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  1. Companions Homebrew/Setting Specific Cat Dragonling Badger Fox From Ironsmith Boar
  2. Creating a character for The Walking Dead Universe RPG is a fairly simple and straight-forward process that allows for a lot of personalization. You build your PC based on decisions about their background and personality. These become the foundation of your PC. As the story progresses, you will find out more about yourself and your relationships to the other PCs. Character Creation Steps Choose an Archetype - The available Archetypes are listed in Game Mechanics. If you don't see one you like, or would like to modify an existing Archetype for your own concept, then you have the option to do so. Create a Name - Make up a name for your PC, preferably a name which is easily remembered and that somehow stands out. Choose an Issue - Everyone who is alive in the world of the dead has an Issue – something that is problematic or challenging about their person. An Issue could be almost anything. Each archetype has suggestions on Issues. Choose one of them, or come up with something on your own. Choose your Drive - Your Drive is the thing that makes you grit your teeth and push through the fear and pain. Your Drive could be that you are looking for your daughter, or that you are afraid of dying. It is whatever keeps you going. Choose one from your Archetype or come up with something on your own. Distribute 13 points amongst your Attributes. Distribute 12 points amongst your Skills. Choose a Talent - Talents are tricks, traits, and abilities that can benefit you in various situations. They affect your dice rolls, or they let you do things you would not otherwise be able to do. Each archetype lists several talents closely associated with that particular archetype. The initial talent selected should be one of these, but subsequent talents may be selected from all available talents. The talents and their details are listed in Game Mechanics. Choose your Gear Create your Detailed Backstory - Go to your heart's content on the neat details that comprise your character. Try to incorporate some neat hooks I can play with and some sense of what your character has been up to for the last month and a half post collapse. The following steps we will work together on once the players are selected Define relationships to the other PCs. Creating NPC's and Choosing Anchors. Describe your starting haven. No Archetype? If you already have a clear idea of what your PC should be like, you can create it freely without using an archetype. In this case, you need to choose your key attribute, key skills, starting talent, and gear with the GM’s approval. You will also need to come up with your own Issue, Drive, and Relationships. Attributes There are four attributes. You get to distribute 13 points between your attributes. The minimum value of an Attribute is 2 and the maximum is 4, except for the key attribute of your chosen archetype, which has a maximum value of 5. Skills Each attribute has 3 skills associated with it. Each skill has a level between 0 and 5. You get to distribute 12 points between your skills. At the start of the game, you cannot have more than 2 in any skill, except for the main skill of your chosen archetype, which you may spend 3 points on. STRENGTH AGILITY WITS EMPATHY Close Combat Mobility Scout Leadership Endure Ranged Combat Survival Manipulation Force Stealth Tech Medicine Gear Roll three times on the Gear table for your archetype; reroll if you get the same result again, until you have three different items. You also gain one scavenged item decided with a 3D6. Your ability to carry things is measured in encumbrance slots equal to your Strength plus two. Experience Experience Points represent a measure of your character's progression, growth, and development throughout the course of the game. They can be used to buy new talents, skill points (to a maximum of 5), or attribute points (to a maximum of 4, except your key attribute). You may save your XP for later or use them immediately, but you can only buy skill points and talents during a time break or in your haven, not during a scene or scavenging run. If your character dies, then you will start over with a new PC - either from your pool of NPC's or as a new survivor looking to join the group. If you create a new PC, then you will start the character creation process again, except you receive half of your previous PC's XP and one talent. They will get introduced in the campaign when dramatically appropriate. If you choose to take over an NPC Survivor, you get some bonuses when you convert them to a PC. You begin by distributing skill points as you normally do when creating a new PC. Then you get to add one skill point in each skill the NPC was trained in, and two skill points in each skill they were expert in. As a result of this, you may exceed the starting limitations for skill points for new PCs. Master NPC's cannot be made into PC's. COST IMPROVEMENT 10XP Skill 15XP Talent 25XP Attribute CHARACTER NAME Archetype: PC Anchor: Drive: NPC Anchor: Issues: Strength Agility Wits Empathy 0 0 0 0 Close Combat 0 Mobility 0 Scout 0 Medicine 0 Endure 0 Ranged Combat 0 Survival 0 Manipulation 0 Force 0 Stealth 0 Tech 0 Leadership 0 TALENTS HEALTH 3. Unharmed 2. Bruised [ ] 1. Battered [ ] 0. Broken [ ] Critical Injuries Stress Experience Encumbrance Weapons Bonus Damage Rounds Range Armour Protection Penalty [CHARACTER QUOTE] [CHARACTER PHYSICAL DESCRIPTION] Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. GEAR ITEM QUALITY SLOTS AMOUNT BONUS Stored Items Location OTHER ITEMS Vehicle Maneuverability Damage Hull Armour DETAILED BACKGROUND Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. In hac habitasse platea dictumst. A scelerisque purus semper eget duis at tellus at urna. Gravida cum sociis natoque penatibus et magnis dis parturient. Viverra justo nec ultrices dui sapien eget mi. Nunc scelerisque viverra mauris in aliquam sem. Gravida rutrum quisque non tellus. Venenatis a condimentum vitae sapien pellentesque habitant. Posuere ac ut consequat semper viverra. Cursus metus aliquam eleifend mi in nulla posuere sollicitudin. Consectetur a erat nam at lectus urna duis. Natoque penatibus et magnis dis parturient montes. In massa tempor nec feugiat nisl. Interdum velit laoreet id donec ultrices tincidunt. Urna neque viverra justo nec. Imperdiet proin fermentum leo vel. Ipsum dolor sit amet consectetur. Adipiscing bibendum est ultricies integer quis. Ultrices gravida dictum fusce ut placerat. Mattis enim ut tellus elementum sagittis vitae et. Habitant morbi tristique senectus et netus et malesuada fames. Est ante in nibh mauris cursus mattis molestie. Maecenas ultricies mi eget mauris pharetra et ultrices neque. Sit amet est placerat in egestas erat imperdiet sed. Fames ac turpis egestas sed tempus urna et pharetra. Justo nec ultrices dui sapien eget mi proin sed. Massa sapien faucibus et molestie ac feugiat sed. Lacus laoreet non curabitur gravida. Sed enim ut sem viverra aliquet eget sit. Sagittis id consectetur purus ut faucibus pulvinar elementum integer enim. Nec tincidunt praesent semper feugiat nibh sed pulvinar proin. Nisi est sit amet facilisis magna etiam. Egestas fringilla phasellus faucibus scelerisque. Eu scelerisque felis imperdiet proin. Pretium vulputate sapien nec sagittis aliquam. Nascetur ridiculus mus mauris vitae ultricies leo. Duis at consectetur lorem donec massa sapien faucibus et molestie. Elit scelerisque mauris pellentesque pulvinar pellentesque habitant morbi. Feugiat in fermentum posuere urna nec. Metus vulputate eu scelerisque felis imperdiet proin fermentum. Lectus arcu bibendum at varius vel pharetra vel. Dolor sit amet consectetur adipiscing elit. Pharetra sit amet aliquam id diam maecenas ultricies mi eget. Ut sem viverra aliquet eget. Tincidunt tortor aliquam nulla facilisi cras fermentum odio eu feugiat. Felis eget velit aliquet sagittis id consectetur purus ut faucibus. Tempus urna et pharetra pharetra massa massa ultricies mi quis. Ultrices sagittis orci a scelerisque purus. Id leo in vitae turpis massa sed elementum. At tellus at urna condimentum mattis pellentesque id nibh tortor. Ultrices eros in cursus turpis massa. Congue eu consequat ac felis donec et odio. Id venenatis a condimentum vitae sapien pellentesque habitant. Iaculis nunc sed augue lacus viverra vitae congue eu. Ultricies mi quis hendrerit dolor magna eget est lorem ipsum. Nam aliquam sem et tortor consequat id porta nibh venenatis. Quam lacus suspendisse faucibus interdum posuere lorem. Morbi non arcu risus quis varius quam quisque. Nisi scelerisque eu ultrices vitae auctor eu. Blandit massa enim nec dui. Nam at lectus urna duis convallis convallis tellus id interdum. Egestas tellus rutrum tellus pellentesque eu. Mauris vitae ultricies leo integer malesuada. Consequat nisl vel pretium lectus quam id leo in vitae. Non tellus orci ac auctor augue mauris augue. Egestas sed sed risus pretium quam vulputate dignissim suspendisse. Eu volutpat odio facilisis mauris sit amet. Vestibulum lectus mauris ultrices eros in cursus turpis massa tincidunt. Quam id leo in vitae turpis. Enim neque volutpat ac tincidunt vitae semper quis lectus. Cras semper auctor neque vitae tempus quam pellentesque. Aliquet lectus proin nibh nisl condimentum id. Senectus et netus et malesuada fames ac turpis. Arcu non odio euismod lacinia at quis risus sed vulputate. Convallis convallis tellus id interdum velit laoreet. Ultrices neque ornare aenean euismod elementum nisi quis eleifend. Vitae ultricies leo integer malesuada nunc vel risus commodo viverra. Pharetra massa massa ultricies mi quis hendrerit dolor magna eget. Vulputate sapien nec sagittis aliquam malesuada bibendum arcu. For easier copying, clone this post then remove everything that's not the Character Sheet, download the TemplateCode and put into your post source, or use your own template!
  3. The following is a small overview of the available classes for selection in the game:- Captain The battlefield leaders that were so important in the defeat of the Dark Lords. They are expected to lead both on the battlefield and off it, so possess both personal martial prowess combined with a capability to command. Hunter Covered in the dirt of the wilds, eyes shining with the light of the future, the hunters are vital in the project of cultivating and taming the great forest. They are often signified by their skillful use of ranged weapons and techniques. Exactly how they fight is primarily based on the target they are hunting: criminals, monsters or dark minded sorcerors. Mystics Individuals who can manipulate the flows of both material and non-material energies, some mystics consider themselves to be scholars of reality and existence, others would claim they are part of a pact that offers them an intimate relationship with the source of their power. All of them straddle the fine line between sanity and corruption, always pushing themselves to the very edge of the darkness that yearns for their souls. Scoundrel The word scoundrel is used broadly and refers to all who steal something from others, their trust, secrets, money or life. Charlatan's, explorers, spies, treasure-hunters, even former cultists, their are many who walk the road of the scoundrel and bring their own expertise to such a calling. Warrior Some warriors are professionals - soldiers with a pragmatic point of view. Others stem from noble families and bloodlines, and consider the glory of battle to be a part of their heritage. To some the art of war is nothing more than a method needed to survive, while others use their prowess in battle to serve a higher purpose, perhaps that of Prios the Sun God.
  4. The following origin races are available for selection:- Abducted Humans Stolen away from their natural parents at birth by elves and replaced by changelings, abducted humans are generally raised to be ambassadors between the elven race and the humans, unless their abductions are due to more nefarious purposes. Many, if not all, abducted humans in human society are there because they have run away from their elven homes. Changelings When elves steal human children away from their parents, they are invariably replaced by changelings in their stead. A changeling looks human during their childhood but starts to develop more elf-like features in their adolescent years, though without ever becoming an elf in the true sense of the word. Dwarves Short and wiry folk who have no interest in the history of their kind. They are a people on the move, fleeing a dark past that has given them a sense of community, but without peace or meaning. Elves An offshoot of a greater people, part of a holy guardian order. An elf's long life is interrupted by periods of dormancy wherein the elf grows into the next stage of their life-cycle. Most elves encountered are in their summer cycle, the second phase of their life. The majority of elves are born into the Iron Pact - tasked with preventing the evil that slumbers beneath Davokar's roots and moss from awakening and spreading across the world. Goblins One of the more mysterious races, little is known about the origin of the goblins, but their presence in the southern outskirts of Davokar is obvious. Tribes leaving the darkness of Davokar behind have settled quite close to Thistle Hold, trying to integrate themselves with the human community. Humans The people of Ambria and Davokar ultimately hail from the same tribe. Whereas the Ambrians have fled the destruction of their homeland, Alberetor, in the war against the Dark Lords the Davokarian barbarians guard the perimeter of the forest as part of their respective individual tribes. Ogres Ogres are solitary and odd creatures that come wandering out of the depths of Davokar. Fully grown, yet devoid of memories and with no sense of identity, it is often down to the humans or goblins who eventually take them in to teach them the ways of the world. Trolls The word troll is synonymous with bloody death, yet rumours hold that in the courts of troll kingdoms, songs and ballads are sung by the mighty Troll-Singers, and although it is maintained that trolls are dangerous, there is a civility to them that belies their fearsome reputations. Undead Undead, as in thoroughly corrupted creatures thirsting for the life-blood of the living are nothing new, however reports persist of a new type of undead who have appeared in Ambria. People who die, rise again, and although they show clear indication of being dead -- they are cold, they do not bleed or eat or sleep -- their minds remain intact even as they very slowly decay towards their final death.
  5. Application Overview: 1. Create a thread in this forum 2. Provide me with the following details:- a. Character Name, Origin and Class. The Origin and Class must be taken from the Ruins of Symbaroum Players Guide b. Provide a background. Either create your own or use the backgrounds presented in the Ruins of Symbaroum Players Guide for your chosen Origin. c. Provide Bond, Ideal, Flaw and 2 x Personality Traits. Either create your own or use the options presented in the Ruins of Symbaroum Players Guide. d. Description. Please provide a picture and 1-2 paragraphs accompanying the description e. High Level Character Concept. Give me a couple of paragraphs detailing just a rough overview of your character concept. Who are they? What are their ambitions / fears etc. Why would they accept a contract to go into the dangerous Davokar forest? Perhaps they desire to become an explorer or perhaps there is another reason as to why they would want to put themselves in harm's way like this. 3. Character Sheets:- The site's sheet is fine. If you want to use your own sheet template and formatting that is also fine. I don't necessarily need a character sheet prior to acceptance but if you want to do one it is up to you. 4. Create a second post in your application. I'd like to know a bit about you as a player. I'd like for you to answer the following questions:- a. What attracted you to this game? Is there anything you would like to get out of this game or anything you are looking for specifically? b. What would an ideal PbP game look like to you? c. What sorts of things turn you off from a PbP game? Is there anything in terms of content or story that is a hard no from you? If you like you can secret this answer to me. d. What is your ideal posting rate? 5. Finally, create a third post in your application. This will have your posting template and stat block attached inside of it. Character Creation specifics 1) Acceptable Sources: Ruins of Symbaroum Players Guide only. Yes, I am aware that this will likely deter a good number of applications, but the class and origin changes for the Symbaroum setting are far too vast and wide for me to even contemplate transcribing or even summarising here. You can find more details on the Ruins of Symbaroum 2) Starting Level: Level 1 3) Ability Point Generation: Point Buy 4) Hit Point Generation: Max 1st Level 5) Starting Equipment: As per Ruins of Symbaroum Players Guide Please note that for this game all equipment, currency, feats etc. will be drawn solely from the Ruins of Symbaroum Player's Guide.
  6. All new applicants are to create a new thread under , and generate a character following the rules below. The Crunchy Resources Characters generated using Standard Mode on Legal resources as listed on With the following modifications: Race Any. Alternate racial traits are allowed. Ability Scores Purchase: High Fantasy (20 points). Class, Feats and Equipment Starting Level 1. Paizo published choices only, subject to removals and modifications per above. Variant multiclassing is allowed. Item Creation and Scribe Scroll feats are allowed. Manufacturing empires will be pillaged and burned. Alignment and Religion Non-evil recommended. Faction No. Just no. Traits One of two Starting Traits will be a Campaign Trait (chosen from the respectively). One drawback may be taken for an additional, third trait. Hit Points Max at 1st Level, roll when advancing. Wealth Roll for starting wealth. Everything Else See "Class, Feats and Equipment" above and the , and be ready to reference the material (by link to PRD, or by book and page number) upon request. The Squishy While this will be a roleplay-heavy game focused on creative writing, I'm really not fussy at this time on how well your character's background story fits in with everything else, so long as they're not going to present any persistent issues to the crew's overall dynamic. The only requirements in terms of story consideration then, are proximity and motive. At the beginning of the campaign, applicant's character must have a reason to be present at the Honeyed Blackmoor Café just outside Warehouse Square in New Kenabres on , the day before Armasse. Show/Hide Character Example Map Token Character Generation Ability Scores: 20 point buy Strength: 15 (+2 Racial) = 17 Dexterity: 14 Constitution: 16 Intelligence: 10 Wisdom: 12 Charisma: 7 Race: Alternate Racial Traits: None Gender: Female Age: 15 + 1d4 #1 = 16 21 Height: 4' 5" + 2d10 #1 = 5' 2" Weight: 85lb + 2d10 #2 = 105lb Class: [] Favored Class: Barbarian Favored Class Bonus: HP × 1 Traits: ; Campaign Trait: ( / ). Skill Ranks: 4 + Int mod+0 + Skilled+1 = 5 Skills Trained: Acrobatics [1 Rank], Intimidate [1 Rank], Knowledge (nature) [1 Rank], Perception [1 Rank], Survival [1 Rank]. Background Skill Ranks: 2 Skills Trained: Handle Animal [1 Rank], Knowledge (geography) [1 Rank]. Feats: , . Bonus Languages: None. Hit Points: Max (d12) + Con mod+3 + Favoured Class Bonus+1 = 16 Starting Wealth: 3d6 × 10gp = 90gp Equipment Starting Items Cost Source Explorer's outfit 10 gp Core p159 Holy symbol (Gozreh, silver) 25 gp Core p158 Weapons Cost Source Greatsword 50gp Core p143 Chakram 1gp UE p19 Armour Cost Source Hide shirt 20gp VBoL p14 Adventuring Gear Cost Source Barbarian's kit 9gp UE p56 Grappling hook (common) 1p UE p57 Honey (jar) 1p UE p95 Funds Remaining: 8gp Workmaster Gibbs, The bearer of this letter is a Kellid girl named Natali. Let this serve as a document of reference for the girl. I have known Natali for most of her life, you could say I've adopted her in a sense as a daughter for most practical purposes, after I found her some twenty years ago. She was the sole survivor of what I gather to be her tribe, still a babe and sheltered underneath the bodies of her parents or her tribesmen, who I can only surmise befell some foul fate at the hands of the beginning of the demon incursion then. While she may be small in stature, the girl is a good worker, I will personally vouch for her capability to lift heavy objects, once she has been sufficiently fed that is. Don't say I didn't warn you — Natali is very food-driven. Motivate her with honey if you must. Olvek Stormhammer Show/Hide Posting Template Insert post here Statistics Block [b][url="https://www.myth-weavers.com/sheets/?id=2890833"][color="Brown"]Natali[/color][/url][/b] [i]Human Barbarian [Mooncursed] 1[/i] [b]Init[/b] +2; [b]Senses[/b] Perception +5 [hr][/hr][highlight]Defense[/highlight] [hr][/hr][b]AC[/b] 15, touch 12, flat-footed 13 (Armour +3, Dex +3) [b]HP[/b] 16 / 16 [b]Fort[/b] +5, [b]Ref[/b] +2, [b]Will[/b] +1 [hr][/hr][highlight]Offense[/highlight] [hr][/hr][b]Speed[/b] 40 ft. [b]Melee[/b] Greatsword +4 (2d6+3; 19-20/×2)🪓✊🪄 [b]Ranged[/b] Chakram +3 (1d8+3; ×2)🪓🪄 [b]Special Attacks[/b] [i]Burning hands[/i] (1/day) [hr][/hr][highlight]Statistics[/highlight] [hr][/hr][b]Str[/b] 17, [b]Dex[/b] 14, [b]Con[/b] 16, [b]Int[/b] 10, [b]Wis[/b] 12, [b]Cha[/b] 7 [b]BAB[/b] +1; [b]CMB[/b] +4; [b]CMD[/b] 16 [b]Traits[/b] Axe to grind, Touched by divinity [b]Feats[/b] Arcane strike, Power attack [b]Skills[/b] Acrobatics +6, Handle animal +2, Intimidate +2, Knowledge (Nature) +4, Perception +5, Sleight of hand +3, Survival +5 [b]Languages[/b] Common, Hallit [b]SQ[/b] Shifting rage (7/day) [hr][/hr][b]Conditions[/b] None Human Barbarian [Mooncursed] 1 Init +2; Senses Perception +5 Defense AC 15, touch 12, flat-footed 13 (Armour +3, Dex +3) HP 16 / 16 Fort +5, Ref +2, Will +1 Offense Speed 40 ft. Melee Greatsword +4 (2d6+3; 19-20/×2)🪓✊🪄 Ranged Chakram +3 (1d8+3; ×2)🪓🪄 Special Attacks Burning hands (1/day) Statistics Str 17, Dex 14, Con 16, Int 10, Wis 12, Cha 7 BAB +1; CMB +4; CMD 16 Traits Axe to grind, Touched by divinity Feats Arcane strike, Power attack Skills Acrobatics +6, Handle animal +2, Intimidate +2, Knowledge (Nature) +4, Perception +5, Sleight of hand +3, Survival +5 Languages Common, Hallit SQ Shifting rage (7/day) Conditions None Actions Insert actions here
  7. PANORIN The Warlock of Lumia. AC: 14 | Hp: 25 Speed: 30ft. Level: 4 Otherworldly Patron: The Archfey; Verenestra. Pact magic: Cantrips Eldritch blast Protection from Evil and Good. Spell save: 14 Spell attack modifier: +6 (To hit) Pact Boon: Pact of the Chain can summon a Pseudodragon as a familiar. Eldritch Invocations: Armour of Shadows: Cast Mage armour on himself without expending a spell slot. Agonizing blast: Add +3 to damage done with Eldritch blast. STR: 8 (-1) DEX: 14 (+2) CON: 16 (+3) WIS: 10 (0) INT: 12 (+1) CHA: 18 (+4) PACT details Special terms. When using an Eldritch invocation, must speak patrons name out loud or risk incurring its displeasure. Patron Attitudes. Patron is a strict disciplinarian but treats Panorin with a measure of respect. Binding marks. His tongue has an unnatural colour. Cantrips: 3; Spells known: 5 Spell slots: 2 Slot level: 2 Invocation's: 2 Height: 5"8' Weight: 550 lb Alignment: Chaotic good. Language: Elvish, Goblin. Sailor: Skill prof in Astronomy, and Sailing ships. Note : Warlocks don't need a spell book. They do not need to prepare spells. He regains all expended spells after either a short or a long rest. WIP
  8. In City of Mist, you will take the role of one of the lead characters, a Rift in the Mist. Your character may be a completely unexciting person or they may be living a very dangerous or complicated life. Either way, they were an ordinary person until their awakening. At some point, your character became aware of a Mythos inside them: a living legend that grants them miraculous powers. Who did they become when their ordinary and legendary selves came together? Guide to Creating a Rift Your character has four major aspects, called themes, that describe either their legendary powers or their ordinary life. Themes that describe a character’s legendary powers are called Mythos themes; themes that describe their ordinary life (e.g., mundane abilities, qualities, resources, allies) are called Logos themes. You must have at least one Mythos and at least one Logos theme. Each theme has 3 power tags and 1 weakness tag. Infodump about Mythos, Logos, themes, and tags: More about Mythos and Mythos theme types Mythos is... The unknown: questions, doubts, dark places, subconscious, the void, a search for a higher or deeper truth, intuition, clues, visions, symbolism, loss of touch with daily life, and specifically the mystery in you character's existence: questions your character has about themselves and their place in the world things our character senses or feels but are vague and impalpable symbolism that fascinates them a wish to be more than what they are what pulls your character to the edge Your Mythos is largely unknown or unfathomable to your character: it is a part of them that they can never fully understand. A Mythos is often shrouded in mystery because it is miraculous and unpredictable. It can manifest and evolve in any number of ways, surprising even you, the Rift who is channeling it. Furthermore, a Mythos is forever veiled by the Mist, even within the psyche of your character. It's a thundering open question: the mystery that lies at the heart of your character's existence. Mythos themes represent aspects of your Mythos powers and the different ways you can use them to affect the world. While they are often mythical or supernatural, they don't necessarily have to be obvious. Even subtle qualities such as irresistible beauty or the ability to understand the workings of any device can become legendary attributes that are amplified in your modern-day character. Your character is not identical to their Mythos. You decide how to interpret the Mythos and how it is expressed in your character. You can spin it; subvert it; invert it; or play it straight. Most importantly, the fate of your Mythos in legend will not necessarily be your character's fate. There are 7 types of Mythos themes: Adaptation. Powers that can change according to the situation or powers with many different uses such as sorcery, shapeshifting, or gadgeteering. Bastion. Powers that allow you to survive harsh conditions and protect yourself and others from harm, such as a body made of stone, invulnerability, or magical protection. Divination. Powers that allow you to know or learn things beyond normal perception, such as special senses, the power to read minds, or the power to communicate with the dead. Expression. Powers that you can project or unleash to affect or influence the world, such as a warrior's rage, blasts of ice, a healing touch, or mind control. Mobility. Powers that allow you to move easily, fast, and unobstructed, such as the power to fly, to turn your body into water, or to miraculously escape confinement. Relic. An object in your possession that channels the powers of your Mythos such as a magic ring, a flying broom, a diabolic mask, or a computer. Subversion. Powers that allow you to act discreetly and hide your intentions and deeds such as trickery and illusions, invisibility, and the power to beguile others. More about Logos and Logos theme types Logos is... The known: answers, convictions, decisions, definitions, values, attachments, habits, clarity, safety, stability, and specifically your character's identity: what your character knows about themselves how your character defines themselves what's important to your character what your character appreciates, values, or loves what makes your character feel safe in an unpredictable world Your character's Logos is their everyday persona: what they definitely know about themselves, who they really are (or believe they really are). Your Logos can be just as interesting as your legendary aspects. Even though it's your character's ordinary side, it tells us interesting things about your character: who they love, what's special about them as a person, where they fail, and why they suffer. Whereas your Mythos presents you with questions, Logos offers answers. You rely on it in life: this fundamental understanding of what you should be doing every morning when you open your eyes. It's what the Mist utilizes to distract you from the mystery of who you are, but... you're thankful for that. When things get too intense or outright deranged with your Mythos, you embrace the safety of your Logos. Whatever happens, at least you have this. At least you know who you are. Don't you? Logos themes represent ordinary aspects of your character: what your character knows, values, loves. It can include their mundane abilities, qualities, resources, and allies. There are 7 types of Logos themes: Defining Event. A pivotal moment or period in your life that has changed you irrevocably, such as a near-fatal accident, an earth-shaking revelation, or time spent at an orphanage. Defining Relationship. A relationship with a person, a group, or an organization that is at the center of your life, such as your mother, your mentor, your gang, or the cult you belong to. Mission. A goal you have set for yourself and that you strive to achieve, such as finding a cure to a disease, avenging your brother, or bringing a killer to justice. Personality. Your character, temperament, or personal style, such as being charming, hard-boiled, flamboyant, or paranoid. Possessions. Anything important you have in your possession, such as your fortune and assets, your old car, or an arsenal of firearms. Routine. Your main everyday activities such as a job, caretaking duties, going to school, doing research, or just bummin' around. Training. The expertise you have acquired in a given field, such as medical training, martial arts, or cooking. You might be wondering: All of these are important! Your character almost certainly has a personality worth mentioning, a daily routine, important relationships, possessions, and a defining event or two. Maybe even a mission. How do you choose between these!? The question that should guide you in choosing Logos themes is: What should get more focus during the game? You can still have a personality even if it's not your chosen theme. But making one of these aspects into a theme mean it will come into play more often, and more often be the focus. Once you have a character concept (Logos) and legend (Mythos) in mind, create a thread in the Casting subforum using this general structure: Post 1: To fill out the Theme Cards, use the (Note: non-core rulebook themebooks from Shadows & Showdowns are also permitted.) Post 2: More information about your character's Logos (mundane persona) and Mythos (awakened legend within). For Logos, describe your character's Personality, Appearance, and Background. Who are they as a person? What are their affectations, their mannerisms? Their attachments? Their worldview? Is there anything or anyone worth saving? Are they only out for themselves? How did they awaken? Develop your concept by speculating about why their Mythos manifested through them specifically. For Mythos, provide the name and description of the legend that awakened within your character. What questions do they have about their Mythos? What do they think their Mythos wants from them? Who knows or suspects something about your character's Mythos? Post 2 is important important for fleshing out your character, as it inspires me to put them in interesting situations. Additionally, in spoiler tags, tell me about their Secret Pain. Post 3: Questions and answers. Post 4+: Whatever else you'd like to include. Questions Name and describe a place of interest in the City. Give me the name and description of a local Contact. It could be someone in your circle, or someone from your old life who you can still go to for help. Where do you go to unwind? What does this sprawling metropolis have in abundance? What does it lack, or need more of? What do you fear most about the world today? What is a recent rumour that you've heard?
  9. NAME MYTHOS NAME Name: Your character’s name, alias, and/or codename Nicknames: Nicknames, aliases, titles, if relevant. Age: A number or a description of their apparent age. Gender: Gender presentation and identification. Occupation: If any. Height: A number or approximate description. Build: A very brief description of their physical build. Demeanor: A very brief description of how they might be perceived. Logos concept: A brief description of your LOGOS, your character's everyday persona and life. Mythos concept: A brief description of your Mythos concept, the legend awakened within your character. Logos Logos A description of your character's mundane persona, including their occupation (if any), demeanor, appearance, and personality. You can develop your concept by speculating about: (1) Why did this Mythos manifest through your character? (2) What is your character's Secret Pain? Mythos Mythos A name and description of the legend awakened within your character. It can be a person, being, item, prophecy, or location from any story, mythology, legend, folklore, fairytale, literary work, urban legend, religious tale, concept, or real-world event. Theme Cards Mythos Theme NAME OF THEME Mystery:Every Mythos theme has a question, called a Mystery, which defines what your character wishes to discover about their Mythos. _________? Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Fade:When your character's Mystery calls to them, but they ignore it, mark one Fade. If your character continues to ignore their Mythos and marks the third Fade box, you replace the theme with a new Logos theme. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Mythos Theme NAME OF THEME Mystery:Every Mythos theme has a question, called a Mystery, which defines what your character wishes to discover about their Mythos. _________? Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Fade:When your character's Mystery calls to them, but they ignore it, mark one Fade. If your character continues to ignore their Mythos and marks the third Fade box, you replace the theme with a new Logos theme. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Logos Theme NAME OF THEME Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. _________ Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Logos Theme NAME OF THEME Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. _________ Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Crew Crew A list of your crew members, and the Hurt and Help points you have for each. Name Help Hurt Rift - - Rift - - Rift - - Rift - - Story Tags & Nemeses Story Tags A space for other permanent tags you might acquire during the game. Nemeses A list of the Nemeses you gained by replacing themes. Character Progression Development A track of your overall character growth. When it's full, you reset it and choose a Moment of Evolution. {_} {_} {_} {_} {_} Moments of Evolution to choose from: {_} Choose another broad power tag {_} Gain an extra theme: Ally {_} Gain an extra theme: Base of Operations {_} Gain an extra theme: Ride {_} Get closure from your Nemeses {_} Go through a transformation {_} Leave the City {_} Make one Core Move permanently Dynamite! {_} Make one Core Move permanently Dynamite! {_} Make one Core Move permanently Dynamite! {_} See through the Mist
  10. Human Ranger 11 Neutral Good AC 17 HP 92 Speed 35ft Str 10 (0) Dex 14 (2) Con 16 (3) Wis 18 (4) Int 10 (0) Cha 10 (0) Magic Stone (Sling) +12 1d6+7 Official InquiryYou're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. Favored FoeWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Deft ExplorerYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. Canny (1st Level) Choose one of your skill proficiencies [Investigation]. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Fighting Style: Druidic WarriorYou learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Land's StrideStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Nature's VeilYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Ranger Conclave: Swarmkeeper MagicAlso at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Gathered SwarmAt 3rd level, a swarm of intangible nature spirits (ravens) has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: The attack's target takes 1d6 piercing damage from the swarm. The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice. Writhing TideBeginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mighty SwarmAt 11th level, your Gathered Swarm grows mightier in the following ways: The damage of Gathered Swarm increases to 1d8. If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone. When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. Feat: Fighting Initiate (Close Quarters Shooter)Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. Feat: Fey TouchedYour exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Feat: CrusherYou are practiced in the art of crushing your enemies, granting you the following benefits: Increase your Constitution by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. ASI: +1 Con & +1 Wis Favored Foe 1d6 4/4 Writhing Tide 4/4 Nature's Veil 4/4 Tireless 1d8+4 4/4
  11. You are a cute woodland animal. You have four traits: Clever - Interact with humans, understand them Fierce - Scare, drag, push, carry, bite, scratch Sly - sneak, steal, hide Quick - outpace, climb, evade Create a new thread for your character submission and follow the next few steps 1) Roll a D10 to see what you are: D10 Animal Clever Fierce Sly Quick 1 Fox 2 2 1 1 2 Cat 0 1 3 2 3 Toad 1 0 2 1 4 Spider 2 0 3 1 5 Owl 3 1 1 2 6 Hare 0 0 2 3 7 Magpie 2 1 1 2 8 Crow 2 1 2 1 9 Dog 1 3 0 1 10 Rat 1 0 2 2 2) Roll a D10 to see what spell your witch taught you D10 Spell Name 1 Unseen Hand 2 Conjure Light 3 Speak Human 4 Lock/Unlock, Open/Close 5 Conjure Dinner 6 Make Flame 7 Tidy, clean and mend 8 Plant growth 9 Distract/confuse 10 Make book read itself aloud None of these are flashy - little bits of hedge magic to help around the house, but they'll have to do. Feel free to add a picture of your critter. You also start with a DANGER of 0. Finally, determine what purpose you served for the Witch and give me a small sample of your favorite interaction with her.
  12. All new applicants are to create a new thread under , and generate a character following the rules below. The Crunchy Resources Characters generated using Standard Mode on Legal resources as listed on With the following modifications: Race Non-Core Races considered on a case by case basis. Alternate racial traits are allowed. Ability Scores Purchase: High Fantasy (20 points). Class, Feats and Equipment Starting Level 1. Paizo published choices only, subject to removals and modifications per above. Variant multiclassing is allowed. Item Creation and Scribe Scroll feats are allowed. Manufacturing empires will be pillaged and burned. Alignment and Religion "Good and evil are a question of perspective." — Arudkumaran Or in this case, rather a question of applying for the side whose moral values best align with yours. That said, all alignments and deities are tentatively allowed. Still, being evil does not mean you can act like a complete jerk. Drama queens will be flogged and waterboarded, uncooperative immiscibles shall find a swift lone ranger exit. Faction As this is effectively a joint forum for both a and a game held side-by-side, please clearly indicate which game you are applying for. Other than that, no. Traits One of two Starting Traits will be a Campaign Trait (chosen from the or respectively). One drawback may be taken for an additional, third trait. Hit Points Max at 1st Level, roll when advancing. Wealth Roll for starting wealth. Everything Else See "Class, Feats and Equipment" above and the , and be ready to reference the material (by link to PRD, or by book and page number) upon request. The Squishy While this will be a roleplay-heavy game focused on creative writing, I'm really not fussy at this time on how well your character's background story fits in with everything else, so long as they're not going to present any persistent issues to the crew's overall dynamic. The only requirements in terms of story consideration then, are proximity and motive. At the beginning of the campaign, applicant's character must meet the following requirements specific to their individual Adventure Path. Live in or recently arrived at the Silver City of Kintargo Have reason to attend the protest at Aria Park Openly or secretly harbour feelings of dissent against the Thrune government Live in or recently arrived at Longacre Have a working relationship with thr local troublemaker Cimri Staelish Identify as a loyal subject or sympathizer of the House of Thrune Show/Hide Character Example *Sample Application for Hell's Vengeance* Map Token Character Generation Ability Scores: 20 point buy Strength: 7 Dexterity: 14 Constitution: 14 Intelligence: 15 (+2 Racial) = 17 Wisdom: 10 Charisma: 14 Race: Alternate Racial Traits: Blended View, Hidden Half-Breed, Voice in the Darkness Gender: Female Age: 20 + 2d6 = 22 Height: 5' 0"+ 2d10 #1 in = 6' 1" Weight: 90lb+ (2d10 #2 × 5lb) = 130lb Class: [ / ] Favored Class: Witch Favored Class Bonus: HP × 1 Traits: (Drawback); , (Ill omen); Campaign Trait: . Skill Ranks: 2 + Int mod+4 = 5 Skills Trained: Heal [1 Rank], Knowledge (Arcana) [1 Rank], Knowledge (Planes) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Craft (Alchemy) [1 Rank], Knowledge (Nobility) [1 Rank]. Feats: (Evil Eye), <GM Bonus — Free>, <GM Bonus — Advancement>. Bonus Languages: Abyssal, Aklo, Draconic. Spells Known: Cantrips— All; 1st— Charm person, Cure light wounds, Command, Ill omen, Sow thought, Web bolt. Patron: Plague Hit Points: Max (d6) + Con mod+2 + Favoured Class Bonus+1 = 9 Starting Wealth: 3d6 × 10gp = 160gp Equipment Starting Items Cost Source Traveler's outfit 5 gp Core p159 Weapons Cost Source Dagger 2gp Core p142 Adventuring Gear Cost Source Witch's kit 21gp UE p58 Waterproof bag 5sp AA p19 Mirror 10gp Core p158 Funds Remaining: 126gp 5sp Deliver to the care of Tealan Ruckleer, resident of Longacre: Dear Uncle, I apologize for the unexpected letter and what sudden intrusions it may inadvertently be causing in your life. I know there must've been reasons why you quietly disappeared from our lives so many years ago, and that given the choice you might wish to maintain whatever self-imposed exile in Longacre. But I really need your help… I don't even know how to properly explain the situation. Oh hells, where do I even start‽ Mom is gone. We lost the bakery. Everything's gone to shit. Oh gods oh gods oh gods… How did things get so bad‽ One moment I was standing there with mom, you know how she is, always trying to help the squatters and beggars, next moment they stabbed her! It all started when that denatsate Lencia stole from us! Of course she wouldn't ever admit to it, so we fired her after we caught her red handed one time. But the puttana came back with her gutter rat friends and started causing trouble, right in front of our customers! So of course we had to try to shoo them off! Next thing you know, I'm standing there, mamma's there collapsed into my arms with a knife in her chest, and a couple of the tramps are bleeding out on the shop floor! I don't know what came over me. I must've been a mess, crying or something stupid, but for some reason I remember hearing Dolly call out to me… Don't as me how, or what she said, cause I can't for the life of me make sense of it… But when I woke up, I was beside myself… No, literally! I don't know how, but I was looking at myself, except from the eyes of one of those dead rascals! And no matter how hard I tried, I couldn't move or get back into my own body, but I felt as if I could suddenly control that little pezzente's actions through his dead body. So I did. I, with my consciousness somehow inhabiting the body of that dead vagrant, I charged at the rest of them, thrashing and kicking until what's left of their kind ran out and into the streets. By the time the dottari came around, everything was done and over with. Thankfully a couple of them were frequent customers what with our bomboloni and pane fritto, so they didn't make a big fuss after seeing what happened. I couldn't bring myself to tell papà anymore than what he got from the lieutenant when he got home, you could imagine how broken up he must've been when he found out. So I just kept quiet when the dottari cast the blame on that no good volpe Lencia and her squatter scopamici. Which is fine by me, all of this was their fault to begin with anyway! It's been a month since that cursed day. Mamma's six feet under, and papà's finally decided he's gonna sell the bakery. I don't disagree it's the best thing to do, but I just, I can't stand to be around when it happens. So as I'm writing this, I'm packing my bags so I can take a break from Egorian. Papà still doesn't know, and I feel terrible and guilty, like I've been lying to him all this time because I didn't tell him the whole truth about what really happened that day. I still don't understand it completely myself, only that Dolly has something to do with this… whatever it is that I have now. So, I'm telling papà that I'm going to stay at a friend's to get my mind off things. What he doesn't need to know is, you are that friend. And you've got to help me. I'm leaving Egorian tomorrow. You better be there when I get to Longacre. Amore e Baci, Show/Hide Posting Template Insert post here Statistics Block [b][url=/sheets/?id=2838253][color="DarkOrchid"]Claudia Ruckleer[/color][/url][/b] [i]Half-Elf Witch [Hex Channeler/Gravewalker] 1 NE[/i] [b]Init[/b] +2; [b]Senses[/b] Perception +3 [hr][/hr][highlight]Defense[/highlight] [hr][/hr][b]AC[/b] 12, touch 12, flat-footed 10 (Dex +2) [b]HP[/b] 9 / 9 [b]Fort[/b] +2, [b]Ref[/b] +2, [b]Will[/b] +2 [hr][/hr][highlight]Offense[/highlight] [hr][/hr][b]Speed[/b] 30 ft. [b]Melee[/b] Dagger -2 (1d4-2; ×2) [b]Ranged[/b] Dagger +2 (1d4-2; ×2) [b]Special Attacks[/b] None [hr][/hr][highlight]Statistics[/highlight] [hr][/hr][b]Str[/b] 7, [b]Dex[/b] 14, [b]Con[/b] 14, [b]Int[/b] 17, [b]Wis[/b] 10, [b]Cha[/b] 14 [b]BAB[/b] +0; [b]CMB[/b] -2; [b]CMD[/b] 10 [b]Traits[/b] Magical lineage, Overwhelming beauty, Scion of the nine circles [b]Drawbacks[/b] Hedonistic [b]Feats[/b] Combat expertise, Extra hex, Nemesis [b]Skills[/b] Craft (Alchemy) +7, Heal +4, Knowledge (Arcana) +7, Knowledge (Nobility) +4, Knowledge (Planes) +8, Perception +3, Spellcraft +7 [b]Languages[/b] Common, Elven, Abyssal, Aklo, Draconic, Infernal [b]SQ[/b] Evil eye [hr][/hr][b]Conditions[/b] None Half-Elf Witch [Hex Channeler/Gravewalker] 1 NE Init +2; Senses Perception +3 Defense AC 12, touch 12, flat-footed 10 (Dex +2) HP 9 / 9 Fort +2, Ref +2, Will +2 Offense Speed 30 ft. Melee Dagger -2 (1d4-2; ×2) Ranged Dagger +2 (1d4-2; ×2) Special Attacks None Statistics Str 7, Dex 14, Con 14, Int 17, Wis 10, Cha 14 BAB +0; CMB -2; CMD 10 Traits Magical lineage, Overwhelming beauty, Scion of the nine circles Drawbacks Hedonistic Feats Combat expertise, Extra hex, Nemesis Skills Craft (Alchemy) +7, Heal +4, Knowledge (Arcana) +7, Knowledge (Nobility) +4, Knowledge (Planes) +8, Perception +3, Spellcraft +7 Languages Common, Elven, Abyssal, Aklo, Draconic, Infernal SQ Evil eye Conditions None Actions Insert actions here
  13. Half-Elf Sorcerer 1 / Arcanist 3 (Neutral Good) HP 22 / 22 Speed 30ft Init 6 AC 17 Fort 3 Ref 4 Will 7 CMB +0 BAB 1 Spiked Gauntlet +3 (1d4-1, x2) Str 8 (-1) Dex 14 (2) Con 12 (1) Wis 12 (1) Int 18 (4) Cha 14 (2)
  14. [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft] [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright   [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft]   Character Sheet Version 1.0   [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright] Character ------------ Player ------------ Level ---- XP ---- Age ---- Pronouns ---- Class -------- / -------- Type -------- / -------- d? d? d? d?   - / - - / - ? STR DEX INT SPI   HPMax HP = STR x 2 MPMax MP = SPI x 2 Condition Class Skill Stat Effect ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ Weapons   Accuracy Damage Durability Effects ---------- [---] + [---] [---] -- ---------- ---------- [---] + [---] [---] -- ---------- Armor / Shield   Defense Penalty Durability Effects ---------- -- -- -- ---------- ---------- -- -- -- ---------- Equipped Outfit Slot   Effects Shoes ---------- ------------------------------ Cape ---------- ------------------------------ Staff ---------- ------------------------------ Hat ---------- ------------------------------ Accessory ---------- ------------------------------ Personal Inventory (Capacity: -- / --)                         Backpack (Capacity: -- / --)                         Other Container (Capacity: -- / --) (Copy & Paste As Needed)                         Incantations   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ Seasonal Magic   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------
  15. How do you create/find the right portrait for your character? This is something that always leaves me stuck during character creation: I can't find the right portrait no matter what. Right now I'm trying Midjourney, hoping to have some luck.
  16. Polydoros Human Druid 1 AC 15 HP 11 Speed 30ft  Str 8 (-1) Dex 14 (2) Con 16 (3) Wis 16 (3) Int 12 (1) Cha 8 (-1) Produce Flame +5 1d8 Shillelagh +5 1d8+3 Features   Supernatural Gift: Nyxborn (Origin: I'm a side effect of some other divine action; Quirk: People who sleep near me always dream of the sea) Cloak of Stars 1/1 Nyxborn Resistance Feat: Resilient Druidic Druid Spellcasting  
  17. Standard Pathfinder 2e character generation rules are in use. Do your A, B, Cs. Ancestry, Background, and Class to build a character. Rules are available on the Archives of Nethys and I can recommend Pathbuilder 2. Free Archetype rules at level 2 allow you to take one of the undead dedications for free, Ghost, Ghoul, Mummy, Vampire, or Zombie. The Gradual Ability Score Increases are also in play so you get one of these at level 2. All Ancestries may be selected. Create a new topic for your character in this topic. Start at level 2 with 0 xp. Wealth by level is either 30gp or one permanent level 1 item and 20gp. Feel free to create your own format or use this one: Picture "Quote." Theme: Name Ancestry (Heritage) • Background • Class 1 Size • Alignment • Traits Abilities Strength 10 (+0) • Dexterity 10 (+0) • Constitution 10 (+0) • Intelligence 10 (+0) • Wisdom 10 (+0) • Charisma 10 (+0) Boosts • Ancestry: • Background: • Class: • Free: Adventuring & Combat HP 0/0 Perception +0 • Untrained 0 • Wis 0 • Item 0 • Senses Speed 0 Class DC 10 • Untrained 0 • Base 10 • Str 0 • Item 0 Armor and Shields AC 10 • Untrained 0 • Base 10 • Dex 0 • Item 0 • Trained: Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws  • Fortitude +0 • Untrained 0 • Con 0 • Item 0 • Reflex +0 • Untrained 0 • Dex 0 • Item 0 • Will +0 • Untrained 0 • Wis 0 • Item 0 Weapon Proficiencies • Trained: Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Skills Acrobatics +0 • Untrained 0 • Dex 0 • Item 0 Arcana +0 • Untrained 0 • Int 0 • Item 0 Athletics +0 • Untrained 0 • Str 0 • Item 0 • Armor -0 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +0 • Untrained 0 • Cha 0 • Item 0 Diplomacy +0 • Untrained 0 • Cha 0 • Item 0 Intimidation +0 • Untrained 0 • Cha 0 • Item 0 Lore: Guild +0 • Untrained 0 • Int 0 • Item 0 Medicine +0 • Untrained 0 • Wis 0 • Item 0 Nature +0 • Untrained 0 • Wis 0 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +0 • Untrained 0 • Cha 0 • Item 0 Religion +0 • Untrained 0 • Wis 0 • Item 0 Society +0 • Untrained 0 • Int 0 • Item 0 Stealth +0 • Untrained 0 • Dex 0 • Item 0 • Armor -0 Survival +0 • Untrained 0 • Wis 0 • Item 0 Thievery +0 • Untrained 0 • Dex 0 • Item 0 Languages: Common Abilities Ability • Type 0 • Notes Feats Feat • Type 0 • Notes Spells & Powers Spell Attack +0 • Untrained 0 • Abi 0 Spell DC 15 • Untrained 0 • Base 10 • Abi 0 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 1   Prepared Spells Spell 0 — • Spell Focus Spells • Spell Inventory Money: 15 GP Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Item • Bulk 0 • Notes Arms and Armor Item • Bulk 0 • Notes Appearance Description Personality Text History Text
  18.   Basic Information Name: Oakwynd, the Sporemaster Age: 21 Height: 7'3"  Weight: 253 lbs Class: Cleric, Death Domain | Druid, Circle of the Spore  Race: Noctua Half-Shadar-Kai Firbolg Background: Outlander  Origin: A Stequtha Border town near Goboan Stat Block http://www.myth-weavers.com/sheet.html#id=2795961 Noctua Half-Shadar-Kai Firbolg  1 Cleric | 3 Druid 4 AC 15 HP 29 Speed 30ft  Str 10 (0) Dex 15 (2) Con 14 (2) Wis 17 (3) Int 10 (0) Cha 8 (-1) Attacks Club +4 1D4+2 Light Cross bow +4 1D8+2 Shillelagh +5 1D8+3 Staff +2 1D6+0 Description Oakwynd is a towering firbolg with pale gray skin, long white hair, and piercing blue eyes. He wears a cloak made of various fungi and mosses, and carries a staff topped with a glowing mushroom. He has a gentle and friendly face, but also a serious and determined expression. He has several tattoos on his body that represent his devotion to Fiell and nature. His height is about 7 feet 3 inches, and his weight is about 250 pounds. He has a sturdy and muscular build, but not overly bulky. He has large hands and feet, and long fingers and toes. He has pointed ears that are partially hidden by his hair. He has a prominent nose and a thin mouth with straight teeth. He has a long beard and mustache that he braids with beads, feathers and bones. Oakwynd’s cloak is his most distinctive feature, and he rarely takes it off. It is made of various fungi and mosses that he collects from the forest or grows himself. The cloak has different colors and textures, depending on the type of fungi or moss. The cloak also has a hood that he can pull over his head for protection or stealth. The cloak is not only a clothing item, but also a living organism that Oakwynd cares for and communicates with. His staff is his most prized possession, and he never parts with it. It is made of oak, and has intricate raven shaped runes carved along its length. The staff also has a mushroom-shaped crystal at its top. The staff is both a holy symbol and weapon. HE has tattoos that are a sign of his faith and personal journey. He got the first of them when he became a cleric of Fiell, and throughout his life. He has tattoos on his arms, chest, back, and legs. The tattoos depict mushrooms, roses, lilies, poppies, ivy, and ravens. The tattoos are green, black and red in color, and contrast with his pale skin. Oakwynd’s hair is long and white, reaching down to his waist. He usually ties it in a ponytail or a braid to keep it out of his face. Oakwynd’s eyes are bright blue, like the sky or the sea. They are sharp and piercing. They also reflect his emotions and thoughts, such as curiosity, joy, or anger. Oakwynd’s skin is pale gray, like the color of ash or stone. It is smooth and flawless, except for his tattoos or scars. His skin is sensitive to sunlight and heat, so he prefers to stay in the shade or wear protective clothing. His skin is also resistant to cold and frost, so he does not mind the winter or the snow.     Backstory More Fluff  
  19. Xenk Jinghull Xenk Jinghull, Dragonborn (Vampire) Dragon Knight 4 (Elemental Practice) WIP AC 18 HP 40/40 Speed 30ft  Str 10 (0) Dex 14 (2) Con 16 (3) Wis 10 (0) Int 10 (0) Cha 20 (5) Green-Flame Blade +6, 1d8+4 (+5) Sword Burst +6, 1d6 Vampire Gem Dragonborn: Gem Ancestry (Emerald) Psychic Breath Weapon (1d10 DC 14 Dex Save) Draconic Resistance (Psychic) Psionic Mind Gem Flight 1/1 Vampiric Resistance Undead Nature Shapechange Flee Death Spider Climb Leech Life Regeneration Shapechanger Undead Holy Aversion Forbiddance Running Water Weakness Stake To The Heart Sunlight Sensitivity Knights of the Unicorn Knightly Regard Ability Score Increase: Charisma Dragon Knight: Dragon Covenent (Silver) Dragon Companion Covenant's Bond Fighting Style (Duelling) Fury of the Dragon Elemental Practice Eye For Detail Spellcasting Elemental Weaponry Ability Score Increase (Cha)  
  20. Buzli, Tortle Warlock Statblock AC 17 HP 83 Speed 30ft Str 12 (1) Dex 14 (2) Con 16 (3) Wis 15 (2) Int 12 (1) Cha 20 (5) Attacks Eldritch Blast (120ft, Force) +9 1d10+5 Claw +5 1d6+1 Vicious Mockery +9 2d4   Claws Hold Breath Natural Armor Nature's Intuition Shell Defense Otherworldly Patron: Genie (Dao) Pact Magic Pact Boon (Pact of the Tome) Genie's Vessel (Ring) Elemental Gift Sanctuary Vessel Feat: Inspiring Leader Feat: War Caster Eldritch Invocations: Devil's Sight Agonizing Blast Book of Ancient Secrets Ghostly Gaze Maddening Hex  
  21. All goblin whelplicants are to string up a new thread of insults under this topic, and grow up and earn your place in the tribe following the rules as dictated to you by Slorb, duly appointed advisor to His Mighty Girthness Chief Rendwattle Gutwad.   The Crunchy Resources Goblins generated using Standard Mode on PFS rules set out on PFS Roleplaying Guild Guide Version 10.0 Legal resources as listed on PFS Additional Resources, Update 04 Apr 2019   With the following modifications:   Race You be goblins! Alternative racial traits are allowed.   Ability Scores Purchase: Standard Fantasy (15 points).   Class, Feats and Equipment Paizo published choices only, subject to removals and modifications per above.  Item Creation and Scribe Scroll feats are allowed.  Manufacturing empires will be burned.  Writing is bad bad mojo, steals your soul, bursts your head like a balloon.   Alignment and Religion All evil alignments and deities allowed, favoured goblin deities highly encouraged.  Drama queens will be flogged.   Faction You be Licktoads!   Traits One Goblin Race Trait only.   Hit Points Max at 1st Level, roll when advancing.   Wealth Roll for starting wealth.   Everything Else See "Class, Feats and Equipment" above and the Campaign Rules / House Rules thread, and be ready to reference the material (by link to PRD, or by book and page number) upon request.   The Squishy You be goblin!  Ten years old! Spread fear through Brinestump Marsh many moons ago! Now you be strong!  Fully grown! Make great raids for all Licktoads!     Show/Hide Character Example Reta Bigbad             Map Token  Character Generation Ability Scores: 15 point buy Strength: 15 (-2 Racial) = 13 Dexterity: 13 (+4 Racial) = 17 Constitution: 14 Intelligence: 10 Wisdom: 12 Charisma: 8 (-2 Racial) = 6 Race: Goblin Class: Fighter