Alessandra Khortalis |
1 person marked this as a favorite. |
This has actually been confirmed as a typo by James Jacobs - it's 10% OFF the standard cost, not 10% OF the standard cost.
Indeed, it seemed too good to be true :)
For the armor, use the stats for a lesser suit of armor that can be afforded based on your starting wealth. We can fluff it as pieces of the armor have been broken over the years and you've had to discard them. Eventually, if you get in, you may be able to either acquire a full set of Gray Maiden plate or have one made.
I was leaning towards that option too. Banded mail it is then.
For Close Allies, please refer to my first post, where I specify the two options for handling the Close Allies trait.
Upon skimming through the various submissions, Balacertar's character would make the most sense as her ally (with some adjustments here and there in their respective backstories), though I won't push for a group submission unless he's also keen on it. Let's say I'll go for option 2 and pick Scion of Legend as her backup trait.
Which order's edicts will you follow?
As a non-loyalist Maiden, she'll follow the Dragon's edicts.
Ouachitonian |
So, I’ve had some other campaigns collapse and I think I’ve got the space to add one. Any chance I could resubmit Shamgar?
Fane Nulvshanti |
Fell really sick the last couple weeks but feeling way better, finally got a chance to update that backstory. Let me know if something still seems off!
Fane Nvshanti
Human (Varisian) magus (card caster, kensai) 1 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +2
Defensive Abilities canny defense +1
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Offense
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Speed 30 ft.
Melee bladed scarf +1 (1d6+1) or
chakram +1 (1d8+1)
Ranged cards +3 (1d4+1) or
harrow deck +4 (1d4+1) or
Chakram +4 (1d8 +1)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Card Caster, Kensai) Spells Prepared (CL 1st; concentration +3)
1st—shocking grasp
0 (at will)—acid splash, detect magic
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Statistics
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Str 12, Dex 16, Con 12, Int 15, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 15
Feats Deadly Dealer, Point-Blank Shot, Precise Shot, Weapon Focus (chakram)
Traits charming, Varisian Tattoo, Spirit-touched
Skills Bluff +4 (+5 vs. characters who could be attracted to you), Diplomacy +3 (+4 vs. characters who could be attracted to you), Knowledge (arcana) +6, Knowledge (local) +3, Profession (fortune-teller) +4, Sleight of Hand +4, Spellcraft +6
Languages Common, Goblin, Shoanti, Varisian
SQ chosen weapon, deadly dealer, silver tongued[ARG]
Other Gear bladed scarf[ISWG], chakram[APG], dart (54), mwk dart (54), backpack, belt pouch, blanket[APG], cards[UE], harrow deck[UE], hemp rope (50 ft.), magus starting spellbook, soap, spell component pouch, torch (10), trail rations (5), waterskin, 13 gp, 9 sp
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Special Abilities
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Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Chakram) Kensai abilities only function when wielding a weapon of this type.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deadly Dealer (Su) May deal lethal damage as long as you have 1 point in Arc. Pool.
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.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Fane Nulvshanti began his life typical of many Varisians, part of a caravan. He spent most of his early years traveling the hinterlands and plains of the Varisian wilds alongside his parents Artur and Kathryn.
Artur’s position as head of security in the caravan was mostly a formal position, the most senior guard having lost the use of his left leg long ago, he provided the young men of the caravan the training they needed to protect the caravan; including a young Fane. His mother, Kathryn, was the caravan’s Harrow reader and healer. She taught Fane what she could about the Harrow but, for whatever reason the young Varisian had difficulties tapping in to the divine energies permeating the cards.
Most of Fane’s life was uneventful, as uneventful as life on the road can be; that is until the incident. It was a rather uneventful stop, a small town in the middle of nowhere. The sort of place that Kathryn would let Fane run the Harrow Reading; small town folks never needed an actual Harrow Reading and it was far easier to convince them something mystical was happening.
As the people lied up, Fane “read” there fate one by one, until a young girl came up. While the caravan had visited this small town before he did not recognize the young girl, still he went through the motions of the Harrow. When he finished his reading, the young girl’s eye turned pitch black, her skin turned a translucent color, he hair whipping in a wind that had not been there moment ago. The now ghostly looking apparition declared that Fane was a charlatan, a trickster that must be punished.
Fane’s eyes turned as black as the girl’s and clouded for a moment. When his vision returned, his caravan and the townsfolk were no longer standing in front of him. In their place was a horde of decay and undeath. He reached for the only thing present at that moment, his mother’s deck of Harrow Cards. Something happened in that moment and Fane connected to the deck in a way that he never did before, the cards lit up as he instinctually began tossing them like darts at what he believed were undead.
There were too many though and Fane was quickly overrun. To his surprise he woke up in a cell in what Fane assumed was the town jail. As he lay in the bed here, the guard outside informed him he had a visitor, his mother. Kathryn informed Fane that he had suddenly gone berserk throwing glowing playing cards at townsfolk and Varisians alike. He was taken down and thrown here. She asked him what happened and Fane was surprised to see that no one, including his mother, remembered the young girl and that to everyone else nobody looked undead. Kathryn begged her only son to be patient, his family was working with the town to see if there was a way to get him free.
As Fane waited all day he began to doubt his family could do anything. The day incarcerated forced Fane to realize that he prized living itself over all, and so late in night, when there wasn’t a guard outside his door, Fane picked the lock with a hidden lock pick and left the small town. It’s important to establish that while leaving the caravan to explore of your own volition is encouraged, the most shameful and embarrassing punishment for traveling Varisians to be expelled from the community and forced to travel; never to return. So it was with a saddened heart that Fane left his family forever.
He only travelled the plains for a few weeks when he came to Rodric’s Cove. This was new, a place where no one knew what he had done. He could make a name for himself here and prove to his parents that he could make them proud.
Age: 21
Standing 5' 9" tall, Fane has tan skin and a powerful feel about him.
Fane has a lean face with a angular jaw, a pointed nose, and angled lips. His brown eyes are deep set and he has thin eyebrows.
His black hair is mid-back length and straight, and is worn tied up in the back by a scarf that he keeps around his neck when he lets his hair down, and he has a full beard.
He has many traditional Varisian piercings but the most noticeable one is the piercing in his nasal septum, he thinks it makes him look more like a Harrow Reader.
He has toned arms, a stocky torso, a non-existent waist, narrow hips, and long legs. He has a large stylish tattoo across his entire body, in the shape of stylized harrow card with an open eye in the middle.
He usually wears matching clothes that are mostly light-coloured and slightly baggy.
An easy-going personality, Fane makes quick friends, but often has ulterior motives to making such relationships. A firm believer that having people who believe in you is better than pushing people away, Fane seeks out friends and the pleasures that the world has to offer.
Amiri
EST -0500
Alessandra Khortalis |
A (quite hastily thrown together) background has been added to Alessandra's profile. I'm sorry if it might look a bit incoherent here and there but I've been jotting it down in a hotel room in the past few days - I hope I'll be able to polish it up a little bit once I'm back home (which alas will be in two days, so after the deadline).
Once again, thanks for your consideration and the time it took you to review each and every submission - to everyone else, best of luck!
GM Phntm888 |
Today is the final day! At 11:59 PM Eastern Daylight Time (because daylight savings time is a stupid thing that exists), recruitment will end. Submissions received after that time will not be considered, simply because I have so many good submissions to review and don't need to make it harder for myself.
Who is your Sihedron Hero? I need that for your submission to be complete.
Nikolaus de'Shade |
Female (reincarnated) Dwarven Spellbreaker Inquisitor 1
CN Medium Humanoid (Dwarf)
Init +7 (+1 Dex, +2 trait, +4 feat)
Senses: Perception +7, Darkvision (60ft).
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex)
HP 10/10 (8 + 2 con)
Fort +4 (2 base, +2 Con)
Ref +1 (0 base, +1 Dex)
Will +5 (2 base, +3 Wis)
+3 vs. poison, spells and SLAs, +2 vs. undead. Roll twice and take best vs. mind affecting
OFFENSE
Greatsword +3, 2d6+4, 19-20.
Longbow +1, d8, x3.
Spd 20 ft.
Space 5 ft.; Reach 5 ft.
SPELLS
Inquisitor
Lvl 0 (∞/day) – Detect Magic, Guidance, Resistance, Sift
Lvl 1 (1+1/day) – Bless, Divine Favour
Base Atk +0 (+0 Inquisitor)
CMB 3 (0 BAB, 3 Str)
CMD 16 (10, 0 BAB, 1 Dex, 3 Str)
STATISTICS
Str 16 (+3)
Dex 12 (+1)
Con 15 (+2) (13 base, +2 racial)
Int 10 (+0)
Wis 16 (+3) (14 base, +2 racial)
Cha 8 (-1) (10 base, -2 racial)
FEATS
Improved Initiative [Level 1]: You get a +4 bonus on initiative checks.
Disruptive [Inquisition Bonus]: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
TRAITS
Spirit Touched [Campaign]: 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.
Glory of Old [Racial]: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Reactionary [Combat]: You gain a +2 trait bonus on initiative checks.
SKILLS
*Craft Armour +6 (1 rank, +0 Int, +3 class, +2 racial)
Intimidate +4 (1 rank, -1 Cha, +3 class, +1 morale)
Knowledge (Arcana) +4 (1 rank, +0 Int, +3 class)
Knowledge (Dungeoneering) +4 (1 rank, +0 Int, +3 class)
*Knowledge (History) +1 (1 rank, +0 Int)
Knowledge (Religion) +4 (1 rank, +0 Int, +3 class)
Perception +7 (1 rank, +3 Wis, +3 class)
Sense Motive +10 (1 rank, +3 Wis, +3 class,+2 racial, +1 morale)
Spellcraft +4 (1 rank, +0 Int, +3 class)
Total Points: 8 [1x(6 Inquisitor + 0 Int+ 2 background)+1 FCB]
AC penalty is -4
LANGUAGES
Common, Dwarven.
EQUIPMENT
Scale Mail (50gp) [30lbs]
Longbow (75gp) [3lbs]
40 arrows (4gp) [6lbs]
Greatsword (50gp) [8lbs]
Inquisitor’s Kit: a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. (30gp) [34lbs]
2 platinum 10 gold 10 silver 0 copper
Weight Carried: 81lbs.
SPECIAL ABILITIES
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
Proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Judgement: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Spellkiller Inquisition: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred or profane bonus to AC for 1 minute per level. You gain a sacred bonus if you are good, profane if you are evil; if you are neutral, you choose either sacred or profane when you select this inquisition. After you choose which type of bonus you gain, you cannot change the bonus type.
When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.
Strong Willed: At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
This ability replaces monster lore.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
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Background
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My first life was a relatively normal story. Mother dies, father remarries, daughter and step-mother hate each other. Daughter commits acts of teenage rebellion, step-mother tattles, daughter leaves home in a huff. Makes way to the big city, falls in with bad company, turns to life of crime, discovers ancient artifact which possesses her, killed by adventurers trying to protect said artifact. Straightforward really.
Ok, well – not the part about the mind-controlling ancient artifact. That bit wasn’t normal, but I didn’t have long to consider that before it filled my mind with feelings of pride and cost me my friends, my home and shortly thereafter my life.
Could have been a lot worse though, all in all. I’d been doing a bit of work on the side for Sheila Heidmarch, a Pathfinder big-wig, and it was her people that tracked me down. I wasn’t thinking straight at the time and, frankly, them killing me was justified. I was certainly trying my hardest to kill them! They were decent folk though and one of them brought me back to life – just not quite how I was. You see, they didn’t have a cleric and weren’t rich enough to pay for one so about three months after I died they apparently came back to town to see Sheila and stopped by my grave, contacted my spirit and offered me a new body.
Well someone who died before their twenty second birthday doesn’t pass that up, although if they’d told me I’d be coming back as a dwarf… well I might have thought about it a second time at least. Some of my old body bled through in time though. I started off with red hair, you know – the stereotypical orange that every dwarf you ever see in books has? Thankfully my natural black grew through again in a few months.
I never even got a chance to thank them properly, they were all off again pretty quickly, chasing down the rest of the ‘Shattered Star’. They’d found a way to break the curse that got me killed the first time and Sheila thought that restoring the Star would help protect Varisia in case any more runelords woke up. After what the ‘Shard of Pride’ had done to me, I thought this was an excellent idea so once I got used to being two feet shorter and much much heavier than I used to be I went back to Sheila and asked for training.
It turned out that I’d lost all my magical gifts, and my new hands were so clumsy I might as well have been a new-born babe. I had to start out again completely from scratch. Thankfully Sheila always had interesting people around, one of whom was a dwarf named Ragnarr. He was older, even for a dwarf and didn’t try to seduce me like most of the other ‘great warriors’ with more beard and beer than sense. Apparently my new body was a good one. Ragnarr explained once while we sparred that I was perfectly proportioned and my hair “had the sheen of good gold, or true stone”. That was a complement, or at least what passed for one from that old berserker. I don’t have any ‘proper dwarven instincts’ – I can’t pick out strange stonework and gold is still just gold, but apparently I am, at least in body, a real good dwarf. Yay…
Anyway, Ragnarr was one hell of a warrior, could run all day in full armour and carrying a battleaxe besides. He barely ever stopped wearing his armour either, said it was a tribute to the Lord in Iron and that I should learn to do the same. He was teaching me to use a greatsword, much better suited to my new body – I tried a rapier and the damn thing was so light I couldn’t control it properly, having something with real weight behind it was far more satisfying.
I’d just gotten used to my new life when the adventurers turned up again – big fanfare, lots of magic. They’d become a lot more powerful over time and it’s a good damn thing too. When they reassembled the Sihedron the entire city was nearly flooded when that strange palace got dragged out of the sea! I don’t know exactly what happened, Ragnarr and I were too busy keeping looters out of Heidmarch manor but I know most of the adventurers who killed me went into the palace and never came out. The couple that did were brought out by a half-elf – and that was when I met Adolina.
I should say first that I’m not exactly a Gorumite. I agree with a lot of what he says, battle is thrilling and I can’t stand the thought of those Runelords, lording it over all of Varisia just because they have magic – I’d be happy to put my sword into them and let them try casting spells then! Still, there was something about his philosophy, this unceasing pursuit of war for wars sake that didn’t sit right for me. I did things for their own sake when I was human, and look where that left me. I needed something more, a purpose of some sort – Adolina gave me that.
She’s beautiful, half-elf, tall and graceful. She got all the good bits of being an elf and none of the condescension. If I was still human I’d have made a pass at her – her red hair and my black… we’d have been gorgeous together. But I’m not human anymore, and anyway, there was something off about her. She was too graceful, her form blurred when you weren’t looking. One minute she’d be there and then she’d vanish into your shadow – it was creepy honestly, but she was a good friend to me. A real good friend and she was the one who told me about the Redeemer Queen.
I didn’t believe it at first, a succubus queen rising to actual godhood? And focused on redemption at that? It seemed ridiculous but Adolina persuaded me. I don’t know why she took the time – she was one of the Queen’s first followers, perhaps even her herald but she always said she saw something in me.
”You are a soul already once saved Natalya.” She’d tell me, those hands soft against my cheek. ”Our Queen loves you already, and I think you can love her in return.” She was right too. I started going to ‘church meetings’, just a bunch of arty types getting together really. I took up carving too, engraving armour and the like – I’m good at it, racial memory apparently, although the only racial memory I feel like I have is constantly looking up and dodging people taller than me.
Adolina left a couple of years back, said she had to meet her old friends, check up on Xin-Shalast. I never knew until then but she was one of the original heroes, the ones that defeated Runelord Kharzoug and first warned us about this whole mess. I think I loved her even more for that, for giving the rest of us a chance.
Might explain why I’m here to be honest. She sent me a letter, completely out of the blue and stamped with our Queen’s seal. It said I should come out here to Roderick’s Cove because ‘something important is going to happen and you need to be there Natalya. It’ll save my life one day.’ I couldn’t not go after that, she’s probably just being kind but I’d do a lot more than spend a few weeks in a hick-town if it really would save Adolina’s life. I love her, and I owe her too much not to. Sheila didn’t mind – asked if I could check up on someone called Audrahni while I’m here – something about a statue collapsing. I didn’t ask.
So yeah, that’s me. Natalya Vancaskerkin, and if you want to hear any more of my story, or see any more for that matter, you have to buy me another drink or three. I’m a dwarf now, we know how to drink properly!
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Appearance
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Natalya is (now) a dwarven woman, not immediately distinguishable from most of her kin – at least to human eyes. To a dwarf her luscious black hair and clear skin are sure signs that she’s ‘not a normal one’, and although this has attracted a fair bit of attention from hot-blooded warriors Natalya has never paid much attention. She’ still have troubled admitting it, but she’s become more and more accustomed to being a dwarf, although she still has some human customs – such as paying a lot of attention to her hair, wearing it long but not too thick and washing it regularly.
Like any good dwarf she wears armour most of the time, marked out from common scale by her own laboriously engraved carvings, and carries a hefty greatsword – a gift from her mentor Ragnarr and engraved with her name down the spine in dwarven runes. Aside from the armour she enjoys similar styles to her previous life as a Scarzni, loose shirt and blouses, trousers and colourful jewelry.
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Personality
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Mercifully free of many of the dwarves worst traits, such as their obsession with gold or propensity for massive drinking, Natalya still finds herself awkward in any company or social situation. Her previous grace and natural beauty has been replaced by… well… a dwarf and although she has perfected a steely glare that would probably make her step-mother quake, Natalya still avoids polite conversation and social chatter, falling back on racial stereotypes to mask her personal discomfort.
She has a massive, and as far as she knows unrequited, crush on Adolina – her religious teacher and friend which, in her good moments she can laugh about. On her bad days it just makes her morose and inclined to curse fate, the gods and particularly the Runelords, whom she holds responsible for the Shattered Star and therefore for her own ‘condition’ and the inability to pursue the woman she loves.
On the more positive side Natalya has a sharp sense of humour and an easy laugh, as well as an iron determination to protect those she cares about. Her trust and friendship, once won, is not easily lost ad she’ll do almost anything for her friends – after all she’s died once already and doing it again holds no particular fear for her, as long as its for a better cause than her first death was.
Her prayers were answered by Nocticula, the Risen Queen and, after the Runelord's defeat, Adolina became Nocticula's primary agent on Golarion.
Adolina is my RotR character, a Warrior Poet/Shadowdancer who is getting more and more background as I use her as a Sihedron Hero! I'm setting her up as one of the first and most powerful worshippers of Nocticula as Risen Queen, and possibly a candidate for Nocticula's Herald when she dies - much like Liberty's Heart is for Milani.
Sorry to sneak this in under the wire like this, been a difficult week at work so sitting down to sort out all the details has taken time. Hope you like her!
If you have any comments/criticisms that you'd like adjusted I'm happy to do so!
Alessandra Khortalis |
** spoiler omitted **
I don't have her stats at hands (though I could easily rebuild her from scratch given some time) but her Sihedron Hero would be my character from my previous Shattered Star campaign, the one mentioned in her backstory: Sarwendah the Petal and Thorn, a Tian-Sing Aasimar hailing from faraway Tianjing.
Mechanically, she was a monk/paladin who would use Crusader's Flurry to cut her enemies to ribbons with her Glaive (only not really because, as a devout follower of Shelyn, she had gone to great lengths to give her weapon the Merciful enchantment). She had come to Magnimar to test her mettle in the city's famous arena, and was then involved in the events of the afore-mentioned campaign. It's mostly in her honor that Alessandra has picked up Shelyin as her patron.
GM Phntm888 |
Okay, everyone, I have made my decisions. First and foremost, I'd like to state that this was not easy by any stretch of the imagination. There was quite a bit of agonizing over the final group, and I changed the combination several times, to the point of sometimes doubling up on roles.
Second, if I find myself with additional free time in the future (for instance, if some of my other games die), I may be able to run a second table of this, and will be reaching out to others of you who didn't make this cut for that. Also, I will keep your characters in mind for replacements should anyone happen to have to drop out or disappear.
Third, not making this list doesn't mean your submission wasn't any good. When I made my short list to narrow down submissions, it wasn't actually short at all in comparison to the total submitted.
And so, without further ado, and in no particular order, will the following people please report to the discussion thread:
Renae Sherson
Kiley Sherrow
Georgi Mosco
Kera Mvashti
Henric Drake
Stryn
To everyone else, thank you so much for your submissions. If I had the time and the ability to do so, I'd take all of you.