
GM Wolf |

Looking for three players who are willing to post once per day in my Homebrew game.
The game is set in the Inner Sea Setting. Presently in the North East corner of Chelex. A place where anyone could get to. A lietenant of the Pathfinder society is running some missions out of the Dragon's Draught, another reason you might be coming this way.
I want a background first and foremost.
No psionics, gunslingers, alchemists, magus, summoners, or warlocks need apply.
I am not a fan of the buy out systems, and we all have to trust each other anyway so roll 4d6 eight times. Six of these will be your stats, taking the three highest and adding them together.
2 Traits, and one campaign trait... to be found Here .
Roll for your money, but your background story is where you can gain more! Also coming in at 3rd level. So perhaps that is besides the point. So 3,000 to spend.
Create a quick blurb about your appearance, the more interesting your background story the more bonuses you might stumble upon or requests granted.

Walter das Sombras |

4d6 - 2 ⇒ (2, 3, 4, 5) - 2 = 12
4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
4d6 - 2 ⇒ (5, 2, 2, 6) - 2 = 13
4d6 - 2 ⇒ (5, 2, 5, 2) - 2 = 12
4d6 - 2 ⇒ (2, 5, 6, 5) - 2 = 16
4d6 - 2 ⇒ (6, 4, 2, 5) - 2 = 15
4d6 - 4 ⇒ (6, 6, 4, 5) - 4 = 17
What are the Odds? 32 dices rolled and not a single 1!
I've taken a look at the initial recruitment thread and the beginning of the gameplay, but I could not picture it, so, is there a main purpose on the adventure or are they just random missions going through different places?

Captain Fremont |

Curiosity roll...
4d6 ⇒ (3, 4, 3, 3) = 13 - 3 = 10 - Average
4d6 ⇒ (6, 6, 6, 6) = 24 - 6 = 18 - Wow!
4d6 ⇒ (3, 5, 2, 3) = 13 - 2 = 11 - Slightly above
4d6 ⇒ (1, 1, 2, 5) = 9 - 1 = 8 - Incrementally worse than slightly below
4d6 ⇒ (5, 2, 3, 3) = 13 - 2 = 11 - Slightly above
4d6 ⇒ (4, 1, 3, 2) = 10 - 1 = 9 - Slightly below
4d6 ⇒ (6, 3, 6, 5) = 20 - 3 = 17 - Near the top of the list
4d6 ⇒ (2, 4, 6, 2) = 14 - 2 = 12 - Incrementally better than slightly above

Ghost1776 |

4d6 - 1 ⇒ (6, 6, 3, 1) - 1 = 15
4d6 - 2 ⇒ (2, 5, 5, 5) - 2 = 15
4d6 - 2 ⇒ (4, 2, 2, 2) - 2 = 8
4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 1 ⇒ (1, 6, 5, 3) - 1 = 14
4d6 - 2 ⇒ (4, 6, 2, 3) - 2 = 13
4d6 - 2 ⇒ (5, 4, 2, 4) - 2 = 13
4d6 - 3 ⇒ (4, 3, 6, 3) - 3 = 13
OK I rolled out of curiosity but with a set of stats like that I'll have to come up with something.

Sai Ling |

1d6 ⇒ 21d6 ⇒ 11d6 ⇒ 21d6 ⇒ 1 5
1d6 ⇒ 21d6 ⇒ 21d6 ⇒ 41d6 ⇒ 6 12
1d6 ⇒ 21d6 ⇒ 31d6 ⇒ 21d6 ⇒ 1 7
1d6 ⇒ 51d6 ⇒ 11d6 ⇒ 11d6 ⇒ 1 7
1d6 ⇒ 21d6 ⇒ 41d6 ⇒ 11d6 ⇒ 2 8
1d6 ⇒ 31d6 ⇒ 41d6 ⇒ 21d6 ⇒ 4 11
1d6 ⇒ 41d6 ⇒ 41d6 ⇒ 41d6 ⇒ 4 12
1d6 ⇒ 31d6 ⇒ 31d6 ⇒ 51d6 ⇒ 3 11
hmmm ... total stat bonuses -1 before racial mods.

GM Wolf |

So far it has just been a lot of goblin killing since I have a hold on DMing on here. I was basically thinking of doing a Rise of the Runelords B campaign. We are not in Sandpoint, but as things are developing in Sandpoint some interesting things are happening over here too.
Right now it is a lot of doing missions for those who are paying.

Ghost1776 |

With stats like I rolled, I immediately thought Paladin. I know, I know paladins when played right can be a pain, and when played badly can be a nightmare.
I've only been playing Pathfinder for six months or so, and I took a pass on 3.0, 3.5, and 4.0 of D&D cause I couldn't stand 3.0 when I took a good look at it when it first came out. Instead my friends and I just keep playing 2.0. I bring this up because while I can't talk about playing a Paladin in Pathfinder or a closely related system, I can talk about playing one again and again over the last 30 years. In all that time I've never had any real problems with either my fellow players or my GMs.
I have had a couple of times where the GM and I had to talk about my Paladin's actions and what was going though his head, both times the GM saw my or more importantly my Paladin's point of view (the first was a "shoot the hostage" ala Speed moment; the second a Judge Dread type of incident.)
My first thoughts on the character would be an aasimar worshiper of Sarenrae raised in Taldor. Having to practice his religion in secret he's a grim, suspicious man probably with the paranoid drawback. He's made his living as a merc, participating in one distasteful, or boring campaign after another. I don't think I'd start play as a paladin but rather spend those first 3 levels as a straight fighter - no archetype. He'd have been feeling the call to a paladin or a priest or an inquisitor of Sarenrae his entire life but rejecting it either from a sense of unworthiness (probably not I already don't see as filled with self doubt), disbelief (the reason for the disbelief would be key), difficultly (this I really like), fear, or some combination of factors.
Most people play paladins as shining knights in heavy armor always doing the right thing. I want to play the guy in rusty old armor with mud on his face. Who does the right thing, not because he’s sure it’s the right thing, or he takes comfort in the knowledge of his god’s approval, but because he can’t help do the right thing because that’s who he is no matter whom he wants to be. When envisioning this character don’t think Sir Galahad or Sir Lancelot think instead of Harry Dresden, Harry Callahan, or the Man With No Name (from The Good, The Bad, and The Ugly et al) or John McClane.
In any case as I said he would probably start play as a fighter and then level up to paladin.
That’s all I got so far.
Edited to add.
Hmmn for role playing purposes a human might be an even better choice for race.

Edeldhur |

GM Wolf, is there any particular undertone set to your homebrew? I have a character concept in mind. He is a good guy, but definitely a far throw from being righteous or with firm beliefs in "higher morals and principles", in spite of not being an evil character.
More of a "take what you deserve and run with it" kind of guy - mechanically probably close to a Thug/Scout mentality, and definitely martial.
I just wanted to ask because your game may revolve around heroic deeds, and he is not much given to such a thing. At least for the time being :D

Truin |
Name Sanford Abreu ..........................Race Grippli
Classes/Level Cleric 2, Witch 1 .............Gender Male
Campaign Homebrew Kick in the Door ..........Homeland Chelix
Alignment Neutral Evil ......................Deity Zyphus
Size Small ..................................Age 25
Hair N/A ....................................Eyes Brown
Height 2'1" .................................Weight 31 lb.
Skin Tan ................................... Languages Boggard, Common, Draconic, Goblin, Grippli, Infernal and Sylvan.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Militia Veteran (Any Town or Village): Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Nonchalant Thuggery: You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
Init +1 Base Attack: +1 CMB: +2
Weapon Masterwork Spike Chain Shirt Attack Bonus +1 Critical *2 Type P Damage
Weapon Masterwork Spike Light Quickdraw Shield Attack Bonus +1 Critical *2 TypeDamage
Weapon Masterwork Rapier Attack Bonus -2 Critical *2 Type P Damage 1d4
Weapon Masterwork Heavy Crossbow Attack Bonus +3 Critical *2 Type P Range 120 ft. Ammunition 10 Bolts Damage 1d8
Weapon Unarmed Strike Attack Bonus +1 Critical *2 Type B Damage 1d3
HP 21/21
CMD 13
AC 17 Touch 12 Flat-Footed 15
Fort Save: +2, Ref Save: +1,Will Save: +8
Spell Failure Chance 25%
Ability Scores: STR 10(+0), DEX 13(+1), CON 10(+0), INT 18(+4), WIS 16(+3),CHA 10(+0)
Feats:
Agile Tongue
Your long pink tongue is capable of manipulating small items and even stealing objects.
Prerequisite: Grippli.
Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.
Class Features:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Destruction Domain
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Weapon and Armor Proficiency:Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
Skills:
............Total.....Ability..Ranks..Misc.
[]Acrobatics ....................-01=DEX+1+0+0-2
[]Bluff .........................+00=CHA+0+0+0
[]Climb .........................+06=STR+0+0+8-2
[]Disable Device ................+--=DEX+1+0+0-2
[]Disguise ......................+02=CHA+0+2+0
[]Escape Artist .................-01=DEX+1+0+0-2
[]Handle Animal .................+--=CHA+0+0+0
[]Knowledge (Dungeoneering) .....+--=INT+4+0+0
[]Knowledge (Engineering) .......+--=INT+4+0+0
[]Knowledge (Geography) .........+--=INT+4+0+0
[]Knowledge (Local) .............+--=INT+4+0+0
[]Perception ....................+03=WIS+3+0+0
[]Perform (Comedy) ..............+01=CHA+0+1+0
[]Perform (Wind Instrument) .....+00=CHA+0+0+0
[]Ride ..........................-01=DEX+1+0+0-2
[]Sleight of Hand ...............+--=DEX+1+0+0-2
[]Stealth .......................+06=DEX+1+3+4-2
[]Swim ..........................-02=STR+0+0+0-2
+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Grippli: Gripplis are humanoids with the grippli subtype.
Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Darkvision: Gripplis can see in the dark up to 60 feet.
Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison.
Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.
Weapon Familiarity: Gripplis are proficient with nets.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Tear-Away Cleric's Vestments ..............1.5 lb.
Decorative Trim .............................0 lb.
Masterwork Spike Chain Shirt .............17.5 lb.
Locked Gauntlet ...........................2.5 lb.
Masterwork Spike Light Quickdraw Shield .....6 lb.
Masterwork Rapier ...........................1 lb.
Masterwork Heavy Crossbow ...................4 lb.
Masterwork Bolts ..........................0.5 lb.
Masterwork Backpack .........................1 lb.
Bedroll ..................................1.25 lb.
Belt Pouch ..............................0.125 lb.
Canteen .....................................1 lb.
Chalk (10) ..................................0 lb.
Everburning Torch ...........................0 lb.
Flint & Steel ...............................0 lb.
Holy Symbol Tattoo ..........................0 lb.
Holy Text ..................................20 lb.
Ink .........................................0 lb.
Inkpen ......................................0 lb.
Platinum Holy Symbol ........................1 lb.
-Flask ......................................0 lb.
-Hidden Compartment .........................0 lb.
Soap ......................................0.5 lb.
Spell Component Pouch .......................2 lb.
Spider's Silk Rope ..........................4 lb.
Trail Ration (10) ..........................10 lb.
Coins ....................................0.62 lb.
Total ...............................74.495 lb.
Light Load 36 lb. Medium Load 73 lbs. Heavy Load 110 lb. Lift Over Head 100 lb. Lift Off Ground 200 lb. Drag Or Push 500 lb.
Money
CP 4
SP 3
GP 24
PP
TRUE STRIKE
School Divination
Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)
Range personal
Target you
Duration see text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
SHATTER
School evocation [sonic];
Casting Time 1 standard action
Components V, S, M/DF (a chip of mica)
Range close (25 ft. + 5 ft./2 levels)
Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Duration instantaneous
Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text; Spell Resistance yes
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
BLEED
School necromancy;
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates; Spell Resistance: yes
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
DETECT MAGIC
School divination
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
GUIDANCE
School divination;
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
MENDING
School transmutation;
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
READ MAGIC
School divination;
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
RESISTANCE
School abjuration;
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
VIRTUE
School transmutation;
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 min.
Saving Throw none; Spell Resistance yes (harmless)
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
BANE
School enchantment (compulsion) [fear, mind-affecting];
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area 50-ft.-radius burst, centered on you
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless.
DANCING LANTERN
School transmutation [fire, light];
Casting Time 1 standard action
Components V, S, F (a lantern)
Range touch
Effect animates one lantern
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp).
DOOM
School necromancy [fear, mind-affecting];
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
FORBID ACTION
School enchantment (compulsion) [language-dependent, mind-affecting];
Casting Time 1 standard action
Component V
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell's demand to not move is still free to cast spells, make attacks, or shout for help.
REMOVE SICKNESS
School conjuration (healing);
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level; see text
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
INFLICT LIGHT WOUNDS
School necromancy; Level cleric 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
INFLICT MODERATE WOUNDS
School necromancy; Level cleric 2
This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).
PUTREFY FOOD AND DRINK
School transmutation;
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of food and water or one potion; see text
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw.
SPARK
School evocation [fire];
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
DECOMPOSE CORPSE
School necromancy;
Casting Time 1 standard action
Components V, S, M (a pinch of dried toadstool)
Range touch
Target one corpse or corporeal undead
Duration instantaneous or 1 minute; see text
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.
DIAGNOSE DISEASE
School divination;
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature's disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
EAR-PIERCING SCREAM
School evocation [sonic];
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
RESTORE CORPSE
School necromancy;
Casting Time 1 standard action
Components V, S
Range touch
Target corpse touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.
SHADOW WEAPON
School illusion (shadow) [shadow]
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one shadow weapon
Duration 1 minute/level
Saving Throw Will disbelief (if interacted with); Spell Resistance yes
Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon's attacks. The weapon only deals 1 point of damage to objects.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its disbelief save.
The spell ends if the weapon leaves your possession.
Combat Pony
N Medium animal
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
AC 19, touch 13, flat-footed 15 (+3 Dex, +2 Natural, +4 Armor)
hp 24 (2d8+8)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 40 ft.
Melee 2 hooves -1 (1d3+2+3)
STATISTICS
Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +7
SQ docile
ECOLOGY
Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds.
A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.
The statistics presented above are for a typical pony. Tougher ponies with the advanced simple template exist, but are relatively uncommon and, unlike horses, these creatures are not generally called “heavy ponies.” Like horses, ponies can be trained for combat with the Handle Animal skill, and such mounts often serve halflings, gnomes, and other small races as steeds in combat.
Masterwork Spike Chain Shirt Barding .....................35 lb.
Bit and Bridle ............................................1 lb.
Military Saddle ..........................................30 lb.
Saddle Bag ................................................8 lb.
Animal Feed (5) .........................................100 lb.
Total ...................................................174 lb.
N Diminutive animal
Init +3; Senses low-light vision, scent; Perception +7
DEFENSE
AC 20, touch 15, flat-footed 14 (+3 Dex, +4 size, +3 Natural)
hp 8/8 (1d8)
Fort +0, Ref +3, Will +2
OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 5, Dex 16, Con 10, Int 10, Wis 19, Cha 8
Base Atk +1; CMB 0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +7, Stealth +23; Racial Modifiers +4 Stealth
SPECIAL ABILITIES
Familiar
The master of a toad familiar gains 3 hit points.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

GM Wolf |

Eh, we had a paladin, he recently turned angel. It should work we are just scourging the evil goblins right now.
I am liking what I am seeing...
Ghost 1776, start working on the crunch, you are in!
Truin/Sanford Abreu, very interesting build but where is your background?
Edeldhur that is a good start, give me some more background and where you want to go with the character.

Walter das Sombras |

Well, I plan with going with a Hobgoblin Fighter, a versatile (and tough) frontliner.
This behavior started when he was very young already, since Hobgoblins praise war and conquest. Rivalries were born but never settled. Not everything was a solo road, tough. He learned to work with comrades when needed, but that was pretty rare in the central part of the Menador Mountains. He aimed to became a leader of his tribe one day, making it the strongest Hobgoblin tribe ever. But he realized he would not live to see that day if he did not plan ahead. Whenever one was getting powerful enough to threaten the leader, something weird happened to him, whether is was a fall from the mountains or bit by a deadly spider, and there couldn't be other conclusion than putting the blame on the Chieftain. But that would not be made in the open, since it would get you killed.
He choose a different path. To leave, to seek greater challenges and eventually come back much stronger. But a Hobgoblin alone makes no summer, since you have no rivalry to motivate you. And so he called 4 of the best warriors of the tribe to go with him. They took the road, and traveled across the mountains, getting close to a big city called Ridwan. They manage to learn some things there, having some nice relationships with farmers, who could not threaten them, but also did not have enough funds to be a target. Then their journey headed east, but inside the Backar forest two of his comrades got killed. The first one by other strange creatures that did not need to eat or drink, that were literally on the other side of life. Undead, they were called, but that he learned when it was too late. The second one was killed by hunters in the forest. He was not skilled as Mirage or Comandante, and in the stealth for life game they were playing, he lost. But Comandante and Mirage kept improving, based on each other's abilities.
They conquered equipment and gold, managing to rival against knights and paladins, although sometimes withdrawing was necessary. Live to fight another day. For two years the remaining Hobgoblins wandered through Molthune and Isger, but they were not ready to go back home just yet. Maybe a couple more years was necessary, or even more.
But then came the goblin business. Something was wrong with the goblins of a certain region. They were getting too powerful and well organized, and so the pair considered them a nice target. But after eliminating some of them without a problem, they stumbled upon a powerful goblin Arcanist, and before Mirage killed the man he manage to burn Comandante to death with a powerful fire spell.
Mirage was victorious over the small lot, and also was delighted to be the last Hobgoblin of their pack. But now he lacked the company of his friend. He would not use this word, he would say he was a rival, but if that was so he would not feel lonely as he did now. He was alone, there were still goblins everywhere and much to conquer, but now it was not so fun. Denied of his good time, he took vengeance as a satisfactory measure, and vouched to kill every single Goblin in the region before moving to do something else.
Now he had the Magic Sword Comandante owned, a trophy of the slaying of a Half-Elf that followed some random deity he does not remember right now. But he followed a certain track that leaded to a goblin group, and when he got there they were all dead! And so he followed the trail of the attackers back to the city, just to learn there is already a group slaying the goblins for him! He would not bear that, and so he moved to the Dragon's Draught to have a little "conversation" with these locals.
Wearing a well battered breatplate hold together with leather straps, he does not look like a tanker, but if you take a closer look his skin seems to be full of scars and are hard to the touch. Aside from that there are more leather parts covering his body, most of which are pierced by tiny marble tips, which you realize now are fangs! They don't follow a pattern, coming in different sizes, so they must be from different creature, and if he killed all of them he is indeed an experienced Hobgoblin.
His eyes are orange, but appear to be red in the low light. Pointy ears and no hair, like the usual hobgoblin, but his head seems bigger than the standard, if you have seen other beings from the race.
Runt of the Litter would be a nice trait if you do not mind reflavoring it to fit the everyday of a Hobgoblins' tribe that lived in the mountains. Otherwise I'll choose another.

Truin |
Eh, we had a paladin, he recently turned angel. It should work we are just scourging the evil goblins right now.
I am liking what I am seeing...
Ghost 1776, start working on the crunch, you are in!
Truin/Sanford Abreu, very interesting build but where is your background?
Edeldhur that is a good start, give me some more background and where you want to go with the character.
Working on my background. Today is pretty hectic so I have to post it separate. Thank you, yes I wanted an interesting build so it would stand out. If I need to change it just tell me and it will get done.

Truin |
Was born to a middle class family of tradespeople. I grew up in a good-sized settlement on the coast of Adivian
River. My mother was a member of a clergic organization. Through trade of alchemic ingredients we were always
comfortible. I had a childhood which was fairly ordinary. I look back on those tranquil days where nothing ever
seemed to happen but the excitement of my travels has showed me the fun the world has to offer. In my travels I
grew close to common people and witnessed oppression, and suffering. I grew to distrust Chelix authority. My goal
now is to cause harm to as much I can through the cause of 'mishaps' or to cause as much direct harm to authority
as possible. In my endever a daemon, appeared to me and proclaimed Zyphus had a task for me. This unholy goal has
been my foundation for years I have looked for the proof I need that I am worthy Zyphus guidance. Soon after I
traveled into the fey in search of power. In the land of fey, powers of the arcane were unlocked after meeting an
elemental. This being gave me a toad, ironicly, as my familiar. My experiance into the truly unknowable began. My
powers doubled that day. Zyphus soon intruduced me to a fellow wanderer. We struck up a friendship and he trained
me in the art of creating accidents to harm others. Improving my skills in inflicting pain and destruction. This
training caused me to behave cautiously, and methodically as I plan every action as much as possible.

GM Wolf |

How would you reflavor it? Please submit your re-flavor.
Mirage, Truin, and Ghost it looks like the three of you will be joining us. I hope you are accepted into the group but only time can tell.
Please create avatars, character sheet, equipment, background, and any other notes I have spoken to you about.
You will notice spoilers under the other characters names. You will create spoilers like those putting them in your 'race and class' spots.
Make sure that there is a run down of your skills:
Acrobatics +10 (Dex +3, Ranks 2, ACP - 2, CS +3, trait +2, magic item +2)
If you have a question feel free to ask, and if you want an example use Locke.

GM Wolf |

If that was not clear enough for you, you will be needing to prove yourself to join the other PCs.
Edeldhur you can join us as well, but I will need to see more of a background and the things listed above beforehand.
Once you have most of the things listed above please post here or in the discussion thread of the game.

David D'Amberville |

This is Ghost1776's character. Mostly done but still have finish up refining background and put everything in the format requested.
Character Sheet is under spoiler as well as in profile, one in profile is a little better formatted.
Male Human (Taldan) Fighter 3
LG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 31 (3d10+9)
Fort +5, Ref +3, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee chakram +6 (1d8+4/×2) and
dagger +7 (1d4+4/19-20/×2) and
masterwork cold iron greatsword +8 (2d6+6/19-20/×2)
Ranged darkwood composite longbow +6 (1d8+4/×3)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 13, Wis 13, Cha 17
Base Atk +3; CMB +7; CMD 19
Feats Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Toughness
Traits illuminator, indomitable faith, militia veteran (any town or village), seeker
Skills Climb +8, Diplomacy +9, Handle Animal +7, Intimidate +7, Linguistics +3, Perception +7, Profession (soldier) +5, Ride +5, Survival +5 (+7 to avoid becoming lost when using this), Swim +6
Languages Common, Draconic, Goblin, Orc
SQ paranoid
Combat Gear Potion of cure light wounds (2), Potion of darkvision, Potion of shield of faith +2 (2), Weapon blanch (ghost salt), Weapon blanch (silver) (2); Other Gear Masterwork Agile breastplate, Chakram (4), Cold Iron Arrow, durable (50), Dagger (4), Darkwood Composite longbow (Str +4), Masterwork Cold Iron Greatsword, Backpack, masterwork (22 @ 21.68 lbs), Bedroll, Belt pouch (3 @ 0 lbs), Blanket, Compass, Earplugs, Flint and steel, Holy symbol, wooden (Sarenrae), Torch (4), Wandermeal (7), Waterskin, Whetstone, Wrist sheath, spring loaded (empty), 128 GP, 2 SP, 4 CP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Paranoid Aid Another DC 15 for attempts to help you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Physical: Black hair with grey at his temples, not quite six feet tall, in his late 30's but looks older. Nose broken at some point and healed a little crooked. David D'Amberville is a man with some real experience of how the world really works and that experience hasn't often been pleasant.
Time and again finding himself at the wrong place at the wrong time he's found himself cleaning up other peoples over and over.
A worshiper of Sarenrae, David grew up in Taldor where that faith is banned. He's had to hide his faith and practice in secret until joining a mercnary company and leaving Taldor at the age of 16.

Edeldhur |

Ok then, just a little something to set the tone for my character - I have tried this concept other times before, but was never actually able to take the idea further as the games died away, before even starting - the idea is to keep writing his story as I go, and this is just a start:
"Boys! Boys! Just shut the hell up and listen! No one is asking your opinion right now, there will be time for it after we clear this damned hole - Alastair, keep those heals coming towards us - I am counting on you to keep us up and running for as long as needed, just make an extra prayer to your God this morning or whatever... Jules, I am still waiting on that intel for their setup - instead of going on with the blabbering, get your unseenness going and get movin! Lucian, I want to be fighting on our terms, bring on your pits, flames or whatever you need to bring, just keep it UNDER CONTROL. The rest of you boys and girls, stay tight on my hairy arse as ticks - MOVE OUT!"
He had been there before - another hole, another humanoid tribe robbing, pillaging, and being generally nasty - nothing different, nothing unusual. The Captain is still in diapers, so he leads them in, clean up the place, and Team Badger wins the day so the Cap. can collect the honors and... Buy some more diapers I guess...
It matters not, he is there for his share and his boys - they trust him and he knows he can take them where they need to go.
"Godamn boys! What the hell are you doing Lucian?! Do you not see that goblin roller making short work of our left flank?! Stay sharp or I will be the one rolling over you, you bony excuse for a wizard - stay SHARP!"
He usually kept to himself, but they knew he would be the first to step up for the hardest of things when you are in the heat - decisions. No point in waiting for the Captain, too tied up in pleasing the Commander and making "strategic" decisions - when the s*** hits the fan, there is no time to ponder relations with the neighboring kingdom, or the Lady and kids waiting back home - you need to let go, evaluate the here and now and MOVE. Stop and you are dead.
That is why the boys and girls in Badger company turn to him - bottom line, no decision is worse than a bad decision.
Releasing his sword, previously stuck on a patricularly hard hobgoblin head, he smiled at how far they have come since he was put in charge of the rag tag team - "The badgers lack Discipline!" - the Cap. would shout at him over and over again, but tat was the whole beauty of
it. Sure enough they were as heterogeneous as it gets, but everyonw contributed to the whole, and they all knew and accepted their place - "We get the job done!" - was his most common retort, which however simple it may be, was the pure and clean truth.
It was raining hard that day - the Badgers soaked and pissed kept gnawing at his heels - "Makes no sense to invade a spookers hole under this weather - the traps will be harder to spot and disarm, visibility is reduced to crap, and we still need to manage the approach without losing half the men!" - Lucian shouted in his face - the wizard was much more than a friend after two years service in the Valashmai wilds, but he was starting to grate on his nerves - "Look Lucian, I agree with every single piece of crap you are throwing my way - but we ARE going in - Badger company gets the job done, and this needs to be done. Damn! Was I the only one listening when the crying girl recounted how these bastards tore up her family - we are doing this!"
Lucian just nodded as he usually did when Reknar suddenly got into altruistic mode - some things simply tickled him the wrong way, and he already knew there was no arguing against it - they would invade and clear out the goblin hole, as always.

Arsil Dawnsinger |

Sanford if you are evil and Edelhur goes with his plan to become a paladin it just won't do to no be overly evil.
and if my character doesn't have a means to trust you in the fact that you might not put a knife in her back while she sleeps well she would not take the risk of adventuring with you.
So in fact the Evil alignment doesn't really work out for me. nor does the whole Creation and raising of the dead.
<= this Elf while rather lenient and rather laid back on many views and ideology does draw the line at the whole raising of the undead thing

Sanford Abreu |

My characters goals have nothing to do with your character I only wish to plan death to the authority of Cheliax. Also if your character doesn't know I am evil it wouldn't cause a problem. I would just pretend to be True Neutral. I hate playing characters that do evil for no reason. If the evil act gets me paid or gets me something I need then it will happen. Now lets see your character there isn't much my guy will want from you. I have a steed I have weapons armor and the like. Plus I think I have more gear. In truth you being alive doesn't case me problems nor does it do anything for me. So I will be indifferent to you. A Paladin is not a problem to me it will just be a role-play that could be very interesting. A paladin does not need to be a Zealot just someone who wants to be good. Plus Sarenrae believes in redemption not random mindless fighting and killing of non believes. If he wants to role-play it close to Sarenrae belief the worse it will come to is a few arguments and an attempt to change my ideals. Which could work if worded right and if the adventure is long enough. In fact Sarenrae is in reality the opposite to my god in alignment. The chances of Sarenrae communicating with Zyphus is possible as there domains aren't to opposed.

Arsil Dawnsinger |

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
----
Long story short if he goes paladin he will know you are evil and than its either you or him...
I'd rather not come to that.
but in the end you do play what ever you want to play...
(i am just giving you fair warning)

GM Wolf |

David looking good, post in discussion or gameplay.
Badger company sergeant sounds great!
Yup, each of you can likely get in on Draxus suggestion, but after that we will see what happens.
Well with 6 to 9 players, we will see who sticks around. There is always one or two that drop out for one reason or another.

Edeldhur |

Am I allowed to join the Discussion/Gameplay or do I need to roll and crunch first?
If so, can I leave these as a placeholder?
4d6 ⇒ (4, 2, 4, 5) = 15
4d6 ⇒ (2, 5, 3, 6) = 16
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (3, 6, 5, 6) = 20
4d6 ⇒ (3, 4, 3, 2) = 12
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (6, 1, 6, 6) = 19