DM Hamied Seeks Players for Jade Regent Play-by-Post!


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Hello everybody,

I am planning to run the Jade Regent Adventure Path, and I need five brave souls to accompany the caravan! If you're interested in submitting a character concept, please read the Jade Regent Player's Guide, available for free download on this website. Not only must you select a campaign trait from the guide (and thus be knowledgeable about at least one the four prominent NPCs), but you should begin familiarize yourself with the new caravan rules introduced therein. They will see much use.

- 22 point buy, no ability scores below 10 (before racial modifiers).

- Two traits, one of which must be a campaign trait from the Jade Regent Player's Guide.

- Core races only, please.

- The Core Rulebook, Advanced Player's Guide, Inner Sea World Guide, Ultimate Magic, Ultimate Combat* and the Pathfinder Player Companions are all fair game for classes/feats/spells. No third party material.

- I am fine with multiple archetypes, as long as they don't replace the same class features.

- You do not need a completed character sheet to apply, but I will want a brief backstory to accompany every character concept, as well as a general idea of how you will build your character (feats/skills/archetypes).

- I would like players to be able to post at least once a day.

I want a balanced party, but I won't be looking intently for Trapfinding. I feel that its perceived necessity limits the rogue archetypes people feel comfortable submitting. If a selected player wants to be skilled at finding and disarming traps, I will incorporate them more heavily. It will not affect my considerations (for better or worse) during recruitment, however.

Beyond your selected campaign trait, I would really like to know some of the history between you and the NPC to which you are linked. How would you describe your relationship with them? Furthermore, this AP features a great deal of overland travel. How might your character take to that?

I should say up front that I have not played more than a few sessions of Rise of the Runelords, and while I have done my research regarding Sandpoint and Ameiko, I recognize that both are nigh revered by the Pathfinder fan base. I will do my very best to portray the people and places in this AP accurately, but if you have a perfect ideal of how this should be done, you may need to set it aside.

I will keep recruitment open until Sunday evening (8/21).

* Ninjas and Samurais are a footnote in the Jade Regent Player's Guide, but they are fully allowed here. Since such characters are almost certainly Tian, I would like to get a sense of how they came to reside in Avistan and how they received their training. Gunslingers need not worry about finding guns/ammunition; I often modify treasure to accommodate my players.

Liberty's Edge

I will submit a character later today.


I will be posting character info soon, just wanted to express interest in playing.

Character Concept:

Tanglar

NG MALE HUMAN WITCH

Details:

Tanglar is an interesting fellow. To those who know him, he is quite loyal, kind, and good-hearted. But there are few who know him, and he likes it that way. Not because he dislikes people, it is actually quite the opposite, Tanglar would love to have more close friends and relationships, but peoples prejudices can turn fear into violence at moments notice, and he would be devastated if fear and misunderstanding of his witchcraft would bring harm to someone he cares about. He has so far insisted that those who know him keep their relationship secret and minimal, as to keep them 'out of the line of fire.'

In turn, Tanglar makes no secret of his practicing of witchcraft, he even smiles to himself every time he sees someone move out of his way, or look at him in disgust and fear. Unless that someone happens to be his childhood crush Shalelu. Her dedication and prowess in protecting the citizens of Sandpoint(in combination with her stunning good looks)has captured his eye, and his heart for years. Of course, she doesn't know that...

Though he is confident in the good nature of his object of affection, and her ability to defender herself from other's prejudice, Tanglar can't help but harbor a lurking fear that she would reject and fear him like so many others have done in the past.

So he will continue to admire from the shadows. Willing and able to aid Shalelu (as if she would ever need it...) at the drop of a hat. If she were to ever leave sandpoint, Tanglar would follow as closely as safe to do so. Maybe one day he will be brave enough to offer the ranger her fortune... Maybe...

***
Tanglar is skilled in knowledge of the arcane, healing, spellcrafting, and the use of magical devices. His witchcraft will fulfill multiple needs, from harming and subduing his enemies to healing and bolstering his allies. Since friends are minimal, he will focus on his offensive abilities first, and friendly/defensive abilities second.

Tanglar is never without the company of his grey fox familiar, Thorn.


I have a character from GM_Todd's Jade regent game that did not get in, I'll submit it, And I know I'll need to tweak it a bit to fit your character requirements.

The character is a Half-elf Ninja.

Liberty's Edge

Count with me!

These are my character concepts:
Fist (dwarf monk martial artist, neutral good): Fist isn't his real name. In the past, he was a town militia guard, alongside his brother. There weren't many problems in that town. Until the graveyard issue. A conflict with a nearby witch made the dead awaken in the local graveyard. The curse spread by the bite. And Fist's brother was bitten. Fist itself had to kill his brother with his own axe. That was the last time Fist used a weapon. From that day on, he lived in absalom, running a tabern. But the adventurer itch ran through his veins. And then, he met Sapisma, an Osirion monk that tough him that his own body was a weapon itself. So, the dwarf adopted his new name, Fist, and became a brussier. But he hadn't the patience to become a real monk, so he centered his focus in the combat techniques. He sold his tabern and become a Pathfinders, willing to prove his new strength. Now, he has noticed that his best friend Shandru has arranged a travel to the distant lands of the east. He has eard that the best martial artists are there, so he decided to go with him, scorting the caravan.

Halungalom Moonhalo (gnome alchemist, neutral good): Halungalom born in Absalom, in a wealthy family. He lived all his live in the city and never had any problem thanks to the wealth of his family. From all the curses of the world, hunger was his most unknown. Until he went to the slums with his cousin, in search of new places to sell his remedies and ointments. What he saw broke his very soul. Childrens from all races starvating in the middle of the streets, without any chance of survival in this city. He returned to his home, packed all his pertenences, and sold it in the market. Then he distributed the money in the slums to get this children feed. But the money lasted only a week, and they remained hungry. Halungalom asked his father for more money. He told them that he wanted to feed the children in the slums. And his father taught him a lesson. He told him that, if he feed those kids, they will need him during all his life. But, if he taught them to get food, to commerce, to work for his money, they will be self suficient and never will get hungry again. That was an eye opener lesson for Halungalom. He has a determination: he will teach those kids to be self suficient and he will lend them the money to begin his business. And for the money gathering, he would be an adventurer for some time.

Kurokage (halfling ninja, neutral good): Kurokage's father was an exiled halfling from Minkai, with a terrible war wound in his body. Since he can remember, Kurokage was always training in the ninja arts by his father. He is reserved. He is a halfling of few words. But he can transform into whatever he wants. He is a master of disguise. He can infiltrate any organization and spy or kill whoever it has to be killed. And that's what his father want. His father, just before die finally by his wound, told him that his mother was killed by an old enemy of his clan, so he has been trained all this time to avenge her. So, he joined the caravan with simuling to being a mercenary to scort it. When he finds his mother's killer, he will fulfill his destiny.


Apologies...I neglected to include the day I will close recruitment (8/21). It's been added to the original post.


You already got 4 people, that was quick.
I recommend there should also list a minimum post per unit time, like 1 post per day.


Dotting for interest: human gunslinger or dwarven warrior, I'll submit everything asap.

Sovereign Court

I'll have something up for you later today.


There is no dire hurry to submit, as I'm keeping recruitment open for a while. This won't be a first come, first serve selection process. I am sorry if my error gave that impression.


Dotting. I have a few concepts that I am mulling between.


I'll be converting this cleric to submit. Please give me some time to get him into shape of some sort (and revise his background into the storyline better).


sunshadow21 wrote:
Dotting. I have a few concepts that I am mulling between.

Why not use a randomized concept or a randomly chosen concept?

Heck, You sometimes get interesting results when you do randomize a character.


Yes another chance to try again. Okay. This is a dude I submitted to four Jade Regent aps and I have been wanting to run this guys since the release of Jade Regent and Ultimate Combat. Here's Takeda.

Takeda’s Story:

Takeda Tojimaru is the son of the Tojimaru Samurai family. They were a proud people of Tian-Shu and every warrior in the family served their lord diligently. They make frequent visits Varisia and to do business with the noble families of the state, mostly in the form of trade.
When Takeda was old enough to start his training, his father brought him with. This is when he met Ameiko. At the time Ameiko’s parent’s were still alive and her father and Takeda’s father were very good friends. The Rusty Dragon was a place that Takeda and his father visited every time they were in town. At their first meeting, Takeda’s father and Ameiko’s father had purposed a union between the two. This did not sit well with either Ameiko or Takeda. The two rejected the idea immediately. Though the two fathers were very persistent and had made a point to do whatever it took to bring the two children closer.
Several attempts to get the kids too at least play with each other finally bore fruit. Takeda and Ameiko found that they both loved to explore and adventure. They became friends rather than sweethearts and the two of them would get into all sorts of trouble.
As time went on and Takeda and Ameiko’s friendship grew, Takeda had begun to grow fond of her. As soon as he was of the age were he started to notice girls, he realized he had fallen for her. Though the feeling my not have been mutual. Takeda accepted this for now believing in the promise that their parents had made. For now, Takeda would solemnly swear to protect Ameiko. She simply laughed it off at the time but she soon began to notice the difference in how Takeda treated her. He trained hard in his samurai studies so that he could protect her. Every day he grew stronger. Also their adventures grew more dangerous as they got older. At one point, Takeda was ready to lay down his life to protect Ameiko from a gang of thugs. Fortunately his father showed up in time to save them. Takeda promised Ameiko he would get stronger so he could protect her.
Then it happened. Ameiko and Takeda’s families had a falling out. The Kaijitsu had offended the Tijimarus and a bitter feud broke out. Takeda and his father stopped going to the Rusty Dragon and even talking with the family. Though Ameiko and Takeda were still good friends and Takeda had hoped the marriage would hold through, it didn’t. The two families called off the arrangement and Takeda was set to marry a beautiful nobleman’s daughter. Takeda wanted none of it. He still love Ameiko.
Shortly after the arrangement was broken, the tragedy of sandpoint caused Ameiko’s entire family had passed leaving her in charge of the tavern. When Takeda heard the news he pleaded with his father to allow the marriage to go through. His father wouldn’t have it. He was still bitter about the incident and seemed glad that the Kaijitsus had died. Takeda could not believe that his father would simply discard a life long friend over a simple offense, but his father was a proud and stubborn man who would cut down anyone who looked at him cross.
The new arrangement had made Takeda very angry. He couldn’t stand the thought of marrying another when he was in love with Ameiko. The thought of her running the Dragon all by herself and the even more unbearable thought that she might wed someone else were to much for him to handle. One day, Takeda approached his father and announced his intentions to marry Ameiko. His father flew into a rage and before long, Takeda found himself banished, disowned, and completely alone.
This was a good thing. For Takeda set out at once for sandpoint. He had meant to purpose to Ameiko right away but it had been 7 years since their last meeting when Ameiko had settled in to her role as the proprietor for the Rusty Dragon. Also, Takeda had no idea how she would react to him as their families had not been on good terms and he was not able to contact her much since. For now he was content to simply try and rebuild their friendship. He was overjoyed when she expressed no hard feelings about the relationship between their families and was even more elated when she confirmed she was still single. The two quickly rekindled their friendship and Takeda had restated his promise to protect her. He took a job with the town guard and as a bouncer for the Dragon. This allowed him to fulfill his promise and support the place. He would keep an eye on Ameiko, waiting for the opportunity to confess his affections for her. In the meantime, it was enough to simply be close to her.

Character Details:

Name: Takeda Tojimaru
Age: 24
Race: Human, Tian
Class: Samurai
Traits: Childhood Crush, Armor Expert
Stats
Str:18
Dex: 15
Con: 12
Wis: 10
Int: 10
Cha: 13

Extra Details:

Now as far as I know we also start with some kind of relationship to four that we know here in sandpoint. Friendly/Competitive and we are suppose to assign a category to each individual. Here is how my character views others and why.
Ameiko: In love, simply put. Friend
Sandru: Seems a decent guy. Someone Takeda would drink with. Friend
Koya: Nice enough old lady and really seems to care about the town. Friend
Shalelu: A recluse who is shrouded in mystery. Unreliable and untrustworthy. Competitive.

Please, Ask questions. If there are any concerns, I will try and mold to them. Concerns with backstory, Class, race, motivces, anything. Please let me know.


I will be submitting Lisbet Errikson, Ulfen Starsoul bloodline sorceress. For the moment, I am thinking the campaign trait would be crush on Sandru.

General concept in terms of personality will be a woman whose attraction to the stars tends to cause her to overlook things like romance. When she meets with Sandru, however, she is reminded that she is a woman, and not one with the celestial spheres.

Brief history, Lisbet is the daughter of an Ulfen tribesman and gosh... can't recall it now, but those druid ladies that get to ride away on the big winged creatures. Anyway, she was the product of a night of passion before that fateful ride, and raised by her goodly father, who swore to track down the woman of his dreams. Lisbet spent a good amount of time on his back, looking at the skies while they traveled, and his faith in Desna guiding them both back to her mother. Well, he is still looking for the lady, but Lisbet's innate magics and Desna's dreams have guided her south to Sandpoint.

Her motivation to travel with the caravan will be to remain beside the one man who reminds her of her humanity, and a personal quest to view the borealis in all its splendor.

I tend to make somewhat unconventional sorcs in that I like to give intelligence so that they can play intelligently, although not mimicing a wizard in terms of knowledge skills, at least in terms of support casting.

I will likely get a completed character sheet up before the end of the day, just wished to express my interest.


Did you post correctly that this is a 22 point buy? And not a 20 point buy?

Not that I mind a 22 point buy, I'm just curious.


Ravenath wrote:

Count with me!

These are my character concepts:
Fist (dwarf monk martial artist, neutral good): Fist isn't his real name. In the past, he was a town militia guard, alongside his brother. There weren't many problems in that town. Until the graveyard issue. A conflict with a nearby witch made the dead awaken in the local graveyard. The curse spread by the bite. And Fist's brother was bitten. Fist itself had to kill his brother with his own axe. That was the last time Fist used a weapon. From that day on, he lived in absalom, running a tabern. But the adventurer itch ran through his veins. And then, he met Sapisma, an Osirion monk that tough him that his own body was a weapon itself. So, the dwarf adopted his new name, Fist, and became a brussier. But he hadn't the patience to become a real monk, so he centered his focus in the combat techniques. He sold his tabern and become a Pathfinders, willing to prove his new strength. Now, he has noticed that his best friend Shandru has arranged a travel to the distant lands of the east. He has eard that the best martial artists are there, so he decided to go with him, scorting the caravan.

Halungalom Moonhalo (gnome alchemist, neutral good): Halungalom born in Absalom, in a wealthy family. He lived all his live in the city and never had any problem thanks to the wealth of his family. From all the curses of the world, hunger was his most unknown. Until he went to the slums with his cousin, in search of new places to sell his remedies and ointments. What he saw broke his very soul. Childrens from all races starvating in the middle of the streets, without any chance of survival in this city. He returned to his home, packed all his pertenences, and sold it in the market. Then he distributed the money in the slums to get this children feed. But the money lasted only a week, and they remained hungry. Halungalom asked his father for more money. He told them that he wanted to feed the children in the slums. And his father taught him a lesson. He told him that, if he feed...

It's good to know that you're flexible, but I'd prefer that you select one of the three characters to put forward.


Raziel Holhiem wrote:

Did you post correctly that this is a 22 point buy? And not a 20 point buy?

Not that I mind a 22 point buy, I'm just curious.

It is a 22 point buy. I generally don't like people to dump ability scores to get more points (why I ask for 10 minimum prior to racial modifiers), so I figured I'd compensate with an extra two points.

That and I'm sort of a weirdo.

Liberty's Edge

DM Hamied wrote:
It's good to know that you're flexible, but I'd prefer that you select one of the three characters to put forward.

Done: Fist, the dwarven martial artist, is the chosen one. I'll put the character details for this one.


Concept added to post from 'Ayrphish' above.

Let me know of any concerns or questions.


Jebediah has worn out his welcome in Sandpoint. It wasn't his fault that Ameiko gave him that one extra drink, the two of them were always pulling pranks on each other, and had been since an early age. He was too drunk to know it was the mayor's daughter! He barely remembered the night anyway!

Usually a very charming and studious individual, Jebediah has found that a trip to points unknown is just what he needs. He told Ameiko that since it was her drink, and not his over-indulgance, that has him signing on with a caravan to her homeland, she should sell the inn and come along. She's told him many a time how she chaff's at being stuck in quaint Sandpoint.

The two of them have been like brother and sister since an early age, and have relied on each other as only the best of friends can, including hiding the occasional body. and they have always talked of traveling, dreaming of riches and wonders that they hear of from the many travels that pass through. Orphaned at the same time, it didn't take much for Ameiko to agree to join Jebediah on their first adventure beyond the idyllic Sandpoint. He yearns to experience the world beyond Sandpoint and hopes that this will be his opportunity.

Jebediah, a young human wizard has collected the basics of the arcane arts from a couple of books that were left by a wizard that died in battle many years ago. His only time away from town was a year he took to study at the college in Korvosa, the same year that Ameiko went adventuring herself. It was while he was in Korvosa that he came across a small shop that specializing in exotic creatures where he found his familiar Streak, a green skinned compsognathus that received mixed welcome from the residents of Sandpoint, welcome when she kept the rodent population down, not so welcome when she went after a household pet.

He can't help noticing how beautiful Ameiko is, and secretly desires that they were not friends like siblings, but he has heard her speak often enough on the subject to know that for now, he must remain just a friend.

Jebediah's studies focused on conjuration, and his strategy reflects his desire to stand back in combat, or redirect attention elsewhere.

crunch:
Conjuration-teleportation specialist wizard with opposed evocation/necromancy. campaign trait: best friend, not sure on second trait yet as it may be influenced by party makeup. Feats likely to include spell focus-conjuration, and the human feat will also be influenced by party makeup but is leaning towards toughness. Jebediah is something of a self-taught scholar, with a breadth of knowledge and crafting. Initial Stat make up is likely to be Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 14.


DM Hamied wrote:
Raziel Holhiem wrote:

Did you post correctly that this is a 22 point buy? And not a 20 point buy?

Not that I mind a 22 point buy, I'm just curious.

It is a 22 point buy. I generally don't like people to dump ability scores to get more points (why I ask for 10 minimum prior to racial modifiers), so I figured I'd compensate with an extra two points.

That and I'm sort of a weirdo.

Your not a weirdo,

When I GM I also don't allow stats below ten before racial as well.
and I also use a custom 16-point buy system.


Tossing my bow into the ring...
Fine tuning tonight.


Raziel Holhiem is ready to use. Just follow the namelink to see him.
If the background needs fixing, just let me know.


Questions?

1) How important are languages going to be (i.e. can common only relate simple ideas)?
2) How will the characters be chosen?
3) How important will inventory management be?
4) When combat starts will you lay out a grid so we can see how big an area is, what terrain features are there and where the enemies are?

Signed AZ

P.S. I am updating Mai Sagara.

Liberty's Edge

Fist's character sheet created.
Fist's character sheet

He will has been created using the Martial Artist archetype for the monk, described in Ultimate Combat. He will grapple heavily.

And his background:

Fist (dwarf monk martial artist, neutral good): Fist isn't his real name. In the past, he was a town militia guard, alongside his brother. There weren't many problems in that town. Until the graveyard issue. A conflict with a nearby witch made the dead awaken in the local graveyard. The curse spread by the bite. And Fist's brother was bitten. Fist itself had to kill his brother with his own axe. That was the last time Fist used a weapon. From that day on, he lived in absalom, running a tabern. But the adventurer itch ran through his veins. And then, he met Sapisma, an Osirion monk that tough him that his own body was a weapon itself. So, the dwarf adopted his new name, Fist, and became a brussier. But he hadn't the patience to become a real monk, so he centered his focus in the combat techniques. He sold his tabern and become a Pathfinders, willing to prove his new strength. Now, he has noticed that his best friend Shandru has arranged a travel to the distant lands of the east. He has eard that the best martial artists are there, so he decided to go with him, scorting the caravan.


Dotting for interest.


I will be submitting a character this evening. I am also deciding between two concepts.


Azure_Zero wrote:

Questions?

1) How important are languages going to be (i.e. can common only relate simple ideas)?
2) How will the characters be chosen?
3) How important will inventory management be?
4) When combat starts will you lay out a grid so we can see how big an area is, what terrain features are there and where the enemies are?

Signed AZ

P.S. I am updating Mai Sagara.

Excellent questions:

1) Common will suffice, though there may be a language barrier later in the campaign. That's not necessarily a bad thing (you will usually have a translator), as it could certainly make for interesting roleplaying. Tian will definitely prove useful, but as it is more exotic than many other languages encountered in Avistan, I would hope fluent characters would have good reason to know it in their backgrounds.

2) It's hard for me to define this. Story is the most important thing to me. On an individual level, a compelling character history can really win me over. On a group level, I hope to select characters whose backgrounds mesh/clash in intriguing ways and make for interesting roleplaying situations (always a fine line). All that said, I was astonished at how many superb submissions I had to turn away in my last recruiting thread. Sometimes the most detailed character just doesn't fit a GM's subjective taste, and there's hardly a reason for it.

I'm also looking for class/role balance, of course. This is one of the reasons I ask for details on your prospective build, even if you don't submit a full character sheet. A full character sheet is always more informative, but it won't increase or decrease your chances unless something is unclear (in which case I will ask).

3) As overland travel is a huge part of this AP, we will be tracking resources (not just for PCs, but for the caravan as a whole). I'm less concerned about encumbrance, as you will often have a wagon or cart on which to store excess equipment, but you should have your inventory separated by what's on your person, what's in your backpack, what's stored on the caravan, etc.

4) As of right now, I don't use battle maps in my play-by-post games. This is partially because I'm very much still learning, but also because I think there is a cinematic element that tends to get lost on a grid. I generally refer to a map myself, and consider where characters might be moving/standing with their best interest in mind. I do question this decision, however, and it may change as the game and my GMing style evolve.

I hope that answers your questions adequately for now. I will be tied up for most of the rest of the day and this evening, but I will be periodically checking back in on this thread. I may not be able to answer questions before tomorrow morning, but we'll see.

Applications look good so far.


I'd like to submit Celina for this campaign, please. Her sheet has already been posted to the profile, but in short, she is a half-elven Bard with the Dervish Dancer archetype from Ultimate Combat. Her background, spoilered below, should make it quite clear which campaign trait she has and which NPC she is connected to. . .

Background:

Though she was born in Sandpoint, Celina spent most of her life away from the small town, only recently returning there. When her human father died in an accident, leaving the four-year-old Celina with no immediate family left in town except for an uncle too young and irresponsible to raise a child, she was sent to live with her mother, who had chosen to return to Kyonin after giving birth to her half-human daughter. Her mother, however, was uncaring and spent little time on Celina, which made the young half-elf feel unwanted. When she turned seventeen, she decided she'd had enough - the few memories she had of Sandpoint in her childhood were certainly more appealing than what her life was like in Kyonin. She was given a fair amount of gold to pay for her passage back to Varisia, and she arrived in Sandpoint a week before her eighteenth birthday.

At first, she lived with her uncle who by now had a family of his own, but she immediately decided to find a place to work. She wound up as a barmaid at the Rusty Dragon, and working close to Ameiko Kaijitsu she found herself inexplicably drawn to the other girl. When her shifts were over, she'd make up excuses to spend time with Ameiko, and though she has finally, at twenty-one years of age, come to realize that her feelings for Ameiko are of a romantic nature, Celina is too shy and nervous around her to figure out how to make her feelings known. Over the last three years, Ameiko has trained Celina in the ways of the Bard, though Celina's natural talent for dance has lead her to a different style of performance - and combat - than her mentor and secret crush. . .

OOC: In response to the question of how the character would take to travel; Celina has no particularly strong attachment to Sandpoint, though she feels a connection with Ameiko she hasn't felt with anyone else before. Because of this, she'd have no objections to traveling across the world with Ameiko and the caravan - she'd know that if she let Ameiko go off without her, she'd always regret not going and seeing where things might have gone for them. . . assuming she can work up the nerve to actually talk about her feelings with Ameiko, anyway. ;-)

If you have any further questions, feel free to ask, and I'll do my best to answer them as quickly as possible. :-)


Dotting for interest. I'm looking at a couple of different builds and story possibilities, but I know what direction I'm taking. I certain I'll be going with a Human Knifemaster/Scout Rogue, probably using Kukris and daggers. I'm debating whether or not to go two-weapon fighting or put a heavy emphasis on feinting and criticals (or a combination of the two).

For story, he'll be either a friend or sibling of Sandru, not sure which at the moment. I'm going to go read up some more and then make a decision. Hmmmmm...


Maybe 3rd time's the charm :). Shadow and I are ready as always.

Tweaked the character to include your build rules. Let me know if you have further questions.


Only a brief History to explain the concept, should I be selected, I will do a more in-depth one to explain how she came to be in Sandpoint.

Crunch:
Lisabet Erikkson
Female Human Sorcerer (Starsoul Bloodline)
CG Medium Humanoid (Ulfen)
Init+1 ; Senses Normal vision, Perception +0

DEFENSE

AC 15 (+4 Armor, +1 Dex), touch 11, flatfoot 14
HP 8
Fort +2 Ref +1 Will +2

OFFENSE

Melee Spear +1 (1d8 +1/x3, range 20ft)
Ranged Javelin +1 (1d6+1/x2, range 30ft.)

STATISTICS

Str 12 Dex 13 Con 14 Int 14 Wis 10 Cha 17
BAB +0, CMB +1, CMD 12
Traits Childhood Crush (Sandru), Desperate Focus
Feats *Eschew Materials, Spell Focus (Evocation), Cosmopolitan (survival, diplomacy)
SkillsDiplomacy +7, Knowledge (Arcana) +6, Knowledge (Nature) +6, Survival +4, Spellcraft +6
Languages Known Common, Skald, Varisian, Shoanti

SPECIAL ABILITIES

Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.

Bloodline Powers:
Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage +1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC equal to 10 + ½ your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

SPELLS KNOWN

(CL 1st, concentration +6; melee touch +1, ranged touch +1)

1st Flare Burst (DC 15)
0 Detect Magic, Light, Ray of Frost (DC 14), Read Magic, Touch of Fatigue (DC 13)

APPEARANCE

At five foot eleven, Lisabet is buxom and well proportioned, vestiges of her early life traveling among the wilds. There are a number of scars apparent on her hands and arms, which are also tattooed in elaborate Ulfen knotwork animals and runes, and some across her high, flat cheekbones and bisecting her left eyebrow as well. She gives every appearance of having lived a harsh life, but her rare smile is extremely gentle, as is her manner. She carries herself with a noticeable amount of grace, and she is quite confident, if a bit… odd. She is an active participant in conversation if invited, and expresses her opinions well, but in the evenings is more likely to be found without staring up at the stars.

History:

Lisabett is the happy product of a most unusual union between a sky maiden and a jarl, her father Maens. When next the pair met, the priestess descended from her hippogriff to present Maens with his child, the infant Lisabett, and remained only for a few hours of introduction before resuming her duties. On several occasions during their wanderings in her early life Maens related the queer prophecy her mother had foretold before she left them both, the symbols and images unclear, but revolving as the spheres of the heavens.

For the first years of her life, Lisabett marched with her father and his host of loyal thanes across the Land of the Linnorm in search of plunder, and the money, power and security such looting provided in the harsh climate. She was instructed by his thanes in the arts of war, and to earn her keep, such was their way. When she demonstrated no real ability for close fighting, she was handed a spear and instructed to remain as far from the enemy as possible, for her own sake. Even still, she had her brushes with injury, which have left their marks upon her body. In the evenings, while she recovered from her wounds, Lisabet would stare up at the night sky and contemplate the dreams she believed Desna had lent her, of the spheres, of ice, and the borealis such as she had never seen it. She reached her injured hand to the heavens, and felt as though they were within her grasp.

In adolescence, Lisabett’s powers manifested in strange ways. Like her uncles, the thanes, in periods of intense stress a bolt of frost would emerge while she missed, sometimes accompanied by a display that dazzled like the stars above. Maens thanes cursed and withdrew from her, not understanding the nature of her magics. Maens recognized her talents, as he had in Lisabett’s mother, but understood that the time Lisabett’s mother had prophecized before she left had come, and that Lisabett would no longer be welcome in her own lands. It was with a heavy heart that Maens, a dutiful and loving father, dispatched his very own daughter to the south, with a cache of treasure and food meant to ease her journey.

Progression:

Ah, so far as just a brief look ahead for this character, I see Lisabett being as capable a martial character as a blasty type. Going for touch spells like shocking grasp, after intelligent debuffs such as color spray and those that will give her allies every advantage in battle.

From a character perspective, I hope to develop her in such a way that she becomes more open with others, and capable of expressing her feelings rather than simply ignore them for her preference for the allure of something she cannot touch, like her father.


Dotting for interest. I am making an Elven Ninja, working on background now.


imimrtl wrote:
Dotting for interest. I am making an Elven Ninja, working on background now.

Sorry, but you got ninja'd, by a half-elf.

Look at AZ's first post.


There is no reason there can't be multiple applicants with the same class in mind. If I notice there are a great number of a particular class, I may discourage further submissions of said class, but two is hardly too many ninjas.

I suppose there might be just the two ninjas that I see...


DM Hamied wrote:

There is no reason there can't be multiple applicants with the same class in mind. If I notice there are a great number of a particular class, I may discourage further submissions of said class, but two is hardly too many ninjas.

I suppose there might be just the two ninjas that I see...

How do you know if your seeing my shadow clone?


I've got an idea for an exiled cavilier of the shield from West Crown. I'll put the character together by tonight.

-Inquisitor Leet


Korag is a character that I was initially thinking about trying to participate in a Carrion's Crown adventure path. However I don't believe that I will be selected and the background fits better with your campaign anyways. I will change the traits and tweak the background to fit this campaign.

basics:
Korag is searching for a way to bring honor to his clan. The best method so far has been in the service as a guard to one of his clan's caravans. He takes to this duty with stoic enthusiasm as only a dwarf could. By using healing/shield other spell/and the bodyguard feat he will be able to fulfill his purpose. His deity is Abadar as this fulfills his ideas of travel and wanderlust. He could be a guard for some noble in his clan but that doesn't resonate with him. As wierd as it may be, I am looking at tying in the traits with Shalelu and her father at the Broken Arrow fort in the Hook mountains even though she is an elf sort of a Legolas/Gimli competitive interaction (currently running rise of the runelords).

For a 22pt buy would make int 10.

If you have any questions please ask. I am also currently in a kingmaker pbp if you want to see RP conversations. Gorguk Can post a couple of times a day usually and always 1 per day unless I let you know a head of time.


Here's my character; he would make a good solid 5th party member.

Garidan Hawk Dancer
Shoanti Savage Skald

STR 14, DEX 10, CON 15, INT 12, WIS 13, CHA 16
6'3, 200 lb, long black hair, green eyes, tanned and scarred skin
boisterous, helpful, and good natured until something he cherishes needs defending, at which point he becomes very dangerous to cross

traits: focused mind, foster child (know (geography))
skills: perception, several perform skills, linguistics, climb, swim, acrobatics, the rest thrown into various knowledge skills
feats: not sure which ones would be good for this build

Raised by Koya after his parents died in a round of the plague that swept through the region, the massive man has full Shoanti blood in him that cries out to be recognized despite a lack of tribal affiliation. The form of expression that Koya encouraged was that of the wild bardic tradition found in the more remote tribes, as it encouraged both learning and cooperation, traits she valued, while providing an outlet for Garidan's formidable strength. Now approaching the time to test himself, Garidan is eager to prove himself to both Koya and the others in Sandpoint whom he sees as his tribe. His eagerness to share his gifts has made him many friends in town, and his cheerful perseverance is seen by many as a great benefit to the town, though sometimes they have to remind him that not everyone can keep up.

To Azure Zero: I've done random and it can be a lot of fun to do, but for this one, I had a base idea of what I wanted to do, it just came down to how to do it.


I'd like to submit the following:

Jakim Bakhet
Human Rogue (Knife Master/Scout)
Traits: Rich parents, Best Friend of Sandru

Background:
Jakim was born in Absalom to House Ahnkamen and is a distant relative of Ruby Prince Khemet III himself! Of course, being so low on the totem poll means he is nowhere near close to being considered royalty. Still, growing up with nobility around him had its own perks. Jakim was able to skate through his studies, putting little effort into them. He instead focused his attention on practicing with his knives and gambling away his money. It wasn't long before he gained a reputation for being lazy and his House urged him to leave. Deciding that was as good a time as any, Jakim left Absalom to travel the world.

On his travels he met Sandru Vhiski and hit it off right away. This was a man who shared similar ideals to his own! Jakim wasn't a bad person, after all, he just liked to have fun, and Sandru recognized that. The two got along great and traveled together for some time, before Sandru joined another group of adventurers. Jakim had decided to go a different direction, to see the Dwarves, who he had heard were world-class drinkers.

But it didn't take Jakim long to become lonely and seek out Sandru. He caught word that Sandru was in Sandpoint, and headed that direction. He has only just arrived a few days ago, and found Sandru to be the same as ever!

Personality:
Jakim seems like your typical rogue. He's witty, tends to lie and embellish, loves to gamble and show off, and can be downright annoying at times. However, anyone who gains his trust quickly learns to like him and finds that he is fiercely loyal. Despite his obvious character flaws, Jakim is really a good person and will fight to protect the innocent and bring justice to those who intentionally do evil. Jakim's goals are to travel the world, making him ideal for joining a caravan.

Where this is Going:
Jakim will be a straight-up rogue (probably not going to dip into another class at all) with the Knife Master and Scout archetypes (he is not a trap-spotter). He is going to focus on hit-and-run tactics with the Dodge/Mobility/Spring attack line of feats, couple with feinting to throw his enemy off-guard. I'm trying to play with a build that sounds interesting without completely min-maxing. My initial stat array will look something like 14, 15+2, 12, 13, 10, 14.

I know his backstory isn't completely fleshed out, but without knowing too much about Sandru, it is difficult to do so. I would love to work with you and any other characters to tie stories together much better. I'll also probably be tweaking his story a little bit to make him more "real." Having never played him before, his personality will flesh out more and more as I play him and get to know him myself. Let me know if you have any questions, comments, or other feedback. Thanks!


sunshadow21 wrote:


To Azure Zero: I've done random and it can be a lot of fun to do, but for this one, I had a base idea of what I wanted to do, it just came down to how to do it.

I randomize all my PCs in all but a few parts.

When I DM, the NPCs are randomized as well since its a home brew setting.

And I have made a few very interesting characters, like Alkaid.
My players are never going to forget about her.

Sovereign Court

Profile & Concept-

Presenting Alezandru Viorec, a disgruntled 17 year old local 'operator' working for the Sczarni in Sandpoint. Despite a lifelong crush on Ameiko Kaijitsu, he has little to show for his efforts at charming her except continually coming agonisingly close to befriending her then somehow messing it up just when he seemed sure to manage it. While Ameiko is always amiable to him she rarely smiles or shows any particular pleasure in his company, treating him as an well-known acquaintance.

His relationship score with her would be a 4, on the upper end of association.

What he does have to show for his efforts is a rudimentary grasp of the Tien language, learnt while he was growing up in a failed attempt to impress his crush. After becoming more and more discontented with his job working for the local crime families, Alezandaru has been quietly biding his time and waiting for a chance to leave Sandpoint, having almost given up on any chance of requited love from Ameiko. A long journey to escape the Sczarni who are likely to be rather angry at his resignation seems a perfect way to give them the slip for good. Working the past couple of years for them did have its benefits though. Alezandru was quick, skilled and knew his way around daggers, intimately.

Appearance & Personality-

Alezandaru is a clean shaven youth that cultivates his looks carefully, resulting in him being mocked by his associates as a bit of a pretty boy. Behind an easy smile and apparent confidence lies self-doubt in social situations; but most of the time Alezandaru is firmly in control. Underneath his simply clothes and concealed within his long sleeves are two spring-loaded dagger sheaths and he never goes anywhere without these concealed weapons, or the studded leather armour he wears. When dressed to enforce or expecting trouble, Alezandaru straps a further four daggers into his belt sheaths along with two cestus. When travelling a finely crafted backpack is strapped to his upper body to contain his possessions, but his 'essential gear' is contained within a small belt pouch that also rarely leaves his side.

Alezandaru is cocky and over-confident in a fight, rushing in brashly with lightning reflexes to finish off his opponents as quickly as possible. He does not relish the few times hes had to get his knives bloody, but is unlikely to hold back for fear of being struck down himself. Despite his occupation he has a good heart and as a Varisian has almost inevitably inherited a sense of wanderlust from his parents. He is a young teenager becoming a man and is often rebellious when the hand of authority is placed upon him.

Group Role-

Alezandaru will happily be the group's scout, professional skills meister and opportunistic combatant. If chosen I will be spending my first three to four hundred gold pieces on additional useful mundane equipment and weaponry. Hes well-rounded and can easily adapt to any other four party members.

Statblock:

ALEZANDARU VIOREC CR 1/2
Male Human (Varisian) Rogue (Knife Master, Scout) 1
CG Medium Humanoid (Human)
Init +4; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cestus +4 (1d4+1/19-20/x2) and
. . Cestus +4 (1d4+1/19-20/x2) and
. . Dagger +4 (1d4+2/19-20/x2) and
. . Dagger +4 (1d4+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+1/20/x2)
Special Attacks Sneak Attack +1d8/+1d4
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 14, Int 13, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Traits Childhood Crush: Ameiko (1/day) (Ex), River Rat (river)
Skills Acrobatics +7, Bluff +4, Climb +0, Diplomacy +4, Disable Device +8, Escape Artist +7, Fly +3, Perception +5, Ride +3, Sense Motive +5, Sleight of Hand +7, Stealth +7, Swim +5
Languages Common, Tien, Varisian
SQ Hidden Blade +0, Trapfinding +1
Combat Gear Cestus, Cestus, Dagger (5), Dagger, Studded Leather; Other Gear Backpack, Masterwork (5 @ 12.5 lbs), Bag, Waterproof (empty), Bedroll, Blanket, Caltrops (2), Crowbar, Grappling bolt, Grappling hook, Pouch, belt (5 @ 9.5 lbs), Thieves' tools, Whetstone, Wrist sheath, spring loaded (2)
--------------------
TRACKED RESOURCES
--------------------
Childhood Crush: Ameiko (1/day) (Ex) - 0/1
Dagger - 0/5
Dagger - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Childhood Crush: Ameiko (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

Lol, great minds think alike eh Duke!


Haha, wow! That's pretty amazing.

Liberty's Edge

Fist's background (extended version):
Image of Fist

Map of Varisia

Map of Magnimar

"Fist isn't his real name. Dolgrin was his name. But in other time. In a time when he was a guard in the local militia of Alabaster District, in Magnimar.He was a guard alongside his older brother, Rulcan.

Dolgrin wanted to be an adventurer. To see the world. To fight monsters. His brother Rulcan only wanted to be a guard, get married and raise a family in Magnimar. And Dolgrin couldn't leave his brother.

Life was boring as town guard. Until that day. Until the graveyard issue. A local witch felt betrayed by the council of Magnimar and took revenge against his people. She casted reanimate spells in a graveyard near the Alabaster district and the undeads began to infect the streets of the city.

That was the time when Dolgrin met Sandru and Ameiko. Those two adventurers, and his group, were hired to end the curse and destroy the witch that began all that mess. Dolgrin and his brother joined the party voluntarily.

They fought with the undeads, as a team, and managed to clean the streets. But the curse spread by bite. And Rulcan was bitten. He was infected, but managed to resist the curse for several weeks. He was a great dwarf indeed.

The witch managed to scape to the region of Fogscar Mountain. The group, including the infected Rulcan, pursued her for two weeks. During that time, Dolgrin and Sandru hit it off. They began to know each other, telling stories about adventures and taberns. And then, they found the witch's lair.

She wasn't alone. They found a covenant there. The fight was tought, but they managed to win. But, when they began the return to Magnimar, Rulcan couldn't resist anymore and the infection killed him and raised him as undead. Dolgrin asked the adventurers to step back. He should deal with his brother alone. And he did. Dolgrin killed his own brother with his own axe. Then, he dropped the dwarven weapon to the ground, and that was the last time he used a weapon.

The party arrived Magnimar. Sandru and his comrades departed to Sandpoint wondering if they could meet again in the future.

But Dolgrin's sadness was too big. He packed and moved to Absalom, where they bought a little inn and decided to managed it for the rest of his long life.

Day after day, month after month and year after year, Dolgrin managed to overcome his sadness. And the adventurer itch began to growth again in his dwarven heart.

One day, a special client came to his inn. His name was Sapisma. He was a monk of Osirion. He stayed for several months in Absalom and he accommodated in Dolgrin's inn. He had intersting conversations about lands far away, in the east, and Sapisma's art. Dolgrin told him about his hunger for adventures. Sapisma asked him why he didn't leave the place and went in search of adventures. And Dolgrin told him about his commitment to not use a single weapon anymore. Then, Sapisma taught him a lesson that would change his life forever. Sapisma said him that his own body could be a deadly weapon. That was a turning point in Dolgrin's life.

He sold the inn and departed with his new master around the world, learning the basics of the unarmed combat. He learned fast, but the monastic and mystic part of Sapisma's art doesn't concern the dwarf at all. So, when he learned all he wanted to learn, they get separated friendly. But, before that, his master gave him a new name. A name that could replace the old one. That old name that has too many bad memories attached to it. His new name was Fist.

Fist remembered all the tales about fabulous unarmed fighters that Sapisma told him. Most of them was in the distant lands of the east. So, he decided to go there to test his new strenght and abilities. He halted in Sandpoint with the hope to meet his friend Sandru. And they met again. Sandru was preparing a caravan to make a long journey to the east. It was the perfect excuse to become one of the caravan guards. And so, they began his journey to the east."


I present Rently Compass, revolutionary, exile, and noble knight.

Background:
The bastard child of a sailor from somewhere south of Abaslom and a Varisian brothel worker, Rently was left to fend for himself on the streets of Korvosa at an early age. His mother died of flux shortly before his tenth birthday, leaving him nothing more than a crude map of the inner sea that supposedly belonged to his father. Luckily he was a naturally big child and his youth of menial labor honed his long limbs. He was also mean spirited, starting brawls over the most minor slights and forming a gang that terrorized unsuspecting travelers in the worst sections of city. But he was smart and that was what made him dangerous. He spent nearly every night deciphering the scrawled names of far off land and committing their locations to memory. He would often steal almanacs and ship logs to read them for more information about the fantasy he imagined to be beyond the crumbling decadence of his port side home.

Like most bullies, he joined the watch. Despite only being fourteen, his size made him look of age and the fact that he could read made recruiters overlook any questions they might have had. The watch gave him a target for his anger and aggression and better yet, it trained him to fight with blade, shield, and horse. His mounted skill was so great he quickly earned a place as an outrider, patrolling the minor roads villages around Korvosa. Each day he helped agents of the crown extort more from their charges. Each day he saw the look of quiet desperation in the eyes of the peasantry as he helped the wealthy grow fat off of the small-folk’s labor; and during all of this Rently continued to read. His focus shifted from geography to something more dangerous than all the swords of the inner sea; politics. The problems facing the small-folk of the world seemed to stem from the decadence and debauchery of the aristocrats, or so said the tattered pamphlet from a place called Galt. Rently grew bitter at being ordered to run down men and women who fled tax collectors, he grew enraged at having to tear apart homes searching for tax. These books planted the seeds of radical ideas in his young mind. Radical ideas flourished into radical action and soon Rently, rather impetuously, deserted his post and joined a plot to change the face of Korvosa forever.

They called themselves the Company of the Poor Fellow and they would lead the peasants of Korvosa into the old city where the aristocrats gorged themselves off the labor of others. There the Company would tear down the ivory gates and justice would come from the mob of their followers. Yet Rently’s fellows sorely underestimated the desire to hold onto power. Whether through torture, bribes, or intimidation the Company was found out and in single night the streets ran red with blood of Poor Fellows. Rently would have surely perished with his brethren, but fate had him pursuing books on an order of men and women who devoted their lives to protecting the simple folks of the world. He was caught near his home and a guardsman put a crossbow bolt through his back. Only through grim determination was he able to escape through the alleyways of his youth.

Fate intervened once more in the form of Koya Mvashti. The Varisian woman was in Korvosa trading for spices from across the sea when the dying revolutionary stumbled into her caravan. Barely able to spit out his story before passing out from blood loss, Rently awoke far from Korvosa. The old woman had taken pity on the youth and smuggled him out of the city, nursing him back to health along the way. When they reach Sandpoint, she kept Rently on as help, his intelligence was useful in book keeping and his strength was an asset on dangerous trading runs. Rently grew to love the old woman, treating her like the mother he had never really had. Under her tutorage he expanded his knowledge of the world, in particular on the subject of the Order of the Shield a group he has never met in person but whose training manuals and philosophies shaped his development and martial training. Now twenty, Rently grows restless and hoping desperately to venture into the wilds once more to see the places he’s only read of on his tattered map and to avenge the memory of the Company of the Poor Fellow by making sure that those too weak to rise against oppression never stand alone.

Appearance:
Rently is a tall, well muscled man with sad eyes that bespeak a life of hardship. His dark brown eyes dart back and forth, not from lack of nerves but from experience living among enemies. His skin is rough and naturally tan and it seems as if he always needs to shave. His black hair is cut functionally short and he wears a handkerchief covered in some sort of writing around his neck, ready to conceal his features like some sort of rogue. His clothing is simple and functional, brown breeches, riding books, and a beige sleeveless tunic stained from the road

Mechanics:

Rently Compass
Chaotic Good Medium Humanoid
Cavalier level 1 Shield (Order of the Shield )
Init +2; Senses ; Perception +0

DEFENSE
AC 18, Touch 11, flat footed 17 (+5 scalemail, +2 Heavy Steel Shield, none)
(+1 Dex, +7 armour)
hp 13;
Fort +4, Ref +1, Will +0

OFFENSE
Speed 30

Melee
Single Attack Longsword +5 (1d8+4)
Lance +5 (1d8+4)
Dagger +5 (1d8+4)
Full Attack
Longsword +5 (1d8+4)

Space 5ft.; Reach 5ft.
Special Attacks
Challenge (Ex) +1 damage per level against one foe (-2 AC against other foes). Per day = 1
Tactician (Ex) Standard action, grants teamwork feat within 30 feet last 3 rnds +1per 2 levels. Per day 1
Shield Challenge receives a morale bonus on attack rolls made against the challenged. Bonus = 1
STATISTICS
Str 18, Dex 12, Con 14, Int 12, Wis 10, Chr 13
Base Attack 1 CMB 5; CMD 16

Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,
Shake it Off*:
Shield Proficiency: Can use shields,
Simple Weapon Proficiency

Skills Bluff 5, Climb , Diplomacy 5, Handle Animal 5, Heal 0, Intimidate 1, Know (Local) 1, Know (Geography)7, Perception , Ride 5, Sense Motive 4, Swim
Languages Common

SPECIAL ABILITIES
Mount (Ex) Gains a loyal steed, functions as a druid animal companion.
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order.

TRAITS
Survivor: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Forster Child: Koya

Equipment Carried: Scale Mail, heavy steel shield, Longsword, Dagger,, flint and steel, winter blanket, whetstone, backpack, 12gp

Equipment on Horse:
2-person tent, 10 torches, Cold Weather Outfit, Rations, Lance

Rations:
10 days worth of trail rations
5 days worth of Animal feed

Liberty's Edge

Hello, I'd like to submit Emiliah for your consideration. If you have any questions please ask. My eventual feat progression involves a healthy amount of Eldritch Heritage feats to represent the corruption of her blood. Probably taking things from the draconic bloodline.

Emiliah:
EMILAH "BLOOD EYES" CR 1/2
Female Human Barbarian (Superstitious, Beast Totem) 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 15 (1d12+2)
Fort +4, Ref +1, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Greatsword +4 (2d6+4/19-20/x2) and
. . Longspear +4 (1d8+4/20/x3) and
. . Mace, Heavy +4 (1d8+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Ranged Shortbow +2 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 14, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Deadly Aim -1/+2, Power Attack -1/+2
Traits Childhood Crush: Ameiko (1/day) (Ex), World Traveler: Diplomacy
Skills Acrobatics +2, Climb +0, Diplomacy +7, Escape Artist -2, Fly -2, Intimidate +6, Knowledge: Nature +5, Perception +5, Ride -2, Stealth -2, Survival +5, Swim +0
Languages Common, Draconic
SQ Fast Movement +10 (Ex), Rage (6 rounds/day) (Ex), Weapon Cord
Combat Gear Arrows (20), Dagger (5), Greatsword, Hide, Longspear, Mace, Heavy, Shortbow; Other Gear Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Lantern, hooded, Pot, iron, Pouch, belt (empty), Rations, trail (per day) (10), Rope, silk (50 ft.), Sewing needle, Soap (per lb) (6), Waterskin (3), Weapon Cord, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Childhood Crush: Ameiko (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Weapon Cord Attached weapon can be recovered as a swift action.
--------------------
Background: Born to the Lyrune-Quah under auspicious omens, Emilah was the pride of her mother and father. An intelligent child with a strong body and a passion for the hunt. Emilah was always happiest after a good hunt and celebrating with her tribe. However, as she began to grow into a woman, changes were noticed that caused the tribe great concern. While before her hair was solid black streaks of red began to form in her hair and her eyes changed from a light brown to sharp blood red. The shamans of the tribe communed with the spirits of the Lyrune-Quah for a month, attempting all manner of reagents and mystical means to remove the affliction that was changing her body. Sequestered away from her tribe and her family, Emilah began to resent the shamans for her confinement but what truely hurt her was the rejection of her friends and father. She became a taboo to the tribe nearly overnight. A rage she didn't know existed inside of her welled up to the front of her mind and the only thing that kept it in check for a time was her mother, who continued to love her unconditionally and prayed daily that her daughter would be cured. Emilah didn't feel sick, she felt stronger even, quicker, more powerful. Though the shamans tried to hide it, Emilah still heard the whispers behind her back that she was possessed, a demon child who should be banished from the tribe. During the night of a dark moon, she attempted to leave her tent and was stopped by one of the shamans. A months worth of painful emotions finally broke through and in a rage she picked up the old man by his neck and flung him back with a strength she didn't know she posessed. Turning around quickly she grabbed the weapons and supplies she kept in her tent and shouldered her backpack. Stepping back out she yelled at the shaman, "If you do not want me here anymore then I will leave!"

Promptly running out of the camp she set on the road and never looked back. Eventually Emilah made her way far west into the small town of Sandpoint. There at least none of the Shoanti knew her, and she could try to make a new life for herself. Hiring out as a hunter and sometimes guardswoman when Sheriff Hemlock needed the extra help, Emilah tried to make herself fit in and hide the strange features of her hair and eyes. But as the years passed rumors and talk couldn't help but spread and Emilah began to feel the same old resentments of her time with the tribe. That was when she met Ameiko Kaijitsu after returning from a raid on a small goblin camp. Her clothes were covered in blood and her hair a wild mess but Ameiko didn't judge Emilah for her appearance and accepted her as a person. Emilah quickly began to feel a friendship with Ameiko that grew into something more quicker than she knew what to do with it. Emilah began to spend more time at the Rusty Dragon talking with Ameiko whenever she had the chance to do it. The friendship helped Emilah developed with Ameiko and the other inn patrons helped her get through the last few years of her adolesence. Though she has never shared her feelings more than being close friends, Emilah is considered her chances now that she has turned eighteen.

Personality: Emilah carries the superstitions of her people and tries to carry the bearing of fierce dignity her people instilled into her. She doesn't take things lying down if they offend her. Emilah enjoys strong drinks and feasts with friends and is always willing to help if it involves hunting some beast or the potential of a good fight. However, once a fight has begun, she has problems containing her anger, and it sometimes spills out in a blinding rage she can't control. A flicker of malice shows in her eyes when this happens, as if she is enjoying the bloodshed.

Appearance: Emilah has the deeply tanned skin of the Shoanti people with a strong hunter's body. Her hair is tied back in a pony tail currently with streaks of red running through her hair. Her eyes seem to glow a sharp blood red like a cat at night. Her arms and legs sport a few scars from her training while her midriff has a score of claw marks along her ribcage. In full battle dress Emilah seems like a walking armory with a greataxe, longspear, and shortbow strapped and crossed on her back. A full quiver at her right hip with a mace strapped against the quiver. While on her belt is lined a row of sharp daggers. On her left and right cheek is a relief tattoo of a wolfs head with the jaw open around her own jaw line.

Jade Regent: Recently Emilah has become bored with the quiet life of Sandpoint. While she has adjusted to village life it has never sat well on her shoulders. She has begun to consider taking jobs that will take her farther away from Sandpoint and into land she has never seen before. Counterpoint to that is her feelings for Ameiko and her desire to stay near the woman, for the friendship if nothing else.


Here's a brief version of my information, more will be ready later.

Please ask if you want any more information?

Class features, Feats, Traits and Racial Traits:

Class features:
Poison Use
Sneak Attack +1d6

Feats:
Dodge

Traits:
Armour Expert
Student Survivalist

Racial Traits:
Low-Light Vision
Adaptability( Skill focus (planes))
Elf Blood
Elven Immunities
Keen Senses
MultiTalented (Ninja and Monk)

Visual Description:

Mai Persona
Physical Description
You see an Half-elven Woman of about 6 foot 0 and around 180 pounds. She has inherited comely elven features with a curvy human build with pale skin, But her face is more elven with Golden Amber eyes and lose Copper Red Hair that ends near her waist.

Peasant Clothing on
She is wearing a red mid Calf length skirt, a white short sleeved shirt and a green bodice that assists with her figure. And a kerchief on her head (effectively covering her ears).

Lamellar, Leather on
She is wearing a Leather Lamellar armour with a hood, and you can see she has a Katana, a Wakizashi and a Short Bow. On her back is a quiver with arrows and a backpack loaded with stuff.

Data and Background:

Data:
Also Known as: Pai (martial artist persona) (and does not like the prefix honorific used with it)
Twin Tails (thief persona)
Job: Barmaid, Seamstress.
Ninja Clan: Yuki Ryu.
Likes: Challenges, Exploring, removing evil when it presents itself and can be removed.
Dislikes: Losing, Being made a fool of, and people looking at her, Ameiko or Shalelu with lecherous eyes.
Favorite foods: Meats, potatoes, eggs, Milk, Honey, syrup, Fish, alcohol
Hobbies: Singing, Sewing, and Training

Background:
Mai was a born a bastard of Shalelu's father, whom had a quick affair with a local Ulfen woman, though their is speculation that mislabeled potion(s) were the cause. While her mom worked was looked after by a Tian family whom were training their own children in ninja arts using games to hide the training, and Mai was excelling at them. She is also a very good friend of Ameiko during their childhood and even today.

Mai was so good at the ninja games that the Tian family let her join the Yuki Ryu clan at the age of 16.

Mai still sees Shalelu as a big sister, and even joined Shalelu on a few outings into the local woods to hunter for food and to reduce "The Goblin Problem."

Family: (Brief Data)
Vona Sagara
Mother of: Mai Sagara
Race: Human (Ulfen)
Class: Fighter(??)
Job: ??
Clan: Ghost Bear
Age: Unknown
Status: Up to DM
Physical Description: H: 6’ 0” W: 240 lb, Voluptuous build, Copper Red hair, white skin, Amber eyes
Persona Description: A gentle and caring woman, whom cares for the people, and her daughter


I'd like submit Zangeti Kalderas, half-orc barbarian and adopted son of Koya Mvashti. If you have any questions or comments please let me know.

Stats:
Zangeti Kalderas
CG male half-orc Barbarian (Breaker) 1
Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 12
Traits: Foster Child (Know:Local), Adopted – World Traveler (Diplomacy)
Feats: Power Attack (working towards Improved Sunder)
Skills: Diplomacy, Intimidate, Know (local), Know (nature), Survival

Background:
Violence left Zangeti without parents when he was still a babe. If violence had also produced him in the first place, Koya Mvashti did not speak. Instead she told him that the bonds of affection were as strong as bonds of blood, and family was something you created by holding close the people you cared about. So she was his mother, and Sandru was his brother, and that was the end of the story.

It was one of many lessons that Koya taught the young half-orc as he grew under her care. She taught him that the world was an immense place filled with wonders. She taught him to value freedom and treat others with respect. She taught him that if some chose to shun him for his orcish blood, they weren't the sort of people he wanted to associate with in the first place. These were not the only things she tried to teach him, but unlike her lectures about the finer points of the healing arts or playing the Varisian pipes these were ones that stuck.

The heritage of his blood was not dismissed simply with words, of course. He grew up quickly compared to a human child, and so very strong. Things meant for delicate hands broke easily under his touch. Excitement brought fits of furious strength followed by an exhausted collapse. But time and patience taught Zangeti a measure of control, or at least the ability to direct his fury as he chose.

Now 16 and a full grown man, Zangeti has started to travel so he might meet some of the many peoples he's heard tales about. Recommendations from Koya and Sandru helped him gain posts with a few caravans in the last year, though he's only gone a little beyond the borders of Varisia so far. Already he's hungry to start roaming further afield. But on his last return home Koya spent less time talking about promising girls of marriageable age and more talking about how she wants to go on a trip of her own. Zangeti is certain that he's not going to let his frail old mother go traveling without being there to protect her.

Profile:
Zangeti, or Zan to his friends, is an impulsive young man with a fierce temper. His motto (because he thinks mottos are cool and spent a week devising one) is “I go where I want and do as I please. If chains hold me down, I'll shatter them. If a wall gets in my way, I'll break through it. That's what being a man is.” Though immature in many ways, he generally means well and is willing to lend a hand to people who need to borrow his strength. As far as he's concerned what he's best at is breaking things, so he tries to find things that need to be broken. His favored god is Cayden Cailen, patron of freedom and good cheer, though he'll also address prayers to Desna for good forture or Calistria for a clever idea.

When given a choice he dresses in bright Varisian colors, mainly orange and blue with touches of red and green. In peaceful circumstances he'll add a long scarf, but when expecting trouble he puts it aside for scale mail and a greataxe. He keeps his hair cut short and sports a scruffy beard he's trying to grow out. So far his Varisian blood has thwarted him. Always quick to smile, the mouth of sharp teeth this displays isn't quite as friendly as he imagines it is.


The competition is getting tough.

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