GM Phntm888's Return of the Runelords


Recruitment

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The Return of the Runelords Adventure Path begins here. One month ago, several members of a gang called the Horned Fangs were found dead in the Circle Market in the town of Roderic’s Cove. The cause of death for one was obvious - he had clearly been pierced through the throat by a weapon. For the others, however, it was not so simple. Found with a look of pure terror upon their faces, it was as though they had been frightened to death. On the lips of everyone is rumor of the restless spirit of Sir Roderic, the town’s founder. Life continues as always, but for how long?

I am looking for a group of 4 - 6 players to take through the Return of the Runelords Adventure Path. The adventure will generally be as written, although I will try to incorporate bits of people’s backstory, and modify encounters to account for a higher number of players (if I have 6). I don’t promise to be the best GM ever (because I’m not), but I promise to put my best effort forward. Ideally, I would like everyone to post at least once per day during the week, and maybe once on weekends, although I understand that real life can sometimes make that difficult (for me as well). I will try to do the same, although there may be periods of time where it’s difficult for me, too. Alternatively, if you guys are having a good RP session amongst yourselves, I’ll keep quiet so as not to interfere.

If you’re still interested, I need the following for your Submission to be considered complete:

  • 1. Character Stats
  • 2. Backstory
  • 3. Appearance & Personality
  • 4. Sihedron Hero (see below)
  • 5. Time Zone (not used in the decision making process, but it helps knowing roughly when people might be able to post. I am in Eastern Standard Time, GMT-5).

Please do read the Player’s Guide. It’s free, and it gives a lot of good advice.

You do not have to create an alias, as I have several unused aliases sitting around, and they accumulate very quickly. However, I do ask that you have all this information in one place so that it’s easy to find. If that means you have to re-post something, so be it.

This adventure path is a little different than previous adventures, as it tends to be a little sandboxy, allowing you to handle some challenges in whatever order you see fit. At times, there will be no true primary “quest giver”, leaving you to your own devices. This could sometimes bog down in a Play-by-Post format, so I may be more free in my use of NPCs to tell you where to go than the AP strictly spells out in order to keep things moving.

This is 1st edition Pathfinder, as I realize I should specify that now. Please keep all opinions about 2nd edition to yourself, as this really isn't the place for it.

Character Creation:

Ability Scores: We will use a 20 point buy to generate ability scores. No stat above 18 after racial modifiers, and no stat below 8 before racial modifiers. I value a well-rounded build over a min-maxed build when choosing characters.

Race: Any Paizo 15 RP or below. No custom races. Variant Aasimar and Tiefling heritages are allowed, no special feat required. You may roll once on the variant special ability table, but you must keep the result. This does replace the standard spell-like ability. You may roll up to three times on the physical features table, as well. Variants of other races under 15 RP, such as Dhampir or Changelings, are allowed as well.

Class: Any Paizo. Summoner must be Unchained. Monk, Barbarian, and Rogue can be either regular or Unchained. I will not be allowing third-party material for this campaign. Any Paizo archetype is allowed, but try not to have more than two. I use Emerging Firearms, allowing Gunslingers and archetypes that use firearms. Vigilante is allowed, although I’d like you to tell me how you want to handle the dual identity in-game, since the adventure doesn’t really apply secret identities in any capacity.

Skills: We will be using the Background Skills system, Skill Unlocks, and Occult Skill Unlocks.

Feats: All Paizo feats allowed except Leadership. There will be time for Item Crafting, although I find that crafting big, expensive items can take a very long time. Combat Stamina is free for Fighters, and a feat for everyone else.

Traits: 3 traits, one of which must be a campaign trait. Only one trait from any single category, no drawbacks. Some notes on some of the Campaign Traits:

  • 1. Accidental Clone - I will only accept one person with the Accidental Clone trait. Multiple people can apply, but you will be directly competing against each other, regardless of character concept. This does not mean that someone with Accidental Clone is guaranteed to get in.
  • 2. Audhrani’s Ally - Specify which question you would like the answer to, and I will provide you with the answer via PM.
  • 3. Close Allies - I will handle this in two ways, since play-by-post is different than face to face. First, if you and another player both want to take this trait and want to work together to build a backstory and connections between each other, I will consider you as a group submission - either both of you will get in, or neither of you will get in. Alternatively, you may make your character, and list your ally as [insert name here]. If both you and another single player with the trait are chosen, that person will be your ally, and the two of you may make minor tweaks to your characters in order to make your backgrounds work together. If you choose the second option, please also choose an alternate campaign trait in case you are the only one with Close Allies to be chosen.
  • 4. Scion of Legend - For a time period reference, at the start of the campaign, the events of Rise of the Runelords ended 10 years ago, and the events of Shattered Star ended 5 years ago.

Alignment: Any alignment is allowed, with the following conditions:
Your character must be willing and want to work with the rest of the PCs, and not have any plans or intentions of betraying them. I have a strict no PVP rule, and I will enforce it by removing your character from the game should you engage in PVP.
The first part of this adventure assumes the PCs have some motivation to help the town of Roderic’s Cove. Make sure your character has motivation to want to help Roderic’s Cove.
If I think you’re taking things too far, I will privately ask you out of character to reign it in. If I still think you’re out of control, I will privately warn you a second time. If I have to ask a third time, you’re out of the game.

Deities: The Player’s Guide has several good recommendations, and I encourage you to heed them. I am also going to add that deities who tend to seek the destruction of things like civilization and mortal life are in general going to be poor fits, and I am less likely to consider PCs who worship them. You do not need to worship a deity unless your class calls for one.

Gear: Maximum starting gold for your class. You may self-craft up to 3 items before the game at standard crafting costs, but only if you can succeed on the crafting roll by taking 10. One bundle of ammunition counts as one item.

Miscellaneous: No Young characters, Automatic Bonus Progression, or Feat Tax rules. If there’s anything else I haven’t thought of, I’ll answer questions about it. As mentioned above, there will be time for Magic Item Crafting, although mundane crafting may be harder, as you move around a lot in this AP. I’ve also noticed that creating more powerful magic items can take a long time, so the usefulness of magic item crafting may drop off at higher levels.

Backstory:

This doesn’t have to be long - a paragraph or two will suffice. I do read longer backstories, so don’t feel like you have to limit the length. Try to work your traits and your background skills into the backstory. The more interesting or entertaining, the better. Remember, length does not always equal interesting or entertaining.

The AP assumes the characters have been in Roderic’s Cove for a few weeks. Please tell me why you’re in Roderic’s Cove, and why you’ve been there this long. Being a resident of the Cove is fine, as well.

Appearance & Personality:

What does your character look like? Is their face scarred, do they have tattoos of mystic glyphs on their arms? Are they short, tall, fat, skinny, athletic? Do they have a beard?

By the same token, what are they like? Do they play practical jokes, or are they very stoic, rarely laughing? Do they trust others easily, or are they hesitant to rely on strangers?

Sihedron Heroes:

Part of this Adventure Path involves the Sihedron Heroes, a group of heroes who completed prior Adventure Paths, specifically Rise of the Runelords or Shattered Star, although other Varisian-centric APs are acceptable. The Sihedron Heroes aren’t particularly important for the first adventure, but I’d like to have an idea of who they are. If you have a PC from one of those APs, or any other AP set in Varisia that you would like to be one of the Sihedron Heroes, simply list that PC’s name, race, and class(es). Otherwise, you have two options. First, you can create a character for the purpose of being the Sihedron Hero. For this option, you should list their name, race, class(es), and which Varisia-set AP they would have completed in your submission. The second option is you can choose one of the iconics from either Rise of the Runelords or Shattered Star: Amiri (Barbarian, Shattered Star), Damiel (Alchemist, Shattered Star), Harsk (Ranger, Shattered Star), Kyra (Cleric, Rise of the Runelords & Shattered Star), Merisiel (Rogue, Rise of the Runelords), Seoni (Sorcerer, Rise of the Runelords), Valeros (Fighter, Rise of the Runelords). We may eventually need full stats for the Sihedron Heroes, but we can work on that once the game is underway.

How I Make My Decision:

I will choose players based largely on the strength of your backstory and how it interacts with your stats. If I have two characters I like equally and can’t fit both, I will consider party balance in making my decision. If that doesn’t help, I’ll consider your posting history, but I don’t like to use that as a primary decider. Having played in a game with me before does not guarantee you a spot.

Being new to Pathfinder or PbP is not an obstacle. If you need help, I will be happy to assist you, and I’m certain other players will be willing to help as well.

As stated above, I am a strict no PVP GM. To go along with that, while I don’t mind some naturally occurring party tension, I also won’t go out of my way to create it through character selection. I will consider possible conflicts between characters carefully, and choose accordingly. The better your character is at getting along with others, the more likely I am to choose you.

Recruitment will run until 11:59 PM EST on March 22, 2019. I will make my decision by March 25, 2019, with Gameplay officially starting on March 26, 20a9. I want to give people time to see the recruitment and submit their characters, as well as have time to make a character they are happy with. I may close Recruitment to new submissions early if I see overwhelming interest or if I experience a 5-day lull in submissions, but will give until the original date for everyone who has already expressed interest to finish up their characters.

Liberty's Edge

Dot. I'm thinking Medium, but knowing myself I'll change my mind seven times before recruitment is done.


Hello!
So, I had Maddie in a Return game that collapsed almost immediately, and I wouldn’t mind throwing her into the ring. She will need a couple of tweaks, though.

One note, though. She is a “young” character, with the stat changes, and as you said you didn’t want young characters, would I be able to simply remove the mechanical changes that it imparts, or should I age her up a few years? I would prefer leaving her young (as it led to her having one of my favorite personalities from any of my characters), but I can certainly give that up if you would prefer.


Dotting in...got a couple ideas floating around, but nothing solid yet.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Dotting as well~


For RP purposes, Maddie can remain young in terms of age. Just remove the mechanical changes.

On a related note, if you want to play an older character, you can do it for RP purposes, but we'll ignore the bonuses and penalties.

Scarab Sages

Dotting, will look through the players guide and work something up.


I think I'm going to go with a Dwarven Bloodrager, built with all the dwarven tricks to shrug off spells (Steel Soul, Glory of Old, etc). Probably throw in Primalist so I can grab Superstitious at some point. Should come in handy vs all the casters we'll surely encounter.


An interesting idea. Dwarves don't generally have a strong magical history, so I'm curious to see what you bring to the table. Don't forget Superstition applies to friendly spells, as well.


Dotting. Having a look at the players guide.
Thinking about a Varisian soothsayer.
Maybe a psychic!


Dotting. Thinking of going kineticist.


Dotting. Certainly interested, but will have to put some thought into a what character I'll want to make.


Dotting for interest.


This is Ouachitonian's submission. Shamgar takes the idea of being magic resistant and cranks it up to 11. Hardy, Steel Soul, Glory of Old, and the Untouchable Rager's Raging Resistance make him very hard to effect with spells, at least when he's in a rage. Grabbing Superstitious will only boost that, when he gets there.

And yet, he still somehow creates magical effects: the Arcane bloodline will allow him to apply the effects of spells like blur, haste, transfomation, and more while he is raging (even as everyone else's spells bounce off of him). Then throw in a dwarven longaxe that allows him to make the most of the bloodline's Disruptive Blodrage ability (and doesn't need a lot of feats to get going), and you really don't want to be a caster anywhere near him.

Now, in a Rage he'll have to resist friendly spells too, but that's fine. That's what pre-battle buffing is for. Plus the pseudo-spell effects like haste that he gets in a rage cover a lot of the buffing he'd be getting anyway.


Pathfinder Adventure Path, Rulebook Subscriber

Very interested in this so i will be working on a submission. I did have a question though. How long after the events of Rise are you going to have this be? One idea had been to run the daughter of my character from RisotRL but aas she'd be a half elf it would need to be long enough for her to grow up first.


Drogeney wrote:
Very interested in this so i will be working on a submission. I did have a question though. How long after the events of Rise are you going to have this be? One idea had been to run the daughter of my character from RisotRL but aas she'd be a half elf it would need to be long enough for her to grow up first.

This was already answered. 10 years after the end of RotRL.


Pathfinder Adventure Path, Rulebook Subscriber

Sorry, I missed seeing that. At work just now so I couldn't read it in too much detail. That idea is out but no biggie I'll come up with something.


Dotting. I created this character (Card caster Magus) for a home brew Sandpoint campaign that never took off. Will need to change the backstory a tad and take a campaign trait but I’ll get on that and let you know!


Dotting as well. There's an Enchanter Wizard with the Accidental Clone trait that I've been constructing for a while now and would to see get play.


Well, since he's no longer in contention, I would like to submit Henric Drake; Human (Taldan) Occultist 1

Stat Block:
Henric Drake
Male human (Taldan) occultist 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 11 (1d8+3)
Fort +5, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6+1)
Ranged energy ray +2 touch (1d6) or
. . light crossbow +2 (1d8/19-20)
Implement Schools
. . Abjuration (Bracers, 2 points) Resonant—warding talisman; Focus—aegis +1, mind barrier
. . Evocation (Staff, 2 points) Resonant—intense focus; Focus—energy ray
Occultist Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—burning hands (DC 14), shield
. . 0 (at will)—resistance, spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 14, Int 17, Wis 13, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Combat Casting, Dodge
Traits audrahni’s ally, pragmatic activator, reckless
Skills Acrobatics +5 (+1 to jump), Diplomacy +2, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (planes) +7, Linguistics +7, Perception +5, Sense Motive +5, Spellcraft +7, Use Magic Device +7
Languages Abyssal, Azlanti, Common, Goblin, Varisian
SQ automatic writing (linguistics), gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 2, mental focus (4/day), phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception)
Other Gear armored coat[APG], crossbow bolts (50), light crossbow, quarterstaff, 150 gp
--------------------
Special Abilities
--------------------
Abjuration (Bracers) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Energy Ray 1d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
Evocation (Staff) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Intense Focus +1 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Mental Focus (4/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-2 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.

Background:
Having been an orphan since he was young, Henric Drake has never learned how to set down roots anywhere. His mother died at childbirth, and his father, who was a talented entertainer, died suddenly and inexplicably. A young Henric never had to worry about being left alone, though. He was taken in by a traveling scholar who trained him up as his aid and, after realizing the youth's potential, in the magical arts. The two of them traveled far and wide, researching various artifacts and learning about history and magic together.

Eventually, Henric parted ways with his teacher to find his own way and make his own discoveries in the world. But he also hopes to help others in whatever way he is able, just like his teacher did for him. Eventually, he found his way to Roderick's Cove to find information about all things Thassilonian, a topic that he has come across again and again in his travels. Now he is determined to find answers of his own. Along the way, he came across a Forlorn elf called Audrahni. In her, he seems to have a found a kindred spirit, and possibly even a friendship, though she seems to be as socially awkward as he is. Or is it in spite of that...

Description:
Henric is a rather tall human male, standing at about 6'2", and fairly broad-shouldered, but not a lot of muscle. He's rather average in appearance, as well. Unfortunately, all his time as a student of history and magic has made his social skills somewhat lacking, though he's never afraid to try. In fact, for being a bit of a bookworm, he's more forward and (dare I say) brash than people would expect. First and foremost, though, Henric cavalier attitude is driven by the desire and need to do the right thing.

Sihedron:

I am currently running through Rise of the Runelords via Pbp, so I can use that character, if it works for you. Otherwise I can come up with someone else.

Zelinda Petri
Female Half-Elf
Fighter (Shielded Fighter) / Alchemist (Alchemical Sapper)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm interested. I have a character story/personality in mind -- likely the adopted daughter of one I played through Rise of the Runelords with -- but her actual crunch is pretty malleable.

I might give oracle a try, but I'm likely going to wait to see what others are submitting so I can build her in a way that will best fit in in terms of roles.


I just realized that I need to adjust Henric’s stats a touch. Forgot about the 7 in his Charisma. Not a huge deal.

Edit: There we go. Fixed.


Have an idea for a conjuration wizard (Academae dropout). Will put up the full submission later today.


dotting


Dotting, I'll need to read the guide, but I've got a couple of ideas for Sihedron Heroes. One of them is a PC in a Shattered Star game I'm in here on the boards, the other is from a sadly defunct Rise of the Runelords game. I'll post to their profiles when I do the full submission. It looks like we don't have a lot of tanky goodness going on, so I think I'm going to be leaning that direction, although I also don't see many skilled characters or divine casters (plenty of arcane, though.)

I'll be back in a bit. :)


using the chart here.
Alternate Teifling Ability: 1d100 ⇒ 73 You can use minor image three times per day as a spell-like ability.

Nice, even fits with my character concept. :)

Still debating on class, but going to be Ranger, Rogue, or Slayer with a mischievous streak a mile wide.


Shamgar Spellbane:

1. Please list your Favored Class Bonus somewhere. I assume it's +1 Skill Point, but just for my ease of accounting.

2. You appear to not have chosen a Sihedron Hero. I just need the name, race, and class, not a full stat block. You can also choose one of the Iconics, above.

3. What was it about Thassilonian history that made you so interested in it? Was it just the monolithic structures left behind, or was there something else?

Henric Drake:

1. Please list your Favored Class Bonus somewhere. I assume it's +1 Skill Point, but just for my ease of accounting.

2. I'm a bit confused about your Acrobatics and Swim checks. Why do you only get a +1 to jump with Acrobatics? I didn't see anything in the armored coat description that would apply the ACP more than once. Why is Swim at +0? If any of these modifiers are because of encumbrance, just ignore that. I only track weight carried if you're trying to carry either an absurd amount, or something really big (like a rolled up tapestry or something).

3. The stat block in the profile has Intrigued by Thassilon, and the one posted here has Audrahni's Ally. Which one did you choose as your Campaign trait. If Audrahni's Ally, which of the three questions in the Player's Guide did you want the answer to?

4. I'm going to try and draw a bit more out of your backstory. This is something I do when I think there may be unexplored threads available or possible hooks for me to work into the campaign. I have a couple of questions:
-What was the name of the scholar who took you in?
-What first drew you to Thassilonian history? Was it your teacher, or did you develop that interest after you parted ways?
-Are you and your teacher still on good terms?

5. Is your Sihedron Hero a multiclass or a gestalt? If a gestalt, please choose one side or the other to make their class for this.

@Adam Warnock - Whichever you choose as your Sihedron Hero is fine. I don't need the full stats now, just name, race, and class(es).


I have a question. How do you feel about Vine Leshies? They don't have an rp value listed.

The idea is for it to be the creation of a Druid Sihedron Hero. The last time they met was shortly after this character awakened but the hero's face still shows up in dreams.

EDIT: Silly me listing the wrong kind of Leshy, it should be Vine Leshy, not Leaf Leshy.


I’m interested - not sure with what, though.


Wound up going with bard. It fit what I wanted to do and fills a gap with skills (well, not at the moment, but we'll get into that.) I also have a slayer version as well, but I liked the idea of her having a mess of magical tricks she uses, and there is literally not a good way to give a character a few magic tricks. (I'd honestly be happy with just the cantrips I picked for the bard version, but there's not a good way to get just those.) I'm posting both versions since it's the same character, the builds are just different. If I'm honest, I'm tempted to dip into Sorcerer or Bard at 2nd with the Slayer build anyway just to have the cantrips. Not optimal, I know, but it's the flavor I want.

Stats Bard:

Kiley Sherrow
Female rakshasa-spawn tiefling bard 1 (Pathfinder Player Companion: Blood of Fiends 23, 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 8 (1d8)
Fort +0, 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 +3 (1d4+2/19-20) or
. . gladius +3 (1d6+2/19-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—minor image
Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, mage hand, mending, prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 12, Wis 9, Cha 16
Base Atk +0.75; CMB +2; CMD 15
Feats Weapon Finesse
Traits charming, hard to kill, spirit touched
Skills Acrobatics +5, Bluff +3 (+4 vs. characters who could be attracted to you), Craft (painting) +5, Diplomacy +3 (+4 vs. characters who could be attracted to you), Disguise +9, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perception +3, Perform (dance) +7, Perform (sing) +7, Profession (cook) +3, Sense Motive +1, Sleight of Hand +5, Stealth +5; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Goblin, Varisian
SQ bardic knowledge +1
Other Gear chain shirt, dagger (6), gladius[UC], artisan's outfit (2), backpack, 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), painting tools, pot, seasonings, local (0.5 lb), silk rope (50 ft.), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tripod, iron (3 lb), waterskin (2), 4 gp, 4 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
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.

Stats Slayer:

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.

Background Outline:

- Adopted by a mixed-blood couple in a Varisian Caravan after her parents were killed when she was an infant.
- Adoptive family slaughtered by ghouls near Sandpoint 10 years ago. (Spirit Touched Trait)
- Snatched off the streets of Magnimar a few months after the Ghoul Attack by Riddleport Pirates
- "Taken In" by a Sczarni gang that eventually moves to Roderic's Cove. She was taken in just before her more fiendish traits began to appear.
- Main jobs are distracting crowds for pickpockets and entertaining guests with eccentric tastes.
- Meeting up with the other PCs?

Will be expanding this, just wanted to get this up before I ran a game tonight. Any feedback or suggestions are welcome. I would like to know if Drawbacks are available. I know the traits are pretty different, but that's mostly to avoid overlapping with with things that I get from being a Bard (Slayer build was made first.)


GM Phntm888 wrote:

1. Please list your Favored Class Bonus somewhere. I assume it's +1 Skill Point, but just for my ease of accounting.

2. I'm a bit confused about your Acrobatics and Swim checks. Why do you only get a +1 to jump with Acrobatics? I didn't see anything in the armored coat description that would apply the ACP more than once. Why is Swim at +0? If any of these modifiers are because of encumbrance, just ignore that. I only track weight carried if you're trying to carry either an absurd amount, or something really big (like a rolled up tapestry or something).

3. The stat block in the profile has Intrigued by Thassilon, and the one posted here has Audrahni's Ally. Which one did you choose as your Campaign trait. If Audrahni's Ally, which of the three questions in the Player's Guide did you want the answer to?

4. I'm going to try and draw a bit more out of your backstory. This is something I do when I think there may be unexplored threads available or possible hooks for me to work into the campaign. I have a couple of questions:
-What was the name of the scholar who took you in?
-What first drew you to Thassilonian history? Was it your teacher, or did you develop that interest after you parted ways?
-Are you and your teacher still on good terms?

5. Is your Sihedron Hero a multiclass or a gestalt? If a gestalt, please choose one side or the other to make their class for this.

Oooh. Some good stuff in there. I appreciate the follow-up. :)

1. Added a Level Adjustment spoiler to the bottom of the sheet. I can add more to it, if you desire, but just added the Favored Class bonus for now (+1 HP).

2. I wasn't sure at first, either, to be honest. Looking at it closer, though, it looks like it has to do with 'speed' bonus (moving less than 30 feet due to Medium armor). It's an automatic thing that Hero Lab inputted into the stat block. I can remove it, if you feel that it's erroneous.

3. Thanks for catching that! I was originally going to take Intrigued by Thassilon, but then decided I liked the RP possibilities of Audrahni’s Ally more. Also, I decided to use the question "Where she grew up?" (another thing Hero Lab missed). Fixed in the profile.

4. Thanks for pointing out those details. I'll admit I was tired when I wrote this, and it's not my best work. I'll sit down and write it out a little better later on tonight (after I help the wife with supper!).

5. Multi-class all the way. :)


GM Phntm888 wrote:


Shamgar Spellbane :

1. Please list your Favored Class Bonus somewhere. I assume it's +1 Skill Point, but just for my ease of accounting.
2. You appear to not have chosen a Sihedron Hero. I just need the name, race, and class, not a full stat block. You can also choose one of the Iconics, above.

3. What was it about Thassilonian history that made you so interested in it? Was it just the monolithic structures left behind, or was there something else?


Spoiler:

1. It's actually +1 Rage Round. I think the skill point you're seeing is coming from his campaign trait:
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.

2. Ah, I was thinking we didn't need to do that yet. Whoops. I don't really have any old PCs that I feel like fit with this character, so I'll default to, ah...my cousin Harsk (Ranger, Shattered Star), I suppose. Unless I decide to create one. But we'll say Harsk for the moment.

3. Hmm. I hadn't given terribly much thought to it past the architecture. I'll think on that and maybe add more to it.


Some paths can't be discovered without first becoming lost.

Hi GM! I've been waiting not-so-patiently for a good Return recruitment to start up, and I'm extremely excited to submit Kera for consideration. Kera's a cleric (varisian pilgrim) of Desna, great-niece of the famed Madame Mvashti and daughter to her sihedron hero, her mom. I think everything's in her profile. Thanks!


@GM Phntm888

Updated my background some. Let me know what you think.

Spoiler:
Having been an orphan since he was young, Henric Drake has never learned how to set down roots anywhere. His mother died at childbirth, and his father, who was a talented entertainer, died suddenly and inexplicably. A young Henric never had to worry about being left alone, though. He was taken in by a traveling scholar by the name of Jostev Dezzun. Jostev trained Henric up as his aid and, after realizing the youth's potential, in the magical arts. The two of them traveled far and wide, researching various artifacts and learning about history and magic together. But the thing that interested Henric the most was the bits and pieces of information and artifacts that they found about ancient Thassilon.

Eventually, Henric parted ways with his teacher knowing that he had to find his own way and make his own discoveries in the world. While Jostev wasn't happy about this decision, he certainly couldn't fault Henric for wanting to make his own way. Henric assured his teacher that he not only wanted to carry on his own work, but also hopes to help others in whatever way he is able, just like Jostev did for him.

After some time traveling on his own, Henric eventually found his way to Roderic's Cove. Through the gathering of information, he was lead to believe that he could find more information on Thassilon here, and he is determined to find answers of his own. While exploring the local graveyard, he came across a Forlorn elf called Audrahni. In her, he seems to have a found a kindred spirit, and possibly even a friendship, though she seems to be as socially awkward as he is. Or is it in spite of that...


Going with the Slayer Build for now.

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.

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. 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 human. 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 enjoy finer things more than most children her age.

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 theri 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 off 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 eyes of a pair of Riddleport sailors, pirates in all but name, who saw her as an opportunity to make a little extra coin of their own. They snatched her from where she was sleeping and brought her to the ship where she was told to help the cook when she wasn't singing for the crew's entertainment.

She was sold to a gang with few scruples against slavery and put to work as bait for visiting sailors and merchants. She would perform tricks of agility and dexterity, sing catchy tunes, and dance in several styles to draw attention to herself while others would pick pockets and cut purses. More than once a crowd turned ugly and it was only through an iron will to live and survive that she wasn't killed on a couple of occasions.

Fate, however, had another hand to 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 sometiems 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.

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.

The leader of the gang and his lieutenant noticed something amiss when Kiley appeared before them, her unnatural features hasitly hidden. 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.

The months proved fruitful for Kiley. she spent the time drawing and writing in a journal to alleviate the boredom and soon had developed a skill with drawing, even painting when one of the gang members noticed her work and brought her some paints 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.

The gang moved to Roderic's Cove before she learned what the leader had in store for her. He lined up patrons seeking the beautiful, exotic, and strange 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. For the next several years she endured the humiliation.

It was a dark night during a winter storm that the gang learned when Kiley would go no further. She put the face of a man through a table with far more strength than she should have in her slight frame and glared into the gang leader's eyes. She told them in a cold voice that she would die before turning into a plaything and whoring to seal his dirty deals. before she'd been an ornament, but now she was a predator.

The gang mostly left Kiley to her own devices after the incident. The gang's fortunes began to sour and there are rumors that a schism between the old guard and some young bloods is brewing. Kiley is still forced to dance and tittilate guests and allies of the gang's leader, but it's clear that word has gotten out about how dangerous she had become in nervous glances from guards and patrons alike.

If only they knew the full truth of Kiley's prowess, they'd realize they had a tiger by the tail. A tiger that entertains young children with juggling and slieght of hand, but a tiger nonetheless.

Not complete. It's a first draft and I'm open to suggestions and comments.


One small question: when you say that we'll be using skill unlocks and occult skill unlocks, does that mean that we get them automatically without needing the Signature Skill or Psychic Sensitivity feats, or will we still need to take those feats to use the unlock abilities?


Submitting my character from the same game as Maddie that fell apart before it began. She is a scaled fist unchained monk with the Accidental Clone trait. She has a drawback from the previous game but I will remove that if chosen. Let me know if anything else needs to be tweaked.

My time zone is GMT -5.

Sihedron Hero:
Daimon the Contemplative is a tall, skinny man of Chelish heritage. He has dedicated his life to the worship of Sarenrae, and his steadfast devotion has made him exalted in the goddess's eyes. He always is serene and is prone to long periods of meditation, usually atop high mountains so he can be closer to the sun, but when the communities under his protection are threatened, he shows no mercy in eliminating evil. He focuses on fire spells, and one of his claims to fame is almost single-handedly defeating the white dragon Arkrhyst with nothing but a handful of fire seeds.

Ten years ago, he was among the heroes who defeated Karzoug, the runelord of greed. Since then, he has wandered Varisia performing acts of kindness and mercy, but he is always ready to take up arms should a powerful threat surface once more.


Strong winds in my area have knocked out the power five times today. I will answer questions and continue review tomorrow.


Hmm dot. I had two games fold (GM I think you know one of them) and this AP sounds fun.


Hi! I'd like to toss Senna's hat in the ring. I think I've included every requirement in her profile... but if I missed something, please let me know.

Thanks for considering her.


I think this is everything. I'll include a background summary if needed. Let me know if there's anything I need to change. The Black Rose was just something I came up with since I don't have anything beyond the bare bones about 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 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.

The Black Rose soon moved to Roderic's Cove as the pickings in Riddleport grew slimmer, and it was there that Kiley discovered Anatolie's plans for her. 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 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 as Anatolie's web of alliances continues to unravel. The recent murder of sczarni thugs in the town's square seem a prelude to the violence threatening to erupt in the underbelly of Roderic's Cove. Kiley now finds herself in the middle of a power struggle threatening to erupt when she finds herself in new company.


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 occassions 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.

Outfit descriptions to come.


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.

Scarab Sages

Reading through the players guide brought up a question about the idea I was toying with. Was thinking of making a goblin rogue/fighter, survivor of Rise of the Runelords. He was spared by his Sihedron Hero. Now after several years of poor choices and bad circumstances that lead to him pirating he is hiding out in Roderic's Cove and being a helpful member of society. However, the players guide mentioned there could be issues with a goblin PC so wanted to see if that would be a problem or not.

I could always adjust the race and backstory I am working on but the goblin idea really stuck with me for this one.


And there's my submission. If there are any corrections required or suggestions feel free to tell me.

Character Stats:

Renae Sherson
Female Human (Azlanti) Enchanter 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
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
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats: New Thassilonian Magic, Scribe Scroll, Spell Focus (Enhancement)
Adventuring Skills: Bluff +9, Diplomacy +9, Knowledge (Arcana, Dungeoneering, Local, Religion) +8, Spellcraft +8
Background Skills: Appraise +8, Knowledge (History) +8
Traits: Accidental Clone, Charming, Overwhelming Beauty
Languages: Azlanti, Common, Giant, Shoanti, Thassilonian, Varisian
SQ: Arcane Bond (Ring), Enchanting Smile
Combat Gear: Quarterstaff, Light Crossbow, Crossbow Bolts (20); Other Gear: Backpack, Bedroll, Belt Pouch, Flint and Steel, Ink, Ink Pen, Iron Pot, Masterwork Ring, Mess Kit, Soap, Spellbook, Spell Component Pouch, Torches (10), Trail Rations (5 Days), Waterskin; Wealth: 12 GP
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Special Abilities
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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 Renae’s friend for 1 hour.
Color Spray: Renae 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: Renae can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal.
Read Magic: Renae can read scrolls and other magical writings.

Favored Class Bonus: Wizard (+1 HP)

Appearance:

Before Lady's Light, Renae was a nondescript young man of mixed Chelish and Varisian ancestry. In the body of one of Sorshen's clones, she now possesses the Runelord’s Azlanti features and legendary beauty.

Like many of the ancient Azlanti, Renatus is dark-haired and olive-toned. She 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 both statuesque and curvaceous.

Despite his new eye-catching appearance, Renatus prefers to wear simple, unassuming robes, not only because they allow for easier movement for spell-casting, but also because they draw less attention. Accordingly, many of these robes are hooded as Renae fears being taken for the true Sorshen.

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

No longer does she procrastinate or passively accept an injustice being 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 she 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 in Sorshen’s clone body. Many of these temptations are morbid and lustful urges of the flesh that Renae finds alien to her past sensibilities. She has done her best to supress these desires as best she can and hopes to find a way to remove them from her psyche altogether.

Despite all these drastic changes, both physical and mental, Renae remains an inquisitive arcane scholar who yearns to know and explore 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 to local shop owners in the small town of Roderic's Cove, Renatus grew up in the shadow of one of the many Thassilonian ruins that spanned across his homeland of Varisia. Originally, he didn’t think much of these ancient remnants of a long-lost empire. He was young, and easily distracted by various interests that would routinely take his fancy, leaving the ruins far from his mind. It was only when his parents took him to the nearby city of Sandpoint that he finally learned to appreciate these monuments for what they really were.

Seeing the legendary Cyphergate up close for the first time, Renatus became fascinated with for all things Thassilonian, which inevitability lead him to learn of the enigmatic Cyphermages, a group of arcane scholars known throughout Varisia for their knowledge of Thassilonian lore and runic magic. Believing that joining the order was his true calling in life, Renatus spent the remainder of his childhood earning money doing odd jobs so he could one day pay for entrance to the Cypher Lodge in Riddleport.

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

Unwilling to let that be the end of his quest to understand ancient Thassilon, Renatus desperately sought a new patron that would allow him to continue his research. Renatus eventually found such a group in a newly formed party of adventurers whose captain claimed that he wished to rescue lost Thassilonian artifacts from crumbling ruins and monster-infested dungeons before they could be destroyed or misused. The party was in need a translator well-versed in Thassilonian, and being eager to continue his research and prove that he didn’t need the Cypher Lodge and its resources, Renatus readily signed up with the party. It would be the biggest mistake in his life.

The adventurers were in reality a band of mercenary tomb raiders in the service of the infamous Aspis Consortium. They had no desire to save lost artifacts for the sake of the people of Varisia, and only wished to sell or exploit them for their own ends. Disgusted by the revelation but now beholden to the party, Renatus held his tongue for a time and suffered working with his new compatriots, seeing it as a necessary evil if wanted to continue his research, and also fearing what would happen to him and his family Cove if he defied the Aspis Consortium. The Cyphermages were one thing, but the Aspis Consortium was notorious for retaliating against those who interfered with its profits.

Eventually though the mercenary’s actions became too much to stomach and Renatus finally spoke out against its captain after one particularly haphazard dungeon dive led to the destruction of several irreplaceable pieces of Thassilonian history. That act of bravery almost cost Renatus his life as the captain beat him bloody and left him hobbled. The brute made it clear that Renatus belonged to the Aspis Consortium now and would serve its interests without question: Or else. Scared for his life, and that of his family’s, 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 was sent to the south of Varisia on a mission in the Mushfens to pillage the Lady’s Light monument for relics. It was there while guiding his tormenters through the dungeon's dangerous tunnels that Renatus regained his courage and 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 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 felt strange, different in a way couldn’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 recognized the face that stared back at him immediately. It was the face of the very woman whose monument he was in. It was the face of the Runelord of Lust, Sorshen. Renatus realized he was no longer himself, having been reborn in the body of that infamous Runelord.

Baffled by his strange resurrection but relieved that he was finally freed from his abusers, Renatus fled the Lady’s Light 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 far more traumatised by his death than his new body and gender, Renatus adopted the name Renae Sherson to ensure that the Aspis Consortium would not be alerted of his continued existence and to subtlety pay homage to the woman whose cloned body had inadvertently saved her life. Renae stayed in Magnimar for some time before finally deciding that she needed to return to Roderic’s Cove to explain to his parents all the changes that had befallen her while she was away and ensure that no agents of the Aspis Consortium would harm them as a twisted form of collateral for the party’s failure to ransack the Lady’s Light. This is where Renae’s story begins…

Sihedron Hero:

Kasumi Cailean, a Chaotic Good Female Human (Tien-Min) Cleric of Cayden Cailean. A good-natured if hedonistic native of Sandpoint, Patten got roped into a series of events that eventually lead to him and other heroes defeating the Runelord of Greed, Karzoug.

Afterwards, Paten 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 his beloved homeland with their schemes.

Time Zone: EST (GMT-5)


Somewhere along the way, I completely missed the whole Timezone thing.

Time Zone:
I am in MST (Mountain Standard Time; UTC -7), in Canada, to be specific.


@Cuan - After looking over the vine leshy and looking at its abilities in context of the race builder out of the ARG, I'm estimating the Vine Leshy to be over the 15 RP limit (I currently have it clocked at 18, and I haven't factored in the effects of the Verdant Burst ability, since that only takes effect upon death). That's with reducing the number of RP for the Plant type, since it lacks the immunities typically associated with the Plant type and Leshy subtype. I like the creativity with the idea, though.

@Ouachitonian - Thank you, completely forgot about that aspect of the trait. All is good with Shamgar.

Kiley Sherrow:

Quote:
The Black Rose soon moved to Roderic's Cove as the pickings in Riddleport grew slimmer, and it was there that Kiley discovered Anatolie's plans for her. 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.

Would you mind keeping from this part of the story forward to Riddleport? The Black Rose wouldn't find much business in Roderic's Cove, as it's more Sandpoint-like than Riddleport-like. The recent murders are more of an abnormality than a constant. Instead, how about Kylie fled to Roderic's Cove in order to avoid being caught in the middle of the conflict between the two factions of The Black Rose. Since the adventure does go to Riddlport at a couple points, it gives me more opportunity to work them in somewhere.

I suggest this because none of the gangs in Roderic's Cove really fit the description of the Black Rose (they're mostly local, and not quite as unsavory), and there isn't a lot of room for them.

Everything else looks good.

@theasl - You still need the feats, or to be a psychic spell caster for the Psychic Skill Unlocks. Unchained Rogues get some of the skill unlocks for free with the Rogues' Edge ability.

Remy Tomovici:

I assume Daimon is a human cleric of Sarenrae, correct?

@Dakcenturi - Like most small towns in Varisia, Roderic's Cove has a nearby Goblin tribe that sometimes causes problems. Some NPCs might react poorly to you or be suspicious of you at first, on account of being a goblin. If you don't mind the roleplaying challenges involved, go ahead and make the character. If you get in, it may help for you to work out being friends with another of the PCs so you have someone who's willing to vouch for you in-game if it's needed.

Renae Sherson:

1. Quick location fix: The Cyphergate is in Riddleport, not Sandpoint.

2. While I know why you chose the Lady's Light for the body swap, I'd like to request that you choose a different location. This is because if one of the Sihedron Heroes ends up having been from Shattered Star, the trap might not still be active when you get there. Perhaps somewhere else in the Mushfens?

3. Is your Sihedron Hero's first name Kasumi or Patten?

Kera Mvashti:

1. Could you put a mark next to which skills have ranks in them? When I first looked at your skill list, it looked like you had 7 plus the 2 background skills. I figured it out, but a quick notation would help with readability.

2. Please mark your Favored Class Bonus. Is it +1 Skill Point?

Senna Proviso:

I'm going to need to think over the interaction between Blood Havoc and the tattooed sorcerer archetype, as both are replacing your 1st level bloodline power. While HeroLabs may have allowed them to stack, I'm not sure if that's necessarily the rule as intended. Everything else looks good.

EDIT: Henric, everything looks good. Thank you. I PMed you the answer to the Audrahni's Ally question.


@ Phntm:
Sure thing. It's totally a DM call, just let me know. I thought it was a straight swap that worked like this:
1. Lose Claws (standard Sorcerer) to gain a Familiar&Tat (Tattooed Sorcerer).
2. Lose Familiar/Familiar Tat to gain Blood Havoc.

But again, the decision is your. Pushed to it, I'd go with Tattooed Sorcerer because it is totally tied to her backstory and lose Blood Havoc.


GM:

I'll surely mark the skills with ranks. My FCB is noted at the bottom under the "Character Advancement" spoiler. You're correct that it's a skill point at first level :).


Senna:

While the swap is straightforward, the underlying mechanics are not. The Tattoo Familiar is an aspect of the archetype, not an aspect of the Draconic bloodline. Blood Havoc replaces the bloodline power, which Tattoo Familiar is technically not. That's the big hold up. Let me talk to a couple of people and get their opinions on the matter. I'll let you know my decision.


Alrighty, will update when I get home.

Scarab Sages

@GM Roleplaying challenges are always fun :D. See below details for Stryn recently ex-Pirate, friend of a "Hero of Sandpoint" and ex-Thistletop tribe goblin.

To note, I was planning to go the Close Ally with someone else specifically for the reason you noted. However, if there wasn't another Close Ally to work with and expand my background then I would likely go with the Scion of Legend trait.

Stats:
Stryn
Male goblin unchained rogue (scout, underground chemist) 1 (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee rapier +4 (1d4-1/18-20)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 12, Int 16, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Combat Reflexes, Weapon Finesse
Traits clever wordplay, close allies, goblin pirate (shackles)
Skills Acrobatics +4 (+0 to jump), Appraise +7, Bluff +7, Craft (alchemy) +7, Disable Device +5, Disguise +4, Perception +5, Perform (dance) +4, Profession (sailor) +6, Ride +4, Sense Motive +5, Sleight of Hand +4, Stealth +12, Swim +1; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Gnome, Goblin
SQ trapfinding +1
Combat Gear acid (3), alchemist's fire (2), caltrops; Other Gear hide shirt, crossbow bolts (30), light crossbow, rapier, bandolier[UE], belt pouch, chalk (10), flint and steel, glass cutter[UE], glue paper[UE] (5), masterwork backpack[APG], mirror, piton (3), silk rope (50 ft.), thieves' tools, trail rations (5), waterskin, 52 gp, 7 sp, 1 cp
--------------------
Special Abilities
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Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Progression Plans:
Plan to take mostly rogue but will likely dip two levels of Fighter (Lore Warden), then possibly prestige a couple levels of Shadowdancer.

Background:
Stryn was a pretty normal goblin, he was a bit smarter than most of his kind but was pretty weak so fell in line with the others behind their chief, Warchief Ripnugget. When Gogmurt decided to distance himself from the chief Stryn decided it was smart to do the same. Luckily when the longshanks attacked they had already spoken with Gogmurt who begged for their mercy, when the heroes offered them the opportunity Stryn knew they were outmatched and happily surrendered. A lot of his kin were not so smart and were slaughtered in the process including chief Ripnugget.

When Jess, allowed Stryn to go free he promised to be good and not bother Sandpoint again. Jess picked up on Stryn's intelligence and offered to take him in and teach him some things, so he could be good. Jess had a goblin friend who had helped them defend Sandpoint during the first raid and even though that goblin disappeared never to be heard from again, Jess knew that not all goblins were bad and if they were smart enough could be taught to be contributing member of society.

They were good friends for a time. Jess was an alchemist, an avid reader and loved researching ancient Thassalonian things. Stryn helped Jess with some of her alchemical endeavors often mixing ingredients and following her instructions to help create simple items. Jess had a knack for languages and taught Stryn how to read, while helping him overcome his racial fear of books. She also taught him how to dance because Jess would love to have dance parties anytime she found out some new piece of information about Thassalon. He even started to enjoy helping her with her research and trying to find out new pieces of information and lore. It was all great until Jess had to leave after the giants tried to attack Sandpoint. She was gone for so long that Stryn eventually had to find something else to do with himself.

Even though he was somewhat accepted in Sandpoint eventually he ran afoul of a group of Sczarni who noticed his skills for being stealthy and knew goblins were naturally good at stealing things. Since he no longer had his "Hero" around they press ganged him into the service of a Sczarni pirate captain. He spent the next several years pirating. The Sczarni were right about the goblin, he was smart, stealthy and with some training proved to be a very capable member of the crew. While Stryn was good at the work he did, he always regretted it because of the promise he had made to Jess.

One day on a routine supply run from Riddleport to Roderic's Cove their ship was set upon by a rival band of pirates. The Sczarni pirate captain had done a grave injustice to the other captain which is what provoked the attack. The Sczarni ship was torn to ribbons and Stryn barely got away with his life. Luckily, over the years he learned to swim decently and managed to get to shore. With his ship and crew gone, as far as he knew, he thought he could finally be done with his life of pirating and live up to the promise he made Jess all those years ago. He made his way to Roderic's Cove, the nearest town from the battle.

On his way he ran across (ALLY X) in a bad spot. Stryn helped (ALLY X) out of the pickle they were in and the two became fast friends. While Stryn was new to town and the normal goblin biases were solid in people's minds at least his friend (ALLY X) could vouch for him and that let him start a new life in town. He has been there for the last few months working on changing people's perception of him and doing side jobs on the docks, putting his experience as a sailor to good use. However, it had all gotten a little dull and he was starting to get antsy for some new adventure. After having a 'Hero of Sandpoint' teach him things, then his chaotic life as a pirate, settling down in a port town started to feel a little too dull for him.

Appearance/Personality:
Stryn is a short, even for goblin standards, slightly pudgy goblin. Unlike most goblins that must scrape by to survive Stryn is pretty well off and it shows in his overeating. When he is covered up with his cloak is short, pudgy stature almost makes him look like a halfling instead of a goblin, which he uses to his advantage. He is a pretty care free guy. He enjoys dancing when he gets the chance and enjoys making friends, though he's not always that great at it. Stryn stands at just two and a half feet tall and weighs about forty pounds.

Sihdeon Hero:
Jessalissa 'Jess' Maynet, Female Gnome, Alchemist. This is a character I am currently playing in a Rise game that is still early on, but I know the AP so abstracted some of the details to account for her seeing it all the way through.

Timezone:
Eastern. Normal posting is Mon-Fri about 7am-2pm, possibly a late-night post. Then usually at least once on the weekends.

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