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About Me

Found 23 results

  1.         Name: Matilda Race: Beholder Size: Medium Gender: Female Age: 23 Alignment: Chaotic Good Class: Cloistered Cleric 1, Beholder Mage 2 Monster Class: Beholder           Personality Unlike other beholders, Matilda is friendly, curious and free spirited. Unfortunately for her, she was also naive. Because people feared her, she chose to become a mage, in doing so, sacrificing natural powers. She vowed to be helpful, and attack only to aid and protect the people she is with. She recently was able to take on her humanoid form, because an evil adventurer attacked her, after defending herself, she took a nibbled the flesh of his fingertip out of necessity.  
  2. Reference t an old thread for posterity: https://og.myth-weavers.com/showthread.php?t=543816
  3. Reference to an old thread for posterity: https://og.myth-weavers.com/showthread.php?t=507582
  4. A reference to an old thread for posterity. https://og.myth-weavers.com/showthread.php?t=507220
  5.     Name: Mubarak D'Kondai, Errant Sojourner Character Concept: Walking toolbox to empower his team against wilderness or adventuring challenges, and enduring battlefield controller for his companions. Lineage, Background, Planned-Subclass Class: Tortle (Customized Origin), Outlander, Druid Circle of the Lands   OVERVIEW Gameplay Vision:  I have deep interest in liveaboard sailboats, motorhomes, and travelling. Videogames such as 'Outward' are good examples of what I am very enthusiastic about. It may be boring compared to the epic fights between good and evil or saving the world, but I do enjoy games that let me tap into some elements of adventuring and exploring. Your proportion of 20% for survival is a nice amount so that not everyone who wants it needs to get through so much of it, but enough of it for me and similar enthusiasts to see their characters shine outside of fights and conversations. The prospective spell list below will reflect that. Combine that with the air of mystery from these mists and the constant sinister danger at the edge of the campfire radius, makes for a rich opportunity to finally dive meaningfully into these spells that are hardly used in many campaigns. I look forward to being able to qualify in your selection and contribute to the overall play experience.   Character Playstyle:  I find great satisfaction in filling in the gaps of groups, especially when it is understandable other teammates usually provide reliable character builds for fights, conversations and medical attention. This is not because I wish I can play those roles, but rather that I much prefer being a reliable utility-based character that create opportunities for these other roles to shine. I tend to pick healing spells as secondary medic, utility spells for adventuring problem-solving and information-gathering, and area spells that combine some measure of damage but more towards interesting effects that control the battlefield. Mubarak is essentially meant to be a force multiplier from the background, supporting the collective goals with a wide range of spells from his toolbox, but have the resilience to not compel the others to pull away from their key roles to protect him.   WRITING SAMPLE - PROLOGUE 'The fog's there again.' Mubarak looks up from his campfire, to his partner Sirano. The ranger spoke while gazing far across the escarpment from their vantage point in a clearing midway up a mountain. 'We've had mist before during the mornings. Nothing odd.' Mubarak uses his claw to slice root vegetables before throwing them into the small pot cooking over the fire. Sirano sniffs, sits down beside the tortle and ladling stew into his bowl. 'Except it's the afternoon now, and that's not mist.' Mubarak arches an eyebrow. The ranger grins, slurping up the stew. 'Good stuff.' He ladles some more food. 'Mist you can still see through past it. That over there, my eyes couldn't pierce through.' That is not a small statement to make. Rangers usually have sharp vision, able to pick out details as keenly as a bird of prey. 'What do you say? Tomorrow we head over and investigate.' Mubarak chews over that, and drinks mountain spring water to wash it down. 'There's no fire, blood scent, or weapon clash. You think there's something there?' 'There's always something around the corner, Mubarak. Isn't that why we set out together in the first place?' Sirano winks. 'Besides, with you next to me, what can't we handle?' 'That overconfidence of yours is going to get us mangled one day.' Sirano laughs. 'But that day will not be tomorrow.' The tortle shakes his head, and stands up from the weight of his thick shell. He takes one last scrutiny at the fog. It blankets a large part of the mountainscape, almost swallowing up the range. On first look, it seems just like any other natural phenomena that nature is famous for. But he also notices that birds that fly into the fog, never come out of it on the other side. Granted, they may be landing and roosting well within the coverage. Even so, there will always be avian movement out of an area for the usual food and mate search. Mubarak knows Sirano is right. They cannot overlook this. 'We'll set out before first light then. If there are camps, we must reach before they wake.' The ranger smacks hard on the shell, not much good that it did. 'That's my partner talking! Who knows, it'll just be a routine run and some lame goblins up to mischief.' Mubarak could not have known going into it would change the course of both their lives forever.     NARRATIVE Description:  Mubarak is minimalist in his attire, relying on using natural vegetation to coat his shell and camouflage his presence. He wields a wooden shield that has weathered many encounters alongside him, and a trekking staff more suited for travelling than striking. Mubarak feels he has a duty to help those around him as a member of the Long Patrol, though being in a completely different world with different rules makes his situation complicated. He has oft times saved some local inhabitants but not show himself, furthering the misunderstanding they have of him. Born and raised to be the pillar of support for his marksman partner, Mubarak is very much contented using his spells and positioning to amplify the ranger's duties as the primary combatant. Sirano is then able to dive into the fray, hitting at specific foes based on the knowledge gleaned by Mubarak, without needing to keep an eye out for rushing back to defend his well-shelled partner. Mubarak tends to carry forward his support-and-utility temperament when he joins others.     Mubarak's Solitary:  On a fateful day that was meant to just be a routine patrol, Mubarak and Sirano came across an encroaching mist that was unnatural in that biome. Mubarak advised caution to bypass, but Sirano, confident in his partner's support, insisted they investigate. While they advanced together into the mist, Mubarak was horrified to come out of it into not only an unfamiliar environment, but with Sirano starkly absent. No tracks or traces could be found, and while the mist had dissipated, Mubarak stayed in the area for many days to continue his search, only to be driven off by a horde of undead he has not seen the like before. Mubarak has lost track of time, unsure if it were weeks or months since then, and he has stayed away from most settlements, observing that there were also others who came through the mist, though not from his familiar world.     Backstory:  Mubarak and Sirano hail from a community of wanderers and sentinels. People are selected for various roles to carry out functions for the community. One of the roles is to be a member of the Long Patrol, where they are permanently sent out from their home to forever travel the world in a particular direction advised by augurs and diviners. As they travel onwards, they encounter dangerous beings and confront them, keeping the natural world safe. The smallest Long Patrol unit is the druid and ranger pair, in the manner of spotter and marksman. Over time, the members would have fanned out in all directions from the community, going as far as they can until death or change of heart.   Fears, & Failures:  Mubarak fears that his partner gone missing is his fault and probably dead, the only connection he had with his home world. As a druid of life and natural death, Mubarak dreads becoming an undead under the thrall of a questionable master. Even worse if Sirano fell to such an ignoble end. Being of slower pace, Mubarak has an ingrained psyche of being left behind in anything. --------- Being pulled through the Mist into Falkovnia, Mubarak's occasional contact with the local inhabitants elicit real terror from them with him being the only specimen of his kind in this world. They speculate all manner of origins, be it demon, a mutation, or a monster created by a mage. Mubarak was never sure just how unscathed he or other visitors would be when crossing through such a mist. Infection or corruption are not far from his doubts, and rumors of such things just deepen his worry.     MECHANICS [Customized Origin] Mubarak was raised young to pair up with another, in the Long Patrol traditions. One spotter, one marksman. The druid as the consummate support to the ranger, they set out on their passage through unknown wilds. Groomed to be able to cross vast mountain ranges, turbid waterways, and dense jungles, Mubarak and Sirano rely on each other, as early as their community camps to train the youngsters, until they were of age to finally leave their home. Mubarak has taken pains to buff out the brighter shades of his shell with Sirano's help, and learnt to blend into the environment with leaves and twigs and moss. Ability Score Increase. Mubarak has increased Constitution score of 2 and Wisdom score of 1 and a reduced Charisma score of 4. His apprenticeship honed his endurance beyond normal ranges, and gave him valuable mentorship in the ways of the Long Patrol, far from home and allies. Such dedication deprived him of the childhood joys of learning to interact with neighbors and peers, putting him at odds with navigating urban regions and their nuanced hierarchies. Creature Type. Mubarak is Humanoid. Size. Mubarak is Medium. Speed. Mubarak only has a walking speed of 15 feet. His heavier than average shell and stocky limbs may reduce his overland pace, but his tenacity and fortitude proved a great asset in his partnership with Sirano to be able to keep up through danger and obstacles. Spotter Sight. Mubarak's grueling training under poor lighting conditions has given him limited Darkvision of 20 feet. Claws. Mubarak has claws that do not deal lethal damage. His wilderness training allows him to treat them as carving knives and small machetes to clear brushes and fashion camping items. Hold Breath. Mubarak can hold his breath for up to 1 hour. Natural Armor. Mubarak's shell provides him a base AC of 20 (his Dexterity modifier doesn’t affect this number). He can’t wear light, medium, or heavy armor, but if he is using a shield, he can apply the shield’s bonus as normal. Lifelong development had molded his shell to become sturdier to handle the elements and ambushes, at the cost of greater mass and limiting his mobility. Nature's Intuition. With his focused experience as a druid companion for border patrol, Mubarak gains proficiency with two of the following skills of your choice: Investigation, Medicine, Nature, Perception, or Survival. Biome Endurance. When travelling overland in natural ecosystems, Mubarak has advantage on saves made to resist exhaustion, running out of breath, starvation and thirst, heat and cold. Shell Defense. Mubarak does not possess this signature trait of his people. His stockier limbs and thicker shell has permanently prevented him from pulling his body inside, with him only being able to withdraw his head inwards more as a manner of expression. Languages. Mubarak can speak, read, and write Common. He can speak rudimentary Sylvan but can understand complete verbal Sylvan.   [Outlander Background] Skill Proficiencies: Athletics, Survival Tool Proficiencies: Inherited morin khuur. Tortles can manipulate the lower registers deep inside their throat to compose traditional folk songs using such instruments. Languages: Mubarak can speak the secret language of the Long Patrol with another trained in the same way. Equipment: A trekking staff, a wooden shield carved from a communal tree, a set of Tortle travel accessories, and a pouch with sketched maps of explored regions plus 10gp. Wanderer Mubarak has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.   [Potential Druid Spell List] Spells are intended to provide adventuring aid, or high area of control during encounters. Cantrips: Druidcraft. Mending. Mold Earth. Shape Water. Thorn Whip. 1st Level: Goodberry. Purify Food and Drink. Healing Word. Entangle. Detect Poison and Disease. 2nd Level: Beast Sense. Locate Animals or Plants. Healing Spirit. Heat Metal. Pass Without Trace. Spike Growth. 3rd Level: Plant Growth. Summon Fey. Revivify. Aura of Vitality. Call Lightning. Sleet Storm. 4th Level: Grasping Vines. Conjure Woodland Beings. Confusion. Ice Storm. Wall of Fire. 5th Level: Mass Cure Wounds. Scrying. Transmute Rock. Tree Stride. Wall of Stone. Wrath of Nature.     DETAILS    Is Might Right?:  Mubarak holds to ability and duty, that talent or bestowed rights are meant to be used in accordance to collective good of nature. It has caused him occasional friction with settlements that have improper ecological understanding. Nature itself has great might, and predators showcase power for their function, and defending prey respond in kind with their strength. Wisdom more than strength is the true compass of natural impulses, seen in the grounded experience of older animals and the potency of ancient geography. Mubarak believes that should his action be in opposition of nature, that nature will respond with strength to regain equilibrium.      Deity:  Mubarak made an oath to the cardinal pillars of the natural world, including the mountains, waterways, earth and vast forest. Druids believe that when nature approves of their requests, a wildlife or fey emissary will appear to provide instructions or guidance. Mubarak and his peers are also loathe to summon these beings directly into battle, preferring to call upon them for their wisdom and knowledge, beings more attuned to hidden secrets of nature than they are. Druids also believe nuanced changes in the environment are reflection of imbalances to warn about, and wherever they can, involve themselves in the local biome they come across, and in some cases, assist the people who live off the land as well.      Music:  Mubarak, like other Tortles, has deep voices and guttural intonations, his voice akin to a bassy or baritone quality rising to the watery surface. They typically play their string instruments in accompaniment to their signature throat singing. As various races settle into the community and integrate their music and culture, new sounds will come about and blend into their soundscape Sample of a Tortle with their instrument and the throat singing - https://www.youtube.com/watch?v=7iKV-54DL7w Sample of womenfolk singing together while they have their daily routines - https://www.youtube.com/watch?v=_3gnxcpeCj8 Sample of music during training, such as defenders and Long Patrol candidates - https://www.youtube.com/watch?v=pF58CTOmRJw      Impressions:  Mubarak has not yet built relationships with the local inhabitants nor the unwitting visitors. But his experience growing up on his community and the importance of fitting into collective functions will guide him as he establishes connections and meaningful bonds with others.       Connections:  Mubarak is completely alienated with his rare form, but he understands that contributing to community is a means of developing acceptance, if not tolerance.      
  6. Name: Horatio Stallings Class: Bard Subclass: Archaeologist Role: Face, Skills, Traps, can hold his own in combat.     Portrait     Background The Stallings' were a minor noble family in Almas, during the Andoran People's Revolution. Despite being minor, the family possessed canny political acumen, and was able to sense that the way of the Aristocracy was nearing its end. Not much to lose in the way of their limited holdings, the family wisely relinquished them during the revolution and sided with the revolutionaries, in order to guarantee the family's continued existence. The family had actually been in decline over the previous decades - mostly due to stagnation - as the family did not want to endanger their holdings by venturing on risky endeavors. The loss of most of the holdings after the revolution actually brought out the best in the them, reinvigorating long forgotten talents such as risk taking and entrepreneurship, as the family pledged their remaining assets to House Vaylen to establish new ventures. Horatio was a student at the Almas University during the Revolution, and fought on the side of the Revolutionaries, both learning firsthand how to handle a blade, and securing his future after the Revolution. Under normal circumstances, as the youngest son, he would have at best been a minor noble without a hereditary title. However, after the Revolution, he found himself in an exciting environment where he could climb the social ladder through merit. Horatio had entered into a contract with House Vaylen, who was the leading power in acquisition and exportation of artifacts and relics from exotic locations such as Arcadia and Mwangi Expanse, to pay off his tuition fees. He first used the knowledge he gained from his education to identify and catalogue these relics, and afterwards, lent his knowledge to expeditions for House Vaylen as an archaeologist, to pay off his debt. During his tenure at House Vaylen, he was sent to Numeria to inquire into strange relics and metals unique to the region. While having little success in exporting these relics, Horatio nevertheless become fascinated with the technological devices he encountered, decided to stay in Numeria, learnt Kellid and become of devout follower of Brigh,  all to further his knowledge about these artifacts. His travels took him to the town of Torch, where he encountered a kindred inquisitive soul by the name of Khonnir Baine, who taught him much about the metals and artifacts unique to Numeria, in return for Horatio's knowledge gained from his expeditions with House Vaylen. Horatio is currently near Hajoth Hakados, sent by Khonnir Baine, scouting a potential unexplored site that might yield ancient artifacts.       Personality Horatio is usually calm, well mannered and friendly, but he can get excited when talking about his line of work or outright delirious when he thinks he has made a discovery. He usually likes to plan meticulously before setting on a course of action, but may throw caution to the wind if he believes potential knowledge lies ahead.   Alternatives In order to accommodate missing group roles, Horatio can easily switch to either an Archivist or a Studeous Librarian if necessary.              
  7. Name : Theodore Sylfyr Race : Human Class : Druid (Saurian Shaman) Role : Crowd Control/Summoning & Healing   Statblock Theodore Sylfyr Male Neutral Human Druid (Saurian Shaman), Level 1, Init 2, HP 10/10, Speed 30 AC 10, Touch 10, Flat-footed 10, CMD 10, Fort 4, Ref 2, Will 5, CMB 0, Base Attack Bonus 0    Abilities Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 10 Condition None  Personality Cheerful and often friendly, Theodore usually tends toward being inquisitive in nature, something that's gotten him in no small amount of scrapes in the past. An odd combination of both paranoid and trusting, thanks to the insular nature of the Kellid tribe that helped raise him, he tends to give those he's working with an overabundance of belief while being suspicious of most everyone else.  Despite his paranoid tendencies though, he does have a (mostly) good heart, seeking out knowledge not just for his own enrichment, but also to better the lives of others. Unfortunately, he does possess a rather questionable sense of humor, preferring puns and 'bad' jokes  Background A half-blooded Kellid from the Realm of the Mammoth Lords, Theo spent his youth in the settlement of Tolguth, growing up with constant exposure to the mighty nature of our saurian overlords dinosaurs that were rarely found in other parts of Golarion. His father, a Paladin of Iomedae who'd come to combat the demonic forces of the Worldwound raised Theo on tales of his journeys in the lands around the blighted land that used to be Sarkoris, often speaking of the mechanical wonders that could be found in the land of Numeria. Unfortunately for his father, as the Paladin often went out on patrol for signs of incursions, Theo's upbringing was mostly handled by his mother's slightly more barbaric relatives, and though the boy did tread the path of Divine Magics, he took to druidism rather than that of the clergy. Though the overabundance of megafauna had a large impact on the direction his magic took, so too did his father's selfless nature, with the boy often seeking ways to help others. It was with this in mind that he set off to the lands of Numeria shortly after coming of age, seeking mechanical remnants that could be used for the betterment of society and to improve people's quality of life. At least, that's what he claimed, and his father's fantastical tales of the wonders in the star ravaged land certainly had nothing to do with it. Nope. Nothing at all. *cough* Not long after arriving in Numeria, he made his way to the town of Torch, one of the few places not under the control of the Technic League, and started learning more about the area and local ruins. Intrigued by the water purifier, the druid sought out Khonnir Baine, hoping for the opportunity to inspect the Crowfeather Palace, or even work there/for him for a time, to come to better understand the advanced technology and how it could be used.  
  8. WIP Map Token Character Generation Ability Scores: 20 point buy Strength: 14 Dexterity: 14 (+2 Racial) = 16 Constitution: 14 Intelligence: 12 Wisdom: 14 Charisma: 8 Race: Human Gender: Female Age: 21 Height: 5' 11" Weight: 150 lbs. Class: Barbarian [Savage Technologist] Favored Class: Barbarian Favored Class Bonus: TBC Traits: Divine the Mystery; Reactionary (Drawback: Impatient) Campaign Trait: Against the Technic League Skill Ranks: 4 + Int mod (1) + Skilled (1) = 6 Skills Trained: Acrobatics [1 Rank], Climb [1 Rank], Knowledge (Nature) [1 Rank], Perception [1 Rank], Survival [1 Rank], Swim [1 Rank] Background Skill Ranks: 2 Skills Trained: Linguistics (Androffan) [1 Rank], Knowledge (Engineeering) [1 Rank] Feats: Power Attack, Point-Blank Shot Bonus Languages: Orc Hit Points: Max (d12) + CON (2) = 14 Starting Wealth: 120gp Character Sheet https://www.myth-weavers.com/sheet.html#id=2742398 Role Lots of skill types and casters have applied.   Sesla is here to jump into the fray, draw the attention of their enemy and lay down some hurt.   Her impatience should prove a good vehicle for keeping the story moving too 🙂 Backstory Sesla grew up with her parents in and around the Silver Mount.  Her father, Dvroth Vik, was a proud and strong warrior, her mother, Aanah Vik, a gifted woman who had a great interest in the technology of the Silver Mount.  Sesla took after both her parents sharing her father's passionate approach to combat and protecting those he care for but also her mother's love of the strange techology scattered through Numeria, and particularly Silver Mount.   On a exploration trip into Silver Mount with her Mother, servants of the Technic League found them and captured her mother.  Sesla escaped.  Her father went to confront the league to rescue his wife.  He told Sesla that should he not return, she should make her way to Torch and seek out the wizard Khonnir Baine.  Baine, her father believed, could be trusted if the League were after them.  Sesla's father did not return.  After many weeks Sesla set out on her own for Torch to seek out Khonnir Baine.   Khonnir has employed Selsa as a labourer and cultivated her deeper interest in technology.  Sesla is impatient and frustrated with lack of knowledge of what has happened to her parents.  Her hatred of the Technic League grows daily. Personality Sesla is fiercly independent.  She hate's being told what to do.  She talks only when strictly necessary and prefers to let her physical prowess speak for itself.  She has an obsession with better understanding, and using, the technology that is scattered across Numeria.  She wants to collect technological items and be able to review them, just like her mother did.  With her missing parents to guide her she is a little at a loss of what to do with herself if she isn't helping someone.  She is impatient and will sometimes get herself in trouble by acting before thinking.    
  9. Name: Shalli Valdeniai Class: Mesmerist (Material Manipulator) Race: Elf (Vourinoi) Campaign Trait: Skymetal Smith The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. Statblock Shalli Valdeniai F CG Elf Mesmerist (Material Manipulator), Level 1, Init 3, HP 8/8, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 14, Fort 0, Ref 5, Will 2, CMB 0, Base Attack Bonus 0      Elven Curve Blade +3 (1d10, 18-20)   Studded Leather (+3 Armor, +3 Dex) Abilities Str 13, Dex 16, Con 10, Int 12, Wis 10, Cha 16 B ackground Originally from Osirion, Shalli always had an interest in working with metal rather than the "living" materials most other elves preferred to craft with. In fact, her latent psychic abilities already had power over the living. Vourinoi already have a Desnan urge to wander, so when she heard of a land far to the north that had several types of mysterious metal from the heavens, she couldn't resist the urge to leave her homeland, journeying through the Inner Sea and making her way up the Sellen to Numeria. Hearing of its strange nature, she eventually made her way to Torch, settling there. She hasn't been there terribly long, mostly working as an assistant to other more established smiths, but she worked to get her chance to use the torch herself, crafting herself a glove from skymetal to protect her hand from the forge. It wasn't much, but she couldn't afford to start working on larger, more elaborate projects. And she wanted her first to be something for herself rather than something for a possible customer.  
  10. Name: Brech Race: Half-orc Class: Blight Druid Gender: Male Alignment: LN Campaign Trait: Robot Slayer Background: What happens when the thing you swore to protect is mostly destroyed, do you give up on your quest or do you keep guarding what's left of it? The druids who roam the barren wastelands of Numeria chose the latter. Having failed to protect the environment around Starfall, these people have decided to keep what little is left of this area alive for generations. Brech was born under this group and was quickly trained in the druidic arts and in the disposal of their major enemies: The automatons that wreak havoc once they escape the cities. Having heard rumors about a dormant robot lying around, the leader of the group sends Brech on his first solo quest to Hajoth Hakados in order to gather information and dispose of any threats that he may find. He is told that Khonnir Baine, Torch's prominent wizard may have something to do with it, so locating and interrogating him is also desirable. Berch is always accompanied by his armadillo familiar. A few years ago he found it injured after a battle and took care of it. The creature bonded with him and now they're inseparable. Description: Brech is a short and stocky half-orc. He has a grenish skin and eyes, and a short shaggy black hair with a beard. His expression is usually serious, the long tusks that emerge from his mouth adding to a menacing look. The most distinguishable characteristic is a big tattoo of a crossed out tree on his uncovered back which is the mark of his clan. He wears mostly tattered clothes and worn out armor. Personality: Serious and stoic, Brech is not a person who seems approachable, but is actually a very kind half-orc. He is mostly cooperative and obedient, his strong sense of duty fueling his actions. He believes that the structure and hierarchy of the clan is necesarry for survival. It must be mantained to balance out the chaos that's happening around him. Starting Gold: 2d6(7)*10 = 70 Character Sheet: https://www.myth-weavers.com/sheet.html#id=2740289
  11. Sofia Martel Character Generation Description Hide this Personality Hide this History An arcane student from the city of Nerosyan, interested in the procurement and study of archaeological finds in Numeria under the nose of the technic league.   Sheet Information Equipment Starting Gold 70 Gp   Starting Equipment Gold Cost Source Explorer Outfit 10 Gp Core Spell book Spell Focus Free Core   Equipment Gold Cost Source Ink 8 Gp Core Inkpen 1 Sp Core Wooden Holy Symbol of Iomedae 1 Gp Core Light Crossbow 35 Gp Core Bolt 20/20 1 Gp Core Dagger 2 Gp Core Lantern, Bullseye 12 Gp Core Backpack 2 Gp Core Bedroll 5 Sp Core Oil, Lamp 1 Sp Core   Stat Block Sofia Martel Female Neutral Good Half-Elf Wizard, Level 1, Init 5, HP 8/8, Speed 30ft AC 13, Touch 13, Flat-footed 10, CMD 13, Fort 1, Ref 3, Will 2, CMB 0, Base Attack Bonus 0    Dagger +0 (1d4, x3) Light Crossbow (20) +3 (1d8, x2) Abilities Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 13 Condition None    
  12.   Appearance - Lean and agile thanks to his several years spent on the open road, Armon has the look of a swashbuckle even to those not incredible at noticing such things. He wears loose, flowing clothes that allow him to move freely, and typically leaves his body more exposed than is practical to remind his opponents of how little he is concerned about injury.   Personality - Armon is a pirate at heart, and will continue to hold on to that philosophy, but has a generous heart. He takes from those who are evil or prey on the weak but always gives to those in need. He is a hard nut to crack but once you have earned his friendship you have an ally for life. Armon's hard life can be seen in his actions.   Background-  Armon was born to a serving wench the bastard of 20 fathers or so he was called by those in the streets. Those streets would shape the man he would become. His one and only true friend Myles Misstep, or "M" as he was called were just two of the city's hell*ons but that would soon change when they were taken in by the "Thieves of One" a prominent guild in its own right. Armon would go on to apprentice for Kross, one of the guilds more prestigious thieves.   Kross was not kind to the lad and could be downright evil at times, but Armon was able to learn his lessons and he learned them well. By age 14 he was promoted to  Aspire and was responsible for producing for the Thieves of One. Armon did as he was told, but he always made sure his mother was taken care of, often leaving her money in the form of high paying tips. She never knew about her son's involvement, thinking he was nothing more than a labor who worked hard on the city docks.   By age 17 Armon had been moved from his home city, serving under his old Master Kross in the grands of Amerinthea. Kross was a ruthless efficient master and demanded nothing less from those in his charge. It was during this time Armon's mother had become ill. Armon pleaded with his master to allow him to return home so he might make preparations for his ailing mother. Kross would not have it as such Armon would have to sit, hope and wait to hear about his mother's condition. Some weeks later his one true friend, "M" sent the news of his mother's passing. Armon left that night, casting himself from the Thieves of One but also inquiring a target on himself. Kross embraced by his prized pupil swore he would have the young man's eyes.   Armon more gifted than his master thought eluded all captures, returning home and seeing his mother given full and proper respects. Armon went on to meet Kayllia while on the run and the two became inseparable. A love affair would blossom from this meeting one that would change Armon forever, gone was the harsh killer made by Kross. Replaced was a man of compassion and warmth, who used his skills to help those unable to help themselves. A Kayllia and Armon moved around a lot, until Kayllia became with child. Her pregnancy was a rough one, one in where Armon had to lead would assassins away from her and his soon to be child. It was during one such time when Kayllia went into premature labor, both mother and daughter did not survive the ordeal. This almost drove Armon mad, stricken with guilt he lashed out at those he thought were responsible, Thieves of One. Challenging Kross to a duel. Armon would have vengence or a death he long for, so he might be with those he loved most. Armon was no match for his former master and Kross soon dispatched of him, but Kross wanted Armon to suffer and suffer greatly.   Armon was made to fight in the games with his only hope a quick death. M, his greatest friend would not let Armon meet such a fate and rescued him from the guild, this act would later seal his own fate, but Armon was on the run again, free to strike again another day. This enraged Kross, now the  Master of All Thieves spared no expense to find Armon.   Recently he has been hired to look into the events of the Torch and in the service of Khonnir Baine. 
  13. Name Fitzgertram (aka Fitz) Race: Gnome Class:  Sorcerer (tattooed) - Impossible Bloodline Deity:  Abadar  Alignment: N Campaign Trait: Numerian Archaeologist: Roles:   Face and Enchantment Magic  Character Sheet Stat Block   N Gnome Sorcerer, Level 1, Init 6, HP 8/8, Speed 20 AC 13 (17 with mage armor),  Touch 13, Flat-footed 11, CMD 9, Fort 2, Ref 2, Will 3, CMB -3, Base Attack Bonus 0 cestus -1 (1d3-2, 19-20) Abilities Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 18 Feats:   Fey Foundling (lvl 1) varisian Tattoo - Conjuration (archetype)  -   Alertness (familiar) Other Traits: Trustworthy (social).   Eyes and Ears of the City (Religion -Abadar);  Unlearned - (Drawback)   Spells & Spell like: 1/day :  charm person, dancing lights,   entangle, and prestidigitation 3/day:  Acid splash Lvl 0:  Daze, Light, Read Magic, Detect Magic Lvl1:  Mage Armor, Sleep +1  DC to compulsion spells +1 caster level to conjuration & bloodline spells Can affect constructs with compulsion spells, and treat constructs like living creatures for spells.   Background On a misty morning,  a male gnome baby was found outside of town.   No gnome families were missing a baby, nor could any traveling families could be found.   The Fae had taken this baby from somewhere and for some unknown reason deposited him there.    Fitz was adopted and raised by a local family.  He didn't show much aptitude for learning a formal trade or craft.    However he had knack for learning languages, and was very capable of making friends with nearly everyone.   His most amazing ability was being able to us magic without formal study or training. As an adult, he eventually found himself in the employment of Khonnir Baine.   While other employee's have stronger engineering skills,  his skills with languages and handling people have proven themselves useful over the years.     Personality and Appearance  "Oh  . . .he is a fae touched gnome"    Fitz comes across as a flaky unfocused individual.   He is easily distracted because he notices everything.   However his able to focus on things that interest him like languages and talking to people.    He dresses rather simply because anything requiring time and effort will not happen.       
  14. CHARACTER FINISHED   Name: Ariana Fireheart Class: Gunslinger 1 Subclass: Mysterious Stranger At A Glance: Woman with a Vendetta and a pile of bullets Party Focus: Close and Mid-range Damage Dealer Quote: "You can come in breathing or I can drag you in full of holes. Your choice."   Portrait   Portrait Link -Deviantart   Background Ariana Fireheart's a nom de plume - a name Ariana took when her father and brother were killed, and she had to run and make a new life for herself. But you know what they say about women scorned. The Technic League wasn't content to stay within Numeria. They'd been making inroads in neighboring lands for some time, seeking out contacts and expanding their influence. That included merchants, which Ari's father happened to be. While others had been loathe to deal openly with them, her old man couldn't afford to be so choosy in his clientele. To support his family and try to give them a better life, he did business with the Technic League for several months, supplying them in exchange for coin and giving them a means of supply and delivery which they lacked in the territory. And then there came one particularly large order, the biggest the League had ever ordered through him. Along with it came a parcel from Numeria addressed for them. A parcel which turned up missing one day after a pack of bandits turned up in the town and raided it.  The League, who had been in the area but not close enough to help, was furious that their order had gone missing, and Ari's father and brother paid for it with their lives, dragged out into the streets by League agents as their shop was burned to the ground, and then the two were executed in cold blood. Ari, home that day when the trouble started, arrived too late to stop it, and could only watch as the League put a bullet between the eyes of the only family left to her.  Whoever she was died that day, and she swore an oath of vengeance, training in the new and dangerous art of gunfighting - an art the League had used to take everything in her life away. And she would do the same to them.   In Numeria, Ariana is known as a low-ranked adventurer and bounty hunter who takes on small jobs to pay the bills. In need of resupply and more ammunition, she has wandered into Torch. And always, always, she listens in for news of the Technic League's endeavors. It's been a work of years, getting ready for her revenge. Revenge is sweetest when it's drawn out.    
  15. Aldric Talvalin, Half Elven Brigh Inquisitor   Class: Inquisitor Subclass: Keeper of Constructs/Sanctified Slayer Role: Combat, Skills.    Appearance   Aldric is a sharp featured half elf, very stern looking. He's not actually stern, it's just that he has 'resting killer face'. Tall, Aldric tapers inwards from the shoulders down to the waist. He has the build of an archer, but his muscular development is on account of swinging a nine foot polearm. He's one of the few residents of Torch who uses a polearm and his polearm stands out from most on account of the hook on it.      Personality   Aldric comes with a droll sense of humor of the 'it could be worse, it could be raining' sort, generally delivered deadpan. He's got an easy grin when he deigns to use it, not that this over-rides the generally negative effect of his severe stern features. He has started taking lessons from a local bard on how to better present himself, but this is very much a work that has future progress attached to it. He likes inventors and tinkerers but is the first to admit that he has no talent for such things. He doesn't draw attention to the fact that much of his interest is connected to his curiosity as to the best way to take lethal constructs to pieces.   Background   Aldric, a local boy and the third of five sons, is one of those Brigh Temple Inquisitors known for pursuing uncontrollable constructs or abusive or careless inventors. He has an uncle, Horvath, who tracks down criminals for money and Aldric seems likely to follow in his footsteps. Like others of his temple he is particularly protective of abused intelligent constructs, as well as of people threatened by rampaging constructs. As such, one of his primary concerns is the preservation and repair of such constructs and punishing any who abuse them. [Brigh Pathfinder Wiki]   For the moment, Aldric does manual labor and guard work to make ends meet. He works hard, parties hard and spends a lot of time on weapon practice.   Aldric also has a secret unspoken thing for Val Baine, Khonnir's daughter. At least he thinks its secret. His frequent courtly presence in and around Khonnir's place has neither gone un-noticed nor unremarked upon in some quarters.    Alliances/Predelictions/Opinions   Technic League - Bunch of scrounging, extortionist bastards, sucking Torch dry with their tribute demands. We should stop paying them. Fight them if they come. Black Sovereign Kevoth Khul - Hear he's a bad sort. The sort that kills you and your entire family, burns your house down and pisses on the ashes. Hope he stays far away. Torch Town Council - Not bad folk, but should have stood up to the Technic League before now. Wouldn't mind getting a seat on the council. Chivy them towards action. Temple of Brigh - For me it's a home away from home. Joram Kyte, the Priest, is admirable. If I end up like him, save more martial I would consider myself a lucky man. Chapel of the Wanderer - Every town needs a Pharasman Priest eventually.  Skymetal Smiths - The life blood of our community. To be respected. Technologists/Inventors - Amazing folk, who need someone looking over their shoulder to put the genie back in the box if need be. Khonnir Baine - He was in the Technic League wasn't he? He needs to volunteer what he knows about their people and their operations. Val Baine - Khonnir's daughter. Should fortune shine on me.. my future wife. Androids - Androids are people, no more, no less. Robots - Robots are either a benefit or a hazard. If they're a benefit they're not my problem.       Character Sheet https://www.myth-weavers.com/sheet.html#id=2738531   Male Neutral  Half Elf Inquisitor (Keeper of Constructs)/(Sanctified Slayer) Level 1, Init 2, HP 9/9, Speed 20' AC 17 (18 vs constructs), Touch 12 (13 vs constructs), Flat-footed 15, CMD 16 (17 vs constructs)  Fort 3, Ref  2, Will 4, CMB +4, BAB 0    Fauchard +4  (1d10+6, 18-20/x2) Cestus +4 (1d4+4, 19-20/x2) Javelins (4) +2 (1d6+4, x2) 30' Lamellar Leather and Armored Kilt (+5 Armor, +2 Dex) Abilities Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8 Condition Normal - Immune to Sleep & Ghoul Paralysis, +2 saves vs Enchantments, Darkvision 60' and Low Light Vision
  16. I'm withdrawing this application, I don't think I have time to get everything situated.   Reserved for character. Character Sheet Link
  17.     Match            Image Credited to Paizo Publishing    Map Token    Character Generation Ability Scores: 20 point buy Strength: 10 Dexterity: 16 (+2 Racial) = 18 Constitution: 13 Intelligence: 15 (+2 Racial) = 148 Wisdom: 10 Charisma: 10 (-2 Racial) = 8 Race: Android Class: Wizard [Spellslinger] Favoured Class: Magus Favoured Class Bonus: +1 HP Traits: Clever Wordplay, Magical Lineage; Campaign Trait: Numerian Archaeologist. Skill Ranks: 2 + Int mod+2 + FCB = 6 Skills Trained: Knowledge (Arcana) [1 Rank]; Knowledge (Dungeoneering) [1 Rank]; Knowledge (Local) [1 Rank]; Perception [1 Rank]; Spellcraft [1 Rank];. Background Skill Ranks: 2 Skills Trained: Appraise [1 Rank]; Knowledge (Engineering) [1 Rank]. Feats: Point-Blank Shot Bonus Languages: Androffan, Common. Hit Points: Max (d6) + Con mod+2 + FCB = 7 Starting Wealth: ([Roll]) = -- gp  Equipment Starting Items Cost Source Explorer’s Outfit 10 gp Core p159         Weapons Cost Source         Armour Cost Source         Adventuring Gear Cost Source                                       Food/Drink Cost Source         Remaining Wealth: --gp [[ Mood Music ]]      
  18.       Odolf Stonescar, Dwarf Occultist in the service of Desna class: Occultist Reliquarian - Desna Race: Dwarf Alignment:  CG Campaign Trait:  Caravan Guard Character sheet: https://www.myth-weavers.com/sheet.html#id=2707839   Background Odolf grew up in merchant and caravaners out of Kaer Maga.   Being tough dwarves that liked more lucrative trade routes,  their caravans often traveled into Cinderlands.    During these trips into the harsh wilderness,  Odolf was trained to be a warrior.   His occult abilities were discovered accidently.    During one his trips,  he was handling a small relic of Desna when he felt a surge of magical power.      As travelers,  they had always paid homage to Desna and had religous writings on hand.    His ability to control and harness the power grew as he studied her teachings.    For many years, he trained, studied and traveled with the family.  One night everything change.  The caravan's camp was attacked.   The fighting was nasty, and he was seriously injured.   After recovering from his injuries, he decided to take a break and go west to see the big water for himself.   During this trip, he met Sandru.     Caravaning in the lush lands along the coast seemed much more pleasant and safer than working in central Varisia.     So he joined Sandru's caravan.      A few years later,  he is ready to do something else.   Appearance & Personality  Brown hair, brown eyes, brown beard and dressed in heavy armor;  Odolf looks like the average dwarven warrior.    Even the facial scars from his earlier trauma don't stand out too much on a dwarf.  When he is working, Odolf is focused individual.   His past experiences have left slightly paranoid - almost nervous when is working.     When he isn't work, he is more relaxed and good natured.   Working or not,  he is a traveler at heart.  
  19.   Name: Horatio Gallach Race: Human Gender: Male Alignment: Neutral Good Class: Studious Librarian ( Bard ) Role: Support, Face, Melee Campaign Trait: Friend of the Family Character Sheet:https://www.myth-weavers.com/sheet.html#id=2603132   Stats STR: 10 DEX: 16 CON: 14 INT: 14 WIS: 10 CHA: 16 Description Horatio features a thin and lithe frame that is usually hidden within loose fitting clothes - which are usually filled with various tools of the trade. He keeps up a good appearance, regularly grooming his long hair and beard, which has started greying. Personality Horatio is usually calm and well mannered, but he can get excited when talking about his line of work or outright delirious when he thinks he has made a great discovery.   Backstory The Gallachs were a minor noble family in Almas, during the Andoran People's Revolution. The family, siding against the revolutionaries, lost all their holdings and had to flee Andoran to save their lives. The family ended up in Magnimar. They never achieved the glorious days of the past, but it was not a problem for Horatio, since he had barely witnessed it. He focused on his education, and after graduating from the university, he impressed Madam Irba Demerios enough to be accepted into the largest public library in Magnimar, the Founder's Archives. Working and studying in the library, and absorbing its wealth of knowledge was a great boon to Horatio, yet during this time he felt the creepings of restlessness and wanderlut as well. Upon one of his travels, visiting and consulting with different libraries within Varisia, he met Insoari Gandethus, the Headmaster of the Turandarok Academy in Sandpoint. Never considering Magnimar as his true home, Horatio felt no special bond to stay there forever, so he accepted the Headmaster's proposal about joining the Academy in charge of its library, which was the only source of education for the local children. He adopted to the life in Sandpoint well, educating the children, preserving and enlarging the library through the years. Yet the person whose company he enjoyed most was old Niska Mvashti, who managed to be a fountain of lore and knowledge, her mind keen despite her advanced age. He had long conversations with her, chronicling most of her memories and knowledge so it would be preserved and not forgotten, until one day, she told Horatio that she felt her end was near, and made him promise he would accompany her daughter Koya if she happened to go on a long journey.      
  20. Name: Cami Mvashti Class: Crossblooded Sorcerer 1 (Orc and Draconic (Brass) Bloodline) Race: Human (culturally Varisian) Gender: Female Alignment: Chaotic Neutral Campaign Trait: Foster Child Stats STR: 08 DEX: 14 CON: 12 INT: 14 WIS: 10 CHA: 18 Description Cami is short. Standing barely 4'5" tall, she doesn't quite look human - though she insists that she is. With large, pointy ears, reddish pink eyes, and pale forest green skin, one could easily mistake her for a diminutive orc, albeit one with thick, blonde hair that she usually wears in loose bangs or tied back in twin tails. She bears a Ragario tattoo on the hollow of her neck in black ink. She prefers to dress in close-fitting layers in an almost masculine style, with a preference for big, chunky boots that she can stomp around in. Personality Despite Cami's appearance, she is sweet, kind, and friendly, gregarious and talkative almost to a fault. In general, at least. That is, until someone makes her angry, at which point she turns into a foul-mouthed screecher with far too much facility with insults and unfriendly language. Backstory Cami doesn't remember all that much of her life prior to arriving in Sandpoint - she barely even remembers her parents. Her parents were a pair of adventurers who signed on with a caravan running from Riddleport to Sandpoint, with intention to meet up with friends and start a new adventure, intending to leave their toddler, Cami, in the care of some other friends they had made some years back when they passed through and helped to deal with some problems Sandpoint was having. Unfortunately, the caravan was savaged by an oversized goblin raiding party on the outskirts of Sandpoint, and both her parents fell, though not without taking a large number of goblins with them. In the broken wreckage, only a young child was left, covered in blood, discovered almost a full day later after the attack was fully repelled, though not without losses. Those losses, unfortunately, included her parents' friends who could have recognized her and quite possibly taken her in. Thankfully, Koya Mvashti chose to take in the child. She ... well, to say she grew would be a misnomer, though there were a number of inches added, they didn't add up to much. She flourished under Koya's tutelage, at the very least, though having a much older brother in Sandru didn't do wonders for her vocabulary. It took a while for her to learn what to not say in polite company. In time, her magical talents bloomed, gently encouraged by her adoptive mother - though, perhaps, trying to influence her away from destructive magics, with which she has shown an unnatural facility. Her life in Sandpoint, however, has been relatively quiet and peaceful, aside from the occasional goblin raid and the Late Unpleasantness. She has had the usual sort of childhood - as usual as one could expect, at any rate - including a wildly inappropriate crush on Shalelu, the elven ranger that roams to and from Sandpoint.
  21.   Zenobia "Zen" Half Elven Cleric of Bastet   Appearance   My looks are nothing to write home about. It's clear when you get a good look at me that my northern bloodline and my southern bloodline got together and, in a manner of speaking, got busy. I've been told that my family tree winds back to Kerala on the one side and to a fallen sky city somewhere in the mountains of Garund. So, ears that tend towards pointy with a complexion that tends towards dusky. Others of my breed tend to have azure eyes and blonde hair. I didn't luck out in that department. What I got instead was broad shoulders, legs up to well.. there and height. I dress desert fashion, it just seems the right way. It sets me apart from others in these northern lands, but a change is as good as a rest, no? If you can't be as beautiful as others, be exotic. I wear armor beneath the robes and carry a polearm, the skill for which I got off my extended family, given that dad was in the wind. The symbols on my rainment mark me as a priestess of Bastet, not that many in these northern lands know this. Bastet is the Goddess of Rogues and Bards, and though I am neither I am a rather rogueish priestess. Like I said, I am an exotic.   Personality   I am told I am quirky, on occasion contrary. I can appreciate how others would see me this way. I just consider myself to be someone who adapts to changing situations. It is said that conforming to a losing stratagem and expecting a different result is the height of foolishness. I only heard that spoken the once, but once I heard it I could not forget it. It's with me forever, I can't unhear it. These words constitute a compass for me, a guiding principle that I hope will guide me to the fruition of my hopes. Your actions need to take into account your situation. There's more than one way to skin a cat, but as a priestess of Bastet, I wouldn't recommend one try that with this cat. So.. be flexible.. like water. Be strong.. like water. That's when you need to be.. Bastet is the Goddess of cats, desire, sensuality and secrets... somewhat like Calistria's nicer sister. I like cats, enjoy desire, indulge in sensuality when I can and as far secrets, well that's a secret.    Background   I came to Sandpoint some years ago. I heard tell my father, the pointy eared influence, was living here. It would have been nice to meet the scoundrel, whom my mother told me I so took after. He had been living there, but wasn't by the time I arrived by ship. I have no idea where he went, but maybe he will come back. Although when I say no idea, it could be it's not Kerala but a forest just a little ways north of here.. a ruined city called Celwyvian, but you didn't hear that from me. I got turned back from there in no uncertain terms by elves a few years back. It was intimated to me at that time that a second meeting would be far less cordial, not that the first meeting was.   In the meantime, I have found Sandpoint to my liking, despite it being a lot less sandy than I was used to, and rather less pointy as well. After Osirion these environs are pretty relaxing. It was old Niska that took me in. At first I assumed it was because of my particular skillset.. I'm good in a fight and my eyes don't miss much, the seeing fine in utter darkness being another plus, though you didn't hear that from me. In any case, it eventually dawned on me that she thought of me as another of her granddaughters. I eventually returned the favor by considering her to be the grandmother I never had. I've  travelled with Koya, and Sandru Vhiski, her adopted son on the caravan to Riddleport, Magnimar and Korvosa. Just showing the fauchard has been enough to dissuade troublemakers on occasion. Heading to Tian will be more of the same, just a lot more. I imagine there will be a fair amount of trouble along the way, but you didn't hear that from me.     Character sheet https://www.myth-weavers.com/sheet.html#id=2704820          
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