
Vajra |

Hi all those that are interested! I'm currently playing two characters and would like to say, welcome!
Here's a quick synopsis of character creation and then the plot so far so you can jump right in!
Start at level 1
Give a good background, gain 200 exp
ability score: 18,16,16,15,14,13
500 gp send
basicgear: bedroll,blanket,backpack,tindertwigs(5),5/day rations,masterwork weapon
players choice of: studed leather or chainshirt (can not use armor gain armor value gold for protective item)
The GM's been very generous so far with any race/class combination and has allowed small amounts of homebrew.
Mardakine- A Brelish settlement of Cyran refugees that does not want to believe the Mournland will stand for to long. They wait for signs of there former home healing itself to help restore her former glory. Mardak the dwarvan mayor and founder of Mardakine.
The town is actually in a huge crater, and the land around them is dry, barren and worntorn. Many of the oddities and twisted undead that lurk within the gray-mists, attack the citizens from time to time. Hunting game is rare due to the strange errie unsettling of the area. The citizens of Mardakine are grim-hardened folk.
Mournland- Formly known as Cyre, the city of Making was the headquarters of House Cannith and their makers. As far as anyone knows none of the head of house were in Cyre on the day of Mourning. The gray-mist domes the whole nation of Cyre's border. Many areas of the Mournland have bodies lay on the battlefield with no signs of decay. Living spells roam the counrtyside looking to affect any living creature with thier effects. Many relic hunters raid the Mournland for magical items that were forgotten in the chaos. Danger lurks with every step taken deeper in this cursed land, many have gone in the lucky few ever leave the gray-mist.
The town of Mardakine has been attacked by skeletons and ominous figures.
The town's Justicar, Kandler, has gone missing, following the disappearance of his daughter, who may bear the Mark of Death. She is sought after by the party, presumably Kandler, and a group of knightly types who search for aberrant marks.
Currently, Vajra and Laine are setting out to find them, standing on the edge of town overlooking the path to follow.

Kirren Baelash Koehvain |

Crazy edduardco, we may end up in two campaigns... Though I am submiting a different elf, or possibly a new character to fill the needed spots. I have DMed for over 5 years now and looking to just get some play time.
I know Kirren does not fit your given stats, but he is my ASAP character right now. I can have him updated before 5pm tomorrow, or have another character created.
So far the campaigns, that I have PbP in are going slow. That could be the normal, but that just means I need more roles to fit. :)
Hopefully you can find players you like.
Good Luck!

Theinyore |
Hey, posting to replace whoever with my char, Half-orc paladin, George "Left-tusk" Jones. Named so for his chipped off half of a right tusk jutting out of his jaw.
Race: Half-orc Alignment: Lawful Good Height: 6'4 Weight: 212 lbs
Class: Paladin Level: 1 Age: 17
Str: 20 (+5) BAB: +1 Languages: Orcish, Common and
Con: 16 (+3) Fort: +5 HP: 13
Dex: 15 (+2) Ref: +2 AC: 16 (18 with shield)
Wis: 12 (+1) Will: +3
Int: 13 (+1)
Cha: 14 (+2)
Skills Feats
Ride: 4 (6) Two-Weapon Fighting
Diplomacy: 4 (6)
Sense Motive: 4 (5)
Equipment 40 GP
Orc Double Axe 60 GP
Heavy Steel Shield 20 GP
Light Crossbow 35 GP
40 Bolts 4GP
Masterwork Morningstar 309 GP
Chain Shirt
Traveler's Outfit 1 GP
Hemp Silk (50ft) 1GP
Waterskin 1 GP
8 days trail rations 4 GP
Silver Holy Symbol (Silver Flame)
Background: Born and raised in Droaam, George was the result of a raid on Breland communities by his Orcish father, who stole away George’s mother for her final days. After months in isolation and slavery to the Orc tribe, she gave birth to George and passed away. In his early days he was a poorly child, picked on by the full blooded Orcs and their Gnoll allies and used for sport by the hunters, George was miserable. It was there that his life was saved.
Suddenly, with a strike from Breland, led by a wise paladin from Thrane, George was liberated from his torment. When the Breland soldiers surrounded the young boy and threatened to slay him, the old paladin noticed the purity in the young boys heart and saw a better way. Sir Marcus (the paladin who liberated George) brought the young child before the servants of the Silver Flame and sought their guidance. It was their decision that he would be made into a squire and work his way to Knighthood. Now a servant of the Silver Flame, George has worked his way into the knighthood and become a fully fledged Paladin, on his first pilgrimage across Khorvaire to do good and bring the light of the Silver Flame to the corners of the realm.
P.S. PM me if I get it and I'll find the campaign from there

Kirren Baelash Koehvain |

Submitting my Ranger (see Kirren's profile and seen here)
Kirren (Spell Binding) Baelash (Guardian Bow) Koehvain (Earth Spirit)
Male Wood Elf Ranger 1
NG Medium Humanoid (Elf)
Init +4; Perception +7
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Defense
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AC 18, touch 15, flat-footed 13 (+3 studded leather, +5 Dex)
hp 10 (1d8+2);
Fort +3, Ref +7, Will +2 (+4 vs. enchant)
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Offense
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Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20 x2)
Longsword +5 (1d8+4/19-20 x2)
Warhammer + 5 (1d8+4/x3)
Ranged MW Composite Longbow +8 (1d8+1/x3) 120 ft.
Special Attacks: Favored Enemy (magical beast) +2 attack and damage
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Statistics final, racial, start
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Str 18, +2, 16
Dex 20, +2, 18
Con 13, -2, 15
Int 14, -2, 16
Wis 14, - , 14
Cha 13, - , 13
Base Atk +1; Grapple +5
Feats: Point Blank, Track,
Skills:
Climb +4, (ranks 1) (-1 ACP)
Concentraion +2, (ranks 1)
Craft (Bows) +3, (ranks 1)
Handle Animal +4, (ranks 3)
Heal +3, (ranks 1)
Hide +5, (ranks 1) (-1 ACP)
Jump +4, (ranks 1) (-1 ACP)
K (dungeoneering) +4, (ranks 2)
K (geography) +4, (ranks 2)
K (nature) +4, (ranks 2)
Listen +7, (ranks 3)(Racial +2)
Move Siltenlty +5, (ranks 1) (-1 ACP)
Profession, (ranks )
Ride +7, (ranks 3) (-1 ACP)
Search +2, (ranks )
Spot +7, (ranks 3)(Racial +2)
Survival +6, (ranks 4)
Spellcraft +3, (ranks 1)
Swim +, (ranks 1)
Use Rope +6, (ranks 1)
Languages: Common, Elven, Sylvan, Draconic
SQ: Low-Light Vision, immune to sleep, +2 Perception, Wild Empathy
Kirren, is an Elven Ranger who has been recently charged to guide, if not protect. He will help out his charge when need be, the code tells him to guide but he takes it more personal for he does not want any harm to come to Vajra, partly because of his instinct to protect.
The road can be a lonely place; this was another reason Kirren decided to join Vajra for companionship and good times. Kirren has a good nature and enjoys laughing and making light of most things.
His father started guiding after being saved from a nasty group of gnolls. He was the last of a caravan to be tortured and eaten, half of them being family, when Vajra’s ancestor came along charging in all her brilliance! Of course there were others but none shined as much as her!
Kirren was raised as many of the elves are to enjoy life and to dabble in everything. Though Kirren was not an average elf, he always was looking for creatures or others to take care of, help and even protect. For this reason he was always wearing his armor and took hits for his charges. His father always laughed at how his promise was truly inspired in his son. He would say, “The stories influence him so much that I see aspects of the focused humans in my son.” Little did he know that there was binding magic in his vows and they had transferred to his son. Kirren’s father was not home to see all of the growing due to his vow. Thanks to his father Kirren was never kept wanting and had a good upbringing by his mother and aunt.
Kirren found his niche in the wilds, with his mother and aunt, for by their practices you must work for your own food, be it hunting or farming the garden. Not having the fitness of his father or aunt, his mother fostered the art of the bow upon Kirren.
During his training days of becoming a Ranger he learned of many different creatures of the woods. Those that seemed most interesting were magical beasts, they always intrigued him and he wanted to learn more about them. Yes, Kirren may want to speak with the creature and learn about it but he has the skills to put it down just the right way if it is threatening.
Kirren’s father has gone missing and he must take up his father’s vow, to continue to guide and protect. He knows he will find adventure with Vajra, he just hopes they will both be able to come out of it alive and to develop close companions on the way.
“You know Vajra, since we be heading that way perhaps we can look into some of those mythic elven ruins and find some of my family history possibly. Hmmm? What do you say?”
Tall and lean Kirren the elf holds his posture straight and true, all 6’2”. Many would call his wirey frame of 130 lbs. weak, but he knows just like the yew tree you must bend or you will break. He wears the ageless youth just like his kin, appearing in his twenties when he is near his 125th winter. His hair is kept short for practical matters and kept under the brown woolen cap until inside, then his coppery locks spring forth barely touching those pointy ears of his. His eyes are always watching, keeping that keen lookout for any hint of danger, be ware of those hazel eyes for they seen to catch the light when he is angered and glow golden. His tan skin is spotted with freckles showing his time in the wilderness plying his trade.
Gear: bedroll, blanket, backpack, tinder twigs (5),5/day rations,
and Cleric:
500 gp send ???
What is Ollandra’s favored weapon?
Aramil Dimonddew (Holimion)
Cleric of Ollandra, god of feasts and good fortune
Male Elf Aasimar cleric 1
Alignment NG, medium humanoid (elf, native outsider)
Init +2; Senses Spot/Listen +9, low-light vision, darkvision
DEFENSE
AC 18 (Chain shirt +4, Heavy wooden shield +2, Dex +2), touch 12, flat-footed 16
hp 10/10 (1d8+2)
Fort +4, Ref +2, Will +7(+9 vs. enchantment)
OFFENSE
Speed 30 ft.
Melee MW longsword +4 (1d8+4) (19-20/x2)
Dagger +3 (1d4+4) (19-20/x2)
Heavy mace +3 (1d8+4) (x2)
Ranged Sling +2 (1d4+4) Range 50 ft. [20 bullets]
Equipment: bedroll, blanket, backpack, tinder twigs (5),5/day rations, healer’s kit
STATISTICS final, racial, start
Str 16, - , 16
Dex 15, +2, 13
Con 14, -2, 16
Int 15, - , 15
Wis 20, +2, 18
Cha 16, +2, 14
Base Attack +0; Grapple: +3
Feats Augment Healing
Special Qualities: Darkvision 60 ft., +4 on Spot and Listen, +2 on search, Daylight, Resistance to acid 5, cold 5, and electricity 5, immune to sleep magic,
Class Qualities: Domains: Feast, Good, Healing, Luck
Feast Domain: immunity to ingested poisons and to diseases spread by ingestion.
Healing Domain: +1 caster level for healing spells
Traits:
Trained Skills class skills*
Balance -2 (2 - 4 ACP) (Ranks 0)
Bluff +3 (Ranks 0)
Climb -1 (3 - 4 ACP) (Ranks 0)
Concentration* +6 (Ranks 4)
Craft* (Ranks 0)
Diplomacy* +6 (Ranks 3)
Gather Info +3 (Ranks 0)
Heal* +8 (Ranks 3)
Hide/Move Silently +3 (Ranks 0)
Jump -1 (3 - 4 ACP) (Ranks 0)
Knowledge* (arcana) +3 (Ranks 1)
Knowledge* (history) +3 (Ranks 1)
Knowledge* (religion) +3 (Ranks 1)
Knowledge* (the planes) +3 (Ranks 1)
Perception +9 (racial +4) (Ranks 0)
Profession* () (Ranks 0)
Ride -1 (3 - 4 ACP) (Ranks 0)
Search +4 (+2 Racial)
Spellcraft +4 (Ranks 2)
Survival +5 (Ranks 0)
Swim -1 (3 - 4 ACP) (Ranks 0)
Languages Common, Elven, Sylvan, Celestial, Halfling
Spells:
0 – Create water
0 – Purify Food and Drink
0 – Detect magic
1 – D – goodberry: 2d4 berries each cure 1 hp (max. 8 hp/24 hours)
1 – D – cure light wounds: 1d8+4
1 – – Hide from Undead
Physical description:
He has a smile that is never far from his lips. His inner radiance seems to burst from his face in pure joy.
Background:
Aramil has seen the light of Ollandra, goddess of feasts and good fortune! Ever since he was in his 70s he has followed Ollandra for she is the giving one during the good times and the bad. He has been following his mentor for the last 30 years, a Halfling by the name of Fizzy Filbur the Meek. His mentor Fizzy has retired and passed the mantle of freespirit unto Aramil. Aramil now travels the lands hoping to spread hope and joy where ever he travels.
He always is looking to see how wounds can be mended, searching for new healing spells and techniques, rituals to enhance healing and artifacts that bestow such abilities. He is quite interested in the warforges and how their physical form heal, and possibly improve upon the healing that they can receive.
Aramil is a victim of wanderlust for years now; Fizzy was a great supporter of it for he traveled from Sharn, to Breland, to the Mournland, to Valenar and back again. Never in the same direction, only by chance would they come into a town in the same direction.
He has heard of the troubles of Mardakine and has traveled to see what he may do to help alleviate some of their somberness. Perhaps he may be able to identify some of the Mournlands properties and help them begin reclaim their home again.