Evetild - The Wild North (Pathfinder/D&D 3.5 game, seeking closed for now)

Started by LisztesFerenc, December 18, 2017, 02:05:37 PM

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LisztesFerenc

Evetild


  The land of Evetild is ruled by anywhere from 5-8 lords (currently 7), whose land is as much as they can claim and keep. Borders change, alliances more so, and the Lords and Ladies of the land meet yearly 12 days before the middle of summer in the Hall of the King to discuss things, making sure their conflict doesn’t go too far, typically this means not using any forbidden magic, and loose promises to not excessively rely on tactics of terror off the battlefield. About the only thing the Lords and Ladies consistency agree on is that the Hall of the King must remain unclaimed, and a tribe of Wilden are handsomely rewarded for protecting and keeping the place in order for the many months it is empty got. In the Hall of the King also sits the throne of Narhugen, empty for nearly a thousand years. In truth it has been occupied several times since then, but never for longer than a few years. The current seven rulers of the land are:

Lady Milza is an elderly human woman who fought in the Frein Wars against the aligned Turraz and Ilketes, believing their methods of warfare to be impure, Lady Milza commands a long, narrow kingdom just south of the unclaimed Forests of Utae from the town of Seppek. Included in this is the crimson road, which links the crystal mining communities of Varnfel to the markets, and is thus an important source of revenue from merchants paying for armed escorts. However the long winding road is difficult to protect efficiently, requiring horse mounted patrols and the cavalry of the land was decimated repelling an “invading” force of bears, thought to be sent by the fey-folk of the Utae. Stables are currently trying to produce a new stock, but that is a year away at least, and Milza can ill afford the coin she loses to private groups of armed mercenaries many merchants currently employ.
  Notable towns: Varnfel, Crorn and Seppek.

  The most powerful force in Narhugen is currently the alliance between Lord Turraz (a young human, barely sixteen years of age) and Lady Ilketes (an aasimar, of all beings, her age unknown). Collectively they have disbanded temples, instead offering the runepriests and oracles a rank in the army, which comes with privileges and responsibilities of service. This has allowed them to consolidate their rule, as well as tame the lands under them. As such, they face very little problem, the only noteworthy one being ugly rumours that Turraz’s brother did not in fact die of illness, but by his own hand, a chief concern others Lords and Ladies would give their right arm to have. As is always the case when an obvious power develops, there is talk of the King’s Throne being filled, but neither Turazz or Ilketes have shown any interest in this.
  Notable towns: Baci, Rustav, Yessol and Tum.
 
  West to the lands of Lord Turraz and Lady Ilketes is a second realm united, although this alliance finds itself in less fortunate circumstances, as numerous problems has strained things to breaking point. The alliance between the two Ladies, Elanolake the goliath and Kilka the half-elf, began 15 month ago, in a desperate attempts to remedy their dire situations. However it has not helped, as the men at arms of the land are still stretched thin, with hungry players on every side nipping at them, and Elanolake now faces internal strife as her son has declared open rebellion against her. Seizing upon these rumours of weakness, the Cult of the Rotten Crown has expanded into the territory, this branch far more martial than the parent body.
  Notable towns: Mauga, Bluehill, Ostark and Vergoff.

Lord Celveg (or Rune Master Celveg as he calls himself), a gnome from foreign lands who has taken well to the arts practiced by the local temples, commands a small but healthy kingdom nestled in the arms of the Shuzek mountains. Having spent most of his allotted years consolidating his rule, arming border settlements and securing trade routes and agreements, whilst keeping the peace within, he now looks to one final achievement in his life: the construction of Academia de Runas. Although sincere efforts have been made to honour the local teachings and practices of the land, foreigners, primarily gnomish scholars of alchemy and arcane arts, have been recruited as would-be tutors, which some of the locals are not pleased with. As such, the initiative faces significant opposition, most notable the half-elf Hullek, Lord Celveg’s Master of Commerce.
  Notable towns: Ceolk, Flor and Ponte.

  On the edge of a knife, the female half-elf Aiseth desperately tries to cling to power and save her lands from famine and disease. When she rose to power the hold looked promising, facing only a church schism in the way of problems, Aiseth had little reason to fear, as she boasted a large treasury and a sizable fighting force. However what should have been a lengthy but forgone battle quickly escalated, with entire towns betraying her to flock to here enemy: the Cult of the Rotten Crown, a devil worshipping group that promised to put their leader, an elven infernalist called the Lore onto the throne of kings and unite the lands of Narhugen. Now, a year and a half later her coin and army is nearly depleted. Lore has suffered similarly, with many safe houses raided and barely able to recruit as fast as he loses men, but in a recent offensive on the Church of Azure, his followers managed to steal several artefacts that collectively are rumoured to have the potential to bless, or blight, all crops for within a thousand miles. Lore has threatened to unleash this magic if he is not accepted as the land’s ruler. Aiseth has called his bluff, and the realm nervously awaits what will happen next.
  Notable towns: Dilik, Rauze and Kivust.

Races

Humans – The single most common race by a narrow margin, humans have adapted well to both city and wilderness life, with a strong adventuring culture.

Elves – Not native to the land, elves are outcasts or wanderers from their opulent homes in the south. They tend to throw themselves into the foreign realm and embrace town life, keeping a token shrine to represent their past nobility in a corner of their home.

Wilden – These fey creatures stick to the wilderness and the edge of civilization. They are tribal and seem curious of the temples built in towns, and can even be tempted inside one, if it is not too deep within the bounds of the settlement.

Half-elves – Living in close knit communities with a preference for villages they control almost exclusively, half-elves are never-the-less friendly to outsiders. They tend to stay put from cradle to grave, but sometimes the adventuring instincts of their human side take over.

Dwarves – Once more numerous in Evetild, they were driven from their mountain homes by the goliath many years ago. Now almost all dwarves are located scattered around the Lakes of Dome, where they have constructed a series of forts, largely of their own coin, much to the delight of Elanolake. It is rumoured that the goliath Lady has an agreement that she may retreat there if she is driven out of Ostark, though some do not believe the dwarves would be so forgiving.

Goliath – The unchallenged rulers of the mountains, Goliaths have spent many years fostering delicate trade agreements with humans, elves and half-elves of the cities, trading gems and metals for tools, art and fine foods.

Gnomes – Normally unheard of in Evetild, the rise of Lord Celveg has allowed a steady trickle of his people to enter his lands.

Skinewalkers – Tribal wild runners, skinwalkers are a mercenary nomadic race that lives beyond the northern borders of Evetild, selling their services for raw materials they use to construct finely enchanted items of bone, feather and hide. Powerful weapons and armour, most skilled warriors will visit them, for few within Evetild can rival their craft.

Tiefling – Sixty years ago, a temple build on a portal to the Lower Realms was discovered in the south west of Evertild, now in the land of the Lady Ilketes. She destroyed the building, sealed the portal and cleansed thew soil, and now tieflings are the only reminder it ever existed. Few people begrudge these demon blooded creatures, as long as they aren’t given reason to.

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  I'm looking for 2-3 characters to complete a group that will be adventuring in the lands of Evetild. Sources from both Pathfinder and D&D 3.5 will be considered, as well as 3rd party and homebrew, just run it by me first. The base system is Pathfinder, so use those races, classes for core, you get a feat every two levels, ect. Starting level 1, two traits and 1 drawback, pointbuy 15. PM me or post in thread if you are interested or have any questions.

FarFetched

I’m one of the party coming in on this. Really looking forward to it!

I’m probably going to be running a controller Sorceror, while the other potential player will be running a heal-centric cleric.

Chulanowa


Chulanowa

Name: Lily
Race: Tiefling (Default)
Class / Level: Unchained Rogue 1
Sheet: https://www.myth-weavers.com/sheet.html#id=1432421

Background: Lily doesn't know who her parents are - or were. No, she grew up among the other gamine in Mother Tiller's Refuge for the Wayward, down in the Salts District of Yessol. For all her appearance as a matronly, pipe-smoking septuagenarian grandma, Mother Tiller was a terror. The Refuge was little more than a front and recruiting ground for the Streetsweeper's Union, and since Mother Tiller got a premium for finding quality talent, she pressed all her wards as hard as she could. Anyone older than seven went hungry unless they could bring their own coin to pay for supper. Anyone who showed up empty-handed for a week got a crust of bread for their hollow stomach and a good switching for their lazy backside. For those who pleased Mother Tiller, she could indeed be downright motherly, with a stash of sweets, lots of stories, even occasionally errands that didn't involve sticking your hands into a merchant's coinbox. of course, if you made her happy, odds are some other waif who'd pissed her off would stab you with a fork after bedtime for being a "momma's brat."

Lily didn't know another life than this. She had to be extra-good at what Mother Tiller wanted; she always had a gnawing hunger in her belly after all, and it's not like some fiend-blooded creature with a tail and horns and whatnot would ever find better, as Mother Tiller often reminded her. She could slink into eaves and rafters unseen, trade a pinecone for a purse with the mark being none the wiser, and her ears were very able to pick up all the best whispers. Oh, the other brats hated her... but they would have hated her anyway, as Mother Tiller always said, while tending the girl's rock-and-fork inflicted wounds. of course, Lily believed her. What else could she believe?

Naturally it came as a shock when Mother Tiller sold her off when she was sixteen, then. The Streetsweepers came calling with a fat bag of silver, and that's all it took. For a time, Lily cried. She wanted to go back, but the Streetsweepers always had someone with an eye on her. As with all the other "new hires," she literally swept the streets under the supervision of a foreman. Sometimes she'd see one of her 'friends" from the orphanage, but they always ran away. Shen she realized that she didn't miss them, things got a little easier. And despite the hard work she was doing, this was actually a pretty good life, it seemed. Each day she got two coppers in her hand for her time clearing Cat Street and Five of its heaps of horse apples, and that was always enough for a bowl of stew - with real meat! - back at the Union Hall.

But the Union hadn't bought her just to clear muleturds from cobbles. They set her with Nason Black, to learn how to do real work. He taught her the finer points of thieving; any kid could snatch a purse of eavesdrop under a window, he said, but it was a whole 'nother thing to slip into a merchant's window and make off with every jewel he owned - and a kiss from his wife, Nason would snigger. As Nason's apprentice, she learned not just these things, but the finer points of Union work; the codes of labor, the proper time to pay dues (first new moon of every month, not sooner, not later,) how to talk to and work with the city watch, and - very importantly - murder-work was outside the Union's purview, no matter how much it might pay. Beyond all that, Nason said, no one really gave a good goddamn what you did with your time. Chasing leads on big payouts, spelunking into some old ruins out in the wilderness, running for office, whatever you want!

Trouble is, even with as freewheeling as Nason cast it, the Union still had a political side, even if Lily was unaware of it. And it turned out that Fat Vandross had been contracting some wetwork on the side. it was an open secret, but he was in charge, what can you do? The first bad sign was when the Union membership dropped by a quarter; some of the sharper cads fished a few gold coins out of their savings to cover future dues, and took a long vacation. Nason suggested lily do the same, but never said why... so she didn't. She remembers it plain as day; sipping a cup of wine in the Union Hall, Fat Vandross was laughing about something... and suddenly both his eyes sprouted crossbow bolts. It was a very brief fight after that - which Lily wisely spent under a table - before Nevin Clink, the head of the Clockmaker's guild, announced that there would be some "new management."

Lily endured a year under this new regime; dues were doubled, Clockmaker's members got a priori on all takes, and Sweepers woudl have to "pull their weight." It wasn't the first time Lily had killed; every now and then defense or union regulations called for a little knife-work after all - but outright assassination felt strange. A part of her thrilled at it, that deep, dark part that made sure she was always hungry - but that just made it feel worse. But the real kicker was Nevin Clink's demands of the women in the guild. They paid extra dues, unless they wanted to provide him "personal services.' Even Lily had no illusions about what that meant. And it was only so long before her own dues came up short...

All together like that Lily couldn't take it. What she COULD take, was a decent sack of gold, Fat Vandross' old blade, and the first horse she found outside the Union Hall. Stealing from a thieves' guild is probably not the best idea, much less one recently co-opted by professional murderers. But what can you do? She obviously couldn't stay in Yessol, of course, and so lit out into the countryside, with only the Old Road to guide her. So far, it's not been the best of experiences... turns out that despite what people say, the horns and tail are a lot less popular out here than in Yessol. And sometimes people see the blue triple-crescent tattooed on her left wrist and just kick her out of their shop then and there... But it's been a learning experience, if nothing else!

Personality: Lily always seems nervous. She fidgets with things, chews her lip, even occasionally stutters or makes other odd, anxious noises. She's always casing the room she finds herself in, unable to relax until she's at least had a good look around. Far from the usual cocky self-assurance one would expect of a professional criminal, she attributes all her own successes to pure luck, and is really bad at accepting compliments. That's not to say she's not confident in what she does, but she's really reluctant to acknowledge that confidence. She enjoys company and companionship greatly, and lieks beign part of "the group" - but isn't exactly the most conversant. On occasion, she looks like she could really use a hug.

Sexuality: Lily's not a virgin, having spent a night or two with Nason, and even had a fling with a barmaid who found her tail "intriguing" - and there's Nevin, but she'd rather not think about that. Unfortunately, Lily's not the best at touchy-touchy stuff, and found all these encounters at least as odd and uncomfortable as they were fun. Which is really frustrating, she has desire - sometimes extremely strongly! - but is so awkward with most people that the best way she's found to deal with it is to find a quiet place and try to not sprain her own wrist.

National Acrobat

Are you still accepting applications? If so, I'd like to submit an elf druid.


Kathyan

Got a question regarding the races, you say the system will be PF but wilden and goliaths are not there, should we just homebrew them?

Also what about drow, will they be present in the setting even if not available to PCs? I had a half elf character I wanted to make which would be disguising herself as as a drow.

Um but also since you mention third party I might go with a psionic character, would that be ok?

LisztesFerenc

  Lily looks good, I like her.

Quote from: Snake on December 20, 2017, 02:27:17 PM
Geez 15 point buy? O.o

  Yeah, I know people are used to higher, but I believe 15 is meant to be standard.

Quote from: Kathyan on December 20, 2017, 07:35:27 PM
Got a question regarding the races, you say the system will be PF but wilden and goliaths are not there, should we just homebrew them?

Also what about drow, will they be present in the setting even if not available to PCs? I had a half elf character I wanted to make which would be disguising herself as as a drow.

Um but also since you mention third party I might go with a psionic character, would that be ok?

  Yeah, Goliaths and Wilden will be converted from 3.5. I'll post them later. Drow are pretty rare in Evetild, though not unheard of. A psionic character can work yes.


firepyre

Colour me interested. Personally, I think higher point buy tends to trivialize pathfinder a bit, so I'd love the chance to play it as it's meant to be. If Bard is too distracting as a name, I can pick something else...

Bard


Class: Farmhand(Probably becoming either Cavalier or Paladin)
Race: Human


Background:

An earnest, hardworking young man, Bard is a victim of the rising instability in his home region. Having lived most his life in a small village in Aiseth's dominion, he is a capable, practical person, though perhaps not the most worldly. If not for the conflict between Aiseth and the Cult, it's likely he'd have never left the village, setting down with a nice local girl. But an army marches on it's stomach, as the saying goes, and his village was one of many sacked for supplies by the passing armies. Without the food to last through the winter, he was forced to leave, or starve.

With no love lost for the nobles, there was little chance of Bard enlisting with the Lady's armies, and with his general mistrust of elves, joining the Cult of the Rotten King's forces would have been a stretch as well. To stay would have meant getting drawn into the fight, one way or another... So, after talking it over with the village elders, he decided to leave the province altogether.

So, with the help of the local blacksmith, he forged himself a sword, a crude, but practical blade, forged from old horseshoes, because a man does not go wandering without means to protect himself, especially with goblins and other unsavory scavengers thriving in the unstability. With little more than a good pair of boots, and his trusty new blade, he has set out to find his fortune. Or maybe just to meet a nice lass and find a new home to settle. Bard doesn't really have much of a plan. Life just gets in the way anyway.

FarFetched

got half of my sheet done last night; I’ll finish it up tonight.

LisztesFerenc

  Bard looks good, and no problem with the name just because its also a class, it was still used. When you say farmhand, becoming a cavalier or paladin, do you mean in his backstory, or do you want to start the game as a farmhand?

Quote from: FarFetched on December 22, 2017, 04:05:45 PM
got half of my sheet done last night; I’ll finish it up tonight.

  I look forward to seeing it.

Here are the two races meantioned in the setting info:

Wilden
Standard Racial Traits

Ability Score Racial Traits: Wilden are nimble, gaining +2 Dexterity, and their Aspect (see below) adjusts their mental stats.
Size: Wilden are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Wilden are Fey.
Base Speed: Wilden have a base speed of 30 feet.

Defense Racial Traits
Fey Immunities: Wilden's fey heritage grants them immunity to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Wanderers by Nature: Wilden receive a +2 bonus to Handle Animal and Survival checks.

Magical Racial Traits
Aspect (Su): At a time unique to each Wilden (usually dawn, midday, dusk or midnight), a Wilden chooses an aspect to adopt as part of a 1 minute ritual. A wilden's aspect lasts 24 hours, then they choose to keep it, or adopt another. Wilden have three aspects:

Aspect of Knowledge: The Wilden gains +2 Intelligence and -2 Charisma, as they gain access to a font of knowledge, making them aloof. Do not recalculate skill points, but the Wilden may make knowledge (nature) checks as if it were a class skill and they had ranks in it equal to her level. Furthermore, the racial resistance to enchantment saves and effects increases by +2.
Aspect of Hunt: The Wilden gains +2 Wisdom and -2 Intelligence, as ration thought becomes difficult, instinct setting in. Do not recalculate skill points, but the Wilden takes a -3 penalty to any untrained skill they attempt. They gain a +2 bonus to initiative and stealth checks, and gain Track as a bonus feat.
Aspect of Destruction: The Wilden gains +2 Charisma and -2 Wisdom, as their raw inner strength makes the it difficult to connect to others. 1/encounter as a swift action, the Wilden may make a smite attack. The first attack they make that round gains their charisma modifier as a to hit bonus and they add their level to damage, and this attack overcomes any DR the target might have. Until the start of their next turn, the Wilden gain their charisma modifier as a deflection bonus to AC.


Senses Racial Traits
Low-Light Vision: As fey, Wilden can see twice as far as humans in conditions of dim light.

Weakness Racial Traits
Cold Iron Anathema: Wilden have a difficult time with cold iron, and -2 penalty to all attacks with a weapon from full or partially from cold iron, including firing arrows or bolts tipped with the material.

--------------------------------------------------------------------------------------

Goliath
Standard Racial Traits:

Ability Score Racial Traits: Goliaths are strong, tough but not quite graceful, and gain +4 Strength, +2 Constitution and -2 Dexterity.
Size: Despite their size, Goliaths are still medium, but see Bulky below.
Type: Goliaths are humanoids with the giant subtype. Unlike most giants, Goliaths do not have racial hitdie.
Base Speed: Goliaths have a base speed of 30 feet.


Feat and Skill Racial Traits
Mountaineers: As giants, Goliaths treat Perception and Intimidation as class skill, and  they treat the distance for a standing long jump as if they had a running start.

Emphatic: Good at reading body language of all races, Goliaths gain a +2 racial bonus to sense motive checks.

Large Hands: Goliaths gain the Goliath Grip as a bonus feat. http://www.d20pfsrd.com/feats/3rd-party-feats/flaming-crab-games/combat-feats-3rd-party-flaming-crab-games/goliath-grip-combat/

Offense Racial Traits
Bulky: Goliaths are very large for medium sized creature, enough so that they take a -1 size penalty to AC and attacks rolls, gain a +1 size bonus to CMB and CMD, and take a -2 size penalty to stealth checks. They do not gain reach, nor are they treated as large for other purposes.

Senses Racial Traits
Low-Light Vision: As giants, Goliaths can see twice as far as humans in conditions of dim light.

Weakness Racial Traits
Unsubtle: Goliaths may not fight defensibly, or use the Weapon Finesse and Combat Expertise feat. Furthermore they tend to throw their whole weight behind an attack by necessity of their bulk and proportions. If the last melee attack they make on their turn misses, they take a -2 penalty to AC until the start of their next turn. A missed Attack of Opportunity similarly unbalances them until the start of their next turn.

firepyre

If you have something in mind for farmhand, then sure. Otherwise I'll just take a rank of profession(farmhand), and go with a normal class. A boy fresh off a starving pesant farm probably shouldn't be smiting evil, or riding a horse, and I think thats a more interesting starting point than already having developed whatever code he winds up following.

Chulanowa

I had a character like that. I started him as a fighter, with plans to retrain him into Paladin or Cavalier if he actually managed to convince a god to bless him / an order to knight him.

Miroque


Age: 16
Sex: Female
Race: Human
Class: Sorceror
Level: 1

Physical Description:
Talia has blossomed to beuty. Her perfect skin is porcheling white, her ebonblack hair reaches down to her bum and her bright emerald eyes are always sparkly. Her lips are deepest red like good wine, and even she is mere 5 feet tall, something about her makes her seem much larger, larger that life even. Her alluring physique is only matched her charming and eloquent manners.

Personality:
Talia is outwardly, the very image of an beutiful and obidient girl. Yet in her heart of hearts, she longs for an adventure. She loves stories of old, daring adventurers and strong heroes vanquishing evil. Yet, something holds her back, something that in deep, causes her to be sad and scared. Something she hides well.

Background:
Talia is known through out the village, as an wizard's niece. She has llived her whole life in the village, but she's clearly not daughter of the village's wizard Thaunser Bogardin. Thaunser was an oldman, and everyone remembered when his son and two daughters married off to who knows where. Talia has another remembering quality aswell. She is beutiful beyond comprehension. Gods have been merciful to her, in ways men dream off and women curse her for.

Thaunser died year ago, to ripe old age of hundred and fourty two. Wizard had found way to sustain himself, but gods saw it fit to call him to their halls eventually. Now, Talia lives his uncles house, working on local tavern as barmaid.

On her sixteenth birthday was few weeks ago, and now, she's in the right age to marry. Something local families with unwed sons know all too well.

What is not known about her background, is her true origin and family. She is not even human. She's born from an Celestial being called Solarion. Her mother was trusted ally of Thaunser, when he was young and adventurous, and as he grew old and Solarion was called to fight in war beyond the veil, she left her only child to be raised among mortals. Aasimar's as they are called in the mortal realms. Talia was never been told about her true heritage, as she would be in terrible danger from her mothers enemies, and from those more neferious mortal syndicates. Thaunser toke her secrets to his grave, as he had promissed to Talias mother.


On's/Off's:

I am game to anything except vore/gore/scat. Heavy NC is okay, as is beastiality and monsters.

Posting Frequency:
1/day if need to be. Easily even more.

Kathyan

Xilupha Clissrys
Xilupha seemed like any other half-elf in her small country village, nobody knew who she really was and nobody cared about her, her equally half-elven mother or her unknown father. Probably her mom she sold her body for money or maybe had a fling with a passing traveler, that's what people thought but nobody knew the hidden truth, that Xilupha was in fact the daughter of a drow. This would have mattered little if she would have been left alone but this was not the case as the drow seemed to have plans for her.

She would also have a hard time when she was young, having a strong amount of drow blood in her and having to live her whole life in the surface affected her and despite herself being so beautiful her words were just too sharp and her demeanor too harsh towards others as if she believed herself to be superior to everyone else, her mother included, so she didn't performed any chores or training at all. The drow tried to prevent her from spoiling and instructed her mother how to prepare a special diet for her with surface ingredients and how to properly raise her and her mother secretly followed every instruction given to her but when she grew up and found out about this she didn't like it and would try to escape from this fate.

Making an effort to change this she first learned how to behave herself through a lot of studying and then said goodbye to her mother without telling her where she would go, abandoning her village with the goal of gaining herself a new life free from the drow tethers. It should be easy she thought, coming from a small village, to hide her drow ancestry from the surface dwellers but she would soon find out that in fact it wasn't like that and that it was impossible to escape.

Soon some fellow members of 'her race' were already contacting her, granting her a new renowned identity (with a false last name derived from what her real drow last name) but also asking for small favors in return, things that she wouldn't normally do, thing that she didn't want to do but she had no choice this time, she couldn't hide or run away now. Unable to do anything else all she could do then was to accept and collaborate forging for herself a whole new identity for this purpose, one that would be full of sins and so 'Sin' she would called, Xin Qixrith.

Stat block
Xilupha Clissrys (Xin Qixrith)
Female Half-Elf Vigilante(Warlock) 1
CN(NE), Medium size Humanoid(human,elf,drow)
Init +3; Senses Darkvision 60 ft, lightblind; Perception +7


Defense


AC 18, touch 14, flat-footed 14 (+4 dex, +3 armor, +1 buckler)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +2(+4)
Defensive Abilities Elven Immunities


Offense


Speed 20 ft.
Melee Dagger -2 (1d4-2 19-20/x2) or Mystic Bolts -2 (1d6 electricity 20x2)
Ranged Crossbow +4 (1d8 20/x2)   (+1 attack and damage within 30 ft)
   or Mystic Bolts +5 (1d6+1 electricity 20x2) range 30feet
Special attacks Spellcasting, Spell-like Abilities, Mystic Bolts
Details

Spell-like Abilities (CL 1)
   1/day   Dancing Light, Faery Fire, Darkness
Spells (CL 1; concentration +4)
   at will   Mage Hand, Prestidigitation, Detect Magic
      DC 14   Sleep, Charm Person
   Spellbook   Grease, Charm Person, Sleep, SowThought, Silent Image, Enlarge Person


Statistics


Str 07, Dex 18, Con 13, Int 16, Wis 10, Cha 07
Base Atk +0; CMB -2; CMD 12
Feats Additional Traits
Skills Artistry(Erotica)+7, Bluff +2/+7 to lie, Diplomacy +4/+9 to persuade, Disable Device+8, Disguise+2/+22 on guise, Intimidate+9/+14 when drow, Linguistics+7, Perception+7, Stealth+7
Languages Common, Elven, Undercommon, Drow sign Language, Draconic, Goblin
SQ Drow Magic, Keen Senses, Elfblood, Drow Blooded, Drow Heritage
Class Features Dual Identity(NE Drow), Seamless Guise, Social Talent: Renown, Spellcasting, Mystic Bolts
Traits Student of Philosophy, Bruising Intellect, Eyes and Ears of the City, Trapfinder, Family Ties(Drow)
Other gear Thief Tools, War Mask, Parade Armor, Buckler, Light Crossbow(20bolts), Dagger, Rogue's Kit, Grooming Kit
Money 1gp,10sp


National Acrobat

Kess is an elf. His birth shocked his parents, who are bureaucrats in the southern lands, and academics, because when he was born, his birthmark was that of the Green Faith, a call back to the days when the elves were sylvan creatures of the First World, and inhabited the forests and were masters of blending in with the natural world and fey. His parents were a bit shocked that their son would display such an ancient trait, but it became quite clear as he grew older that his affinity with water, and the animals, was quite clear and strong. His lessons as he grew older were more focused on geography and the natural world, and by the time he was to come of age, he was a practicing herbalist of some minor notoriety in their community. He did not take to the ways of his people as they were now. He tended to go barefoot, and had other tattoos on his body, a rune for each of the four elements, and he had learned the language of the druids. He was born with the knowledge of the angelic language, and knows the language of the fey. That too seems to run in his blood. His parents were not sure what to make of him and his talents as he grew older, and stronger.

He had decided after his coming of age, that he would head north, to reclaim a place among the druidic circles and represent his people their in their ancient ways. His parents had wanted him to marry well, and establish a career and joining of houses, but he declined, and this has caused much tension between his parents. His sister, Amaranth, supports him in his endeavors, and is a little envious that The Green Faith has chosen him as a vessel to remind their people of who they once were. He expects to find in the north, the keys to unlocking and mastering the forces of water and weather that are within his blood.

Kess is an attractive elf, standing just shy of six feet tall. He's wiry and agile, and has golden blond hair with blue eyes, and pale skin. He wears simple clothes, tends to go barefoot, and has four tattoos on his body, all a rune symbolizing one of the natural elements. The one for water is larger than the other three. His birthmark is hidden from sight, being on his inner thigh, but it is the runic symbol for the Green Faith. He carries a satchel, a sling and a scimitar, but otherwise is unarmored.


Stat Block

Kess
Male elf druid 1
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +4; +2 vs. enchantments, +2 trait bonus vs. charm and compulson
Immune sleep
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Offense
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Speed 30 ft.
Melee scimitar +1 (1d6+1/18-20)
Ranged sling +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +3)
   5/day—icicle (1d6 cold)
Druid Spells Prepared (CL 1st; concentration +3)
   1st—cure light wounds, obscuring mist[D], snowball[UW]
   0 (at will)—create water, detect magic, light
   D Domain spell; Domain Water domain
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Statistics
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Str 12, Dex 14, Con 10, Int 12, Wis 15, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Self-sufficient
Traits birthmark, unintentional linguist
Skills Heal +8, Knowledge (geography) +5, Knowledge (nature) +7, Perception +8, Profession (herbalist) +6, Survival +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Druidic, Elven, Sylvan
SQ elven magic, nature bond (Water domain), nature sense, oppressive expectations, wild empathy +2
Other Gear scimitar, sling, bedroll, candle (3), chalk (3), elven trail rations[UE] (7), flint and steel, masterwork backpack[APG], waterskin, 8 gp, 8 sp, 4 cp
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Special Abilities
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Druid Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Icicle 1d6 cold (5/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Edited to include drawback

LisztesFerenc

Quote from: Marie Reynolds on December 26, 2017, 10:03:07 AM
Are applications still being accepted for this?

   Counting PMs, I've already received more application than I will have characters in the game, so you are welcome to submit your own.

  For the snowball spell, there are 2 version, and with a tweak, both will be used in this game:

Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw No; Spell Resistance no

DESCRIPTION

You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit.

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Orb of Frost
School evocation [cold, water]; Level bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S, M (a ball of snow or ice at least 2 inches in diameter)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance yes

DESCRIPTION

You throw a snowball propelled and infused with magic, making a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level you have (maximum 5d6), and the target must make a successful Fortitude saving throw or be staggered for 1 round.

---------------------------------

  So basically Snowball offers no SR and needs no material component, whilst Orb of Frost does offer SR, and you need to proceed a snowball, which won't always be easy, its not white all year round in Evetild, but it staggers for 1 round on a failed fortitude save.

FarFetched

Erza: https://www.myth-weavers.com/sheet.html#id=1434938

All of her info is on the sheet- sorry for the wait! Holidays are finally over for me, so I finally had time to work on it today.

Edit: her race is equivalent to a Div spawn. I made it a “Succubus spawn” for flavor.

CopperLily


Miroque

@GM: is there some starting date set? Not that I need it for my application, but I would like to know when (and if) I get to play....

LisztesFerenc

  Should be ready to start in a few days. Sorry I can't be more specific, the holidays were not the best time to launch this, but I'm happy with the character applications I've received so far, just waiting on some details and getting some notes together.

CopperLily

Alright, I have...a character sheet! Apologies for the time this has taken, it's been a long time since I've done much system-based gaming. It's under construction, so I'd expect a few edits.

Name: Anabella (frequently shortened by Ezra to 'Ana', 'Bella', or a number of less polite names)

Race: Half-Elf

Background: Anabella is the by-blow of an elven nobleman and a human maid who caught his eye. But unlike many of the romances spawned from such matches, the inconvenient girl - and her infant daughter - were quietly sold off, and disappeared into the widespread, if not particularly prevalence, slave markets of Evetild. Raised in expectation of a life of service to others, she was given to Ezra as a coming-of-age gift, and has loyally served the woman ever since. Easily manipulated by the sorceress, she acts as a maid, bodyguard, healer and pleasure slave to her owner, and is singularly devoted to her.

Attractive, demure, and trained by some of the best to serve such a vaunted family, there are few who aren't at least a little appreciative of her quiet presence. More recently, Ezra has encouraged her to pursue priesthood in the service of the Kneeling Goddess, primarily to enhance the slave's usefulness to her - that it also centers the girl in contentment with her lot in life is merely a side benefit. Similarly, while her Mistress's fortunes have seen her well-equipped for adventuring, her clothing and armor are often cut in ways that are as suggestive as possible without compromising their practicality, and as much displays of her owner's wealth as they are functional equipment.

The Kneeling Goddess: Where there are slaves, there are prayers. Many of them are small, beneath the dignity of the great gods of races, and lofty concepts. To make it through another day. That this batch of bread come out well. That his gaze is on another tonight. It is the Kneeling Goddess who answers those prayers. Whether she is a nameless deity, an amalgam of the petty local gods who might look favorably on the girls of a brothel in the three blocks that make up their domain, or something else remains unclear. But in the small, subtle shrines to her that exist where those in bondage are frequent, her clerics heal those sick and injured, help those who have been freed and now find themselves without a path, and act as advocates. While they do not advocate for emancipation, and indeed stay silent on the issue, they are known to be vigorously opposed to necromancy and enemies of those who would raise and bind the undead - those who died beneath the Kneeling Goddess's gaze deserve their rest.

Stat Block:
Spoiler: Click to Show/Hide

Str: 10
Dex: 10
Con: 12
Wis: 16
Cha: 15 (13 + 2 for Half Elf)
Int: 10

Class: Cleric
Alignment: Lawful Neutral

Size: Medium
Speed: 30 feet

Feats:
Skill Focus (Heal)
Alertness

Skills:
Appraise
Craft
Diplomacy (+1 Courtesan)
Heal 1
Knowledge (Arcana, History, Nobility, Planes, Religion)
Linguistics
Sense Motive 1 (+1 Courtesan)
Spellcraft

Other Traits:
Low-Light Vision
Elf Blood
Elven Immunity (+2 racial saving throw vs. enchantments, immune to magical sleep)
Keen Senses (+2 to Perception Checks)
Multitalented
Languages: Common, Elven, Whatever Ezra speaks (Infernal?)
Weapon Proficiency: Simple, Light Armor, Medium Army, Shields
Aura
Channel Energy
Domains: Submission, Repose

Spell List:
0th (3+3):
1st (1+1+1-Domain):

Equipment:
Short Spear
Armored Coat
Healer's Kit
Steel Shioeld
Spell Component Pouch
Clothing suitable for a noble's slave equal to ~ 75gp

Drawbacks: Attached (Her Owner)
Traits: Courtesan, Charming (+1 to Bluff or Diplomacy to those who are attracted, +1 bonus to spell DC for language dependent skills)

FarFetched