GM Phntm888's Return of the Runelords


Recruitment

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Just missed the hour mark, in the full profile will be the traits but I did take the Spirit Touched campaign trail.

Spirited Touched: You gain a +2 trait bonus on all saving throws made against supernatural attacks, spells, or spell-like abilities from undead creatures. Once per adventure, you may automatically succeed at a Constitution check to stabilize or a saving throw to remove a negative level.


Fane:

1. While I see how you did your point buy, it would be more efficient for you to do this: Str 2 points, Dex 5 points (+2 Human), Con 2 points, Int 7 points, Wis 0 points, Cha 3 points to get the same stats. This leaves you with an extra point to spend somewhere.

2. What did you choose for a Favored Class Bonus? Please list that in your stat block.

3. What is your campaign trait? I don't see it listed. Posted before I saw the next post.

4. How did he "temporarily" kill townsfolk? Given how high level spells like resurrection and such are, I'm really curious about how they came back to life.

I'll think about spell combat.

@Jereru - assume it took about 8 months - I'll give the heroes from it a little downtime, but given that the AP starts in Golarion September, it wasn't a multi-year campaign.


8 months, okay... so I was planning on being the child of a Sihedron hero, but since I don't want to play a 10 year old, I'll have to do some tweaks. My original idea is that he was seeking his "uncle" without knowing he's really his father. Let me think of an alternative...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'll be submitting Mythralline Pierce, the adopted daughter of a heroine who helped defeat the Runelord Karzoug.

1, 2. Character stats and background:

The main stats and background are in the links above, but a couple notes:

* Since I've seen you ask others about it, my FCB is indicated in racial abilities/advancement spoiler.

* I reskinned a regional trait (Hermean paragon), since there are none for the area Mithralline hails from (or anything related to hero-gods, cyclops, etc.). I can obviously change this if you don't like that idea.

3. Appearance and personality:

Mithralline is slightly exotic looking, with at least some Vudran ancestry. She has dark hair, though the tips are oddly silvery, which is what led her mother to give her her name. She's slightly taller than average height, but very fit, constantly competing against herself and her adopted mother's example. She has some small scars from training and childhood adventures, but nothing that would be be particularly memorable.

Of course, she would object to that last comment -- and might give herself a scar that would be remembered if she heard it. There is no challenge Mithralline won't accept, and nothing motivates her more than being told she can't do something. Her entire goal is to live up to the low expectations for her in comparison with her mother.

4. Sihedron Hero: Jessamy Pierce, human rogue

5. Eastern Standard Time; I'll typically post in the mornings 8-9 a.m., and then after work (6-9 p.m.), though sometimes I get in posts during the day.


GM Phntm888:

Thanks for the feedback! Yes that stat allocation does make more sense! I added the favored class bonus to the alias statblock but I took the +1/4 Arcane Pool Point.

In terms of the backstory, its an interesting question. I think its still confusing to Fane as well, the way I was envisioning was less that he “temporarily killed them” and more that he thought they had turned undead, in order to defend himself he killed what he thought were undead but were actually the townsfolk. The spirit tricked him into seeing undead when in reality he was just killing defenseless townsfolk.

Obviously this guilt still weighs on him lol.


Okay, here is my background, mostly, including Time Zone and everything. The crunch is also done, but I need to format it. Once done, everything will be together in an alias (which I will link here). If I am not chosen, I can always delete the alias or change its name (though I'd honestly prefer to be selected, hehe).

Gabriel:

Backstory
Gabriel was born in Molthune 17 years ago. From a tender age he showed some special gifts and, though it wasn’t evident at first sight, it became apparent that some special blood was running through his veins. As he grew up, he joined the Iomedae cult and quickly stood out for his knack with ranged weapons, something not usual among the Lady’s priesthood.

At home, his family constantly commented how Gabriel had inherited his uncle’s knack with the bow. Yue Fei, one of the Varisian heroes who had defeated the Runelords years before, was a figure in Gabriel’s upbringing, even though he saw him scarcely through his childhood - once every pair of years, at most. But, even so, he felt a special connection to uncle Yue, and his mom’s stories about Yue and the Runelord heroes’ deeds were part of Gabriel’s lullabies for years.

Gabriel was not the one to accept what he was told without thinking over it, though, and soon after being ordained he started noticing life in Molthune was not as cheerful and happy as he thought it was. He discovered the ends of the high instances in the country were not selfless stand against evil, but rather conquest and influence at the expense of their close neighbours.

Disappointed, he asked for a period of absence to regain his focus. His parents tried to bring him back to reason, but at the time everything related to Molthune was something he’d rather put in quarantine. He left his homeland, planning on travelling to Varisia to meet his uncle Yue. He would certainly offer good advice. While looking for him, though, he had to stay more time than planned on a small town called Roderic’s Cove, due to a nasty flu he had caught during his errands. Being recently recovered, he feels it’s time to say goodbye to the nice people of Roderic’s Cove, who have taken care of him diligently and among whom he has found friendship and kindness enough to forget the grief, if only for a short time.

Personality and Appearance
Gabriel is thin, though not weak. He’s a bit taller than the average, and has semi-long red hair. Caucasian features and a natural grace would complete his physical description, if it wasn’t for his fiery orange eyes, which betray his otherworldly condition. They give him a weird appearance, sometimes unnerving.

When it comes to talking, Gabriel is usually scarce. Life in Molthune, and specifically being involved in the most militant cults, hasn’t really honed his social skills. He’s kind, though, and usually tries to wear himself the other person’s skin. He’s very disappointed by the discoveries back home, though he expects to find out something that gives him his faith in humanity back.

Sihedron Hero
Yue Fei (Male Shoanti Zen Archer Monk) is an outcast Shoanti, son of a minor chieftain, who had to flee from a cup in his own home village. He found an old monk who taught him some Zen ways and, together with his family’s longbow (who he had grabbed quickly just before fleeing), he abandoned the Shoanti ways, adopting a new name after his new teacher and joining other heroes in Sandpoint to end up defeating the Runelord menace.

After all the Runelord affair, Yue went to his native home to clear it of traitors and try to find some news about his family. Most of them had died or were impossible to find, but he discovered one of his older cousins, Amalia, had long ago married a Molthuni Captain and moved there, so he decided to pay a visit. There he discovered he had a nephew and, though they were indeed second or third grade relatives, he found much joy in having some relatives and in the young Gabriel following his steps.

Time Zone
I live in Spain, and thus my time zone is CET (GMT-1). I can usually check late at night and early in the morning, and from time to time during the day via mobile (though at that time you folks are mostly sleeping).


I'd like to submit a bard, inspired by the grandeur of Thassilon found as in old tales and traumatized by the reality of it.

background:

Growing up in Ustalav everyone has to grapple with fear. The knowledge that something terrible and cruel could be just now fixing its gaze on any given community forces people into all manner of coping mechanisms.

Georgi’s strategy was to lean into it. A younger sibling of a decaying family that once would have been noble and now was merely overdressed he was expected to train in skills that would enhance his family’s standing. He took to archery and went hunting often with his father. He was a decent shot but a poor hunter. Usually his mind was on other matters. His real loves were music and history.

His family encouraged him to pursue art as a way of winning back prestige. Not content to play tavern tunes he pursued his own, odd, compositions. He found his inspiration in history. It had always been calming for him to study the gruesome rise and fall of histories many monsters. Inspired by morbid tales of the past he composed elegies for people and places long gone. In doing so he developed a particular fascination with Thassilon. The scale and might and tremendous folly of the Thassalonians was captivating to him.

Frustratingly, he found that his attempts to compose an epic based on the history of Thassilon fell flat. When he tried to compose his mind was filled with a jumble of half formed pictures and inchoate emotion. He resolved that he had to be there, to walk among the monuments and seek inspiration in the stones and mists. In this way he also gave himself permission to leave his homeland for a place that maybe held a little more hope.

Getting to Varisisa was not easy. The money required came from endless performances, cultivating sponsors and begging family members. Unable to deny the quality of his music and equally eager to not be subjected to it for a while a few donors came forward.

No long voyage is easy and the journey from Ustalav to Varisia is always a few stray miles away from disaster. He made it just fine in the end. It wasn’t until he arrived in Varisia that his real problems began. Finding few like-minded people while in Magnimar he was able to put together a guided expedition to visit the Storval Stairs.

It didn’t seem like a fatal mistake until they were a few days outside of Rodericc’s Cove. Pushing to far in the fading light one evening they became lost as a rainstorm rolled in. Desperate they wound up taking shelter in the hollow of a small hill. When he awoke at first he could not see, he could only hear whispers. Then he saw things, but he can no longer remember what they were. Some being of infinite sorrow and unearthly malice found them that night and showed them the secrets of long lost Thassilon, as it understood them. When morning came he was nowhere near the hill, and nobody else was in sight.

He was lucky to find his way back alive and mostly unharmed to Roderic’s Cove, but all he could feel was shame and fear. How utterly foolish and naïve he had been. What romance was there in the ruins of a civilization based on slavery and cruelty? In the face to real despair, his spirit crumbled.

Nobody else has come back from the expedition, and he now spends his days drinking though what little is left of his money and avoiding answering questions.

stats:

Georgi
Male human (Varisian) bard (dirge bard, dirge bard, dirge bard, dirge bard, dirge bard, dirge bard, dirge bard, dirge bard (Pathfinder RPG Ultimate Magic 26)
CG Medium humanoid (human)
Init +3; Senses Perception +4
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
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Offense
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Speed 30 ft.
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard (Dirge Bard, Dirge Bard, Dirge Bard, Dirge Bard, Dirge Bard, Dirge Bard, Dirge Bard, Dirge Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cause fear (DC 14), grease
. . 0 (at will)—detect magic, know direction, read magic, summon instrument
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits intrigued by thassilon
Skills Diplomacy +7, Intimidate +7, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +5, Perception +4, Perform (string instruments) +7, Sense Motive +4, Spellcraft +5, Use Magic Device +7
Languages Azlanti, Common, Thassilonian, Varisian
SQ bardic knowledge +1
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 4 rounds/day, 4 rounds/day, 4 rounds/day, 4 rounds/day, 4 round Your performances can create magical effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

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timezone: PST
remainder forthcoming


I reiterated the word "relatives", and I'm sure there are many other mistakes. Sorry about it, I'll give it a closer look when I arrive home tonight.


may I buy a partially charged (2/50) wand for starting equipment? RP-wise I would have used up almost all charges before the AP starts.


Motteditor:

1. How does the Order of the Pike feel about Mythralline's desertion?

2. How do you think Jessamy feels about Mythralline's running away? Would she try to find her daughter?

The reskinned trait is fine. It makes sense for the people of Iblydos.

Fane:

Hmmm...okay, while I like the thought, most villages don't just let someone murder multiple townsfolk and then get taken away. What village did this happen in?

Jereru:

The backstory looks fine, just needs some light editing. I'm looking forward to your crunch.

Georgi Mosco:

Do you think you wrote Dirge Bard enough? On a serious note, I think HeroLabs had a small hiccough in a couple places. Might want to clean that up a bit.

1. You get three traits total, one of which must be a campaign trait. You need to choose two more traits.

2. What is your Favored Class Bonus? Please list it in your stat block.

3. Who is your Sihedron Hero?

@Elloti - I'm going to say maybe, depending on what it is a wand of.


GM Phntm888 wrote:


@Elloti - I'm going to say maybe, depending on what it is a wand of.

Uh, could have said that the first time. My bad. CLW.


@Ellioti - Yes, you can have a CLW wand with 2 charges left.

@Senna - I'm going to say that Blood Havoc cannot replace the Tattoo Familiar ability of the Tattooed Sorcerer archetype, due to the fact that the Tattoo Familiar is not a Bloodline power, but a feature of the archetype. However, I will let you take Blood Havoc in place of a different bloodline power, rather than just the level 1 power, if you would like.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

GM Phntm888:

1. I think the Order of the Pike is OK. Thinking about it, desertion is probably too strong a word (and I'll edit that in the background). Considering she's neutral good, she probably never fully fit in, but the order allowed her to join in hopes it could sway her (i.e. get her to change her alignment to lawful). It likely realized that wasn't going to happen and was just as happy when she said she was ready to leave (especially since she did still plan to go fight monsters and protect people, which are its goals).

2. I think when Jessamy realized it (she was a bit distracted by her own pursuits), she would have been happy. She herself acted similarly, leaving home to make her mark and name. She'd obviously have some concern as well, but other things would have commanded more of her attention.

I don't know if the AP allows for it (I glanced through bits of some of the books but didn't read any of them very closely), but I'd imagine she'd be trying to check in on Mithralline from afar (via scrying from a friendly cleric or some such means) but not interfering. Depending on what the AP needs from the Sihedron heroes, perhaps she's in the midst of some quest of her own (the City of Tides has plenty of possible adventures for a hero-god), so is too distracted to follow up on Mithralline even when she sees trouble arising early on in the AP.


GM Phntm888:

Thats a good point, and I really appreaciate you doing this a GM going over backstories and making sure they make sense! Thanks!

I’m definitely envionsing a very small town in Varisia, the type that doesn’t really have a place on the map, its just a few dozen people and the caravan only stopped their on the way to a larger city.

As to your other question, its a good one and not one I had considered. I’m thinking it could one of two ways, either the caravan convinced the town that since some caravan members where killed as well it was their responsibility to punish Fane.

The explanation that I am leaning toward however is that he escaped during the night (there are only so many guards in a tiny frontier town). What I like about this more is that, family and belonging are such vital components for the Varisian culture and for Fane to realize that he enjoys living more is interesting. I know that if he escapes he’ll never be able to see his family again and that they will always think ill of him. I think this would lead Fane to having not only a desire to make a name of himself (prove to his parents that he can do something) but may even force him to engage in some of the seedier Varisian stereotypes without going fully evil. He’s engaged in too much needless killing for a lifetime.


My submission: Staz the varisian sorcerer:

Staz Picture
Male Human (Varisian) sorcerer 1
LG Medium humanoid (human)
Init +4, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 15, touch 12, flat-footed 13 (+1 armor, +2 Dex, +2 shield)
hp 9 ((1d6)+3)
Fort +2, Ref +2, Will +2
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged acid splash +3 vs. touch (1d3+3)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)-Grease (DC 15), Mage Armor
0th (at will)-acid splash, detect magic, light, Disrupt Undead
=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Point-Blank Shot, Precise Shot
Skills Diplomacy +7, Knowledge (Arcana) +4, Knowledge (Religion) +4, Spellcraft +4, Use Magic Device +8
Background Skills Perform (Sing) +5, Profession (Shepherd) +4
Traits Magical Lineage (Scorching Ray), Havoc of the Society, Intrigued by Thassilon
Languages Common, Varisian, Thassilonian
Gear Wand of Cure Light Wounds (2 charges), rations (5), acid flask (2), haramaki, traveler's outfit, heavy wooden shield, masterwork backpack, bedroll, flint and steel, mess kit, filled waterskin, dagger, 3 gp 2 sp
=================================================
SPECIAL ABILITIES
=================================================
Arcane Bloodline Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Arcane Bond: Familiar Zazu the Thrush, Familiar with Valet archetype, speaks Varisian
Intrigued by Thassilon The rediscovery of Thassilon’s legacy several years ago was an eye-opener for many, including you. After living so long in the shadow of these enormous ruins, you were intrigued to find out that they were much older than anyone could have guessed and that the runelords who built them may still exist. You’ve made a promise to yourself to uncover all that you can about Thassilon, its runelords, and the mysterious history of that ancient civilization.
You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device. Once per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.
Favored Class Bonus 1 hp
=================================================
BACKGROUND
=================================================
Staz is a good looking man in his late 20s, born and raised in Roderic’s Cove. His parents are simple sheep farmers and he grew into the trade, although it was a boring one.
When the stories reached the village he got interested. Some of the stories have already been put into songs and Staz who had the necessary voice, would quickly learn them all. Great stories of a group of heroes that fight armies of giants and hunt an ancient runelord. One particular story came from his cousin in Sandpoint and told the tales of a dragon attack and how most townsfolk owe them their life now. Staz was so moved and impressed that he wanted to meet the heroes and assist in their cause. He wanted to do his part, no matter how small.
He traveled to Fort Rannick, where the heroes lead by the shoanti halfling outrider Frarnak had set up camp. When he reached the fort it had already started to become a flourishing community of peace and protection. For months he stayed in order to help and learned the values of Erastil: hard, honest work and friendship.
One morning, during mess, he felt a shudder. It was the day Karzhough was slain. Something in him had changed. Suddenly he felt the power to produce stuff from thin air. From a religious standpoint it was as like a holy spirit had possessed him. Except it felt truly natural, like something he could always do. Soon he found out that this must be deeply routed sorcerous talents. The scholars and wise ones suggested that the awakening of the Thassilonian history might be the reason. No matter the reason, he felt empowered and able to help even more people from now on. So he started studying the arcane arts and the use of magical equipment. Stuff he hadn't dreamed of a few weeks ago. That day was also the first day Zazu starting speaking with him. The little thrush has been hanging around in the fort for a while, but nobody had particularly noticed the common singing bird. Now, when Staz thought about it, the lovely chirps have been quite pronounced. Zazu explined that he regarded Staz' work very highly and would like to stay and assist him in his research.
Yet soon came the time, when help was no longer needed in Fort Rannik. He didn't feel sad about it, but he would have enjoyed more time in vicinity of the heroes, especially Lord Frarnak, he admitted. When his payment was due he almost refused it, because he did it all out of charity really. But when he saw what they were presenting him, he changed his mind. It was a fully charged wand with a healing spell. He traveled back home, knowing that life was hard in Roderick's Cove and the people would need his help just as much, if not more. He visited some of the ruins during his travel homeward. He looked upon them with a different eye now. They have always been around, but only now did he start to wonder what they meant and if he was somehow connected to them. Needless to say that he used his healing wand frequently, whenever he encountered suffering on his journey.
When he reached home, he was glad to find everything as he left it. His parents still struggling with the sheep business, his friends still producing even more offspring and his favorite tree still carrying the best apples in the world...
=================================================
Sihedron Hero
=================================================
Lord Frarnak of Rannick, Halfling Paladin/Mammoth Rider and herald of Erastil


motteditor:

Okay. Given the Order of the Pike's history, I figured it wouldn't be too big a deal, but I was curious about your thoughts. Everything looks good.

Fane:

Why don't you go ahead and modify the backstory to reflect that idea? You've still got some time before I close Recruitment.

Ellioti:

Given that the flavor of Havoc of the Society is that you are a member of the Pathfinder Society, I'd like you to either swap the trait or work that into your backstory. Everything else looks good.


dotting in, just saw this so I'm going to spend some time to read through all the submissions so far. Looks pretty competitive.


There's a list linked at the top of the campaign that shows all current submissions.


GM:
No problem. I really wouldn't want to fit the PFS into this story. He has nothing to do with them at all. I swap it for the Life of Toil (+1 fort) trait

Scarab Sages

Just as an aside, I really like the idea of creating that Current Submission link. Hope you don't mind if I steal that for future recruitment's of my own :D


Steal away. I usually create my own personal list of submissions anyway, and this way I don't have to write a post each day to make it easy for people to see what's been submitted. I just have to keep updating the spreadsheet.

It also gives me the chance to further break down submissions, especially since I set a limit on the number of people I'm accepting with the Accidental Clone trait - it's easier for me to keep track that way.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It'll be amusing if Dakcenturi, Drogeny and I all get picked, considering our Sihedron heroes...

Scarab Sages

Yup, same process and exactly what I was thinking, just don’t know why I didn’t actually think of it myself :D


GM Phntm888 wrote:
There's a list linked at the top of the campaign that shows all current submissions.

Wonderful! I'll still probably read through the thread (I find usually a lot of questions get answered) but that is awesome :)


I think it’d be funny if Dak and I were in the same game, since he’s literally running my sihedron hero through RotRL right now (we’re noob level though).

There’s a non-zero chance that poor Sven will die and I’ll have to pretend it never happened to keep him as my hero!


GM, I'm considering submitting a puppetmaster magus, but before I do I need to ask, how do you feel about illusions? What do you consider "interacting"?

Edit: Also, I skimmed through the thread and didn't see it anywhere; a couple others questions:

What do you want to use for maps?

How often are you wanting people to post?


Gabriel

Still things to polish, I guess, but that's mostly it. Please, feel free to comment anything that you find, be it rules, style or grammar, whatever. I'm constantly trying to improve all of it.


Speaking of Sihedron Heroes, I do wonder if there needs to be group balance among them, and whether that's something we should worry about? I.e. should our Sihedron Hero fill a similar niche in the group as our primary character?


@GM Phntm888:

Spoiler:
I forgot to mention in my backstory why Thavian is in Roderic's Cove; he's staying there while doing a personal study of the Cyphergate (he has no intention of getting involved in the Cyphermages' political schemes).


GM Phntm888 wrote:
@Senna - I'm going to say that Blood Havoc cannot replace the Tattoo Familiar ability of the Tattooed Sorcerer archetype... I will let you take Blood Havoc in place of a different bloodline power, rather than just the level 1 power, if you would like.

Thanks, Phntm that's a kind offer. I'll redo Senna's profile without Blood Havoc and add the familiar and all the rest of the related bennies back in. If I make it into the game, we can cross the Blood Havoc bridge when I get to a level where it may make sense. Thanks again!


baggageboy wrote:

GM, I'm considering submitting a puppetmaster magus, but before I do I need to ask, how do you feel about illusions? What do you consider "interacting"?

I consider interacting to include the following: touching, attacking, casting a spell at, or talking to (ex. If you create a silent image of a guard walking down the street, and someone asks the illusion a question, it can’t answer, so that person would get a save. It would only be that person, though, no one else on the street).

Illusions always have a level of subjectivity to them. I try to keep things consistent in a way that make sense.

baggageboy wrote:


Edit: Also, I skimmed through the thread and didn't see it anywhere; a couple others questions:

What do you want to use for maps?

I will use Google Drawings for maps.

baggageboy wrote:


How often are you wanting people to post?

It’s in the first post, but once a day Monday - Friday and once per weekend.

@Jereru - I’ll look over it tomorrow, when I’m not on mobile.

@Kera Mvashti - Don’t worry about it. The Sihedron Heroes don’t need to be a balanced party.

@Yttras - Please consolidate everything into a single post for ease of reference.

Scarab Sages

motteditor wrote:
It'll be amusing if Dakcenturi, Drogeny and I all get picked, considering our Sihedron heroes...

Hehe just noticed that, the Sihedron Hero party of “Jess”! :D


1 person marked this as a favorite.

@GM Phntm888: No problem. Here's the consolidated post, including the favored class bonus in the stat block.

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
Favored Class Bonus +1 HP
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


Yeah Hero lab has gotten weird on me. I've cleaned it up a bit.

background:

Growing up in Ustalav everyone has to grapple with fear. The knowledge that something terrible and cruel could be just now fixing its gaze on any given community forces people into all manner of coping mechanisms.
Georgi’s strategy was to lean into it. A younger sibling of a decaying family that once would have been noble and now was merely overdressed he was expected to train in skills that would enhance his family’s standing. He took to archery and went hunting often with his father. He was a decent shot but a poor hunter. Usually his mind was on other matters. His real loves were music and history.

His family encouraged him to pursue art as a way of winning back prestige. Not content to play tavern tunes he pursued his own, odd, compositions. He found his inspiration in history. It had always been calming for him to study the gruesome rise and fall of histories many monsters. Inspired by morbid tales of the past he composed elegies for people and places long gone. In doing so he developed a particular fascination with Thassilon. The scale and might and tremendous folly of the Thassalonians was captivating to him.

Frustratingly, he found that his attempts to compose an epic based on the history of Thassilon fell flat. When he tried to compose his mind was filled with a jumble of half formed pictures and inchoate emotion. He resolved that he had to be there, to walk among the monuments and seek inspiration in the stones and mists. In this way he also gave himself permission to leave his homeland for a place that maybe held a little more hope.

Getting to Varisisa was not easy. The money required came from endless performances, cultivating sponsors and begging family members. Unable to deny the quality of his music and equally eager to not be subjected to it for a while a few donors came forward.

No long voyage is easy and the journey from Ustalav to Varisia is always a few stray miles away from disaster. He made it just fine in the end. It wasn’t until he arrived in Varisia that his real problems began. Finding few like-minded people while in Magnimar he was able to put together a guided expedition to visit the Storval Stairs.

It didn’t seem like a fatal mistake until they were a few days outside of Rodericc’s Cove. Pushing to far in the fading light one evening they became lost as a rainstorm rolled in. Desperate they wound up taking shelter in the hollow of a small hill. When he awoke at first he could not see, he could only hear whispers. Then he saw things, but he can no longer remember what they were. Some being of infinite sorrow and unearthly malice found them that night and showed them the secrets of long lost Thassilon, as it understood them. When morning came he was nowhere near the hill, and nobody else was in sight.

He was lucky to find his way back alive and mostly unharmed to Roderic’s Cove, but all he could feel was shame and fear. How utterly foolish and naïve he had been. What romance was there in the ruins of a civilization based on slavery and cruelty? In the face to real despair, his spirit crumbled.

Nobody else has come back from the expedition, and he now spends his days drinking though what little is left of his money and avoiding answering questions.

stats:

Georgi
Male human (Varisian) bard (dirge bard) (Pathfinder RPG Ultimate Magic 26)
CG Medium humanoid (human)
FCB L1 +1 skill point
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cause fear (DC 14), grease
. . 0 (at will)—detect magic, know direction, read magic, summon instrument
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits intrigued by Thassilon, Extremely Fashionable, Preternatural Awareness
Skills Diplomacy +7, Intimidate +7, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +5, Perception +4 (+6 hunts, curses, magically disguised creatures), Perform (string instruments) +7, Sense Motive +4 (+6 haunts, curses, magically disguised creatures), Spellcraft +5, Use Magic Device +7
Languages Azlanti, Common, Thassilonian, Varisian
SQ bardic knowledge +1
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 4 rounds/day, 4 rounds/day, 4 rounds/day, 4 rounds/day, 4 round Your performances can create magical effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

appearance and personality:
Georgi's family always emphasized dressing like they still possessed the prestige they long ago lost. He was always dressed well and had a fashionable haircut. Now his fashionable clothes are dirty and travel stained and his haircut is grown out and shaggy.

Despite his interests Georgi has always been an easy person to like. He has a penchant for mordant humor and gentle teasing but he has always had an easy and gentle presence.

Now he's a bit less approachable and often seems to be baying attention to something else, though his affable nature hasn't completely disappeared. His brush with the occult has left him jumpy and hyper-aware of the atmosphere in a location, nearly to the point of paranoia. Innocuous phenomenon can spook him become the subject of intense silent contemplation.

Sihedron Hero:
Benvolio Mwangi Human Wizard (teleportation sub-school)


Like Maddie, I was also accepted into another Runelords game, so I will withdraw my submission from this one to allow others a chance to play. Good luck to you all! :)


Senna is all updated. Her familiar has a spoiler in her profile.


I present my Elven Fighter for consideration:

Corwyn Strongbow:
 
----------------------- 
Male Elf Fighter 1 
Age 34; Descriptive Trait (Hazel Eyes, Red Hair, 5'4", 120 lbs) 
NG Medium Humanoid (Elf) 
Init +3; Senses Lowlight vision, detect magic; Perception +7 

Defense

AC 17 (+4 chain shirt, +3 Dex), touch 13, flat-footed 14 
HP 11; DR -; SR - 
Fort +3, Ref +3, Will +0 

Offense

Speed 30 
Melee: Scimitar +3 (1d6+2/18-20 x2) 
Ranged; Composite Longbow +4 (1d8/x3)

Statistics

Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 10 (+0), Cha 10 (+0) 
Base Atk +1; CMB +3; CMD 16

Starting Stats
Str 14 Dex 14 Con 14 Int 14 Wis 10 Cha 10
Elf +2 Dex, +2 Int, -2 Con
Str 14 Dex 16 Con 12 Int 16 Wis 10 Cha 10

Traits
Scion of Legend: Celegon Elven Bard and archer. Two skills Perception and Use Magic Device +1 to each and they become class skills. Once per adventure, may call upon previously forgotten advice from Celegon to gain a +10 to any one skill check.

Highlander: gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Adopted: Human, skilled.

Racial Features

• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
• Fey Thoughts: Select two of the following skills: Acrobatics, Knowledge (Nature). The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
• Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic. Source PZO9480

Feats

1-Point Blank Shot
1-Precise Shot

Skills (7 ranks = (2 (Class) + 3 (Int) + 1 (FCB) + 1 (trait))

*Acrobatics 1 (0 rank, 0 class, 3 Dex, -2 armor)
*Climb 4 (1 rank, 3 class, 2 Str, -2 armor)
*Craft (Bowyer) 7 (1 rank, 3 class, 3 int)
*Knowledge (Dungeoneering) 0 (0 rank, 0 class, 3 Int)
*Knowledge (Nature) 7 (1 rank, 3 class, 3 Int)
*Perception 7 (1 rank, 3 class, 2 race, 1 trait, 0 Wis)
*Ride 1 (0 rank, 0 class, 3 dex, -2 armor)
Sense Motive 0 (Wis 0)
*Stealth 6 (1 rank, 3 class, 3 Dex, 1 trait, -2 armor)
*Survival 4 (1 rank, 3 class, 0 Wis)
*Swim 0 (0 rank, 2 Str, 0 class, -2 armor)
*Use Magic Device 5 (1 rank, 3 class, 1 trait, 0 cha)

Background skills (6 points)
Handle Animal 4 (1 rank, 0 Wis, 3 Class)
Knowledge (Engineering) 7 (1 rank, 3 Int, 3 class) 

Favored Class Bonuses
+1 Skill Point

Languages
Common, Elf, Celestial, Sylvan, Draconic

Inventory

Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, torch, string 50', sewing kit)
Chain shirt
Scimitar
Composite Long bow
Arrows x40
Mule (normally keep backpack on here)
Pack saddle

Current Load 55.85 lbs (light up to 58 lbs)
Total cost: 246.59 gp starting gold 300
Wealth 
4 pp 8 gp 4 sp 1 cp 

Background
A young elf woman staggered into Roderic's Cove one evening. She was obviously with child and her garments were thread bare from the elements. It had been a hard summer with little rain and then a plague of insects seemed to eat the rest of what was in the field that fall. Winter was coming on and no one seemed willing to take on a strange mouth to feed, much less what would most likely be two before the winter broke.
Thien Strongbow, a hunter and trapper who lived outside of town, saw no one intended to help. Not wanting anyone around the cabin but seeing no alternative he brought the young elf, Shelyn, back to his place to pass the winter. Shelyn had the child in mid-winter. It was a hard labor and she never quite fully recovered. Even so, her charm and intellect won Thien over. After winter passed, he allowed Shelyn and her son Corwyn stay. A year later they were married.
Corwyn was a strong and agile boy. His mother started teaching him letters when he was three. Two years later his adopted father began teaching him the bow. At the age of 12, Corwyn and his father would go hunting the hinterlands for game. It was on once such trip, when Corwyn was about 20, that they met a group of adventurers traveling to the old town of Brinewall. One of them, an elf bard by the name of Celegon, took a liking to Corwyn. They were going to stop soon so Corwyn invited them back to the cabin. Thien was not overly pleased but he did not fight the boy on the matter.
Shelyn also found Celegon to be quite the interesting guest. The group of six friends were on their way north to check out Brinewall but ultimately they were looking for the legendary Runeforge. Celegon regaled them with stories of the groups exploits with all of the others adding in tidbits here and there. Finally, they all drifted off to sleep. The group left to complete their task but there was a visit from the bard once or twice a year after that. He had found a kindred spirit in Corwyn regarding the bow.
About 10 years later, Shelyn's constitution finally failed her and she died of pneumonia during the winter. Thien barely survived her by two years, his heart just was not in it. Corwyn continues to hunt the surrounding areas and sells what he does not eat in town. He is quiet but friendly when engaged. He is young for an elf but with a greater level of maturity due to his adopted father's influence.


Preston should be complete. I welcome any further critiques or comments.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Thanks for running this GM Phntm888, I'm throwing my hat into the ring with Merrin Sootsmoke, halfling alchemist

Statblock:
Merrin Sootsmoke
Halfling alchemist (trap breaker) 1 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 26)
CG Small humanoid (halfling)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8 + 1 CON + 1 FCB)
Fort +4, Ref +6, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger -1 (1d3-2/19-20)
Ranged bomb +5 (1d6+3 fire) or
. . light crossbow +4 (1d6/19-20)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Trap Breaker) Extracts Prepared (CL 1st; concentration +4)
. . 1st—bomber's eye[APG], cure light wounds
--------------------
Statistics
--------------------
FCB: 1 - Hit Point
Str 7, Dex 16, Con 13, Int 17, Wis 12, Cha 10
Base Atk +0; CMB -3; CMD 10
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits bellflower contact, indomitable faith, intrigued by thassilon
Skills :
Bluff +0 (+1 on checks to send secret messages) [0 ranks + 0 CHR]
Craft (alchemy) +7 (+8 to create alchemical items), [1 rank + 3 INT + 3 CS]
Disable Device +6, [1 rank + 3 DEX + 3 CS - 1 ACP]
Heal +5, [1 rank + 1 WIS + 3 CS]
Knowledge (arcana) +7, [1 rank + 3 INT + 3 CS]
Knowledge (history) +4, [1 rank + 3 INT]
Knowledge (local) +4, [1 rank + 3 INT]
Knowledge (nature) +7, [1 rank + 3 INT + 3 CS]
Knowledge (religion) +4, [1 rank + 3 INT]
Perception +8, [1 rank + 1 WIS + 3 CS + 1 trait + 2 Keen Senses]
Sense Motive +1 (+2 on checks to understand secret messages), [0 ranks + 1 WIS]
Spellcraft +7 [1 rank + 3 INT + 3 CS]
Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Goblin, Halfling, Thassilonian
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear acid (2), alchemist's fire, oil; Other Gear studded leather, cold iron dagger, light crossbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, blanket[APG], hooded lantern, thieves' tools, trail rations (2), 9 gp, 3 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Backstory:
Merrin Sootsmoke doesn't like to talk about his past. Born into slavery in Cheliax, he feels as much shame as anger when he thinks of his formative years. He never knew his parents, family relationships of slaves being frowned upon by the Westcrown house where he endured his childhood. The one concession they were allowed was religion, and Merrin holds his faith to Chaldira Zuzaristan close to his heart, even now. Eventually he made contact with the Bellflower network, and escaped the life of a slave when he was a teenager, leaving Cheliax behind and settling in Andoren.

Having been trained in the Alchemical arts to serve as house alchemist (which was the fashion at the time), Merrin had a modicum of understanding when he escaped, but more importantly he had something to occupy his mind. The Bellflower network helped him again, this time to find an apprentice position at an alchemical shop in Alvis. It was there that his obsession with Alchemy grew, and while the other alchemists found him to be uncharacteristically quiet and reserved for a halfling, they came to respect his intellect and he rose to the position of journeyman in the Alvis Alchemical Society.

His ascension faltered however, when he began to express ideas not in keeping with the society. We should seek out new knowledge, not languish here in communal ignorance, he had said in one memorable address to the membership. When the news of the Sihedron heroes reached Alvis, of their discovery of the fabled Xin-Shalast and its riches, it was the trigger he needed to move on. He packed up his things and took ship for Varisia, by way of Almas. His activities as a Bellflower contact lead him to believe that Rodric's Cove was a quiet spot accessible by sea that was friendly to runaway slaves, and so he settled on it as a first destination, to get the lay of the land and to gather funds for what would be an expensive expedition to Xin-Shalast.

That was nearly 9 years ago now, and he's been in Rodric's Cove ever since. The quiet life there agreed with him in a way that that aggressive one-upmanship of Alvis never did, and he's found he can support himself by selling alchemical items and curios from a small cart at the weekly circle market. He sets off for adventure whenever he can, digging through nearby Thassilonian ruins looking for lost knowledge, but most of the ones nearby have been picked clean and going further afield is difficult, especially alone.

Lately the itch to explore has been especially bad, and despite his natural inclination for solitude, he's starting to think that following in the footsteps of the Sihedron heroes might be the way to go. After all, they met at a festival, set forth in adventure and a short while later they threw down a God. He just needs to find a good group to help unlock the secrets of Thassilon. Maybe I'll go to the tavern after the market this week, set to listening to folks talk. Might be I'll meet some adventuring types after all this time.


Personality and Appearance:
Merrin is reserved, and won't talk about his childhood under any circumstances. Folks who've known him long enough might be able to guess though, because if the topic of slavery comes up (and he's had a few to drink), he becomes quite vociferous. Lacking the discretion or talent for deception required to be a member of the Bellflower network, he nevertheless considers himself at their disposal, if there's any service he can provide to help the cause of freedom he would gladly do it.

In his late thirties, he's slight even for a halfling, with unkempt hair and frequently sootstained clothing. He pays little attention to his appearance, so can make a poor impression on those who care about such things. People who've purchased his alchemical products at the market know them for the real thing however, and "Merrin's Mixtures" is sure to have a long queue come opening

Sihedron Hero:
I haven't played Rise of the Runelords or Shattered Star, but I have run RotRL all the way through for a home group over three years. I'll pick one of my player's characters from that who I know doesn't play any more; Cirefus the arcane bloodline sorcerer. He was a confident human sorcerer who passed through Sandpoint on his way to the Twilight Academy in Galduria, and got diverted by some goblins. He rose quickly in power, eventually besting the Runelord of Greed in a magical duel by ripping his heart from his chest.

Time Zone: GMT

Thanks again!


Okay, here's the final application for Kiley. Main changes are an additional writing sample and a line about stealing most of her gear from the Black Rose before fleeing to Roderic's Cove.

Stats:

Kiley Sherrow
Female rakshasa-spawn tiefling slayer 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will -1; +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . gladius +4 (1d6+3/19-20) or
. . greatsword +5 (2d6+4/19-20) or
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—minor image
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 11, Int 12, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 17
Feats Weapon Focus (greatsword)
Traits child of the streets, faithful artist, spirit touched
Skills Acrobatics +5, Craft (painting) +5, Disguise +8, Linguistics +2, Perception +3, Perform (dance) +7, Perform (sing) +6, Profession (cook) +3, Sense Motive +1, Sleight of Hand +6, Stealth +5; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Goblin, Varisian
SQ track +1
Other Gear chain shirt, dagger (6), gladius[UC], greatsword, artisan's outfit (2), bedroll, blanket[APG], cutting board, wooden (2 lb), entertainer's outfit (4), Fiddle, flint and steel, Flute, grappling hook, knife, cutting (0.5 lb), ladle (0.5 lb), masterwork backpack[APG], painting tools, pot, seasonings, local (0.5 lb), silk rope (50 ft.), silver holy symbol of Desna, skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tripod, iron (3 lb), waterskin (2), 1 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.

Advancement
1st:
-Class: Slayer
-FBC: +1 Skill
-HP: 10 + 1 CON = 11
-Feat: Weapon Focus (Greatsword)


Background:

Kiley's ancestors came from Vudra to Korvosa when the city was still young. The Rakashas not only assumed the names and guises of the nobles that had foolishly trusted them but also sought to expand their influence into Cheliax through alliances and marriage. Unfortunately for their ambitions, contact was lost with the members of their clan that had left for Westcrown and Egorian. They had been killed once they had been found out, but their lines endured. Generations passed and the fiendish taint was diluted even as it spread. The two lines spread wide as dalliances and marriages resulted in children that grew and carried out their duties to their families to have children. Marriages of convenience saw the two lines merge when Kiley's parents were betrothed before kin and the dark Prince of Hell, Asmodeus.

The Varisian caravan that found the slaughter never knew what had happened, nor the identity of the two Cheliaxian nobles. The dead lay all around and in the midst of the carnage was a lone survivor, a young babe just born. A couple, both of mixed Varisian and Cheliaxian heritage adopted the babe as their own and raised her. She grew less swiftly than the other children, but by all appearances, she was still a healthy, if small, human girl. Years passed and Kiley, as they had named her, grew from a small infant to an energetic young girl. She was sometimes haughty, but despite the nature of her ancestors, she learned to treat others kindly and to take pleasure in the simple things, though she did have a taste for the more refined things in life even as a child.

The caravan elders had planned to attend the consecration of the Sandpoint cathedral ten years ago. Many had known Father Tobyn and his daughter and wanted to pay their respects. Delays on the road to Magnimar, then more delays in the city meant they missed the Swallowtail Festival and the goblin raid. Fortune was not with the caravan, however. Ghouls attacked the caravan and overwhelmed the guards a half-days ride from town. Most were devoured, but several rose again as undead abominations mere minutes after their deaths. Kiley ran and survived to relive seeing her older brothers torn to shreds and her little sisters devoured alive in her nightmares again and again.

She fled to Magnimar, living on the streets for a couple of months as winter settled on the land. She danced and sang for coin to pay for a place by the fire and food at one of the seedier taverns in Dockway. Her talents caught the eye of a Sczarni gang, The Black Rose. Her adoptive parents had owed them a large debt to them and they recognized her from the caravan's most recent stop in Magnimar. One night they cornered her and told her of her situation. She would work off the debt. Her parents may have been family, if barely in their eyes, but she was Cheliaxian, through and through. No kinship would offer her protection, but she would be considered one of the gang so long as she worked for them to pay what was owed.

The Black Rose soon left Magnimar for Riddleport. There, Kiley would perform tricks of agility and dexterity, sing catchy tunes, and dance in several styles to draw attention to herself while others of the gang would pick pockets and cut purses. More than once a crowd turned ugly when the thefts were noticed and it was only through an iron will to live and survive that she wasn't killed on a couple of occasions. Slowly she worked off the debt, copper by copper.

Fate, however, had another hand for Kiley to play. Over the next couple of years, strange things began to happen to the young girl. At first, it was subtle. Her blue eyes would sometimes appear cat-like in certain lighting or they would shine more like gems than proper eyes. People would catch a whiff of cinnamon, Vudran spices, and wood smoke if they got close to her. She only grew stranger as the months wore on. It soon became clear that she was not human as she had believed for the first fifteen years of her life.

Kiley began to hide her ears under a scarf tied around her head and wear layers of skirts and scarves about her waist to hide ears that were growing more pointed and furry and a cat's tail that had begun to grow from her backside. She kept her lips closed when she smiled to hide the small fangs that had grown in her mouth. She found she could speak a strange, sinister language and understand the meaning behind demonic runes when she saw them on a passing cyphermage's spellbook. She prayed that she wouldn't be found out and killed for a monster, but she soon learned there are worse things to fear.

The leader of the Black Rose, Anatolie Stanca, and his lieutenant, Calin Randa, noticed something amiss when Kiley appeared before them after they'd summoned her late into the night to account for a particularly poor showing for the day. Her unnatural features, hastily hidden when the runner sent to fetch her had knocked on her door, were revealed when they pulled the scarves away to reveal the human girl for a lie. Unsure for what to do with her, they locked her away for several months, unwilling to risk others finding our about her fiendish heritage, but also unwilling to kill someone with her talent for distraction, especially when the debt she owed was still rather substantial.

Those months proved fruitful for Kiley despite her confinement. She spent the time drawing and writing in a journal to alleviate the boredom and soon had developed some skill with charcoal, ink, and even paints after one of the gang members noticed her work and brought her some brushes and pigments to use. She also learned to watch people for weakness and signs they were about to lose their temper with her as the tension grew and she grew more desperate to escape her imprisonment. Perhaps more importantly to her continued survival, she began watching the gendarmes of Riddleport drill from her window that overlooked one of the town's squares. She was fascinated by the skill some showed with the long bladed swords that they used and began to practice the strangely graceful moves over and over again as if they were a dance.

Anatolie was not idle during those months, either. He had lined up patrons seeking the beautiful, exotic, and strange from over the Inner Sea using his contacts for her to entertain with risque dances and sultry songs. She was an ornament, a bit of set dressing for deals made and alliances forged that strengthened the position of the Black Rose. For the next few years, she endured the humiliation, and she always worried when looking would turn to touching.

It was a dark night during a winter storm that the gang learned of the unnatural strength Kiley possessed. She put the face of a man who grabbed at her through a table with far more force than she should have been able to with her slight frame and glared into the Anatolie's eyes. She told him in a cold, razor-sharp voice that she would die before turning into his plaything and whoring herself out to seal his dirty deals. Before she'd been an ornament, but now she was a predator baring her fangs. There were some lines that even brave men and fools would dread crossing, and dread crossing this one Anatolie did.

Most of the Black Rose left Kiley to her own devices after the incident, the pickpockets and cutpurses refusing to work with her. The gang's fortunes began to sour as word spread and there were rumors that a schism between the old guard loyal to Anatolie and the young knives gathering around Adelina Lupul was brewing. Kiley found herself hemmed in by both sides. Anatolie demanded that she finish paying her parent's debts, and the ones she owed for the Black Rose's ill fortunes. Adelina merely waited for an excuse to kill the troublesome young woman and be done with it. Even as the tensions grew, she still found herself forced to dance for Anatolie's honored guests, patrons, and partners. Things were different, though, an undercurrent of fear, of anticipation, and of curiosity about who would be next to experience the devil-girl's wrath.

Things are coming to a head in the Black Rose as tensions continue to rise and Anatolie's web of alliances continues to unravel. Rumors of a gang war hang heavy in the air of Riddleport and cracks in the Black Rose's powerbase begin to show. Other Sczarni gangs watch like vultures as the once-promising gang readies to tear itself apart. Rather than waiting for her throat to be slit in the night, Kiley escapes to Roderic's Cove, with a number of items liberated from the gang, where she now finds herself in a more friendly town, as long as she keeps her ears and tail hidden. For the past few weeks, she's made her way by performing songs and dances for taverns, feats of agility and dexterity for crowds going about their business and various odd jobs for the townsfolk. While she's enjoyed the new-found freedom, she worries when the Black Rose will come looking for her, and what should happen if they find her alone.


Personality and Appearance:

Despite all that Kiley's been through, she's still the kind girl her adoptive parents raised her to be, performing songs and dances for people in town and doing tricks for and playing games with the young children shopping with their parents. She's more than willing to help others, especially when they seem to be in trouble with the Sczarni. She has a mischievous side that comes out when she tells stories or is confronted by someone particularly pompous and officious. On those few occasions she can, she likes to indulge herself and get the finest she can afford, whether its clothes, lodgings, food, or drink.

She's a short, petite woman with long tresses of deep auburn hair and pale skin. Her eyes are sapphire blue with a subtle strangeness to them that's both unsettling and alluring. She keeps her ears and tail hidden beneath scarves tied around her head and waist (She takes 10 on the disguise check to appear human for an 18) when she's out and about. Her ears and tail are the same deep auburn as her hair with black markings. She rarely grins, despite her generally care-free facade, to keep from showing her small fangs too clearly.

Wardrobe:
Explorer's Outfit: Most items are a little too big/long for Kiley.
- Dark blue shirt with long sleeves and silver trim on the collar and the ends of the sleeves.
- black-dyed leather wrappings around her fore-arms to bind the sleeves of the shirt.
- Black loose-fitting pants.
- Black vest with several pockets inside and outside. Polished steel fittings are securely stitched to it.
- Thick leather belt, dyed black and with fittings that match the vest, holds up the pants and gives some shape to the vest and blouse. A coin purse, a dagger, and a couple of pouches hang from steel loops around it.
- Several long, silver, blue, and violet scarves hide the belt and Kiley's tail while accentuating her hips. Some have silver tassels.
- A pair of sturdy, black boots with polished steel fittings protects her feet.
- Blue scarf covering her ears and tying her hair back.

Artisan's Outfit #1:
- Red, loose-fitting shirt.
- Brown, heavy canvas apron.
- Brown, loose fitting pants.
- Leather shoes.
- Red and gold scarf covering her ears and tying her hair back.
- Red and gold scarves around her hips to provide a place to hide her tail.

Artisan's Outfit #2:
- White, loose-fitting shirt.
- Black, canvas apron.
- Black skirt.
- Light, black leather boots.
- Blue scarf covering her ears and tying her hair back.
- black scarves around her hips to provide a place to hide her tail.

Entertainer's Outfit #1: Kiley absolutely hates this outfit, but hasn't had a chance to get rid of it yet. Used only for the "private" performances.
- Black bandeau and bikini bottoms
- Lots of diaphanous silks in reds and golds
-"Gold" wire jewelry
- Golden sandals

Entertainer's Outfit #2: Another outfit used only for "private" performances. Imagine what someone who's only had a kimono described to them would come up with if asked to make one.
- "Tian Xia" robes in several layers. Outer two layers are blue and gold. Inner layers are white.
- Long gold sash wrapped several times around the waist.
- White stockings
- Black sandals

Entertainer's Outfit #3: Behind the very revealing outfit of diaphanous silks, this is her most hated outfit. Again, he hasn't had a chance to get rid of it.
- Garish, red and azure checked suit.
- Red and azure curly-toed boots with bells on the tips of the toes.
- Red and azure jester's cap with bells on the points.
- White mask with no features.

Entertainer's Outfit #4: Kiley's favorite entertainer's outfit.
- White, loose-fitted blouse with gold trim.
- Red and blue skirts trimmed in gold.
- Blue scarf to tie back her hair.
- Various bits of costume jewelry, mainly anklets and bangles.


Writing Samples:

Scouting the Location
It is a busy day at the Circle Market as Kiley looks for a location to sing from. Garleena Knodston had promised her a chance to earn some silver performing for patrons of the Creekside Tavern and Inn tonight, and Kiley is anxious to capitalize on the deal. If she could draw a big enough crowd, she would be sitting pretty for a little while at least. The problem, she decides, is how to go about it.

"Oi! What'cha doin' on the roof," a gruff voice calls up. Kiley looks down to see one of the town's watchmen glaring up at her. Her attempts to get a better vantage had not gone unnoticed it seems.

"Ah, good sir," she says, her voice carrying a slight Varisian accent despite her pale skin, "I'm just looking for a place where I might sing. You see, I'm rather short." She smiles at the man, careful to keep from showing too many teeth lest he see her fangs.

The forthright and candid response leaves the watchman at a loss for words for a moment. He soon finds his voice, however, as the scene begins drawing a few people from nearby and a couple of them chuckle at his speechlessness.

"Lis'en here missy! Ya can't just be sittin' on the roof! It ain't propers!" His face begins to turn red as he grips his spear more tightly.

"Okay, if you insist," she says with a hint of resignation. She had found a good spot near the center of the market and would have been coming down anyway. She just couldn't resist the temptation to tweak the man's nose, so to speak, and found it even harder to keep her face straight as she speaks again.

"You are ready to catch me, right?"

The guard's face drains of color as Kiley backs away from the edge as if she were going to take a running leap into the watchman's arms, and almost lost her composure to a fit of giggles as she watched him scramble to clear some room and get ready to catch the apparently insane girl. Instead of leaping off the roof, however, Kiley tucks into a roll at the last second and grabs onto the edge of the roof to direct her momentum and tumbles to her feet after taking another roll on her landing. She stands before the guard, just a hair over five feet tall, and smiles beatifically at him.

"Sorry, guess I caught myself," she says while resisting the urge to give him a beaming grin.

Babysitting
Kiley wonders how she got roped into this one. Sure she owed Vasha a favor for helping her mend some of her clothing, but she had never watched someone's children before. A favor was a favor and she'd been promised that the next time she needed a skilled seamstress, Vasha would be more than happy to help, but still they were children, and she didn't look much older than they did.

"Oh don't worry, dear. You'll be fine," Vasha tells her as she prepares to leave with her husband, "and we'll be back before you know it."

"Uh, right. I'll try and keep them out of trouble," Kiley replies, nervously holding one arm above the elbow.

"If the house is standing when we get back," Vasha's husband chuckles, "I'll count that as a success on your part."

"Oh posh." Vasha slaps her husband on the arm before turning a sweet smile on Kiley and saying, "you'll be fine dear."

===

One of Vasha's boys hoots with laughter as he dives into an alleyway. Kiley hadn't been prepared for them to tie her up, and they'd run amok in the time it'd taken her to get free. Thankfully, two of them are now watched by a guardsman while she hunts the last. It hadn't taken her long to find the scamp, but now catching the little hellion is proving hellishly difficult. Still, she hadn't spent all of that time among sczarni for nothing and once she'd figured that he could outrun her all day long, she decided to outsmart him instead. Now that it was possible for him to lose her, she took to the rooftops and kept an eye on him and waited.

It didn't take long. Vasha's oldest was too full of himself and didn't even consider Kiley smart enough to ever catch him. Soon he was swaggering down the streets and alleys with a bawdy tune on his lips. Kiley waited until he passed a pile of junk that would slow him down before dropping down in front of him. He stammered a curse out before turning to run, but he was not fast enough to evade Kiley's lunge. After a moment, she lead him out by his ear.

"Ow! OW! Yer gonna rip it off ye damned harpy!"

"Do you talk to your mother like that? I'm surprised Vasha puts up with it," Kiley replies, not at all amused with the insult. She smiles grimly as the reminder of his mother shuts the young boy up for a moment.

"Please don't tell her! I'm sorry! I'm sorry," he begs as his voice cracks.

"Oh, I'm not gonna tell her a thing," Kiley tells him. She pauses long enough for him to relax before adding, "you and your brothers are going to tell her everything that you got up to tonight starting with tying me to a chair."

The young boy whimpers after hearing that. One thing about Vasha, she thought as she gathered up the other two boys and lead them back to their home, she doesn't put up with any kind of shenanigans.


Sidhedron Hero:

Lady Josephina Annabella Whitehall, Female Human Paladin/Fighter(Unbreakable)
Profile

Lady Whitehall, Joanna or Jo to her friends and confidants, was involved in recovering the Shattered Star after running away from her home and her step-mother's control and joining the Pathfinders. Despite her accomplishments, she and her companion, a wolf named Halli who is large enough for the young paladin to ride, are still very young at 22 and just over five respectively.


Time Zone:

CST (UTC-6)
I live in the US, so it's going to be CDT (UTC-5) after March 9, 2019.


@GM Phntm888

Giving a heads up that I made a couple changes to Renae's sheet. The stats are the same but the formatting is different and I edited the backstory down a little. Also my Sihedron Hero is now a Cleric who multi-classed into Swashbuckler.

Hope that's all ok.

Character Stats:

Renae Sherson
Female Human (Azlanti) Enchanter 1
NG Medium Humanoid (Human)
Init +2 (+2 Dex); Senses: Perception +0 (+0 Wis)
--------------------
Defense
--------------------
AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 8 (1d6, +1 Con, + 1 FCB)
Fort +1 ( +1 Con), Ref +2 (+2 Dex), Will +2 (+2 Class)
--------------------
Offense
--------------------
Speed 30 Ft.
Melee Quarterstaff -1 (1d6-1)
Ranged Light Crossbow +2 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day – Dazing Touch (1 round)
Enchanter Spells Prepared (CL 1st; concentration +5)
1st – Charm Person (2, DC 16), Color Spray (DC 15), Mage Armor
0 (At Will) – Detect Magic, Prestidigitation, Read Magic
Thassilonian Specialization Enhancement; Prohibited Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 10 (+0), Cha 14 (+2)
Base Atk +0; CMB -1 (+0 BAB, -1 Str); CMD 11 (10 + 0 BAB, + 2 Dex ,-1 Str)

FEATS
New Thassilonian Magic [Human Bonus Feat]: You choose one of your two opposition schools. You also gain Thassilonian as a bonus language. If you already speak Thassilonian, you gain one of the following languages as a bonus language instead: Aklo, Azlanti, Giant, Shoanti, or Varisian.
Scribe Scroll [Wizard Bonus Feat]: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Spell Focus (Enhancement) [Level 1 Feat]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

TRAITS
Accidental Clone (Campaign): Your character must be human if you take this trait (though you may retain your previous gender identity). Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you. Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one.
Charming (Social): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Overwhelming Beauty (Magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

ADVENTURING SKILLS
Bluff +9 (+1 Rank, +2 Cha, +3 Class, + 2 Enchanting Smile, +1 Accidental Clone)
Diplomacy +9 (+1 Rank, +2 Cha, +3 Class, + 2 Enchanting Smile, +1 Accidental Clone)
Knowledge (Arcana) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Dungeoneering) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Local) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Religion) +8 (+1 Rank, +4 Int, +3 Class)
Spellcraft +8 (+1 Rank, +4 Int, +3 Class)

BACKGRIOUND SKILLS
Appraise +8 (1 Rank, +4 Int, +3 Class)
Knowledge (History) +8 (1 Rank, +4 Int, +3 Class)

LANGUAGES
Azlanti, Common, Giant, Shoanti, Thassilonian, Varisian

EQUIPMENT
Quarterstaff (Free, 4 lbs)
Light Crossbow (35 GP, 4 lbs)
20 Crossbow Bolts (2 GP, 2 lbs)
Spellbook (Free, 3 lbs)
Masterwork Ring (Free, Weightless)
Wizard Kit: A backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. (9 GP, 21 lbs)

Starting Wizard Wealth: 70 GP
Current Wealth: 12 GP
Weight Carried: 34 lbs.
Maximum Weight Capacity: 80 lbs.

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond: Once per day while wearing her ring, Renae can cast any spell in her spellbook that she is capable of casting. If she doesn’t have her ring, she must make a DC 20 + spell level concentration check to cast a spell or the spell is lost.

WIZARD SPELLS
Charm Person: Makes one person within 25 feet your friend for 1 hour.
Color Spray: Releases a 15-foot cone of beautiful colors. All creatures who can see the colors roll a Will save. If they have 1 or 2 hit dice, they are knocked unconscious for 2d4 rounds, then stunned and blinded for 1d4 rounds, then stunned for 1 round. If they have 3 or 4 hit dice, they are stunned and blinded for 1d4 rounds, then stunned for 1 round. Otherwise, they are stunned for 1 round.
Detect Magic: Detects all spells and magic items within a 60-foot cone.
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Prestidigitation: Can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal.
Read Magic: Can read scrolls and other magical writings.

Favored Class Bonus: Wizard (+1 HP)

Appearance:

Visual
Renatus was a nondescript young man of mixed Chelish and Varisian ancestry. Now in the body of one of Sorshen's clones, Renae possesses the Runelord’s Azlanti features and legendary beauty.

Like many of the ancient Azlanti, Renae is dark-haired and olive-toned. She also has Sorshen's full lips, high cheekbones, and vivid amber-green eyes. As with the Runelord herself, Renae is incredibly beautiful by most human standards, being statuesque and curvaceous.

Despite her eye-catching appearance, Renae prefers to wear simple, unassuming robes, not only because they allow for easier movement for spell-casting, but also because they draw less unwanted attention.

Personality:
While Renae would like to believe that her death and rebirth has done little to change her core identity, the truth is far more complex. Whereas Renatus was a kind-hearted, if submissive, amateur scholar who was easily swayed and bullied by others, Renae has a more assertive disposition that sometimes borders on haughtiness.

She doesn’t procrastinate or passively accept an injustice done to herself or others, instead confronting it and making her objections heard. Similarly, while still adverse to the use of violence to settle matters, Renae has become much more willing to use manipulation and enhancement magic to solve problems than he did back in her old body, a fact she finds slightly troubling.

Even more troubling are the strange desires and thoughts that have cropped in her mind since her rebirth. Many of these temptations are lustful urges of the flesh that Renae finds alien to her past self’s sensibilities. She has done her best to supress these desires and hopes to find a way to remove them from her psyche altogether before they consume her.

Despite all these drastic changes, both physical and mental, Renae remains an inquisitive arcane scholar who yearns to know the world around her. She wholeheartedly believes that knowledge should be shared with others so that they can use it to improve their everyday lives, seeing it as a responsibility that all scholars should share. As such, she despises those that covet and conceal their findings for their own selfish ends.

Background:
Born in the small town of Roderic's Cove, Renatus had been fascinated with Thassilonian history since his parents took him to the legendary Cyphergate in Riddleport when he was a young boy. Wanting to know all things Thassilonian from that point onward, Renatus decided that joining the Cyphermages, a group of arcane scholars known throughout Varisia for their study of Thassilonian lore and runic magic, was his true calling in life.

When Renatus reached the age of sixteen, he did just that, setting out to Riddleport to live out his childhood ambition after giving his supportive parents a tearful goodbye. At first, it was a dream come true. He had access to millennia-old artifacts and was taught the basics of wizardry to better understand the magic-reliant Thassilonian Empire. Unfortunately, that enthusiasm slowly gave way to frustration with the Cyphermage’s policy of hoarding its knowledge instead of sharing it with the world. Disheartened that his pleas for reform were falling on deaf ears, Renatus left the order that he had given years of his life too.

Unwilling to let that be the end of his quest to learn about ancient Thassilon, Renatus found a patron that would allow him to continue his research in a group of adventurers that wished to rescue lost Thassilonian artifacts before they could be destroyed or misused. Being eager to continue his research and prove that he didn’t need the Cyphermages and their resources Renatus readily joined them. It would be the biggest mistake in his life as the adventurers revealed themselves to be a band of tomb raiders in the service of the infamous Aspis Consortium, which wanted to exploit Thassilonian artifacts for its own ends.

Disgusted by the revelation but beholden to the party, Renatus held his tongue and suffered working with his new compatriots for some time until he was compelled to speak out against the party’s captain after one particularly haphazard mission led to the destruction of several irreplaceable pieces of Thassilonian history. This act of bravery nearly cost Renatus his life as the captain beat him savagely for daring to question him. Now scared for his life, and that of his parents, Renatus resigned himself to lifelong servitude to the Aspis Consortium. As luck would have it though the gods had a different fate in mind for him.

Days after his brutal beating the party went to the south of Varisia on a mission in the Mushfens to pillage a Thassilonian monument of its relics. It was there while guiding his tormentors through the monument’s dangerous tunnels that Renatus made a fateful decision. He wasn’t a murderer, but he refused to live as a slave to greedy thieves. Seeing an opportunity to end his servitude and kill his slavers, Renatus consciously led the party to the center of a magical trap, knowing that they would they be unable to read the warnings all around them. With just one deliberate misstep, Renatus activated the trap and was immediately killed, along with the rest of the party,

But it didn’t stick. A moment after closing his eyes for what he thought would be the last time, Renatus reopened them to realize that something had gone amiss. He wasn’t dead, but more than that though he was different in a way didn’t understand until he awkwardly moved his body and saw his reflection in a pool of blood. His blood. From his body, which was in a heap around the bodies of the rest of the party. He immediately recognized the face that stared back at him as that of the Runelord of Lust, Sorshen!

Baffled by his strange resurrection but relieved that he was finally freed from the mercenaries, Renatus fled the dungeon for the nearby city of Magnimar to recover and make sense of his situation. There he confided in the city’s local Arsheans, who helped him come to terms with his new body. Realizing that he was more traumatised by his death than by his new body and gender, Renatus adopted the female identity Renae Sherson to not only avoid detection by the Aspis Consortium but to also coyly pay homage to the woman whose cloned body had inadvertently saved her life. Sherson stayed in Magnimar for some time before finally deciding that she needed to return to Roderic’s Cove to explain to her parents all the changes that had befallen their new daughter while away.

This is where her story begins…

Sihedron Hero:

Kasumi Cailean, a Chaotic Good Female Human (Tien-Min) Cleric/Swashbuckler.

A good-natured if hedonistic native of Sandpoint, Kasumi got roped into a series of events that eventually led to her and other heroes defeating the Runelord of Greed, Karzoug.

Afterwards, Kasumi traveled throughout Varisia, doing good and spending the easy-going word of Cayden Cailean, while always looking out for any news of other Runelords raising to threaten her beloved homeland with their schemes.

Time Zone: EST (GMT-5)


I will be finishing my submission with personality, background, and the like on Monday.


I gotta say, I've been enjoying all the entries for this, but I'd be lying if I said every new entries doesn't make me a bit nervous.

Luck to everyone none-the-less. :)


@Jereru - Okay, looks good. Gabriel is finished.

@Senna - I didn't even realize cockroach was a familiar option now. That's pretty neat. Everything looks good.

Ironperenti:

I'm not too keen on a 30-year old elf. I cannot see past him being what is, to the elves, equivalent to a 5-year old. Maturity isn't just an attitude, it's also physical changes, and I don't think an elf would physically mature that quickly. If you leave him as-is, you do not have a very good chance of getting in. There are a lot of strong submissions so far.

Everything looks fine otherwise.

Preston Sucner:

I'd love to read the drama and intrigue infused tale of how it was discovered Preston's tears could cure disease. Should you find time to do so, please write it up.

Is Miesalo still alive?

@Tom G - Okay, got it down. Submission looks good.

@Renae - That's fine. I'm not closing recruitment yet, so there's still time.

@Yttras - Don't forget to put your traits in your stat block - I still don't see them there.


GM Phntm888:
Well it involves weeping over someone and a curious magical sparkling, but I can write it up proper if you'd like. Miesalo is still listed as priest in residence for the aforementioned temple, which is listed in an appropriate reference book for good old Varisia as being active in Roderic's Cove. I thought having ties to the location might help.


Will change the age, not a sticking point.


1 person marked this as a favorite.

Final version (I hope, includes paraphrase of each trait effect):

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
Favored Class Bonus +1 HP
Traits Hedge Magician (-5% magic item creation costs), Seeker (+1 trait bonus to Perception and is class skill), Time Lost (+2 to Initiative, plus 1 reroll during the campaign)
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


Preston:

If you have time, yes. Otherwise, we can wait. I'd forgotten about that bit in the write up you reference. All is good.:)

If you have time to do so, please write it up, but it doesn't have to be done for your submission to be considered complete.

@Yttras - Thank you very much.


Hey hey! I'm looking to join in the fun, so here's my submission.

Stats:
Arrack Sparktail
Male Kobold Gunslinger 1
CG Small reptilian humanoid (human)
Init +5; Senses Perception +5, Darkvision 60ft Weaknesses Light sensitvity
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Defense
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AC 17, Touch 14, Flatfooted 14 (+2 armor, +3 Dex, +1 size, +1 natural armor)
HP 10 (1d10+0)
Fort +2, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee longsword +0 (1d6-1 [19-20])
Ranged battered musket +4 (1d10+3 [x4])
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Statistics
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Str 8, Dex 17, Con 10, Int 12, Wis 14, Cha 13
Base Atk +1; CMB -1; CMD 12
Feats Kobold Sniper (ARG), Gunsmithing (UC)
Traits Time Lost, Slithering Stride (kobolds of golarion), Natural-Born Leader (UCampaign)
Skills Stealth + 11, Perception +8, Sleight of Hand+7, Survival +6, Handle Animal +4
Languages Draconic, Common
Other Gear Black Powder (20 doses), Firearm Bullets (20), Rope (50ft), Backpack, Flint and Steel, Torches (10), Rations (8days), Bedroll, Grappling Hook, Thieves’ Tools, Oil (3 Flasks), Chalk (10 pieces), Signal Whistle (UE), Whetstone (UE), Explorer’s Outfit, Tobacco (1lb)(UE), Fine Wine (1 bottle), 3gp, 7sp, 8cp
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Special Abilities
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Armor +1 Natural Armor
Crafty +2 to Craft(traps),Perception and Profession(miner). Craft(traps) and Stealth are always class skills.
Grit 2 per day
Deadeye Can spend grit to resolve a firearm attack against touch AC, costs 1 point for each range increment beyond the first.
Gunslinger’s Dodge May spend 1 grit to move 5 feet when attacked by at range, doing so adds +2 AC against the attack, +4 if choosing to drop prone instead.
Quick Clear As a standard action, can remove the broken condition from a firearm if it was caused by misfire. Must have one grit point to use ability and may spend a point to Quick Clear as a move action.
Time Lost Once an Adventure, may force the GM to reroll.

Background:
Arrack Sparktail wasn’t always a restless person, he was rather typical for one of his race, if a bit tall. One fateful day, Arrack was scavenging for alchemy supplies in the forest, he came across a dead (poisoned) adventurer. On the corpse he found a strange helmet and a large oval emerald. The emerald was odd and looked almost like an eye when viewed at certain angles. However, it was the helmet that changed his life forever. After trying it on, he was suddenly struck by a powerful curse. His desire to remain in the tribe and his hatred of the humanoids who ruled the world were gone, and were replaced with a burning wanderlust.

Born J’rah Skritaj, Arrack was from the Longjaw clan but due to a birthmark on right side of his tail, he is considered a Sparktail, a magical caste. His father is Hunter Longjaw and is the third of nine eggs in the clutch, through the number of siblings has most likely increased after Arrack left the tribe. Due to clan disagreements with the Dragoncrown clan, Arrack has little loyalty to the tribe’s leader, Elder Dragoncrown, though was trained by the court sorcerer Em’res Whiptail. Ultimately, his lack of loyalty to the tribe and a strange voice from the emerald pushed him to abandon his duties as the sorcerer’s apprentice. Taking the name Arrack, J’rah set off to find his destiny or wherever the Emerald Eye leads him.

Unfortunately, Arrack’s travels were ill-fated, for little more than a week later, he was captured by a band of slavers. Stripped of all his possessions, he was sold into the service of a small lord who forced his slaves to build some kind of stone monument. After years of toil, the monument was nearing completion, and with that the end of Arrack's usefulness. Taking advantage of his small size and night vision, Arrack slipped off quietly into the night and fled to the nearest town. There, under the cover of night, he broke into a local smith and freed his hands with the heat of the forge.

For the next couple years, Arrack lived the life of a pickpocket and thief, stealing what he needed to survive. Being forced to live the life of a petty thief was humiliating and within him burned the desire to see his kind walk the streets of men, as equals. Arrack broke into an alchemist’s workshop and discovered a prototype firearm, one of the first of its kind. Quickly realizing the potential behind the weapon, Arrack stole the prototype and all the research papers he could find, and set the place alight, hoping to bury its secrets in fire. He set out then, looking to free his race from exploitation.


Appearance:
Arrack is a dark green Kobold standing 3'4 and weighs about 32 pounds, with yellow eyes and a crocodile-like jaw. He's leanly built, with a some muscle definition and a short tail. His most distinguishing feature is a yellowish patch of discolored scale shaped vaguely like a starburst, located on the right side of his tail. Years of abuse have left scars all over his body, through most heavily on his back.

Arrack wears a navy blue double-breasted longcoat, with his longsword belted to his hip. Slung over his shoulder is a battered musket, wrapped in heavy cloth.


Personality:
Arrack at first appears cautious, he listens to others and spends extra time making sure he is prepared for anything. However, when unexpected does happen, he impulsively leaps into action, usually at his own risk. Arrack has an affinity for animals and baked goods, which he will share with anyone. Dwarves for some reason, get along well with him, usually due to their similar natures. Arrack is offended when called cowardly and sees his ambush tactics as a means to survive. Through slow to warm up, Arrack is more jovial with those he trusts and loyal to a fault.
Arrack is 19, which would be 38 in human years.

Sihedron Hero:
Harsk - The ranger sheltered Arrack when he accidentally stumbled into the dwarf's camp while fleeing his captors. Through initially suspicious of each other, they grew close after sharing the finer points of hunting and marksmanship.

Time Zone: GMT -8 Pacific Standard


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Origami Dog:

It looks like you're 1 point over on your point buy, if my math is right.

Str: 10+2 points -4 racial = 8
Dex: 10+7 points +2 racial = 17
Con: 10+2 points -2 racial = 10
Int: 10+2 points = 12
Wis: 10+5 points = 14
Cha: 10+3 points = 13

2 + 7 + 2 + 2 + 5 + 3 = 21

I'm not allowing Leadership in this campaign (see first post), so Natural Born Leader won't get you any use. You don't have to change it, but you won't be able to use its benefits.

You appear to be missing your background skills.

Your backstory doesn't seem to have incorporated any of your traits, and it leaves a lot of unanswered questions. Where was Arrack enslaved? By whom? What happened to the helmet? Does he want it back? Apart from striking him with wanderlust, did it do anything else? Does he feel he was born too late? Too early? Does he experience strange time skips?

What brings Arrack to Roderic's Cove? How do you think the residents react to him?

I feel like you have the beginnings of a good character here, but didn't take the time to think everything through and expand on Arrack's past as much as you could have. Think about some of those questions and see what you can figure out.

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