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@EltonJ: My condolences to you and your family.
Here's Brax, human ranger in the making. I'm a bit rusty, so I hope I didn't forget anything important.
Ancestry: Human [Mulan]
Class: Ranger 1
Alignment: NG
Patron Deity: Chauntea
Init +2 Perception +4
Attributes: Str 12 Dex 15 Con 13 Int 08 Wis 10 Cha 06
AC 15 (+2 Dex, +3 armor), touch 12, flat-footed 13
HP 11
Fort +3 Ref +4 Will 0
Speed 30 ft.
Base Atk +1 CMB +2 CMD +14
Melee short sword +2 (1d6+1, x2)
Ranged longbow +3 (1d8, x3. 100 ft.)
Feats: Point Blank Shot, Precise Shot
Skills: Climb +5 (+4 in armor), Handle Animal +2, Perception +4, Stealth +6 (+5 in armor), Knowledge (nature) +3, Sense Motive +5, Survival +2 (trait bonus)
Background Skills: Knowledge (geography) +3, Craft (bows) +3
Traits
Child of Nature: +2 trait bonus on Survival
Bastard: +1 trait bonus on Sense Motive and Sense Motive becomes class skill
Fearless Defiance: +1 trait bonus on all saves against fear effects, if successful, +1 trait bonus on attack rolls against favored enemies for 1 round
Flaw Paranoid (Aid Another to help me has DC 15)
Class Features: favored enemy [humanoid(human)], track, wild empathy
Equipment:
studded leather armor (25 gp, 20 lbs.)
short sword (10gp, 2 lbs.)
longbow (75 gp, 3 lbs)
20 arrows (1gp, 3 lbs)
backpack (2 gp, 2 lbs)
bedroll (1sp, 5 lbs.)
flint and steel (1 gp)
rope (50 ft.) (1gp, 10 lbs)
5 trail rations (2gp 5 sp, 5 lbs)
5 torches (5cp, 5 lbs.)
waterskin (1gp, 4 lbs)
pot (common) (8sp 4 lbs)
belt pouch (1gp, ½ lb.)
mess kit (2sp, 1 lb.)
traveler’s outfit (1 gp, 5 lbs)
Healer’s Kit (50 gp, 1 lb)
28 gp, 8 sp, 5 cp (weight 70,5lbs. with all equipment, 33 lbs with clothing and combat gear)
Background: Brax was born into slavery, as his mother was bound to a minor Thayan noble in the tharch of Priador. He was never treated as any more than that, though being a bastard son to that noble probably saved him from being sold at the slave markets of Eltabbar, when he would have been old enough. Instead he was groomed to be one of the shepherds, which not only allowed him a bit more freedom than most other slaves was granted, but he even was allowed to bear weapons to protect his herd from the monsters roaming the Priador wilderness and sometimes entering more inhabited regions.
Two things made him break his bonds and escape slavery, together with a ragtag band of other fugitives and ex-slaves. One thing was hearing rumors of Thay preparing an army to try and invade Aglarond, while at the same time slaves were suddenly disappearing with no one knowing what happened. The other was the death of his mother, while his sire was on a business journey.
Brax succeeded in stealing a hefty amount of money from his father’s chests and, together with his companions escaped to the wilds. They somehow succeeded to escape to Murghom, where the hid in the Ganathwood out of fear of Thayan pursuers, although those never came.
In the meantime the money got scarce, and when his companions started to steal cattle and other things from the farmsteads surrounding the wood, he eventually separated from them.
Living for a while alone, he nearly died in an accident but was saved by a miracle, when a wolf found him, and instead of going for the easy prey, led a priestess of Chauntea to him, who lived an eremite life in the woods, but took him in and nursed him back to health. Since then it is the Earth mother he directs his prayers to, but that event also led him to realize, that he needed a purpose in life. He certainly wouldn’t go back to Thay, but he also didn’t want to fall in with the bandits his former companions had become, so he decided to go south to try and make his luck in Mulhorand, the homestead of his ancient ancestors.
He is never really alone now. That wolf that saved his life seems to follow him wherever he goes, always keeping it’s distance, rarely to be seen, and Brax sometimes questions his own sanity, fearing to suffer hallucinations.
Appearance Brax is in his early 20‘s, though his haggard face shows the hardships he had to live thru. He has the dark skinned complexion of his Turemi ancestors, though you can also see traces of his Mulani heritage in his facial features as well as his slim body. He is more than 6 ft. in height and shaves his hair in Mulhorandi fashion. He’s a loner by nature and experience, and while he’s friendly enough with new people he meets and always willing to help people in need, it’s hard to earn his friendship and even harder to win his trust.

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First up, I'm sorry to hear about your friend. Travel safely and indulge in great memories. Take as long as you want. We'll be ready when you are.
Next, I got dice...
abilities: 4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16
4d6 - 3 ⇒ (6, 6, 5, 3) - 3 = 17
4d6 - 4 ⇒ (5, 4, 4, 4) - 4 = 13
4d6 - 2 ⇒ (2, 2, 3, 6) - 2 = 11
4d6 - 3 ⇒ (3, 4, 4, 6) - 3 = 14
4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
Remembered it's smart to roll dice first and built characters with what you get. : P
EDIT:

GM DarkLightHitomi |

working on my character.
it should be cool to equip my character with a hand crossbow, some bolts filled with oil of impact, a ramshead staff, and an adamantium yo-yo, right?
Pretty sure there’s a character that already does that. Now what was their name…
:)
Love the reference. I’m curious how well it works for you. Going cleric/favored soul as well?

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I think the character is Seldzar Rhossaraghan. A former slave of House Rhossaraghan in the Underdark, Seldzar used the gifts of his fiendish heritage to escape captivity to the surface.
There he found himself employment with all means of treasure hunters, surfacing as he did in a kingdom of lost secrets and ancient ruins. His training and natural aptitudes made him the perfect guide for those who robbed the monuments of Mulhorand—long lost to the desert sands.
One thing Seldzar had not expected to find was a surface world dependent on the cruelty of slavery. Though not always with the barbarism of the drow, the tomb raiders and builders and armies and merchants all benefited from the work of slaves under a punishing hot sun, or deep in mines and buried temples. Seldzar remembered the lash of dark elves and deep dwarves and determined to punish those who profited from cruelty.
Today he makes his coin guiding vagabonds into the forgotten places of deserts and mountains, but his real business is disruption. A salvage team or even an owner who offers his slaves freedom and a share of treasure gain the benefit of his expertise. But abuse of one's workers carried the risk Seldzar might take him into an ancient tomb only to free his slaves.
And leave him to suffocate with the dead.

Grumbaki |

Out of curiosity...for people with subissions.
WormysQueue
13/13/12/12/8/6
Point Buy: 4
Brax Human Ranger
ElbowtotheFace
18/15/14/10/8/6
Point Buy: 23
Half Orc Druid
DjinnBob
18/14/12/11/11/8
Point Buy: 24
Elwynd Human Oracle
Critzible
Don't see stats?
Ombert Halfling Fighter
pauljathome
17/15/13/13/13/11
Point Buy: 30
Sajira Human Druid
Grumbaki
18/14/11/10/9/7
Point Buy: 18
Sir Ardan Halfling Cavalier
Steven T. Helt
17/16/14/14/13/11
Point Buy: 37
Seldzar Tiefling something

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Background:
Ombert was born to the son of Renard Dardragon, a Famous Halfling Mercenary whose Halfling Slinger Contingent was renowned through the Old Empires for their skilled tactics and formations, despite their size. The group found a home in Thambor, the trade city that dealt with Mulhorand and Unther. Here he could take jobs and assist whoever had the highest bid.
Ombert was the son of Dekkard, a loaf of a halfling who did not have his fathers or siblings' penchant for combat. However he was crafty and found a way to make money despite his poor combat skills. Dekkard organized other halflings and humans in cart off waste, burying the dead and seeing what gear they can salvage. Like his father he would sell his services to the mercenary corps and the kingdoms of Unther and Mulhorand. This has garnered the man some fame. Especially aiding the Priests of all faiths. This made Dekkard through religious following the tenets of Halfling faith, especially Urgolan the Shepherd of the dead.
Ombert despite his fathers lack of talent, Ombert had it in spades. The halfling lad learned the basics from his Mother Stella, who had retired from Avoreen’s Avengers, his grandfathers’ all halfling mercenary corps, due to losing her left leg. Stella also taught her children how to butcher and cook. As any good soldier should know to do these when supplies are low. She found Ombert was the most talented amongst her children.
Eventually Ombert would try to join his Grandfather's band, and was rejected. This made Ombert leave on a mission as a camp follower to another group. When journeying with a caravan of troops and merchants they were accosted by a group of Bandits. Oddly enough everyone thought it was weird for a group to attack the caravan. It was revealed later Half-Ogres and Orges where in this group, as well as trained Pryolisks and summoned fire elementals.
Ombert thought in the initial wave he could help and sought to fight. Oh he killed a bandit, but found half his body burnt and broken by a Magma Elemental. It was one of the first times Ombert came to understand his own mortality. This led him to eventually make his way back to his father. There Renard saw him, raised him back to health and began to train him properly. Once he was trained and ready, Ombert left again. This time he journeyed to test himself. His scars are a reminder of his follies. This led him to join caravan after caravan as a chef and adventurer. This led him into the deeper areas of Mulhorand and Unther.

EltonJ |

The equipment list belongs to Cadderly, one of salvatorss characters from the cleric quintet. Solid character.
But i am going to stick with making Raistlin for FR. I like the juxtaposition.
Gonna go with the drawback condescending.
Cant work on character tonight
Yea, with those stats you can certainly make Raistlin happen in the Forgotten Realms.

EltonJ |

Question: Do you allow variant multiclassing? Was just thinking about feat plans and I might want to use that option.
If I implement variant multiclassing, everyone will have to be under that rule. It's a good system for multi-classing, I admit. I can implement it, but everyone will have to use it.

Sir Ardan |

If so, nothing crazy. I'd go VMC Fighter. I was really tempted to go VMC Barbarian (his Str16 is nothing to write home about. Pushing it up to 20 when charging would have been great), but it just didn't seem to fit the character.
With VMC Fighter, he would look like this:
Feats
Lvl 1: Mounted Combat (class), Ride-by-Attack (level), Spirited Charge (race), Run (race)
Lvl 3: VMC: Bravery at lvl -1
Lvl 5: Power Attack, Furious Focus
Lvl 7: VMC: Armor Training 1
Lvl 8: Spring Attack (bonus feat)
Lvl 9: Advanced Armor Training Armor Specialization
Lvl 11: VMC: Weapon Training 1, Unseat (bonus feat)
Lvl 13: Advanced Weapon Training Weapon Specialist = Weapon Focus and Weapon Specialization Lance
Lvl 14: Spring Attack (bonus feat)
Lvl 15: VMC: Armored Juggernaut (Ex)
Lvl 17: Improved Bull Rush (bonus feat), Rhino Charge
Lvl 19: VMC: Weapon Training 2, Armed Bravery
Lvl 20: Advanced Weapon Training Weapon Focused Weapon
* Overall, it would be using his feats to double down on the "lance specialist knight wearing full plate armor and wielding a shield"

Grumbaki |

Had a second character idea that’s been bouncing around in my head. Going to put the character together. Eltonj, if you like either character and would like to pick one then go ahead. But it’s just another option :)
4d6 ⇒ (2, 1, 5, 2) = 10
4d6 ⇒ (4, 1, 4, 4) = 13
4d6 ⇒ (4, 2, 5, 5) = 16
4d6 ⇒ (4, 2, 6, 6) = 18
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (1, 4, 2, 1) = 8
18/16/13/13/10/8
Name: Hrungnir the scarred
Race: Dwarf
* Craftsman: +2 racial bonus craft
* Stoic Negotiator: +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks
* Iron Citizen: +2 (untyped!) bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill
Drawback: Scarred
Stats: Str (18) Dex (16) Con (15) Int (10) Wis (15) Cha (6)
Class: Invulnerable Rager Barbarian
Feat: Power Attack
Background: Hrungnir traveled south in the hope of finding work as a smith, believing that he could make his fortune by escaping the oversaturated markets in the north. Little did he know that a culture that normalized slavery would have little qualms with forcing work for no pay. He earned the name ‘the scarred’ after a failed escape attempt. He was punished by having a helm that was still hot from the forge forced onto his head. Rather than break him, it merely strengthened his hatred and his desire to escape. It was only recently that he managed to escape, when his master took him into town for the purpose of selling him. Slipping away, he now seeks safety in numbers, as well as enough coin to eventually return home with his head held up high. Coin…and vengeance. Without both how could he face his clan?
——-
Don’t see anyone filling this role so far. And I like the idea of a heavily scarred dwarf seeking gold and vengeance. Ironically, as he was a merchant and smith before being enslaved, he gets +4 diplomacy from racial abilities…and -2 from his scars (cha).
I’d be more than happy to play Ardan or Hrungnir. Just depends what fits the campaign better. A halfling cavalier seeking personal glory, or a scarred and angry dwarf seeking vengeance.

fatmanspencer |

I have experiences with several people here, and so I trust this process! I will roll for the stats.
STAT: 4d6 ⇒ (5, 3, 3, 4) = 15
STAT: 4d6 ⇒ (3, 5, 4, 5) = 17
STAT: 4d6 ⇒ (4, 3, 3, 4) = 14
STAT: 4d6 ⇒ (5, 6, 5, 4) = 20
STAT: 4d6 ⇒ (2, 3, 6, 3) = 14
STAT: 4d6 ⇒ (4, 6, 1, 5) = 16
I think my stats are pretty okay, with a 12, 14, 11, 16, 12, and 15.
I think a Tiefling Oracle may fit in. I have read some of the Gorean books, I remember SL for those who understand, and have played with the GM before. Like I said I trust this process, and hope it goes well because the premise is interesting to me.

EltonJ |
5 people marked this as a favorite. |

Hello, everyone!
The funeral for my cousin Soulcleave was great. There weren't any flowers, but my mom had a tree planted. Also, a lot of people got up to speak about their memories of my cousin. I did too. There was a lunch, plus I got to take home a miniature -- and of course I got his big, red, fire breathing dragon.
I will select characters next week for this game. I'll tell you when.

SphinxTreecat |
Here is a link to my submission, Nakoria Merrythorn, halfling transmuter. I am still working on the details of her backstory, but the basic idea was that she grew up in Thay as a Red Wizard's slave. She recently escaped to Mulhorand and has been making her living as a street performer while she tries to make more sense of the spellbook and scrolls she managed to steal during her escape and stay one step of anybody who might try to take her back. (The scrolls are under the assumption that we can pick up regional equipment per FRCS; let me know if that assumption was wrong.)

EltonJ |

Here is a link to my submission, Nakoria Merrythorn, halfling transmuter. I am still working on the details of her backstory, but the basic idea was that she grew up in Thay as a Red Wizard's slave. She recently escaped to Mulhorand and has been making her living as a street performer while she tries to make more sense of the spellbook and scrolls she managed to steal during her escape and stay one step of anybody who might try to take her back. (The scrolls are under the assumption that we can pick up regional equipment per FRCS; let me know if that assumption was wrong.)
Looks rather good, Sphinx.

ElbowtotheFace |

Half-Orc Goliath Druid
N Medium Humanoid (Human, Orc)
Init +2; Senses- Darkvision, Perception +6
_____________________
Defense
_____________________
AC 16, touch 10, flat-footed 16, CMD 14
HP: 13
Fort +6, Ref +2, Will +6
_____________________
Offense
_____________________
Speed 30 ft
Melee Scimitar +4 (1d6+4) 18-20 x2
Ranged Sling +0 (1d4+4) x2 R: 50ft
____________________
Statistics
_____________________
STR: 18 DEX: 10 CON: 14 INT: 10 WIS: 15 CHA: 6
Base Attack +0, CMB +4, CMD 14
Feats: Endurance, Toughness
Traits: Reactionary, Fates Favorite,
Drawback:
Skills: Knowledge Nature, Heal, Perception, Survival
Background Skills: Knowledge Geography, Handle Animal
Languages: Common, Orc
Gear: Druid's Kit (14gp), Scimitar (15gp), Sling (-), Hide (15gp), Shield (HW) (7gp), Sling bullets 10 (1sp), Shortspear (1gp)
____________________
Racial Abilities
____________________
Shaman's Apprentice
Sacred Tattoo
Weapon Familiarity
Darkvision
Orc Blood
______________________
Abilities
______________________
Primal Bond (Domain: Rage), Primal Size, orisons, Primal Empathy
_________________
Description, Personality, and Background
Rols stands tall and broad-shouldered, his green skin marred with scars from battles with nature's fiercest beasts. His face is a blend of fierce orcish features and the softer contours of his human ancestry, with a jutting jaw and a crooked nose that's been broken more than once. His eyes are a piercing emerald, reflecting the wild spirits he communed with. A moss-covered leather loincloth and hide armor adorned with bones and feathers speak to his druidic affiliations, while his muscular frame suggests a life of both combat and communion with the natural world.
Rols was born on the fringes of civilization, where the wilds met a small human settlement known for its tight-knit community and annual harvest festivals. As a half-orc, he grew up with a foot in two worlds but fully embraced neither; his orcish heritage marked him as an outsider among humans, while his softer heart made him less accepted by other orcs. His mother, a fierce warrior who had fallen in love with a wandering druid during one fateful summer, raised Rols alone after her beloved disappeared into the depths of the forest. She taught him to respect nature and instilled within him the strength found in living harmoniously with it—values that sparked his deep connection to both flora and fauna.
From an early age, Rols discovered solace beneath towering trees and alongside winding streams rather than among villagers who viewed him through wary eyes. He became adept at blending—or perhaps balancing—the strength of combat taught by his mother’s legacy with the nurturing essence of druidic magic inherited from his father’s bloodline. This duality guided Rols's path: half-dancer under moonlit skies when calling forth animal companions and half-warrior on battlefields when defending those unable to protect themselves against encroaching threats threatening their way of life.
Doesn't have spells selected yet

Grumbaki |

Characters with completed crunch that I've seen
Elwynd the Silverstar: Human (Gur) Oracle (Lunar Mystery, Lycanthropy Curse) of Selune
Sagira: Human Lion Shaman Druid follower of Bast with a Lion animal companion.
Brax: Human Ranger (bow focus)
Ombert Dardragon: Halfling Fighter (sling focus)
Sir Ardan: Halfling Emissary Cavalier with Dire Wolf mount
Nakoria Merrythorn: halfling transmuter
3 martials, 3 divine, 1 arcane. Amazingly, I don't think anyone is equipped to handle traps.

fatmanspencer |

Female halfling oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Small humanoid (halfling)
Init +9; Senses Perception +4
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Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—barbed chains[HA] (DC 15), burning disarm (DC 15), cure light wounds
. . 0 (at will)—guidance, purify food and drink (DC 14), read magic, stabilize
. . Mystery Life
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Statistics
--------------------
Str 9, Dex 16, Con 15, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Improved Initiative
Traits dangerously curious, life of toil, reactionary
Skills Acrobatics +5 (+1 to jump), Climb +1, Diplomacy +8, Heal +5, Knowledge (geography) +2, Knowledge (history) +5, Perception +4, Sense Motive +5, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Gnome, Halfling
SQ oracle's curse (tongues), revelation (enhanced cures), self-doubting
Other Gear 90 gp
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Special Abilities
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Enhanced Cures (+1 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Self-Doubting (????) -2 penalty to particular Will saves & skill checks after failing it that day.
Tongues (-Choose-) You can only understand and speak one language in combat.
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So four halflings and a human walk into a bar. The Human grunts, the halflings walk under it

Grumbaki |

Elwynd the Silverstar: Human (Gur) Oracle (Lunar Mystery, Lycanthropy Curse) of Selune
Sagira: Human Lion Shaman Druid follower of Bast with a Lion animal companion.
Brax: Human Ranger (bow focus)
Ombert Dardragon: Halfling Fighter (sling focus)
Sir Ardan: Halfling Emissary Cavalier with Dire Wolf mount