
ancient1 |

Welcome to Ravengro!
Be sure to download the Player's Guide PDF for the background.
Submissions will be considered complete when I have recieved the following in this thread:
Name
Concept
Group Role
Class (core only)
Race (core only)
Backstory (two paragraphs at least - one for your personal history, one explaining your trait)
Crunch Guidelines:
Non-evils only
15 pt. Buy
1 Campaign trait
2 Backstory plot hooks from character background, so give me a little to work with - could be a secret, an old enemy or something interesting about you.
Standard starting gold
Keep in mind I will not allow PrCs - Just never liked 'em.
Wanna get started ASAP ...I will not impose a deadline yet but I will accept the first four complete characters fitting into these guidelines - feel free to work together to create a group history if you want.
I will try to post multiple times per day which isn't an issue as I'm chained to my desk - so keep in mind the more you post, the more rewarding it will be, both on a per player basis as well as for the whole group. Once I have a group, we will put rolling conventions to a vote.

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Here is Gerard de Juraine for your approval :)
Str-16
Dex-10
Con-12
Int-13
Wis-10
Cha-14
Skills
Bluff
Initimidate
Perception
Feats
Exotic Weap. Prof. (Falcata)
Power Attack
Combat Expertise
Gerard is from the streets of Restov. His size was an asset growing up as he did not have to fear the other street gangs as much and tended to end arguments quickly and forcefully. But he was much better at talking his way out of predicaments and, as his reputation grew, he needed to use force more rarely. Of course, the heavy curved blade that was his distinctive mark (especially in a town that heavily favored light weapons) just added to his reputation.
He first met Professor Lorrimor a couple years ago when he came to Restov to hire guards for an expedition into the Stolen Lands. Gerard proved himself to be competent in several ways and became a recurring employee of the professor's. Gerard has come to rely on the professor's patronage as a steady course of income and looks forward to each assignment.

martinaj |

Ooooh man, have I been waiting for this. Alright, Here's what I've got...
Name:Gareth Vercant
Concept: Detective-style rogue, unafraid to dirty his hands in the name of the greater good. (Alignment LG, nears LN at times)
Group Role:Skill monkey, second line meleer, investigator.
Class:Rogue
Race:Human (Taldan)
Campaign Trait:Making Good on Promises
And then his father turned up dead - found floating in a river and his body drained of blood. Gareth leapt upon the investigation with an even greater fervor than usual, spending his days and his nights scouring the street for information, and his few hours off drowning his sorrows in taverns. He cracked a few skulls, broke a few fingers, and in the end, he was approached by his superiors and relieved from duty for misconduct. At this point, he scarcely cared. He was in a downward spiral, and all his termination did was bring him to the realization that all of his rules, regulations, and strict sense of law had brought him to the gutter.
He refused to give up his investigation, though he did begin changing up his tactics, and in doing so, he saw a measure of success. Striking out on his own, applying his mind rather than his muscle to the mystery, he began learning things. He never did find out who took his father from him, but during his pursuits, be began closing a number of other cases, and soon had a name for himself as a reputable private detective. He began to harden, his world view began to change, and in time, he gave up on his father, deciding it was merely distracting him from the crimes he could solve. Since that time, he has become a one part detective, one part vigilante. As far as Gareth is concerned, he has made his choices and sullied his soul, but that is no reason he cannot continue to protect his city and his country. He sees himself as shield for the citizens going about their day-to-day, doing the dirty work so they don't have to. In recent years, he has begun to specialize in the supernatural, calling in consultants from time to time, one Petros Lorrimer among them. Strangely enough, the man asked for no money, simply a favor to be returned at some point in the future. Having heard of the professor's recent death, he suspects that favor will be called in shortly.
Edit: I suppose I should have clarified, but my 2 hooks are the unsolved murder of the character's father, which has clear implications, but could be a number of other things as well, and also Lorrimer's uncalled favor. Is there anything else you need from me at this time?

Desriden |

I have an idea for an Elven war wizard whose family suffers from a generational curse left from the Shining Crusade against Tar-Barphon. He and the professor tried to isolate the cause of the curse, but an attack ruined the ritual. Tahliat saved the professor's life and the two agreed to try again in the future. But the professor died before that could happen.
Story hooks are the curse on the character's family line and the general dislike of elves in the region, especially those who did little the help the country after the war.
The Darnith family was part of the elven army that joined the Shining Crusade to fight Tar-Baphon’s forces along the banks of Lake Encarthan.
Tahliat’s grandfather, Alnorthan, was part of a long line of war wizards that helped burn through the ranks of orcs and undead. He survived the crusade but was tainted by exposure to the powerful magics of Tar-Baphon’s domain. His spells were made even more devastating, but those energies left a curse that followed the family line.
After the war, Alnorthan did not return to Kyonin with the other elves because he was afraid the taint would spread throughout his homeland. Not long after, Alnorthan died violently in a spell mishap. His wife died months later while giving birth to their only son. That child grew up away from the joys of elven life, which made him cling to his elven bride that much more.
Then the cycle repeated itself, with Tahliat being the only survivor after his parents’ deaths. Family letters and journals were left with a family of humans to give to Thaliat when he was old enough to read so he could learn about the curse.
The Forlorn elf has avoided contact with other elves in hopes he can live long enough to determine the exact nature of the taint that is withering his family line.
His studies of arcana and history brought him in contact with Professor Petros Lorrimor many times. The professor’s knowledge of unusual phenomenon and Ustalva proved to be most informative. They traded letters for a few years before deciding to meet in person so a detailed study could be made of Thaliat to see if there were any physical traces of the taint.
The ritual was cut short when something attacked the ritual site near one of the mystical stone formations in the Ustalva countryside. Tahliat saved the professor’s life, but he was unable to see more than a vague shape in the night. The results of the ritual were lost. The two scholars made an agreement to try again when the stars came back into alignment.
Alas, the professor died before the two could meet again. Now Tahliat returns to the land that has wounded his family generation after generation. This is his last chance to free himself from the curse and have something approaching a normal life.
He has no illusions that this will be an easy task. There is no love to spare for the elves who left Ustalva to fend for itself after the war. He’ll be asking for help from the same people his family abandoned.
But Tahliat's main concern is how he’ll handle the horrors that plague Ustalva. His curse, while dire, has been more of an academic ordeal rather than a visceral one. To deal with that, he’s followed in his grandfather’s footsteps. The training of a war wizard should be enough to deal with whatever comes next.
This isn't finished yet, since it was an application for another CC game with a higher point buy. I'll modify it over time, but this should give you an idea of what the stats would be like.
Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 10
Elven Evoker 1
HP: 11
Init: +9
Perception: +2
Saves: Fort +2, Ref +3, Will +2
Feats: Improved Initiative, Scribe Scroll, Alertness (via familiar)
Traits: Chance Savior (campaign): +2 to Init, Forlorn (elf): +1 trait to Fort saves
Skills: Knowledge (arcana) +8, Knowledge (planes) +8, Knowledge (religion) +8, Spellcraft +8, Linguistics +8, Perception +2, Sense Motive +2
Weapons:
Rapier +0 1d6/18-20/x2
Shortbow +3 1d6/20/x3
Languages: Elven, Common, Draconic, Sylvan, Orc, Celestial
Arcane Bond: Familiar Toad for +3 HP
Favored Class: Wizard +1 HP per level
Average starting gold: 70 gp
This is a basic outline, but divination and abjuration also would make good specializations if that would fit better in the game. Prohibited schools will be Enchantment and Necromancy no matter what. His lack of insight into the darker arts and enchantments are what led Tahliat to contact the professor to start with.
He'll probably pick up Toughness, Spell Focus Conjuration, Augment Summoning and Improved Familiar over time. I can also pick up item creation feats as needed or desired by the group. I have no problem tweaking stats after we form a party to make sure all the bases are covered.

Clumber |

Fair warning before you decide to accept me into your RP, this is my first time playing in a Pathfinder game and my first time doing RP in this manner. I have been doing forum RP for several years, and I have a little experience with D&D 3.5, but I've never done a Play-by-Post with game mechanics involved. I don't believe I'll drag the game down much, if at all, but that's for you to judge. Anyway, here is my character for consideration.
Name: Franz Giarn
Concept: He's a halfling with a penchant for lying and schmoozing to get his way, but he just doesn't have it in him to truly harm anyone if he can help it.
Group Role: Party face, support, some melee capabilities
Class: Bard (Arcane Duelist)
Race: Halfling
Campaign Trait: Chance Savior
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 13 (+1)
Wisdom 8 (-1)
Charisma 17 (+3)
HP: 8 Speed: 25
Feats: Fleet, Arcane Strike (from being an Arcane Duelist)
Items: Punching Dagger (2 gp)
Short Sword (10 gp)
Traveller's Clothing
Backpack (2 gp)
5 Caltrops (5 gp)
Crowbar (2 gp)
Simple Lock (20 gp)
Waterskin (1 gp)
Sack (1 sp)
4 pp
13 gp
94 sp
50 cp
As far back as Franz can remember, he was part of a travelling circus. His father was a performer, a tumbler in the circus, and he never met his mother, his dad would never even talk about her and grew angry if Franz ever pressed him too hard.
Though he grew up in the lifestyle of the circus, he never committed to his role as his father did. His father wasted many an hour trying to train Franz to be an acrobat or performer as good as he was, but Franz never had his heart in it.
The truth was, Franz had discovered a destiny he found far more interesting. Though he kept it secret from everyone, even his own father, he learned that he had an aptitude for magic. His father, and several of the other performers, held a disdain for the practice of magic, so Franz for several years developed his meager talents in secret, learning occasionally from others when he found chances to meet wizards or sorcerers in the circus's constant travels.
When Franz was 15, he and his father parted ways. By that time it was clear Franz would never be a part of the circus, so his father left him with some money to start a life and the circus moved on without him. And so Franz came to live in Andoran. What little money he had, Franz quickly managed to lose, becoming forced to live in the streets.
At first he was slow to adapt, but soon he found his niche in the city and began to thrive. The skills he had shunned as a circus performer soon demonstrated their usefulness as he first became a street performer working for what he could scrape off the streets, until he discovered his talents as a confidence man.
Franz had been lying for years in his attempts to hide his arcane powers, and he soon discovered that the talent was equally useful for cheating others out of their money. Whether it was running confidence games, cheating at gambling, or using his subtle arcane powers for personal gain, Franz became more successful in his pursuits than he thought possible.
His antics did not come without problems, however. Skilled as he was, Franz would all too often find himself facing an angry mark. He suffered several beatings and barely escaped with his life half a dozen times after cons gone wrong before he learned to defend himself.
He made plenty of enemies during his time in the city, but whether through sword, spell, or trickery he always managed to stay alive and one step ahead of all those who fell victim to him.
It was on one particular day, swelling with confidence after scoring a large sum of money, that Franz happened to be walking down just the right alley at just the right time. He had seen muggings before an avoided them rather than risk his own life, but on this particular occasion, whether it was compassion or pure bravado, when he discovered an old scholar at knifepoint, he had no choice but to act.
The scholar, Professor Lorimor, thanked him profusely for his help. Franz never learned the story of how the scholar came to be in that situation, but after his help Franz accompanied Lorimor back to the Inn he was staying at, and they talked for some time.
Franz's encounters with Lorimor were few and far between after that, though he would occasionally hear of his presence in the city or somewhere nearby and would go to see him. Franz would never have considered the two of them friends, acquaintances at most, but nonetheless when he learned he was in the scholars will, he did not hesitate to pack up his few possessions and leave for Ravengero.

Clumber |

Oh, I think I'm going to add "Loaded Dice, Superior" and "Marked Cards" to my list of items for 51 gp. Bottom of this page
Which leaves my character with a much more reasonable amount of cash on him:
2 gp
94 sp
50 cp

Clumber |

Alright, so I did some thinking and here are my finalized character stats:
Race: Halfling
Class: Bard (Street Performer archetype)
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 13 (+1)
Wisdom 8 (-1)
Charisma 17 (+3)
HP: 8 Speed: 25
Feats: Fleet
Skill points in:
Bluff
Diplomacy
Disguise
Knowledge (Local)
Perception
Perform (Juggling)
Sense Motive
Sleight of Hand
Punching Dagger (2 gp)
Short Sword (10 gp)
Traveller's Clothing
Backpack (2 gp)
5 Caltrops (5 gp)
Crowbar (2 gp)
Simple Lock (20 gp)
Waterskin (1 gp)
Sack (1 sp)
Loaded Dice, Superior (50 gp)
Marked Cards (1 gp)
8 gp
34 sp
50 cp
My spells are as follows:
Daze
Lullaby
Mending
Mage Hand
Silent Image
Ventriloquism
So when do we think we're going to get started? When the Otyugh makes his character?

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Hi sorry for the delay, will get my character up tonight if you are waiting on me. Sorry work has been busy today and I am in the UK so my timings may be out. Usually able to post multiple times daily however. FYI my character is going to be a Gnome Sorcerer if that fits?
This is the crunch so far, fluff to follow...
Gnome Sorcerer (1)
Chaotic Good
Str 6 (-2)
Dex 14 (+2)
Con 14 (+2)
Int 10 (0)
Wis 10 (0)
Cha 18 (+4)
Hit Points 9
Initiative +4
Fort 2
Ref 2
Will 4 (6 vs Illusion)
BaB 0
Armour Class 13 Touch 11 Flat Footed 11 vs Giants 17
Move 20'
Low Light vision
+4 on Stealth
+1 on attack Rolls
1/day dancing lights, ghost sound, prestidigitation,and speak with animals.
+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes
Languages Common, Gnome, and Sylvan.
Spells Per Day;
Cantrips DC 14
1st (4) DC 15 (16 vs illusion)
Spells known;
0th Detect Magic, Resistance, Disrupt Undead, Daze
1st Magic Missile, Shocking Grasp
Bloodline power; Elemental Ray (Sp): Can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. 1d6 damage. 7/day.
Feats Eschew Materials, Iron Will
Skills
Bluff 4 (8)
Perception 1 (3)
Campaign Trait Chance Saviour
Equipment 70gp

Paizo Fan |

Do you have any thoughts on the Rich Parents trait? (Increases your starting gold to 900gp.)
The reason I ask is that I've had an idea of a noble alchemist for some time now and part of the flavour would be that he'd have his own coach for riding around Ustalav in (I mean, coaches are just awesome flavour for this particular AP). Of course, the only way to have one at level one is to use Rich Parents which would tie in to his background. I'd even be willing to ensure that none of the gold would go to overpowered weapons or armour if you like.

ancient1 |

ancient1 |

Clumber
Galahad
The Otyugh
Martinaj
Desriden
All have usable characters - due to my having delayed the start I will accept all from this group.
Also OOC - OOC Thread.

JasonX |

Do you still have room? I notice there is no healer in the party. I would like to submit my Cleric.
DRYDEN VAUXMAR CR 1/2
Male Human (Varisian) Cleric 1
NG Medium Humanoid (Human)
Hero Points 1
Init +0; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 18, touch 10, flat-footed 18. . (+6 armor, +2 shield)
hp 10 (1d8+1)
Fort +3, Ref +0, Will +5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +1 (1d3+1/20/x2) and
. . Mace, Heavy +1 (1d8+1/20/x2) and
. . Shield, Heavy Wooden -3 (1d4+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Bleeding Touch 1 rounds (6/day)
Spell-Like Abilities Bleeding Touch 1 rounds (6/day), Rebuke Death (6/day)
Cleric Spells Known (CL 1, 1 melee touch, 0 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Magic Weapon (DC 14), Unbreakable Heart
0 (at will) Stabilize, Detect Magic, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 13, Dex 10, Con 12, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 11
Feats Selective Channeling, Turn Undead (DC 12)
Traits Birthmark, On the Payroll
Skills Acrobatics -7, Climb -6, Escape Artist -7, Fly -7, Heal +7, Knowledge: Religion +4, Perception +4, Ride -7, Stealth -7, Swim -6
Languages Common, Varisian
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Death, Pharasma, Cleric Domain: Healing, Hero Points (1), Spontaneous Casting
Combat Gear Chainmail, Mace, Heavy, Shield, Heavy Wooden; Other Gear Backpack (empty), Bedroll, Flint and steel, Holy symbol, silver: Pharasma, Pouch, belt (empty), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bleeding Touch 1 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death, Pharasma Granted Powers: You can cause the living to bleed at a touch.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his l
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Turn Undead (DC 12) Your Channel Energy can make undead flee.