so far: Chain Shirt, Darkwood Buckler, MW Stinging Scorpion Whip Channeling Focus (Faiths of Balance), 3 Whips, Cold Iron Dagger, Club, Light Crossbow, 20 Bolts
Bullet points for now.
- No clear memories of parents, but Halvair was raised as by a number of friendly faces in the Rivermen's Guild in Port Freedom, Sargava. By appearance he appears to be a fair-haired Chelaxian, though his dusky skin throws that theory off a bit more, still. With the features of several different bloodlines, people eventually gave up on trying to categorize him.
- He moved to Eleder to explore the world by ship, and after several journeys as a hand on a merchant boat, he disembarked in the Shackles and decided to try his luck with someone who was willing to sail even closer to the Eye of Abendego.
- The ship in question was patrolling the waters for Chelaxian privateers - part of an agreement with Sargava. After battling several Chelaxian vessels and evading a few more, the ship and crew found themselves farther north than they would have liked. In one last naval skirmish, the captain fell mortally wounded, and Halvair quickly rallied the crew to fight off the fair-skinned marines.
- Though they survived the fight, the crew was constantly harried around the coast of Varisia. Halvair held off the Chelaxians through guile and his crew's collective seamanship for over a month, but eventually they were surrounded, captured, and turned over to the Hellknights for questioning, castigation, and possible rehabilitation as slaves.
- Instead of being executed, the Order of the Scourge decided to lock Halvair in a windowless cell; their thought was that simply making him disappear would help dispel the nascent legends of the youthful captain. On occasion they would parade him in front of other prisoners to demonstrate how thoroughly they could break a captive.
- As all prisons gradually become overcrowded - and as a criminal's short-lived celebrity rarely lasts two decades - Halvair was eventually tossed in a shared cell with a woman who had been captured while breaking into one of the Egorian vaults back archives. In conversation with her, Halvair learned a middling amount about Calistria, her zest for life, and her drive to get back at those who wrong her. The color gradually returned to his eyes, he found he could again sit up straight, and he started to reconsider escape.
- Let's be honest: Halvair never could have escaped unaided. In fact, it was the Wasp Queen's (see Faiths of Balance) raid on the prison to free Halvair's cellmate that gave him a fighting chance. Although they were not willing to indoctrinate him into their ranks, which are reserved for elf-blooded females, they were willing to teach him a few tricks and set him up somewhere that he wouldn't be recognized.
- The connection was the Explorer's Guild, and Halvair's flair for making well-reasoned decisions despite his sometimes brash managerial technique and seemingly capricious demeanor has made him a favorite for an upcoming expedition to Furrbiddian.
The "Why Choose Halvair" section shall come a bit later.

Darrid Longson |

This is Xzarf's entry into the game, he really only fits into the leadership role though with a few tweaks (Feats and Skills) he could easily fit into the Scholar role as well.
Background is up on the character sheet as the physical stats, I still have yet to enter everything in to the profile. I have linked for now the character sheet I was using to design (dndsheets). Take a look and see if he fits.

Caepio Alazario |

Halvair’s roots stretch back to Sargava, the Inner Sea region’s archetypal colonial region, and he remembers those years fondly. In addition to the anti-Cheliax bias he grew up with, his time imprisoned by one of the nation’s paramilitary forces has left him with a personal interest in watching House Thrune writhe in irritation; helping to establish a second colony that the devil-worshippers cannot touch could work as a nice slap in the face for the two decades lost in a cell.
Calistria’s teachings – informal as they are for him – also fan the fires of his itch to explore. The Inner Sea has its sights, but nothing can be quite as spectacular as an entirely new land. Although he’s not keen to admit it, getting off of the continent would also do wonders for the bounty that Cheliax has renewed.
In a completely fresh land, complications will strike even the most well-planned strategies. Over the course of several months, the higher-ups of the Explorers Guild have noted how well Halvair handles stress. In some cases he keeps a level head, takes charge, and sees his team through to the end. In others, he loses his nerve, harangues his subordinates, and issues extremely erratic orders. When presented with one challenge, he screamed for his group to run as if the Wild Hunt itself had returned; after his team scattered, he completely changed his behavior, rallying the team and assembling them once more to strike from surprise.
In most cases, the Lord Navigator and his advisors would write off such an unstable case, but one particular issue keeps arising with Halvair: No matter how bizarre his choices, he ends up passing each test with flying colors. Despite his sometimes brash attitude with teammates, he listens to and incorporates their input. Afterwards, he slaps each on the back, congratulates the team, builds rapport, and earns friends. Although his public relations skills tend to be a little grandiose, there’s no denying that he’s a charmer. With a handful of decades under his belt, his style and appearance both suggest a comforting level of experience for any under his command. He already has a growing reputation within the lower ranks of the Explorer’s Guild, and sending him off to another continent would be a good use of guild resources that would also rid the training grounds of a troublesome role-model for young minds.
Wherever Halvair goes, success seems to follow, or so the Explorer's Guild is hoping.
Halvair as a cleric is built to be a Leader. His concept is easily retooled to fill the Guard role if he is instead built as a samurai (stats are already written up and simply need to be entered). In the guard role, his exuberance would be toned down a bit to allow the chosen Leader room to shine. That said, he would probably channel a bit of Steve Irwin when employing the power of luck.
"Egad, that's a huge assassin vine! I wonder if they hit half so hard as they do in Avistan? Stand back; I'm gonna see if I can back-flip over there and bull rush it out of the tree for closer study."

Otm-Shank |

Sadly I don't think I will be able to finish out a concept until this evening so I will understand if you simply make your selections without me.
I actually have stats done for a master summoner already. I will need to create a different backstory tonight and change the eidolon a bit but other than that he should be set.
My other idea, given that the druid app is already filled would be a Wizard. He would have joined the explorer's guild after dropping out of a prestigious wizarding academy when he realized that, despite his talent, he had no taste for the academic lifestyle and wanted to see the world on his own terms.
Gabriel Santhus Elf Wizard 1 N/G
HP 8
AC 13
Touch 13
Flat-Footed 10
Armor Check 0
Init +7
Speed 30ft
Str 10
Dex 16
Con 12
Int 20
Wis 12
Cha 14
Fort +1
Ref +3
Will +3 (+2 vs Enchantments)
BAB +0
CMB +0
CMD 13
Club +0 (1d6)
Longsword +0 (1d8/19-20x2)
Feats : Scribe Scroll, Improved Initiative
Special Abilities : Low Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Arcane Bond (Ring)
Skills : (2 class + 5 Int)
Escape Artist +4
Fly +7
Knowledge (Arcana) +9
Knowledge (Nature) +9
Knowledge (Planes) +9
Perception +4
Spellcraft +9
Languages : Common, Elven, Draconic, Celestial, Sylvan, Orc, Gnome
Illusionist : Opposition Schools (Enchantment, Necromancy)
Extended Illusions : +1 round
Blinding Ray : 30ft ranged touch attack 8/day (0 Used)
Spells Known :
0-level : All
1-level : Protection from Evil, Grease, Colour Spray, Silent Image, Enlarge Person, Mage Armor, Obscuring Mist
Spells Prepared : DC 15+spell level Concentration +6
0-level : Detect Magic, Message, Prestidigitation
1-level : Silent Image, Grease, Colour Spray, Enlarge Person
Gear :
Longsword 4lb
Club 3lb
Backpack 2lb
Bedroll 4lb
Waterskin 4lb
Scroll Case .5lb
Belt Pouch .5lb
Spell Component Pouch 2lb
Trail Rations x3 3lb
Flint and Steel
Inkpen
Ink (1oz.)
Parchment (3 Sheets)
PP 0, GP , SP , CP

Acanthus Alazario |

Here is the basis for my master summoner application as well. He will need a little more work but I would love to play him. Would probably be best suited to the guard role but would want to take a leadership position if he got the chance.
Gabriel would make a perfect scholar or with a little work, would fit well as a leader.
I'll have more for you in a few hours if you would be willing to wait.
Thanks either way.

Shanosuke |

Sadly I don't think I will be able to finish out a concept until this evening so I will understand if you simply make your selections without me.
I actually have stats done for a master summoner already. I will need to create a different backstory tonight and change the eidolon a bit but other than that he should be set.
My other idea, given that the druid app is already filled would be a Wizard. He would have joined the explorer's guild after dropping out of a prestigious wizarding academy when he realized that, despite his talent, he had no taste for the academic lifestyle and wanted to see the world on his own terms.
** spoiler omitted **...
I'm considering your wizard elf as it is. It is a nice taste but I cannot accept your summoner concept. It is a delicate political situation between Balthoras and The Explorer's Guild and the last thing the guild wants is to send over individuals who have known contact with demons. Evil character's will be considered very thoroughly. If your story can manage to put forth an evil character that would be excepted by a band that predominately favors neutrality, then I wil accept it. The only alignment I completely refuse is Chaotic evil.
I will be reviewing apps until tonight, Otm-Shank if you can get the rest of your app up tonight, I will still consider it.

Otm-Shank |

Shanosuke, I am glad you are still willing to take my applications. I am well aware that Acanthus isn't suited to this campaign as is. He was designed as an application to a different campaign that was Cheliax based. The only really important parts of Acanthus' application right now would be the stats. I will be redesigning the flavor of Acanthus shortly, I am envisioning him as much more of a good natured explorer for this campaign. I'll make a couple changes to his eidolon and might even alter his race as it stands.
I should have the backstory at least up in a couple hours. Thanks for your patience everyone. I just didn't have time to fix everything this morning.

Shanosuke |

After long an...well a rather painful session of thinking and rolling through all of these characters, and cleaning the smoke stains off my walls. I have made my final decision. Here is the team selected for the campaign:
Leader:
Halvair a Male Aasimar by Caepio
Scholar
Serravael Marenda’al a Elven Alchemist by Alorha
Survivalist
Gregor Trevian a Human Druid by Talomyr
Engineer
Aakif a Human Gunslinger by Benoit Leblanc
Guard
Evrail a Half Elf Ranger by Mrdarknlight
Surveen Walsh an Undine Paladin by Deevor
I considered many factors to determine this list. Stories, alignments, classes, races, reasons, and even monitoring you progression on the board. I like the diversity, the only thing I was disappointed in was that I couldn't fit a rogue or a arcane spellcasters into the mix, but I can't seem to fit him in. Though I'm hoping the Alchemist will suffice. (I've run this campaign four times and all my scholars have been Alchemist or Wizards). There will be a fair amount of undead in this campaign as well as a wide range of curses. I hope our divine fellows are up for the task. All in all, I am pleased with the selection I have.
To those of you who didn't make it, I appreciate your applications and I enjoyed reading your stories. I hope you all find games to play in and best of luck.
I will have the OOC up momentarily and I hope to launch the game either tomorrow night or Tuesday morning. One of the two. Thank you again for participating.

Otm-Shank |

OMG! I just tried to save my new background for Acanthus and the forum ate it! I will re-type it in a bit. For now I will just touch on the key points and hope you can see what I was going for with him as a character.
Acanthus is now a Fetchling btw.
-He was orphaned on the material plane as a child when his parents were murdered.
-Had an unhappy childhood until he was taken in as an apprentice to a wizard and learned of his heritage and the shadow plane.
-As he learned magic he began to have vivid dreams of the shadow realm and a companion comprised of raw, solid shadow.
-He became more interested in his dream world than the real world, causing tension with his master.
-During a fight his master attacked him and Acanthus somehow called his dream companion into the mortal realm and it attacked his master.
-Confused and fearing his master dead, he fled and wandered, learning to master his abilities along the way.
-He joined to Explorer's Guild to put his new skills to use, protecting expeditions and using his knowledge of the planes to assist their endeavors.
Acanthus would make a great guard, providing both combat strength and a great deal of versatility, for the party, or with tweaking could become a strong leader.
Let me know what you think. It looks like I might not be able to re-type his full backstory till the morning though...
EDIT : On second though, it seems I'm just a little late to the party...I wish you all a great campaign! Have fun!

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I knew I wasn't going to get into this. While I'm good at making the actual characters, sometimes I have difficulty coming up with a backstory. I had one, sorta, for the Alchemist, but I both couldn't get the same feel I had for the alchemist with my other submissions, and couldn't come up with a background that fit.
In any case, I'm having a grand ole time in Mormont's, leading the party to death in the jungle. >:)