| GM Dragon |
Current date: The 4th day of Neth 4714 AR.
Once again the late autumn winds blow with the forecast of another cold winter for the small town of Kessen. One hundred and seventy-eight years have passed since the first lighting ceremony of a lantern in memory of the town’s founder, Ekat Kessen. A small group of young, skilled townsfolk are called upon to journey to the Crypt of the Everflame. Once there, they need to light a lantern from the eternal flame located within its depths.
The day before your journey, Mayor Orfal, an elder dwarf summons a meeting with each member of the group, thanking you for your sacrifice to carry out this year’s ceremony and how much it means to the town. He says he will see you when the midday bell rings atop the Temple of Erastil. With that he tells you to get well rested for the journey is quite a trek from town.
This campaign only starts here, and will eventually grow into something much larger!
- 1st lvl characters, 20 pt. buy.
- Core races and classes to start only please.
- 2 traits (none from any of the APs), 1 drawback, for one additional trait is acceptable.
- Pathfinder only sourcebooks may be used.
- A backstory of your life in Kessen, located in Nirmathas, just north of the Fangwood is needed. NOTE: You must be from this town, or currently living here to participate in the ceremony.
- Each character class has a mentor, which is located in the back of The Crypt of the Eternal Flame module. If you are interested in playing and don’t have this module, please let me know which class you want to play and I can send you the information you need.
- Average starting wealth.
- One post a day minimum. If you can’t commit, please omit from this thread.
- New players are most welcome!
- I will eventually incorporate some Ultimate Campaign rules later on, so think about a craft or profession to make $ on the side.
We've only gotten past a couple of encounters before real life handed me some obstacles to overcome, but I now return with hopes to move on. In the process we lost 2 great players. So far we we have a female wizard, the other player is having difficulty thinking of a character as his went to another campaign.
| Digger |
Dotting for interest. I have been itching for a chance to try my hand at a paladin, if allowed. I would model him after Knight of the Cross Michael Carpenter from the Dresden Files series, a soft spoken man who knows that for light to shine in the world people must be willing to stand up for all others, even those who despise him for it.
I will go back to the gameplay thread to bring myself up to speed, but I will admit I do not know what campaign The Crypt of the Eternal Flame module is based around.
Future profession, again in homage to his model will be Profession (Carpenter).
| Digger |
Here is the crunch of my submission, Lucan of Kessen:
Male Human Paladin 1
LG Medium humanoid (Human)
Init +1; Senses: Perception +0
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Defense
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AC 18, touch 11, flat-footed 18 (+7 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3
Armor: Scale Mail (+5 AC, -4 ACP, +3 Max Dex)
Shield: Heavy steel shield (+2 AC, -2 ACP)
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Offense
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Speed 30 ft. (15' armored)
Melee: +4 Warhammer (1d8+2/x3) or +3 Machete (19-20/x2)
Ranged:
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 11, Cha 16
Base Atk +1; CMB +3; CMD 15
Defiant Luck- 1/day Reroll a saving throw or cause an enemy to reroll a critical hit confirmation against you.
Mentored- Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill. Chosen: Profession (Carpenter)
Skills: +7 Diplomacy, +4 Heal, +5 Knowledge (Religion), +1 Profession (Carpenter), +5 Sense Motive (+6 vs feint in combat)
Languages: Common, Celestial
Aura of Good- The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil- At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil- (1/day) - Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Bonus Feat: Humans select one extra feat at 1st level. Chosen: Weapon Focus (War Hammer)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Combat Gear:
Other Gear: Fighter's Kit (backpack, belt pouch, bedroll, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days worth) and waterskin), signet ring, whetstone 8 gp
I will work on his background once I get home, but I wanted to give you an idea of his build.
| Kala Kirtimukha |
Well met! It sounds like you could use the services of Kala Kirtimukha, the neutral good female half-orc rogue! I may not be that pretty, but then again, most of the time you can’t even see me! I’m all about exploring what the world has to offer and liberating long lost treasures from ancient tombs; the dead don’t need ‘em, and such pretties are only appreciated by the living! I’ve got a keen eye, a quick wit, and am slow to fall. If you want to know more, I can have my formal résumé [ooc: character sheet] ready later tonight. Until then, I’ll be enjoying a strong, warm ale and listening to the bard’s songs.
Corsario
|
Here is my submission, Voyla Sloboda, Varisian Female Arcane Duelist.
An student of Jocyn Elmaran, Voyla is the third daughter of a Varisian family living at Kessen since a couple generations ago. Her family are pig farmers, but Voyla has grow to cherish the old Varisian ways, with adventure and excitement all over the top.
She has manifested arcane abilities, which she is channeling into a spectacular way of fighting. In her youth she dreams of fame as an actress, dancer and musician, intermixed with glory on the battlefield as leader of the Nilmarthas ongoing resistance against the barbaric Orcs of the north, the evil Zon-Kuthon followers of Nidal and the imperialistic Multune invaders.
She is very tall (6') but thin and athletic (150 lbs). She has olive skin, deep black hair and big black eyes. She is a great example of Varisian beauty, with a graceful voice and expressive body movements.
Voyla Sloboda
Female Human (Varisian) Bard 1 Archetypes Arcane Duelist
CG Medium humanoid (human)
Init +5, Senses Perception +4
=================================================
DEFENSE
=================================================
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, )
hp 12 ((1d8)+4)
Fort +1, Ref +5, Will +2
=================================================
OFFENSE
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Speed 30 ft.
Melee rapier +3 (1d6+1/18-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20)
Special Attacks Distraction, Fascinate,
Bard Spells Known (CL 1st; concentration +6)
1st(2/day)-grease(DC 14), silent image(DC 14)
0th(at will)-dancing lights, ghost sound(DC 13), mage hand, message, prestidigitation(DC 13)
=================================================
STATISTICS
=================================================
Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 16,
Base Atk +0; CMB +1; CMD 14
Feats Arcane Strike, Toughness, Weapon Finesse
Skills Acrobatics +6, Intimidate +7, Knowledge (Local) +4, Perception +4, Perform (Act) +7, Stealth +6, Use Magic Device +7,
Traits Focused Mind, Reactionary,
Languages Common, Varisian
SQ arcane strike, armored casting, bardic performance, bonus bard spell, bonus feat, bonus feats, cantrips, humanoid traits, inspire courage, rallying cry, skilled,
Gear rapier, dagger (4), studded leather, outfit (entertainer's), pouch (belt), coin (gold piece) (10), coin (silver piece) (10), musical instrument (harp), backpack, bedroll, flint and steel, ink (1 oz. vial), inkpen, journal, mess kit, mirror (small/steel), pot (iron), rope (hemp/50 ft.), soap (per lb.), waterskin, rations (trail/per day) (5), torch (10),
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SPECIAL ABILITIES
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Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bard Spell Level 0
Bonus Bard Spell Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Rallying Cry (Su) At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
| Seeker of Light |
Please clarify. How many people will be playing? Have you already been playing?
We've only gotten past a couple of encounters before real life handed me some obstacles to overcome, but I now return with hopes to move on. In the process we lost 2 great players. So far we we have a female wizard...
You said the party consists of a rogue. That suggests no one else. If there are others, can you tell us something about them. I like to create a character who will fit with the others.
| Digger |
Lucan has known all his life that he wanted to follow in the footsteps of his father and be a Paladin. He watched his father initially through the adoring eyes of a baby, the questioning eyes of a child and finally the eager to learn eyes of a young man.
It was not always an easy life, as his father was constantly being called upon at all hours of the day and night to give counsel on this matter, take arms against another matter or simply go and speak last rights when the time had come for a neighbor to pass, but they had no family to sit with them when the time came. His father took it all in stride and while Lucan knew it pained him to always put the needs of the many over the needs of the one, his father never complained.
Taking his vows as an apprentice paladin, Lucan began to accompany his father on these tasks, but quickly grew to understand he did not possess his father's natural attunement to world around him. His father assured him it would come in time and that every paladin's calling was different and perhaps his path would lead him elsewhere and demand something different from him in the end.
Now five years later, Lucan has finished his apprenticeship and taken his vows as a full paladin. Worried that he will never escape from his father's shadow, Lucan wants a chance to prove his value to his father, his faith and their order.
| Derick "Dart" Valindir |
Heya! Just stopping by to say hi! No no,don't worry, no pocket picking here! Just your friendly old vagabond! Anyway,just wanted to let ya know I and my wizard here... where'd she go? dagnabit. One sec, I was sure I left her here somewhere.................................................................. ........................................................................
Anywho! We are searching for a couple of fellows to help find this fire to light a torch of hope for the town. now I've already promised them that we'd get it and return as hero's, so thats what we are gonna do. However it would certainly be easier with a fine fellow to act as ba- I mean the distra- I, um, mean As our friendly face smasher. Also, a bit of easy to come by healing is always nice as well!
He leaves, and you find you feel a little wiser, and your pockets, a little lighter.
Phylotus
|
A half-elf saunters up to Derick, looking him over, and calmly replies "And by "Distraction," do you mean that you require them to be in the front line and smashing the faces, or is a well placed arrow just as good?"
I haven't got Elias built yet, but I thought I'd see weather you prefer an archer ranger or something that actually gets up close and smashes faces.
As well, what are they opinions on archetypes?
| Maidie Henrod |
I'm right here, Derick. And I'm not your wizard, despite all your blatant attempts to make me swoon like all the other girls back in the village. As you all can see, we could definitly use a couple of sensible people in this group. And I certainly wouldn't mind if one of them was big and strong enough to stand between me and the next horde of undead you manage to stir up. Someone who can heal is probably also a good idea, given your unique talent of finding ways of getting into trouble.f
| Phoenix Hunter |
Kiirion
Female Elf Ranger 1
CG Medium Humanoid(Elf)
Init +4 Senses Low-light Vision; Perception
===defense===
AC 18 Touch 14 Flat-footed 14
HP 10 (1d10)
Fort +2 Ref +6 Will +2;+2V. Enchantment
Immune sleep
===Offense===
Speed 30 Ft.
Melee Elven Curved Blade +5 (1d10/ 18-20); Gladius +5 (1d6/ 19-20); Kukri +5 (1d4/ 18-20)
Ranged Longbow, Composite +5 (1d8/ x3) 110Ft.; Chakram +5 (1d8/ x20) 30 Ft.
Special Attacks Favored Enemy (Undead)
===Statistics===
Str 10 Dex 18 Con[/b ]10 [b]Int 16 Wis 14 Cha 8
BAB +1 CMB +1 CMD 15
Feats Weapon Finesse
Traits Armor Expert
Special QualitiesKeen Sense, Low-light Vision, Elven Immunities, Favored Enemy (undead), Elven Magic, Track (+1), Weapon Familiarity, Wild Empathy (+2), Favored Class: Ranger
Skills Heal +6, Perception +8, Profession (Huntsman) +6, Stealth +8, Survival +6, Know (nature) +7, Craft (Leatherworking) +7, Swim +4, Knowledge (Dungeoneering) +6
Gear Elven Curve Blade, (+0)Composite Longbow with 20 Arrows, Armored Coat
I'll be getting the fluff finished shortly. I was going for a elf raised by her mother in the woods nearby and trained as a hunter.
| Maidie Henrod |
It is not a dinosaur, a megaloceros is in fact a giant elk (third entry on the page)
That certainly makes more sense for the area. However, you should be aware that we are headed into a dungeon, and even though your companion is medium sized, we may encounter areas where it can't go, because they require climbing, balance etc. to access.
Not saying it's a bad choice, just bringing you up to speed.
| Maidie Henrod |
All right, applicants in the running so far:
- Voyla Sloboda - Varisian female Arcane Duelist played by Corsario
- Elias Walker - male half-elf druid played by Phylotus
- Lucan - male human paladin played by Digger
- Kiirion - female Elf Ranger played by Phoenix Hunter
- ? - dwarven cleric of Desna played by Wilhelm Shieldbreaker
Did I miss anyone?
| Derick "Dart" Valindir |
hmm. Very well. In order to hasten the designation I'd like each of thee to answer me.
If you are found so deep underground, with nary a person around, save an old Man, reaching out his hand to be lifted up and unbound. your aid he was seeking as he sat begging and pleading, but then to left, there a golden chest was set. Filling you with wonder and awe. Then in the end you
Have only one choice, what then is it you do?
| Haegrom |
Hi, I'm a really new player to play by post I tried getting into a few games with friends and they never really got aflot. I do play a ton of tabletop at home and am really open to new experiences on these boards.
Here's my Character Haegrom a level 1 half orc barbarian. I took a trait called signature moves to start with a masterwork cold iron weapon. I hope that's not an issue.
Crunch
Haegrom
Male half-orc barbarian (invulnerable rager) 1 (Pathfinder RPG Advanced Player's Guide 79)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 13 (1d12+1)
Fort +4, Ref +3, Will +3
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee ava +6 (2d6+6/19-20) or
greatclub +5 (1d10+6)
Ranged javelin +3 (1d6+4)
Special Attacks rage (5 rounds/day)
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Statistics
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Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Power Attack
Traits demented inventor, indomitable faith, signature moves
Skills Bluff +0 (+1 while wielding Ava), Climb +4, Craft (weapons) +4, Intimidate +6 (+7 while wielding Ava), Perception +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, overprotective
Other Gear scale mail, ava, greatclub, javelin (3), backpack, belt pouch, belt pouch, blanket, block and tackle, flint and steel, hemp rope (50 ft.), hip flask, mug/tankard (2), pot, soap, torch (10), trail rations (5), waterskin, 75 gp, 9 sp, 6 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Signature Moves (Ava) One mwk item (up to 900 gp), +1 trait bonus to Bluff/Intimidate when wielding item.
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Fluff
But beyond that he’s personable, as a youngling he was left in the town by an errant mother who didn’t want to keep what she had. He was raised in an orphanage and eventually saw work as a blacksmith's apprentice. He’s toiled since youth imagining a world full of adventure and truth.
The other party members could know him from town. He is the apprentice of the local blacksmith Braggar Ironhame. The two don’t get along and but the goods they produce have always been better than the rest.
Together him and his master forged him a blade that was worthy to be seen in battle. The best thing he’s ever created. He calls the sword Ava and treats the thing like it’s his own child.
The half orc scoffs and snorts out a retort.
I'd grab the old man by the back of the hand, flip him over my shoulder. I'd reach around grab on down and haul the chest off. What only one choice? Why can't I get both?
| Wilhelm Shieldbreaker |
Ok so here is the background for Fror Stonehammer. I don't have access to the mentor information, but I could hopefully adapt this to fit.
Male Dwarf, Cleric of Desna.
"Don't worry Auntie I will be back soon, you know me I can't stay in one place too long. I will be back for the Everflame ceremony."
His pack on his shoulder, Fror set off down the road to anywhere knowing that his feet would find their own way. Ever since finding the small little roadside shrine, Fror had never since been able to sit still. His engineering apprenticeship had never really gotten started, but that no longer mattered, he had realised that life was about the journey and a sense of calm had descended upon him.
Fror's parents had fought hard during Nirmathas' war of independence and had served defending the borders since. However it had gone badly wrong for Fror on the 15th of Calistril 4690, when a Molthune company had attacked the border fort where he lived. As the overwhelming force had descended on the fort under the cover of the winter mists, most of the inhabitants were still asleep in their beds. The images of his father falling, buying time for Fror and his mother to escape still wake him up at night, and yet they have not scarred as deep as the loss of his mother, who badly wounded by a stray arrow, died only after seeing Fror safely to the next fort and bringing word of the attack.
Following this traumatic time Fror was sent to recover and live with his aunt in Kessen. The troubled young dwarf had struggled with his night terrors and the horrendous events, unable to concentrate on his apprenticeship to his uncle. Until one day whilst wandering the edge of the forest, Fror had come across a small shrine at the beginning of an overgrown path. Here Fror had found peace and a sense of purpose. The itchy feet of wanderlust and the desire to continue the ideals of his parents, so that others would be safe in the country they had died to defend. From here his goals had become obvious, he set to work learning to wield the same types of weapons and armour as his father and learnt much of the goddess Desna from Father Prast, he had even spent time learning his Uncle's profession if only the basics. Now, come of age Fror is ready to aid the folk of Kessen and Nirmanathas as his parents did before him.
" Auntie, I'm back. Did I miss it? Did I? Damn, I just had to climb that last hill."
Fror Stonehammer
Male Dwarf Cleric of Desna 1
NG Medium Humanoid
Init +1; Senses darkvision 60 ft; Perception +3
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 20 ft.
Melee Warhammer +2 (1d8+2/x3)
Melee Starknife +2 (1D4+2/x3)
Ranged Starknife +1 (1d4+2)
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Statistics
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Str 14, Dex 12, Con 14, Int 11, Wis 16, Cha 12
Base Atk 0; CMB +2; CMD 13
Feats: Extra Channel
Traits: Inspired, Warsmith
Skills:
Profession Engineer +7
Knowledge(Engineering) +4
Languages Common, Dwarven
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Special Abilities
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Darkvision (60 feet)
Defensive Training
Craftsman (instead of Greedy)
Hatred
Hardy
Stability
Stonecunning
Wpn Familiarity
Spells:- 3x 0lvl; 2+1 1st lvl
Aura
Orisons
Channel Energy 1d6 6/day
Domains:- Luck and Liberation
"Desna has helped me to find peace, she teaches me that the greatest joy is freedom. I would free the old man, whatever he may have done, his time must surely be over and being fettered is a serious punishment. Why what would you do Elf?"
Right it is late here, time for bed, obviously I will pad out things if I get selected, but I haven't been able to sort his gear. Good luck with the decision.
| Phoenix Hunter |
Kiirion is a huntswoman by trade, and frequently visits Kessen to Well and trade her goods. She's easygoing, especially for an elf, and shows up to town for every celebration when she can.
Kiirion's mother trained her for nearly 20 years before continuing on her life adventure. Having had Kiirion young herself, Keira took back to travelling the world as soon as she could. Frequently returning to Kessen to tell tales of her life to Kiirion. While Kiirion isn't as prone to flight as her mother, she still longs for her own adventure.
| GM Dragon |
Sent a request to your email Dart
So everyone knows, I've been organizing this campaign in Obsidian Portal. The longest task is adding photos to characters. I couldn't locate the picture you have Dart of what your character looks like, but I did add the one of your avatar. I like the visual aspect of NPCs as this gives you an idea of what they look like.
I now leave it up to you and Maidie to choose your companions as submission time has come to a close as of midnight est. If the 2 chosen will send me their email or obsidian portal username, I will send you a message and you can add your information to your character. Also I will send you your mentor information as well.
| Derick "Dart" Valindir |
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.. .. Such a hard decision.
Elais, and...... either Lucan, or Kirrion, or Fror. Tis not 2 selections, but Now we have a vote basis. GM Dragon, Maidie cast your votes!