Goblin Mayhem's Rise of the Runelords


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GM, in case you care about recommendations:

littlehewy is in a campaign I'm running right now. Admittedly we're only about a month in but he's been a great player to have along for the ride in terms of attitude during annoying setbacks, posting frequency, and fun RP. I'd love to get in this game but I'd also love to see littlehewy there too.

My furry little arcanist is mostly done. I'll share his background and crunch soon.

Just finished reading through the OP. I like what I'm seeing. Expect a submission shortly.

As promised, I present: Goldoth.


  • Race: Orc
  • Creature Type: Medium Humanoid (Orc)
  • Character Level: Barbarian (Invulnerable Rager) 1
  • Ability Scores: 22 STR; 18 CON; 9 DEX; 5 INT; 5 CHA; 8 WIS
  • Senses: Darkvision 60ft
  • Languages: Orc (Racial), Taldane (Racial)


  • Health: 1 HD; 16 HP
  • Armor Class: 14 Total; 9 Touch; 15 Flat-Footed; 16 CMD
  • Saves: +7 Fortitude; -1 Reflex; -1 Will


  • Speed: 30ft Land
  • Attack: +7 Melee; -2 Ranged; +7 CMB
  • Damage: 1d12+9 Slashing w/ Greataxe (1d12 base, +9 STR)
  • Damage: 1d8+9 Slashing w/ Battleaxe 2H (1d8 base, +9 STR)
  • Damage: 1d8+6 Slashing w/ Battleaxe 1H (1d8 base, +6 STR)
  • Damage: 1d6+6 Slashing w/ Handaxe (1d6 base, +6 STR)
  • Damage: 1d4+6 Slashing or Piercing w/ Dagger (1d4 base, +6 STR)
  • Damage: 1d3+6 Bludgeoning w/ Unarmed Strike (1d3 base, +6 STR)

Adventuring Skill Checks

  • -5 Acrobatics
  • -5 Bluff
  • +2 Climb
  • -5 Diplomacy
  • -3 Disguise
  • -5 Escape Artist
  • -5 Fly
  • -1 Heal
  • -3 Intimidate
  • -3¹ Knowledge (Arcana)
  • -3¹ Knowledge (Dungeon)
  • -3¹ Knowledge (Local)
  • -3¹ Knowledge (Nature)
  • -3¹ Knowledge (Planes)
  • -3¹ Knowledge (Religion)
  • +0 Perception
  • -5 Ride
  • -5 Sense Motive
  • -5 Stealth
  • +4 Survival (+1 rank)
  • +2 Swim
  • ¹result cannot exceed 10

Background Skills

  • -2 Appraise
  • -3 Artistry (All)
  • -3 Craft (All)
  • +1 Handle Animal (+1 rank)
  • -3¹ Knowledge (Engine)
  • -2 Knowledge (Geography) (+1 rank)
  • -3¹ Knowledge (History)
  • -3¹ Knowledge (Nobility)
  • -3 Perform (All)
  • -1² Profession (All)
  • -5¹ Sleight of Hand
  • ¹result cannot exceed 10
  • ²can only earn 1sp/day

Racial Features

  • Orc [PRG:ARG] - Orcs are Humanoids with the Orc subtype, and are considered Medium creatures.
  • Normal Speed [PRG:ARG] - Orcs have a Base Land Speed of 30 feet.
  • Orc Languages [PRG:ARG] - Orcs automatically speak Common and Orc. Orcs may choose from Dwarven, Giant, Gnoll, Goblin, and Undercommon when selecting bonus languages due to a high Intelligence score.
  • Dayrunner [PRG:ARG] - Some Orcs take a -2 penalty on all ranged Attack rolls. This racial feature replaces Light Sensitivity.
  • Ferocity [PRG:ARG] - Orcs remain conscious and can continue fighting even if their Hit Point totals are below 0. Orcs are still Staggered and lose 1 Hit Point each round while their Hit Point totals are below 0. Orcs still die when their Hit Point totals reach a negative amount equal to their Constitution scores.
  • Pariah [PCS:ISR] - Some Orcs gain a +2 racial bonus on saves vs [Emotion] and/or [Fear] effects, but take a -2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial feature replaces Orc Weapon Familiarity.
  • Darkvision [PRG:ARG] - Orcs can see perfectly in Darkness up to 60 feet.
  • Favored Class (Barbarian) [PRG:ARG] - Orcs that choose Barbarian as their favored class add +1 per Barbarian level to the number of rounds per day they can maintain Rage.


  • Orphaned [PRG:UCa] - You gain a +1 trait bonus on Survival checks, and always treat Survival as a class skill.
  • Resilient [PRG:UCa] - You gain a +1 trait bonus on Fortitude saves.
  • Goblin Watcher [PAP:RotRAEPG] - You gain a +1 trait bonus on Appraise and Perception checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
  • Oblivious [PPC:QaC] - You take a -2 penalty on Sense Motive and sight-based Perception checks.
  • Boon: Greed / Bane: Sloth - You gain a +2 bonus on saves relating to greed. You take a -2 penalty on saves relating to sloth.

Class Features

  • Barbarian [PRG:CRB] - Barbarians have a Base Attack Bonus equal to their Barbarian level, a Base Fortitude Save equal to 2 plus half their Barbarian level (rounded down), and a Base Reflex Save and Base Will Save equal to a third their Barbarian level (rounded down). Barbarians use a d12 as their Hit Die. Barbarians gain 4 plus their Intelligence modifier skill points per Barbarian level, and treat Acrobatics, Climb, Craft (All), Handle Animal, Intimidate, Knowledge (Nature), Perception, Ride, Survival, and Swim as class skills.
  • Barbarian Weapon and Armor Proficiency [PRG:CRB] - Barbarians are automatically proficient with all Simple and Martial Weapons, Light and Medium Armor, and Shields, but not Tower Shields.
  • Fast Movement [PRG:CRB] - A Barbarian's Land Speed is faster than the norm for her race by +10 feet, provided she is wearing no armor, Light Armor, or Medium Armor, and is not carrying a Heavy Load. This bonus is applied before the Barbarian's speed is modified due to any load carried or armor worn. This bonus stacks with any other bonuses to the Barbarian's Land Speed.
  • Rage [PRG:CRB] - A Barbarian can enter a Rage as a Free Action, and maintain this Rage for a number of rounds per day equal to 2 plus twice her Barbarian level plus her Constitution modifier; temporary increases to Constitution do not increase the total number of rounds that a Barbarian can maintain Rage per day. The total number of rounds of Rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a Rage, a Barbarian gains a +4 morale bonus to her Strength and Constitution scores, and a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor Class. This increase to Constitution grants the Barbarian 2 Hit Points per Hit Die, but these disappear when the Rage ends and are not lost first like Temporary Hit Points. While in a Rage, a Barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill, except Acrobatics, Fly, Intimidate, and Ride, nor any ability that otherwise requires patience or concentration. A Barbarian can end her Rage as a Free Action, and is Fatigued for twice as long as the Rage was maintained upon the Rage ending. A Barbarian cannot enter a new Rage while Fatigued or Exhausted, but can otherwise enter a Rage multiple times per day. If a Barbarian falls Unconscious, her Rage immediately ends.


  • Endurance [PRG:CRB] @ 1 - You gain a +4 bonus on Swim checks made to resist Nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid Nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid Nonlethal damage from starvation or thirst, Fortitude saves made to avoid Nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming Fatigued.


  • Scale Armor [PRG:CRB]
  • Greataxe [PRG:CRB]
  • Battleaxe [PRG:CRB]
  • Handaxe [PRG:CRB]
  • Dagger [PRG:CRB]
  • Peasant's Outfit [PRG:CRB]
  • Silver Earring
  • Common Backpack [PRG:UE]
  • Belt Pouch [PRG:UE]
  • Canteen [PRG:UE]
  • Waterskin x2 [PRG:CRB]
  • Iron Cauldron [PRG:UE]
  • Iron Pot [PRG:CRB]
  • Blanket [PRG:UE]
  • Soap [PRG:UE]
  • Iron Fishhook x5 [PRG:UE]
  • Hemp Rope 50ft [PRG:UE]
  • Twine 50ft [PRG:UE]
  • Flint and Steel [PRG:UE]
  • Whetstone [PRG:UE]
  • Firewood 1da [PRG:CRB]
  • Trail Rations 2da [PRG:CRB]
  • Cheap Deck of Cards [PRG:UE]
  • Gold Piece x3 [PRG:CRB]
  • Silver Piece x6 [PRG:CRB]
  • Copper Piece x4 [PRG:CRB]


  • Gender: Male
  • Age: 15
  • Height: 6'11" (211cm)
  • Weight: 314lbs (142kg)
  • Skin Tone: Bud Green (#7bb661)
  • Iris Color: Candy Apple Red (#ff0800)
  • Hair Color: Bistre (#3d2b1f)
  • Hair Length: 2"
  • Hair Style: coarse and mostly matted down
  • Facial Features: short, squashed nose; slight underbite with prominent lower tusks; scar along jaw from right cheek to chin
  • Physique: thick and muscular

Here is Skyler Muysken!

About me:
I have been playing role-playing games for many, many years. However, a few years ago, life got in the way and sessions became increasingly difficult to organize. I discovered PbP last year and I was immediately hooked! I play in a few games, and GM a campaign set in medieval Ireland.

I am definitely more about the role-play than the rolls, and I generally prefer flavour and concept to optimization. Still, I try because no one wants a lame duck on their team and feeling useless is rarely fun! You will find in me an active player who likes to move things along and contribute to the story. I post daily almost without fail, and I am fairly obsessed with spelling, grammar, and formatting!

I look forward to hearing back from you!

I have an idea for a Samsaran that is reborn outside of Sandpoint right before the events of the AP begin. The first thought upon their rebirth is confusion as to how they have been reborn as they remember their previous life being so terrible and dark that they should have met their doom. They worry this life is some kind of fluke, and their last chance for enlightenment, and so they jump at any chance to help people and the world.

Grand Lodge

Arkon the Thunderer - Saurian Shaman Druid with his faithful Velociraptor companion is ready.

@GM/O Great Goblin Overlord: I have a question about how much party composition is going to influence your selection. My first thought was bring in of my characters from a Jade Regent PbP that I loved RPing, but the GM disappeared almost immediately. However, that character is a Erastil paladin archer, which I realize is almost is an almost identical build to another submission.

I'm thinking I might modify her to be a bit more melee oriented, to differentiate the two submissions and not step on toes. But, I was curious in general if two similar classes would be in direct competition or if you are just looking for your five favorite submissions (and if that ended up being two paladins of Erastil, hey at least we'd probably get along).

Also, fyi, your 5 minute background link is just pointing back to the recruitment thread... ;)

Yeah, I know about that. I posted another link a few posts down from there. Here it is again.

Anyway, I'm not too concerned with the party composition, since I'm using the 25 point buy and having five players instead of four. Having a character with the same class, combat-orientation, and same faithful follower status would put you more in the direct competition area, though. I'm more concerned with picking five interesting characters and faithful players before turning to party composition. Should the party balance truly be skewed, the players and I can discuss what to do about it then.

GM - Goblin Mayhem wrote:
Yeah, I know about that. I posted another link a few posts down from there. Here it is again.

Ah. Whoops. Yeah, I didn't see that post until just now and you beat me to editing.

GM - Goblin Mayhem wrote:
Anyway, I'm not too concerned with the party composition, since I'm using the 25 point buy and having five players instead of four. Having a character with the same class, combat-orientation, and same faithful follower status would put you more in the direct competition area, though. I'm more concerned with picking five interesting characters and faithful players before turning to party composition. Should the party balance truly be skewed, the players and I can discuss what to do about it then.

That's fair. I will still submit the character, since there's no guarantee either of us would even be selected and I do really want to play her. However, I am going to rebuild her to be a frontliner, so that they are differentiated a bit more.

Here is ElenionAncalima's submission for Vera Thaddeus. Paladin of Erastil.

All the character info is the profile.

About Me:

I got my feet wet playing tabletop games in high school around 2008. However, I didn’t become a more active tabletop gamer around 2011 when I started playing Pathfinder. Around 2013 my group’s GM began losing interest in Pathfinder, while me and a few of the other players were still very much interested in gaming. So, we sought out other players and I found myself in the role of GM (a role that I very much enjoy and still have in my real life groups). However, being forever GM left me with the player itch, so I turned to play by post gaming in 2014.

I enjoy play by post games a lot. My writing is stronger than my acting ability, so play by post allows me to RP characters in ways I could never pull off in a real life game. From a RP perspective, I would say my style has two key features. The first feature is an emphasis on the character’s personality and motivation, over their backstory. I generally find I am more interested in who the character is going to be and less interested in my character having had a bunch of stuff that’s already happened to them. The second feature is that I like my characters to have at least one area where they are obviously flawed. For Vera, that area is that she is a little bit stiff and hasn’t entirely found her own identity outside of her family and her church. The fact that these two core fundamental pieces of her identity are now in conflict is forcing her to consider her own identity in a way she hasn’t ever needed to before. From a non-RP perspective I pride myself on being a consistent poster and I have a personal rule about never having more than 2-3 games at a time, as I feel that is the sweet spot where I can comfortable keep up on all my games, even on busier days.

As far as past games, I don’t know if there is a specific one that I am extra proud about. However, since it’s the character I am submitting, I will share this set of interactions, where Vera was forced to get to know the party’s flirtatious half-orc fighter, who she was very convinced was drunk. A budding rom-com seemed to be developing, but alas the game fell apart early due to an disappearing GM.

My wife and me may be interested. It’s a shame no occult I’ve had a phantom blade that’s been dying to get out and stretch his legs.

Dark Archive

Question for GM Goblin:
What, if any, level of homebrewing is allowed?

To elaborate, I'm considering a Dark Tapestry Oracle with a bit of multiple personalities going on (two, specifically) by way of the Shattered Psyche curse and I'd been hoping to find a way for both personalities to have their own distinct physical form.

While the Many Forms revelation can enable that, it's more versatile than I need it to be, and consequently more use-limited than I'd like it to be. If at all possible, I'd like to swap it out for the Assumed Form revelation from the Intrigue or Whimsy mystery, but obviously that requires GM approval, hence the question.

If that seems workable to you, I'll get started on the application. It's a character I've had in mind for quite a while, albeit in a fairly rough sense, so I would really like to take it for a spin if possible.

And if not, I'll try and come up with something else.

@Veltharis: Yes, I'll allow that.

Here's an alternate submission for Litejedi, Sven of Alfur, who has been changed a little for the RotRL AP.

Sven of A ́lfur
1) Sven is from the enigmatic town of Sojourner’s Rest, in the Grungir forest in the Land of the Linnorm Kings. His adopted mother Freyja, was a kindly venerable Anhana that found him as bundled infant in the ruins of a town on the outskirts of the Mierani forest in Northern Varisia. Freyja overcame her natural inclination to avoid contact with humanoids and raised Sven to the best of her abilities by moving to Sojourner’s Rest and contracting help from the other fey of the city. When he got older, he would help the people of the Rest with tasks for big folks and would sometimes break up fights between larger fey. Sven did not take particularly well to formal instruction, and instead relied more on his instincts and physical strength to solve problems.
2) Sven is a tall Ulfen human with pale skin, white hair, and flinty black irised eyes. He keeps his hair long and braided, and his beard full but trimmed. He wears his clothes in an ulfen style, though he has adapted somewhat to the warmer climate of Varisia. He is quiet and terse in his dealings with other people, and sometimes resorts to physically imposing himself on other people instead of being more diplomatic. His mother tried to draw out his more outgoing side with some success, but he does not always know the right way to speak to people and can get frustrated when things don’t go his way. He tends to appreciate travel, new experiences, meeting new people, and is usually kind and generous. When battling though, he can lose himself and can be merciless.
3) When Sven got too big to fit in Sovereign’s rest comfortably, he was sent to Hagreach to learn the fighting styles common to the Ulfen. He worked as a scout and runner for Freyr Darkwine and the Blackravens out of Blackraven hall. While working as a scout, he failed to get a message of warning to the Blackravens in time to defend a small village north of Hagreach, and it was destroyed in a frost giant attack. Since then he’s been angry that the giant blood he might have in him might be merciless and rough, and dedicated to fighting them where he could, feeling guilty for his failure. He follows Desna nominally, though he isn’t a strict devotee. After the stint as a scout, he returned to Freyja and asked her about giants. She explained what she knew of them, but also explained that they were not common in the Grungir forest. She speculated that he may be long-descended from giantish folk of Varisia, but that if Sven wanted more information that he might have to venture south mountains where giants are more common and seek out some more neutral giants to question. She also explained where she found him, and a short history of the disappearance of folks in the town.
4) He travelled south to his ancestral home in Northern Varisia, south of the Steam River, and worked as a trapper in the Nolands, hunting and gathering food for the people in the area, and trying to ask around about where giants were more common and to get more information about giantish behavior and customs. He tried to learn techniques for how to fight them but was unable to get significant first-hand experience. While trapping, he accidentally entered the territory of a small tribe of reclusive stone giants in the Red Mountains. Without knowing, he hunted one of their oxen, thinking it was wild. A stone giant herder caught Sven and was angry, but recognizing Sven’s fear of the giant, and that the death was accidental, he let Sven go and told him to leave the area of the Nolands and not to return. Shaken and confused, Sven travelled further south to the area outside of Sandpoint on the rumor that there were more giants in the wilds outside of the small town, to lend his sword and maybe find more answers.
Step 2: Goals
1) Sven would like to unlock and uncover his giantish heritage, fight evil giants, including ogres, and act as an intermediary to prevent good/neutral giants from being killed erroneously.
2) Sven will become a goliath druid and unlock his giantish heritage. He may take a level of bloodrager as well!
Step 3: Secrets!
1) He does not actively tell people of his significant familiarity with the fey, but refers to fey creatures that he meets for the first time with nicknames like “Nuncle” and “Auntie.”
2) Sven’s family did not intend to lose him, they were killed. His family escaped but they assume he is lost forever to the dangers of the woods when they were able to return and find him.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 4: Relationships!
1) Freyja is Sven’s adopted mother. She is an Anhana of some renown with the ear of the king of the pixies, which is why Sven was spared a gruesome fate at the hands of the more malicious fey working for Bjarma.
2) Bjorn is a friend of Sven’s that worked in the Blackravens with Sven. Bjorn was a lithe, elven ranger that was very adept with a bow, and taught Sven everything he knew about archery. It wasn’t clear why Bjorn was working with the Blackravens, and Sven was never able to get a straight answer from him. They ranged together for a year, until Bjorn unexpectedly had to return deep within the Mierani forest.
3) If it had been up to the crone Bjarma, Sven’s infant entrails would have decorated her hut in the Lurkwood. Bjarma is responsible for the death of some of Sven’s family and abandonment of Sven near the forest, but nobody else knows this. Bjarma is a hag that has thirsted for Sven’s death ever since the intervention of Freyja many years ago. She hates Freyja and thirsts for giantish blood of Sven for her dark magic.
Step 5: Memories, quirks, and mannerisms!
1) Sven always starts out friendly with fey, though this is typically a cover as he sizes up their motivations. He also begins most encounters with giants cautiously and tries to read their intentions prior to instigating combat. He knows that not all giants are evil but doesn’t know who to trust or not trust (as he doesn’t know enough about giants yet).
2) Sven is unknowningly still haunted and traumatized by Bjarma’s attack. He was older than an infant when it happened but has suppressed his memories. He is very suspicious of crones, and quick to anger if they slight him.
3) Sven hates people being imprisoned or captured (for any reason). For enemies, he prefers to dispatch his foes with a clean kill. There isn’t always a legitimate authority to turn to while adventuring. He similarly believes in the freedom of folk to make their own path and suffer the consequences (for good or ill) of that path.
Bane: Wrath – Sven can get angry at certain types of slights.
Boon: Sloth – Sven believes firmly in diligence and hard work to solve problems.

Hello, this is Havoc's wife I am hoping to contribute an eccentric witch who is a self proclaimed knowledge hoarder, accompanied by a tiny fox housing a larger-than-life personality!

Sylvia Galicia:

Half-elf witch (hedge witch) 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
CG Medium humanoid (elf, human)
Hero Points 1
Init +3; Senses low-light vision; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +4; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee elven thornblade +0 (1d6/18-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hexes (healing[APG], slumber[APG])
Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +4)
1st—mage armor, sleep (DC 14)
0 (at will)—dancing lights, detect magic, stabilize
Patron Healing
Str 11, Dex 12, Con 14, Int 17, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Combat Stamina, Extra Hex[APG]
Traits elven reflexes, scholar of the ancients
Skills Diplomacy +6, Knowledge (arcana) +8, Perception +5, Sense Motive +6, Spellcraft +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Thassilonian
SQ elf blood, hero points, witch's familiar (fox named Magosto)
Other Gear crossbow bolts (20), elven thornblade, light crossbow, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 62 gp
Special Abilities
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 round, DC 13) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Would you be willing to allow the half-drow racial trait?

This is Eric Sklavos's submission.

About Me:
I’ve been playing RPGs for about 25 years or so, nearly all of it has been DnD 3.0, 3.5, and Pathfinder (and recently Starfinder). I started playing PbP about 5 years ago when I moved away from my regular group and needed that Pathfinder fix. I really enjoy the different creative dynamic PbP can bring and even though I’m running a home game now, I am also running two separate sessions of Emerald Spire and looking for a game to actually play in. I played a bit of Burnt Offerings, but the game never quite took off (I’m also very aware of player knowledge vs. character knowledge and play my characters from their points of view). I’m consistent with my posting history and am able to post at least once a day. I always let everyone know if I’m going to be away even if it’s just for a day or two. Weekends are a little less consistent as I have a family I enjoy spending time with, but I usually find cracks in the day to contribute where needed every day. As far as Role play vs. Roll play, I favor storylines and both are necessary for a good adventuring story. If you ever have any questions or criticism I’m always willing to listen and improve where needed. Thanks for running this, I know the time and effort it takes to run a game and appreciate it.

If you want an example of my writing style, here's a link to one of my current Emerald Spire games.

Background and statblock are in the profile. Let me know if you have any comments, questions, concerns, jokes, riddles, etc.

Dark Archive

@GM Goblin: Much appreciated. I'll get my application put together as soon as I can.

@havoc xiii: If you mean Drow-Blooded, Drow Magic, and Half-Drow Paragon, then yes, I'll allow those as they are paizo material.

Here is Ascherian a bit of a weapons nut found and raised by Sylvia's family. Once she heard that a new temple was being consecrated she dragged her husband along for the ride. Asch will eventually be going for shadow dancer and the dimensional dervish line.

Ascherian Galicia:

Half-elf unchained rogue 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Hero Points 1
Init +4; Senses low-light vision; Perception +7
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee elven curve blade +4 (1d10/18-20) or
kunai +4 (1d4) or
kunai +4 (1d4)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Combat Reflexes, Combat Stamina, Weapon Finesse
Traits monster hunter, the vessel between (daggermark)
Skills Acrobatics +7, Climb +3, Disable Device +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +7, Perform (dance) +6, Sense Motive +5, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ combat reflexes, elf blood, hero points, trapfinding +1, weapon finesse
Combat Gear caltrops; Other Gear studded leather, arrows (20), blunt arrows[APG] (20), elven curve blade, kunai, kunai, shortbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 48 gp
Special Abilities
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.

Asch was the unfortunate side effect of a surface raid. A cruel purifying of a lesser race, he was abandoned as an infant and found by a mixed family human, elf and their own newborn. I’ll have a real history later.

I've had this little guy on the back burner for a while. Submitting Gritz Treestrider, a goblin inquisitor of Shelyn who wants to go on a Quest of Great Goodness (tm) and protect the pretty things of the world.

caster4life here with my shy little arcanist ratfolk. Stats and 10-minute background in this alias. I think I'm going to keep editing him a bit but I wanted to just go ahead and show that I'm ready and am simply revising.

A little bit about me:

I'm a grad student who loves d20 rpg, which I've been playing for about a year and a half now. I've been playing and GMing Pathfinder that whole time and started playing on the boards here 5 months ago. Since then, I've been GMing and playing in quite a few games, only one of which has come to its conclusion in this short amount of time (a 5e game).

I'm really enjoying playing a witch in this kingmaker game. I'm a kindly old elven librarian who thinks the rational course of action is to accomplish goals no matter how messy the methods may seem, making me a friendly and party-oriented neutral evil. Hilariously, my character just found a magic ring that's really helpful but has changed me to being female.

I enjoy a high posting frequency, thinking out solutions to problems (be they social, exploratory, or combative), and characters that I find impressive, endearing, and amusing all at the same time. I like to encounter difficult fights, interesting plots, and memorable npcs. I also enjoy getting to know my fellow PBP players in out of character discussion as I find this really helps the social side of this team game.

Lastly, I'm a bit of an overcommunicator. Case in point, I recently asked one of my players what was wrong and how I could improve. I asked this because I thought there was a chance that his joking declaration that he was done with my campaign wasn't a joke. He quickly assured me that he was merely teasing another player for his video game preferences.

Updated Asch:
Ascherian Galicia
Male half-elf (Half Drow) unchained rogue 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Combat 73, Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Hero Points 1
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee elven curve blade +4 (1d10/18-20) or
kunai +4 (1d4) or
kunai +4 (1d4)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Combat Reflexes, Combat Stamina, Weapon Finesse
Traits monster hunter, the vessel between (daggermark)
Skills Acrobatics +7, Bluff +2 (+4 to pass as full drow, elf, or human), Climb +3, Disable Device +7, Disguise +6 (+8 to pass as full drow, elf, or human), Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +7, Perform (dance) +6, Sense Motive +5, Sleight of Hand +7 (+9 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +9 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ combat reflexes, elf blood, hero points, hidden half-breed, roof running, weapon finesse
Combat Gear caltrops; Other Gear studded leather, arrows (20), blunt arrows[APG] (20), elven curve blade, kunai, kunai, shortbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling arrow[UE], grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, whetstone, wrist sheath[UE], wrist sheath[UE], 44 gp, 9 sp, 8 cp
Special Abilities
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Roof Running (Ex) Can move across rooftops at full speed and without penalty to Dex skills/Ref saves.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Bane- Wrath
Boon- Lust

About me:
As you can see I'm an iron cobra so it does make typing with my tail difficult, but I've learned to work around it. I've been playing DnD since 2006 playing pathfinder since 2010. My favorite PbP was The Legacy of Marianasu. I've had one of my characters chosen by Dave Gross for a contest to make a character that best fit his characters. I'm an artist and wanna be game designer. I'd like to work on character designs and such for the game if selected and to operate a simple web page for the group. I've also been published in a small webzine called Yggdrasil. Here's hoping to game along side you and three other wonderful players.

Shaedeen will (again) try her luck at becoming a hero. Her 1st-level info for this recruitment is at the top of her sheet; if she gets selected, I'll change the header info.

About Me:

While I bought the Core Rulebook when it came out, I stuck with D&D 3.5 until about 4 years ago, when I started gobbling up more Pathfinder materials. I've been running and playing games on these forums for about 2.5 years now.

THIS is my favorite post from my favorite game. When the GM vanished, I decided that I liked the game, the players, and their PCs so much that I ran a side adventure and eventually picked up the Hell's Rebels game as GM.

As for my play style, I generally focus on RPing and try to immerse my PC in the game world as much as possible. I like good combat as well, and try to be prepared by making macros for my characters beforehand (like the ones I integrated into Shae's character sheet).

About me:
I am an artist, animal lover, nature lover, creative writer (was published in the Yddrasil web magazine),angler, culture lover, history lover and fascinated by all things strange. I was born to a Spanish mother and American father. Growing up I was caught between two cultures and always felt like an outsider. Because of this I tend to write characters that are outsiders, eccentric or of mixed heritage as a way to further connect with them. I always put real faucets of my personality into their history as well.

I have been playing pbp since roughly 2008. My favorite game and character would have to be my character Livain from Legacy of Marianasu. When playing I tend to describe what my characters not only feel, but smell, taste or hear as well. I feel like this brings the reader deeper into the mind of my character.

Sylvia was born to an elven father and a human mother. She was the youngest of three children and the only girl.
Her mother Ailis Galicia was an eccentric lady having once worked at a brothel to serve as inspiration for a collection of paintings she created in a span of a few weeks. Having come from a Varisan bloodline, she took on the burden of being a “wandering star”, searching for a place she could finally settle in. This call to travel prompted her to abandon the brothel and move on to new places. Being a follower of Desna, she felt as though her goddess was leading her down a path with a purpose or calling. It was during her wandering that she would meet Rowan. Little did she know he would become her husband or that she would be what saved his life.

Ailis came into Rowan’s life after being excommunicated by his family for challenging their matriarch. Before being banished from his home, Rowan was a great scholar and excellent swordsman. He had to leave behind an extensive collection of knowledge that he cherished greatly, but managed to take his two favorite swords. Having no home to go back to, he felt as though he lost his purpose and planned to kill himself. On the night he was about to jump from a bridge, Ailis happened to be painting near by. Her art caught his eye immediately. He felt her passion with each stroke and the freedom of her rich pallet. Before he knew it he was standing next to her talking about her work in progress. After a few months of spending time with her, they wed. As a sign of leaving his old life behind, he took her last name and in a way assumed a new identity. He adopts a new faith in Desna and devotes his new life to the goddess. Five years and three children later, this unusual couple would come to settle in Magnimar.

Here not only will Sylvia be born, but also meet her future husband. A few days after her birth, Ailis sent Rowan into the local forest to gather wild mushrooms for dinner that night. Whilst gathering, a butterfly fluttered around his head then drifted down an old trail. Rowan felt compelled to follow. It wasn’t long until he spotted a small bundle tucked under a raised tree root. Seeing the dark complexion he knew immediately what he was encountering. Inside the bundle was a crying half drow. His skin was not pure black like others of his kind. The baby boy had skin the color of storm clouds with a patch of white hair on his crown. His scarlet eyes peered back into Rowan’s lavender ones. There was a look to them that Rowan knew all too well. It was a mixture of abandonment, rejection and hurt. With burning tears he gathered the child in his arms and with a determined stride he took the baby home. He knew in his heart, Desna was calling him to pay the kindness of his wife forward by sparing the infant’s life.

Ailis fell in love with him immediately and named him Ascherion. He was a stark contrast to Sylvia. Her skin was pale like her father’s, eyes green and hair black like her mother’s. Growing up they were inseparable. Rowan and Ailis were very loving parents that enjoyed teaching their children all they knew.

Sylvia loved art, but her true passion was knowledge. She inherited her drive to learn history and culture from her father. Growing up she enjoyed visiting markets with her mother to sell art and retiring to an evening of watching her father teach Ascherion the sword. Rowan loved teaching him the many intricate sword forms and “dances”, and Sylvia loved to watch. Her older siblings were always either disinterested or ashamed of their father. Sylvia grew to resent them deeply as she watched sting of rejection break their father’s heart. With this she vowed to fully embrace anything her father desired to teach her with a fierce passion.
Sylvia loved visiting the city’s library and temple. There she would study for hours and on occasion sneak into closed rooms to read through old texts. Ascherion was often tasked to stand guard while she sorted through countless scrolls. She would sometimes smuggle them out, painstakingly copy them by hand, then return them the following week. Once she was caught by her father, but after a minute of scolding began to laugh and told her to make sure she didn’t get caught and to always return whatever she takes. Sometimes when Rowan felt adventurous, he would join Sylvia and Ascheron on their weekly “runs”.
Sylvia secretly studied about Asherion’s drow heritage and hoarded anything she could on the subject. It was her only secret that she kept from him until one fateful day.
It was an ordinary day out in the market when a merchant accosted Ascherion about his appearance calling him, “a filthy drow”. Ascherion was confused and before he could ask Sylvia what that meant, the merchant drew a sword. After a quick duel that ended with an injured merchant and Sylvia dragging a raging Asherion away, she finally revealed his heritage to him.
That evening Rowan sat down with him and further explained why drows were hated by some.
Sylvia knew that Ascherion needed support more than ever and knew that as a half elf, she was the only one in his life that could truly understand him. This was the catalyst for their romance. They relied on one another and drew closer. For years they traveled to nearby cities or towns to observe festivals. They visited temples dedicated to Desna and explored countless libraries. She approached each location with reverence and with a hunger to learn. She loved her travels with Ascherion so much that after each trip, she would tattoo a star on her chest to represent that journey. Before long she bore constellations across her chest, neck and arms. Her excitement was so, that her hands would tremble and the scent of parchment would send her heart aflutter.

One day she realized she felt that same sensation for Asherion. She knew then her true passion wasn’t scroll picking; it was him. He had always been her passion, her drive. She just hadn’t realized this sooner. It was shortly after this revelation, they married. Their ceremony was a beautiful celebration at a temple of Desna. As a wedding gift, Ascherion gave her a young fox she named Magosto, after an ancient Autumn festival. They planned a honey moon to Sandpoint in order to witness the dedication of a temple to their goddess followed by the swallowtail festival.

Posting for consideration. I have put character information in my profile.

About me:
I am a true jack of all trades, master of none. I have been a McDonalds burger flipper, Naval nuclear electrician, Marine Corps Infantryman, Border Patrol Agent and Army signal officer. Now I am retired and working on my second career. I have played role playing games for the last 30 years. I have played face to face, virtual tabletop, and play by email when I was overseas and/or working crazy hours. The PBEM seems very similar to the PBP and the transition should be minimal. I can write a sentence and get my ideas across. I tend to get into a character. Most of my characters are upright boy scouts with too much curiosity. I normally DM/GM everything so I have not had the opportunity to play but a handful of times. I am looking forward to the opportunity should I be lucky enough to be picked. Best of luck to all.

Havoc here got my history together all other character info is in alias.

"What do you mean what are those statues about?" The old man asks with a raised eyebrow at the young man. "Those statues are two of the heroes of sandpoint. What you've never heard of them!" The old man exclaims. "Alright sit down lad and I'll tell you the tale of Ascherion and Sylvia Galicia."

Ascherion's birth was not one of happiness, a rare excursion of the dark elves to the surface world left a young woman with an unwanted curse. Did the father plan to return and take his spawn to the lightless depths is unknown to history, but what is known is that Ascherion was abandoned in the wilds by his mother. Fortunately for the crying child the family of his future wife Sylvia Galicia quickly found the infant. It was hard not to notice his gray skin like smoke, his eyes lacked pupils and were instead a deep red like that of freshly spilt blood. His hair was pure white.

They decided to take the child in and raise him along side their youngest daughter believing that Desna placed this child in their path as a twist of fate. They raised him as if he were a normal half-elven child, never letting on that there was anything different about his birth than normal. It wasn't until his early teenage years that he began to realize anything was different between him and Sylvia. He stood out in the throngs of people that shuffled through narrow streets. With a stature of six feet, stark white hair, scarlet eyes, and a lean body fit for quick fluid movement not to mention the grey skin, it wasn't unusual to have a few stares. He would combat this by wearing a scarf to partial conceal his features.

The start was one day when a traveling merchant tried to pull steel on Ascherion calling him a "drow" which had no meaning to the young man. After asking his adoptive parents what it meant he was finally told of the dark stain in his blood. When he inquires as to why he was abandoned in that manner, they could only shrug their shoulders sadly. It was during this time that he and Sylvia began to grow closer spending as much time as they could together. She'd watch him as he trained in the battle dance; a perfect meld of body and steel. Even when she spent hours studying musty old tomes and scrolls so brittle they had to be soaked in a special oil before reading he'd sit with her. Often she'd rope Ascherion into sneaking books and scrolls out of the libraries so she could copy them always careful to bring them back.

A number of years later the two are wed and begin their journey in life. He and Sylvia hear about the swallowtail festival and the dedication to a new temple of Desna. They knew then where to for their honeymoon and make their way to a small town called Sandpoint where the event would be held.

So....is this dead before it started...?

Ascherion wrote:
So....is this dead before it started...?

I believe the recruitment is open for five more days, then the GM will take some time to look through submissions and decide.

littlehewy wrote:
Ascherion wrote:
So....is this dead before it started...?
I believe the recruitment is open for five more days, then the GM will take some time to look through submissions and decide.

I know that it’s still open I just noticed the GM hadn’t really posted anything since Monday. I’m just used to questions and such about people’s characters. It may just be he doesn’t have any at the moment and my paranoia is in hyper drive.

I sure hope it isn't, because I've not quite finished my submission.

Not dead. Certainly not dead. Though we did just get stranded out of state.

Anyway, I usually ask questions about characters when needed through pm is all. Recruitment is still open until the preappointed time.

Ok I just worry too easily just ask Cyra/Sylvia. ^_^

I think things also got kind of quiet because this thing fell of the first few pages of the recruitment forum. So I guess at least all the worry probably had the positive effect of bumping the recruitment thread, lol.

Hi, I'd like to submit Erden as a candidate. All the required info should be in the alias. Let me know if there's anything you'd like me to explain further or to correct.

About Me:

I'm a relatively new player, both to Pathfinder and PbP, mostly due to the lack of potential games in my area. While new, I do have a good understanding of the rules and how to format posts for PbP as I've been reading the sourcebooks and looking at PbP games for some time.

I've recently joined two other PbP games, which I'm finding to be great fun, so I'd like to join a third. You can check my posting in the other games through my aliases if you'd like.

I may come back and offer alternatives if I have time as there seem to be quite a few Paladin hopefuls. Is there any class or role, in particular, you'd be interested in?

I'm looking toward good backstories mainly, rather than class/role balance. Aim for the character you'd want to RP through level 20 and a rather long time here on the boards, and not one that you'll grow bored of in a few weeks.

Hello, O Great Goblin Overlord!

Since I noticed there's still some days till the deadline, I thought I would rpesent an Unchained Rogue (but no trapfinding because of his story). Here is what Igmutanka can tell you about himself:


My name is Igmutanka, son of Tschieyanno, and I’m a Shoanti from the Lyrune-Quah. Or I was, once.

I was born in a small settlement in our ancestral territory, the Cinderlands. My father was one of the chieftain’s closest warriors, and so we were an important family in the village. We were as happy as we could be, though it all changed when Napayshni,our chieftain (or the Guardian of the Night, as we call him), got married.

At first, everything was fine, Shadi seemed a good wife and woman. But as time went by and fire-water started to take its toll on the Guardian, she began to put her eyes on other men, and she put them on the most cruel, envious and vile men of them all: Tahoma the Cutthroat. For many moons, they were both developing their plan. They poisoned other villagers’ minds, slandering the Guardian’s name and convincing them that their once proud and brave chieftain was now just a useless old drunk. On a night of new moon, they set everything in motion – such was their cowardice, that they feared our Mother-Totem would witness it.

They killed the Guardian and his family. They killed his warriors and everyone that supported Napayshni or didn’t believe Shadi’s lies. My father was among the first fallen. At the time, I was already thirteen, so I was old enough to realise what would happen to me. I had to flee. I only took the first weapon I could find with me. Nobody noticed, and I fled through the night till I fell exhausted. My last thought before fading was about my parents and the treachery suffered that night.

I wandered the Varisian lands for about a whole year. I didn’t want to go to other Shoanti settlements, in case Tahoma had informants there, so I tried to live off the land and looked for places to stay inhabited by Varisians. Most of them, though, were either too small or too reluctant to put their trust on a Shoanti. Guide, hunter, trader or bandit, all these jobs I had to do to survive.

While I was around the Sandpoint area, I heard about some Shoanti brothers who were living there. I directed my steps to Sandpoint, then, to see if some warm welcome was waiting for me. I guess I could say that, in my four years here in Sandpoint, I’ve had both my share of stick and of carrot.

I thought interactions between Sheriff Hemlock, his brother and the PC would be cool, as well as how other people in town treat another Shoanti raised child. Igmutanka will take one path or another depending on that. When the character is complete, I will include a bit about his plans, his everyday life, his ambitions and, of course, about me.

Plenty of great submissions and I am afraid that I have signed up for enough campaigns as it stands, so I will withdraw. Enjoy!

@Dead thread (not actually dead):Yeah I had a question specific to my character so I was PMing the GM about it.

Normally I try not to seem like an obnoxious overly-eager prospective player but I'm pretty excited to play my furry little guy in this case and it sounds like you want to know that kind of thing about applicants.

Reasons I'm excited:

I'm a big fan of ratfolk but have never played one and I think the RP opportunities for shyness combined with a greed for shinies sound really fun. Mechanically, I love playing prepared casters but hate having to prepare exactly the right number of fireballs. That's a big reason why I'm dying to try an arcanist. I think the flexibility is going to be awesome.

Regarding the campaign itself, I've only been playing PF for a couple of years so RotRL is something that I've heard about many, many times but never actually played. I'd really like to try the first Pathfinder AP.

Here's my submission -- done via spoilers, of you don't mind (trying to avoid drowning in aliases).

I believe it's complete, but if you have any questions, let me know.

About Me:

I've been playing table-top games for more than 30 years, and gamemastering about as long. Not currently involved in a table-top campaign due to having a 10 month old daughter at home. I've been playing PF since the playtest days, and I've been active on the boards since 2010, though I got less vocal about things after the ump-teenth discussion about how, apparently, the Diplomacy skill completely replaces Charisma, or whether or not a deliberate misreading of something to make it seem ambiguous to allow a ridiculous loophole was RAW and therefore valid. That said, I didn't completely leave the boards -- been part of playtests, and especially, been playing PbP games since at least 2012 -- usually active in about 4 at a time (as I am now). I've been an active member of all the PbPs I've joined, and almost all of them have ended generally because the GM no longer had time to run the game (sadly just up and vanishing in a few cases). Of these, I'd say my all-time favourite was the Age of Worms campaign I was part of with GM Blood (character: Kilthan Hammerstone). I've had other characters I liked a great deal -- often some who were just coming into their own or I was just getting a solid feel for when the campaign ended (sadly). Still, on these forums I'm currently in 3 PF games (a Hell's Rebels and a Curse of the Crimson Throne, both of which have slower posting rates, and a Giantslayer that seems to have just survived a loss of GM) and a Dresden RPG one as well.

Small note: I know this isn't 100% the template you use, it's the one I do -- that said, I'm more than happy to rearrange once I make the profile if selected.

Crunchy Character and Backstory:

Garrick Oakbeard
Male Dwarf Bloodrager 1
LG Medium Dwarf (Dwarf)

Init: +1, Senses: Darkvision (60') Perception: +4
Languages: Common, Dwarf.
Birthday: Torawsh 14
Deity: Angradd Bloodline: Verdant
Bane: Wrath
Boon: Greed
Garrick stands just under 4'4" tall, with a somewhat a long and lean frame (at least, by dwarven standards). His skin is tan, despite years underground, resembling the tone of fresh-cut walnut wood, and surprisingly smooth for someone who spent a decade working at a forge. His thick, ruddy hair is cut short, counter to dwarven fashion, the utilitarian style just barely framing his face and touching the sideburns that lead to his full, neatly-trimmed beard which is even more reddish than his hair. His eyes an unusual shade of green, deep and rich like emeralds, or midsummer leaves, making them seem almost alien if not for the kindness in them, and the accompanying smile.

History (Normally, this is spoiler-ed, but you can't nest spoilers, so...)
Garrick was supposed to be a druid, like his father, Hamun, before him.

He was born and raised in a small settlement just on the northern edge of the Sanos forest, across the river from the foothills of the southern part of the Iron Mountains. His home was little more than a small clearing in the wood with the houses made from fallen wood and live branches, vines and leaves. His parents, he knew, were adventurers some two or more decades before he was born, who had done some services for the local gnomes in their day. He also knew, at first from the ways they wouldn't talk about their adventures or their former companions, and later from bits of tales that came out when there were new casks of ale to sample, that things did not end well for their group -- that it was only his mother's axe that got them out - and his father's magic that kept her alive in the escape.

Still, it was a good and simple life that he shared with his parents, elder sister, Vilka, and Jagdbach, his father's Dire Badger companion (though the poor thing was more grey than brown, his eyes milky with age). His little family were the only dwarves amongst some three dozen gnomes, and fewer humans than he could count on his fingers. There was something very welcoming and safe about his home -- and despite warnings from his parents, there was something welcoming about the forest, too. So much so that he wandered in one night during a full moon, drawn in by music and lights that were haunting.... He doesn't remember what happened next, exactly, only waking in his own bed, his parents that special kind of furious that comes from being worried -- and realizing two things.. First, somehow, somehow, almost a month had passed. And second, even more strange, his once-brown eyes were now a deep green, like the leaves mid-summer. He had to promise not to go into the woods alone after that.

Growing up, Garrick played mostly with the gnomish children, especially twins of about his own age, Tarinhillaran and Talrana. The human children were strange, kept to themselves, and wanted to act far too mature for only having seen a dozen and a half winters, as if they were already grown.... but, when the gnomes weren't about, he'd play with the strange weefolk from the forest, the ones that followed him home after his missing month....though he knew not to talk about them to anyone.

It was the weefolk who saved him that spring when the Ogres came across the water.

Garrick's twenty-fourth had been an especially harsh winter -- enough that his mother and sister had been stick in Janderhoff, unable to access the passes and ferries to come home, but things were starting to return to normal. (Garrick was proud that he'd cleverly talked them out of taking him, especially when they'd been trapped away from home for so long -- he'd far rather play in the woods and stay with father than be locked up underground.) Garrick's memories of the attack itself are tangled -- leaving him with a series of horrific scenes, as if it was too terrible to remember the whole thing in a single pass. It was dark when the Ogres struck, coming up out of the water without warnings, as if they were Marrow. They were tearing into homes before any alarm had been sounded, and they were easily overpowering the gnomes.

His father told him to flee to the woods, keeping close to Jagdbach, and went out to meet the ogres, his form changing into a massive bear as he did. It was the smallest of the ogres, not the largest, that met his father's challenge. The small one was malformed, one massive arm, short legs, and tusks like an Orc... and magic, like his father. He remembers the smell of singed fur and looking back to see waves of flame surrounding his father... and Jagdbach stopping, sniffing the air, and letting out a massive snarl as he threw himself on an ogre that was catching up to them while Garrick was watching the fight. As the Ogre brought down its club on the ancient beast, something snapped withing Garrick, he could feel everything change... He was filled with a rage almost beyond his comprehension, and it made the world seem to slow, somehow, filling him with strength. He could see each bite and scratch open on the ogre as Jagdbach unleashed his dying fury on the beast. Garrick's hands tightened on the hand-axe he carried, and he readied to spring on the ogre in a fruitless attempt to save his friend's life... but the wee folk came, telling him that it was too late to help, but too soon for this power. He had to follow them, they said. And so, filled with this strange strength, Garrick ran into the woods, his tiny friends directing him to a small warren where the ogres wouldn't find him... and, blessedly, almost -- almost -- far enough away that he couldn't hear the screams. The strange feeling left him, leaving him exhausted, and somehow, impossibly, he slept... but the anger he felt never quite left him.

There was little left the following morning. The ogres had been hungry. Fortunately, he was not the only survivor, and between himself, a churlish human girl of barely 20 winters and and two gnomes: his best friends, the twins Tarinhillaran and Talrana, they were able to feed themselves until help arrived.. or, specifically, his mother and sister, returning from Janderhoff. Together, the three dwarves escorted the gnomes (and human) downriver to Whistledown, before heading back to Janderhoff, to live with his mother's Clan, where it was safe. In parting, Garrick promised the twins that he would come back, and that together, they would avenge their dead friends and relatives.

Life in Janderhoff was quite different than what he knew before. No longer was Garrick taught to survive in the wilds, instead, he learned the "traditional" ways - everything from fighting to taking up the family trade of crafting weapons. Duteous, he started to learn the skills of the forge, often surprising his masters with how well he could repair items, especially given his limited skill. He found, to his surprise, that he liked working with his hands, that there was a strange peace in lifting a hammer and shaping metal to his will... And yet, filled with bitterness -- and an anger that never quite left him -- Garrick really threw himself into the study of war, learning to fight and kill his racial enemies... but especially focusing on how to slay giants... like the Ogres that took his father and Jagdbach. It was about twenty months into this training when the rage first took him -- he was ashamed, but Skorgard, the Weaponsmaster was delighted, as it proved what he'd suspected -- Garrick wasn't just a dwarven warrior, he was a battlerager -- one who had been holding back for more than a year. Skorgard laughed away Garrick's shame, telling him that he should embrace the strength it gave him, making him a better warrior than his fellows. Garrick, for the first time, started to feel at home underground, despite the lack of sun and trees.

He'd been underground for seven years before the weefolk found him, this time, bringing him gifts of fire and water. He was old enough, now, they said, that they could finally bond the gifts that were his birthright to himself and to his home. They promised Garrick that they would always know him as one of them, as they did when he wandered into the woods when he was but woods thirteen winters old. They bade him to keep safe, and to not speak of his gifts to anyone. The boy complied, but at training that day, something changed when he raged. It felt different than before, like he was being filled with life and not only strength. At the end of training, Skorgard laughed, almost as delighted as the day he called Garrick a battlerager for the first time, saying only, "That's not just anger in you, boy. It's magic... it's in your blood." Garrick's training regimen changed slightly, with Skorgard trying to teach the boy to tap into the magic giving him strength, and not just the strength itself.

Garrick's fourth decade was largely a content one, experimenting with his abilities in secret, spending more time in the Barracks than at home, earning coin at the forge doing repair work, and dating girls his mother didn't approve of (though, when he was honest with himself, that never worked because none quite compared to Talrana), until the day he turned forty-one. He was offered a position as a battlerager in the Clanguard, but he refused, remembering instead his promise to the twins, and to himself. He'd been saving his coin from working at the forge and working with the guard, and had bought himself adventuring gear. He was apprehensive of telling Skorgard of his decision, but was again surprised by older dwarf's reaction -- again, not only had he expected it, but he approved. He would have set off immediately, but held back two months for his sister's wedding, then set out, buying passage downriver to Lake Syrantula, on route to Whistledown. There, he found Tarinhillaran, now an alchemist, who had made himself a home, and even started a family, having grown beyond their promise from more than a dozen years back. Garrick was surprised at how upset he was to hear that the twins had abandoned their promise, and even more at not seeing Talrana.

That feeling changed, however, to one of anticipation and, even more, a sense of fated destiny, when Tarinhil told him that his sister had become a bard, an actress and poet, and that she was headed to the small town of Sandpoint to perform at an upcoming festival, having been invited by their fellow survivor, that strange Sczarni human girl, who had settled there after the attack. Tarinhil said he was worried about his sister, because he's heard rumours of murders, goblins and even giants in the area.

Garrick was on his way the following morning, following his heart in more ways than one.

10-Minute Background

Step 1: Write 5 things about your concept and background that you think are most essential to your character.

1) Garrick is feytouched (hence the bloodline selection and the alternate racial abilities) -- there was something (possibly the nascent blooodline) that drew him into the Sanos forest, and while he doesn't remember what happened there, it marked him. This has changed how he sees himself, which has impacted his relationships. Other than a few special individuals (and his sister), Garrick always felt a little out of place in structured dwarven society -- as if he didn't quite belong because he was meant to be part of something somehow larger... or maybe to serve as a bridge, somehow.

2) Despite this, and the influence of the gnomes and others where he was raised, Garrick still has a strong, dwarven heart - he's loyal, dedicated, and keeps his promises. (Hence, the LG alignment).

3) The combination of these two things results in Garrick seeing himself as a protector and defender of the weak; the very sort of person that he (maybe romantically) believes his father was -- and so, to him, this responsibility extends beyond just family and Clan, but to everyone in the area.

4) The loss of Garrick's father affected him -- and despite a number of uncles trying to "fill" the role, it was actually Skorgard, the weaponsmaster, that became the boy's father figure during his adolescence. It's Skorgard's who's approval and acceptance that have meant the most to him - which is why Garrick, for instance, follows Angradd (like Skorgard) and not Torag.

5) Garrick's hatred of giants and giant-kin is powerful -- to the point that he's unlikely to ever accept the surrender of any giant, and would have trouble working with any giant, even those that are generally good-aligned.

Step 2: Two goals he'd like to accomplish during the game

1) Acquire a faithful animal companion (likely via leadership), like Jagdbach was for his father.

2) Forge and wield a legendary giantslaying weapon, by combining dwarven manufacture and runes with fey magic.

Step 3: Two secrets about the character - one his knows, one he isn't aware of.

1) Garrick missed the sun and forest while in Janderhoff, but now that he's out, he feels somewhat uneasy out on the surface. He very much does associate being underground with safety, and further, he's learned that his fey gifts only work underground -- something about the way they were bound to him.

2) The fey who marked him and gave him his gifts are of the First World, and those gifts come with a price which they may collect on later.

Step 4: Three people tied to your character through blood, romance or honor. Two are friendly, one not so much.

Note: For this, I tried to keep to things that could come up and be plot-hooks (potentially) -- so there's no discussion of his mother, for example, though she's alive and back in Janderhoff.

1) Talrana - Gnomish bard and actress. Garrick is only now coming to realize that he's been carrying a torch for her since back in the day, which is probably why any of the dating he did was rather superficial.

2) Skorgard - Dwarven Fighter - Weaponsmaster of his mother's Clan, and father-figure. (Note: I was going to put his sister here, especially since she's married and could be making him an uncle, which would certainly deeply lean into his sense of responsibility, especially if something happened to her husband...)

3) Ioana Vilteshu - Human (Sczarni) - She both hated and envied the dwarf from when they were children -- at first because he was older and acted superior and then never really acknowledged that she'd aged and matured (of course, humans do that about 4 times faster, so that's likely a reason), always essentially dismissing her. What's more, her childhood was pretty miserable (especially as knew that her and her family were in that terrible little hole lying low because of what her parents had done) whereas Garrick, especially, was the well-liked son of the most respected man in that village.

Step 5: Three key memories

1) The memory of the attack which killed his father and Jagdbach, and of making his promise with the twins.

2) The memory of his first real bloodrage (and not the aborted one in the woods on the night of the attack).

3) The memory of being given his feygifts, and being told that the weefolk knew him as one of them -- that he would always be welcome, but that they would no longer visit him.

AC 18 [16], Touch 11 [9], Flat-footed 17 [15], CMD 15 [17] (19 [21] bullrush, trip)
(+5 armour, +1 dex, +2 shield) Special: +4 dodge v. giants
HP 13 [16] (1HD - 13)
Fort: +5 [+8], Ref: +2, Will: +1 [+3]
Special: +2 to saves v. poison, spells or spell-like abilities (Hardy)
Speed: 30 ft. (6 Squares)

- Dwarven Waraxe +4 [+6] (1d10+3[+5]/x3) -- 2-handed: (1d10+5[+7]/x3){Slashing}
- Battleaxe +4 [+6] (1d8+3[+5]/x3) -- 2-handed: (1d8+5[+7]/x3){Slashing}
- Lucerne Hammer +4 [+6] (1d12+5[+7]){2-handed, Bludgeon/Piercing, Reach}
- Throwing Axe +4 [+6] (1d6+3[+5]/x3) {Slashing}
- Dagger +4 [+6] (1d4+3[+5]/19-20) {Piercing/Slashing}

- Throwing Axe +2 (1d6+3[+5]/x3) {Slashing}, 10' increment
- Dagger +2 (1d4+3[+5]/19-20) {Piercing/Slashing}, 10' increment
- Sling +2 (1d4+3[+5]) {Bludgeoning}, 560' increment

Special: +1 racial to hit vs. orcs and goblinoids (Hatred); +1 trait to hit and damage v. giants (Giantslayer)
Base Atk: +1, CMB: +4 [+6]
Armour Proficiencies: Light, Medium, Shield (not tower).
Weapon Proficiencies: Simple, Martial + Dwarven.

Selected Feats:
Raging Vitality: +2 bonus to Con when raging, and continue raging if unconscious

Bonus Feats:
None, yet.
Giantslayer (Campaign Trait)
Your family's hold was plundered by giants in the wilds, leaving nothing but a smoldering ruin. After the destruction of your billage, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception and Sense Motive checks and a +1 trait bonus to attack and damage rolls against creatures of the giant subtype.

Grounded (Race Trait)
You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on reflex saves.
Strength 17 [21], Dexterity 12, Constitution 16 [22], Intelligence 10, Wisdom 12, Charisma 12
SKILLS (4+int = 4 per level) + 2 Background Skills per level
Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
--Balance Checks [-1|-3] (+2 trait bonus, grounded)
Bluff [+1] = 0.0 + 1 + 0
Climb* [+4|+2] [+6|+4 (rage)] = 1.0 + 3[5] + 3 -3/-5 (AC)
Diplomacy [+1] = 0.0 + 1 + 0
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
Handle Animal [+1] = 0.0 + 1 + 0
Intimidate [+5] = 1.0 + 1 + 3
Knowledge (Untrained)[+0] = 0.0 + 0 + 0
Knowledge (Arcana)* [+0] = 0.0 + 0 + 0
Perception* [+5] = 1.0 + 1 + 3
Ride [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
Sense Motive [+1] = 0.0 + 1 + 0
Spellcraft* [+0] = 0.0 + 0 + 0
Stealth [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
Survival* [+5] = 1.0 + 1 + 3
Swim [+0|-2] [+2|+0 (rage)] = 0.0 + 3[5] + 0 -3/-5 AC

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+0] = 0.0 + 0 + 0
Craft (Weapons) [+4] = 1.0 + 0 + 3
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Lore (Sanos Forest)* [+4] = 1.0 + 0 + 3
Linguistics [+0] = 0.0 + 0 + 0
Perform (Untrained) [+1] = 0.0 + 1 + 0

SPELLS (Bloodrager; CL 1; Concentration: +3)
No spells known yet.
SPELL-LIKE ABILITIES (Racial, while underground; CL 1; Concentration: +3)
1/day while underground - Create Water (o), Detect Poison (o), Guidance (o), Produce Flame (o)
Slow and Steady (Ex)
Dwarves have a base speed of 20, but their speed is never modified by armour or encumbrance.

Defensive Training (Ex)
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hatred (Ex)
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against their hated foes.

Hardy (Ex)
Dwarves gain a +2 racial bonus on saving throws versus poison, spells and spell-like abilities.

Stability (Ex)
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip while standing on the ground.

Fey Magic (Ex) (Terrain: Underground)
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells (Create Water, Detect Poison, Guidance) and one 1-st level druid spell (Produce Flame). If the character's Charisma is 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the character level, and the DC is equal to 10 + spell level + character's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A dwarf can take this trait in place of greed and stonecunning.

Weapon Familiarity (Ex)
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Bloodline (Verdant)
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats and bonus spells. Sometimes this reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a create somewhere in the family's past. Regardless of the source, this influence manifests itself in a number of ways. A bloodrager gains bloodline powers at 1st level, 4th level and every 4 levels thereafter. For all spell-like bloodline powers, treat the character's bloodrager level as their caster level. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells known per the table. These spells cannot be exchanged for different spells as the bloodrager gains levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that one of the bloodlines must change. Verdant: While bloodraging, you gain plantlike abilities and immunities as you become overgrown with jagged branches, rugged bark and thick vines. Bloodline powers:
- Verdant Growth (Su)
At first level, you gain fast healing 1 while bloodraging. Your fast healing increases by 1 at 4th level and every 3 levels thereafter, to a maximum of fast healing 6 at 19th level.

Bloodrage (Su) (7 + 1 FC rounds/day -- ooooo ooo)
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 8 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.
GEAR (86L/173M/260H)
dwarven waraxe; throwing axe (x5); battleaxe; dagger; lucerne hammer; Sling ; outfit (explorer's); shield, heavy wooden; scale mail;

Backpack, Common [ Bedroll; Waterskin (Filled); Aleskin (); Rope (Hemp/50 ft.); Mess Kit; Rations (Trail/Per Day) (x5); Soap; Grappling Hook; Traveler's Outfit (spare) ];

Belt Pouch [ Flint and Steel ];

Belt Pouch [ Sling Bullets (20) ];

Belt Pouch [ Chalk (1 Piece) (x5) ];

Coinpurse [12gp, 18sp, 14cp]

Current Load: 140.5lbs [Medium (but I'm a dwarf, so meh)]

You can actually nest spoilers, just the ones inside the main one have to be plain spoilers (no title).

Nested spoilers:

They appear a bit weird though...

so I try to avoid doing it.

Oh, wow, 8+ years on these fora and I'm learning new things. Sadly a bit late to edit the post I made, but very useful to know.


Igmutanka's background finished. Next: the crunch!

If you feel anything is missing or odd, I'd appreciate your suggestions. Also, is your character template completely mandatory at 100%, or could we tweak some of it?

It can be tweaked around. I usually mess with it a bit each time I stat a character, so I'm constantly looking at slightly altered ones.

Added some additional information to Vera regarding her connections to Sandpoint.

Okay, Warden73 here. Before someone else points this out I made a auto-correct error in Luk Luk's inventory. Kerosene Oil should be Keros Oil. I botched my proofreading roll :p . Sorry for that error. And it looks like quite the crew is being built up for this adventure, hooray!

Also testing out the alias feature for the PC character. I find this neat.

Throwing my hat into the ring!

About Me:
I am an experienced poster on the boards, with various currently running games going at the moment. Why do I want to join another? Well, I have found the posting rates a bit slow for my taste, and I am hoping to fill the lull in activity some of those are experiencing with a game that looks to have potential. I have over 10k posts to my credit across various games, including a RotR that I am running from start to finish, currently in Book 6. That one started back in January 2014. I'm also a player in another long running game that started just a bit prior. Feel free to scan my campaign profile and check them out, or go to these links:

Absalom Aberrations: PC name = Argor Constantine/Blakros


As to what I'm looking to play: I'm leaning mechanically towards an Unchained Summoner with a Dragon-themed Eidolon. Think a sort of Dragon Rider eventually. I can get the crunch put together using your preferred formatting relatively quickly.

As for the fluff...I'll send you a PM. Heh

Rough Draft Alias of the basics for Thron's submission.

Greeting again, O Great Goblin Overlord ;-).

This is Erden Suntower's alternate submission. I like both equally and I've no particular preference as to which I play so if you have a favourite or really like another character with a similar role I'd be happy to play as either.

That's if I even get chosen, as the competition is pretty fierce!

I presume you don't want me to do the about me/pm etc. again but I can if you want?

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