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  1. "Not more than a year after starting my service, my regiment was on patrol in the east Menador Mountains. A gang of brigands set off a landslide, then tried to pick us off while we dug ourselves out. We beat them back, but old Captain Kercerri caught a spear through his leg. We got out of there, but the captain never quite recovered — you could see it in his face, in the way he hunched when he walked. Months later, I woke up in the barracks one day and found the captain was gone — 'walking the Longacre,' they said. From my bunkmate's look, I assumed he'd died, passed on from some sick that takes old officers. 'Worse,' she told me. 'Retired. Headed off to the fields of weak drink and regret.'" "That’s when I realized there are worse fates than dying in battle. Longacre's one." — Viedman Linclair, Doomseer Company, Chelish Army Longacre Longacre. A town of should-have-been heroes, a dumping ground for the used and abused. Easily overlooked in its quiet, charmless corner just outside the fringes of the Whisperwood, it is a place where many grizzled old Chelish army veterans have settled, and where other folk go to slip away from the public eye. Unlike so many rural crossroads, Longacre girds itself in faded military trappings, the worn uniforms and tarnished regalia of hundreds of former soldiers caught up on both sides of the war that cast their nation into the grip of diabolism three-quarters of a century ago. This, is where the story of many have come to their ignominious, uncelebrated end... ...This, is where your story begins. — Evening. A few lights shine in the streets and windows, and the occasional snippet of conversation or laughter issues from open doors, but here on the outskirts of town, the night is quiet and dark. Sparse clouds scud across the sky, momentarily obscuring the dim light from the moon overhead. Across a scrubby field, barely distinguishable under the starry sky, a darkened, fortlike compound haunches in the distance. Cimri, a sharp-tongued hellion with a penchant for drinking and long knives, points toward the dim structure. Word is, she's recently gotten involved with some shady, if powerful and affluent strangers. That's how you got enlisted for this job — shaking down a profitable, and otherwise respectable local tannery for her latest employer. According to Cimri's employer, the tannery's owner Jabral Louslik hasn't been paying his taxes like a good, law-abiding citizen should. Cimri swears she hasn't been told any more than what's been disclosed to you, but chances are, your gang's pay is likely going to be tied up in whatever you manage to steal. The pay that's been promised you is a hundred gold apiece. It isn't much, but perhaps the real prize for pulling off the job smoothly is the chance to meet and make a good impression on Cimri's employer, someone by the name of Razelago. You yourself have never heard the name, but Cimri is convinced that her new boss is loaded and has some serious connections out of his back pocket — perhaps even including ties to Longacre's government. "That's it — Louslik Tannery. Here's the job: We break in, sack Ol' Louslik's office, take whatever's shiny, and get out before the sheriff shows up. If we get separated, meet back at the Ash House by dawn." The Ash House is an abandoned and half-ruined manor across town, something that's inspired dozens of local ghost stories. Dull moonlight glints across her dagger as she flicks it in emphasis. "If you get pinched, remember: you're mute. Keep your mouth shut, and I'll handle things. I got assurances that we won’t take any blame if things go south. Get chatty and I'll let you rot." A beat passes and her usual crooked smirk appears. "If you don't screw things up, we'll all be drinking on Razelago's coin come dawn. Let's go." (( Before we begin, you are each entitled to one single skill check, retroactively applied to represent reconnaissance done around the tannery, prior to meeting up with Cimri at the moment of campaign start. ))
  2. Loot Accounting will be collated here on this thread. The party will have a communal pile of wealth and gear, while each PC will have their own pile of personal wealth and gear listed separately. Changes will be reflected here when you purchase, sell, use, lose, transfer or otherwise change items and wealth in game. Please notify me if there have been errrors or delays in changes being logged.
  3. Map Token Character Generation Ability Scores: 20 point buy Strength: 16 (+2 Racial) = 18 Dexterity: 15 (+2 Racial) = 17 Constitution: 14 Intelligence: 8 Wisdom: 12 Charisma: 8 Race: Alternate Racial Traits: Dual Talent Gender: Female Age: 24 Height: 5'8" Weight: 160 lb Class: Favored Class: Brawler Favored Class Bonus: HP × 1 Traits: (Drawback); (Ulfen/Chelaxian), ; Campaign Trait: . Skill Ranks: 4 + Int mod-1 = 3 Skills Trained: Intimidate [1 Rank], Ride [1 Rank], Sense Motive [1 Rank] Background Skill Ranks: 2 Skills Trained: Craft (Leather) [1 Rank], Handle Animal [1 Rank]. Feats: <GM Bonus — Free>, <GM Bonus — Free>, (I believe it qualifies with the Brawler’s Cunning feature)<GM Bonus — Free>, <GM Bonus — Skill>, Languages: Common (Taldane), Skald Hit Points: Max (d10) + Con mod+2 + Favored Class Bonus+1 = 13 Starting Wealth: 3d6 × 10 = 130 Equipment Starting Items Cost 1 gp Armor Cost 60 gp Weapons Cost 20 gp 2 gp 1 gp 5 gp Adventuring Gear Cost 5 gp 1 gp 5 sp Funds Remaining: 35 gp, 5 sp Map Token Character Generation Ability Scores: 20 point buy Strength: 8 (-1) Dexterity: 18+2 from Half-Elf Ability Modifier (+4) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Race: Alternate Racial Traits: Water Child, Sophisticate Gender: Female Age: 22 Height: 5'7" Weight: 130lb Class: Favored Class: Unchained Rogue Favored Class Bonus: Skill Point× 1 Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 8 + Int mod+2 + Favored Class Bonus1 = 11 Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank]. Background Skill Ranks: 2 Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank]. Feats: (Evil Eye), <GM Bonus — Free>, <GM Bonus — Advancement>. Languages: Common, Elven, Aquan, Halfling Hit Points: Max (1d8) + Con Modifier+1 = 9 Starting Wealth: 4d6 × 10gp = TBD Equipment Starting Items Cost Traveler's outfit 5 gp Weapons Cost Dagger 2gp Adventuring Gear Cost Funds Remaining: TBD Personality Signy is ambitious, though not to dominate or rule over anyone. She is far to impatient and impusilve to handle to politicing needed to lord over towns or nations. Instead she wishes to serve the person holding that power. She is quick to embrace any excuse to fight, finding it easier to scare people into obedience than convince them. She thrives when given rules and orders to follow, considering them far easier than any open ended vagueness. She will happily ally herself with anyone she thinks displays the right type of power. Background "A weapon is only as powerful as its master". Signy's mother had spoken those words after Signy had returned home yet again covered in bruises and scrapes from fighting with the other children who had made fun of her traditional braids. She had managed to split one boy's lip and send another running with a broken nose but she had been severly outnumbered. Still her mother helped clean her up. This continue for years, each encounter ending a little better for Signy and a little worse for those who attacked her. At home she practiced relentlessly, carrying the heavy supplies for her parents, and using her younger siblings as weights. They considered it a game, she considered it her purpose. With so many siblings her mother rarely had time for Signy anymore. Until someone else came to their house dragging a struggling Signy. She had won the fight at last but now two of her attackers were unconscious and a third's arm was shattered. She had trained herself into a formidable weapon, but with no guidance she would only act on her own whims. And so her parents apprenticed her out to a leather maker in Longacre, far enough away that she wouldn't trouble the local families, but near enough that she could travel back in what little spare time she would be afforded. She hated the work, smelly and repetitive and messy. But fear of her parents anger if she failed kept her working. And then they appeared. Two men, one large and intimidating and the other scrawny with a look on his face that told you to never try playing cards with him. They spoke in hushed tones with the leather maker and he hurriedly passed them a small pouch of coins. The scrawny man thanked him and nodded to the large man before they left. The leather maker caught her watching and soundly cuffed her upside the head, ordering her to get back to her work. And she did, but she had a new goal. It took a few more months but she slowly started to spend more time assisting with retrieving debt and administering corrections than she did working as an apprentice. Until one day she was the intimidating presence behind the sleezy talker. She looked at the work area while waiting for her former master to hand over the payment, looking at the current apprentice scraping at a hide. She couldn't stop the grin on her face as he paled on making eye contact with her. This was the correct path.
  4. Map Token Character Generation Ability Scores: 20 point buy Strength: 16 (+2 racial) = 18 Dexterity: 12 Constitution: 14 Intelligence: 12 Wisdom: 8 Charisma: 13 (+2 Racial) = 15 Race: Alternate Racial Traits: Kindred Raised Gender: Female Age: 29 Height: 5' 11" Weight: 178 Class: Favored Class: Skald Favored Class Bonus: 1 round performance × 1 Traits: , , , ; Campaign Trait: Skill Ranks: 4 + Int mod+1 = 5 Skills Trained: Acrobatics [1 Rank], Diplomacy [1 Rank], Intimidate [1 Rank], Knowledge (Local) [1 Rank], Perception [1 Rank]. Background Skill Ranks: 2 Skills Trained: Perform (sing) [1 Rank], Linguistics (Sign Language) [1 Rank]. Feats: , <GM Bonus— Advancement>. Bonus Languages: - Spells Known: Orisons— Ghost Sound, Detect magic, Prestidigitation, Read Magic; 1st— Saving Finale, Timely Inspiration. Archetype: Fated Champion Hit Points: Max (d8) + Con mod+2 = 10 Starting Wealth: 3d6 × 10gp = 90gp Personality Zoya Tesfaye is a whirlwind of contradictions, a free spirit in a land of law and order, a desert storm in a pastoral landscape. Her spirit is untamed, adventurous, and fervently alive, and never one to be stifled by the chains of lawful society. But when one lives in Cheliax, one makes certain accommodations. It is not lost on her that the ruling class in this orderly tyranny get to do pretty much anything they want, with no limits to the depravity nor moral restrictions. This is her kind of law and order. And she's smart enough to realize the central dogma of the place - if you want to get ahead, you distinguish yourself with House Thrune. Impulse control and sound judgment often eluded Zoya, her heart quick to follow her desires, even when they led down perilous paths but she's able to stick to a plan, damn it! She was a master of flirtation as the 'Captain's Girl' on her Rahadoumi pirate ship that had met its doom at the hands of the Chelish navy. She endured five years in a Chelish prison because of it. The scars of those years ran deep, hidden behind her exuberant facade. She's hard as they come, her words and smiles as sharp as the cutlass she once wielded, but she doesn't always appear that way. Her laughter, a boisterous and infectious melody, could set a room ablaze with energy, and often does at Longacre's tavern when she performs. Not every night, her performances tend to end in brawls and it takes them a few weeks to fix the place up before they invite her again. She is a favorite of Cimri Staelish, who reveled in her wild, uninhibited presence. Zoya lived on the fringes of respectable society, embodying the essence of living for the moment, for the thrill, and for the spark that had yet to be tamed. But she yearned to improve her station in Cheliax. And that meant working with the Thrunes and doing whatever, WHATEVER they needed doing. Appearance Zoya Tesfaye is a woman of Garundi ancestry in the heart of Cheliax. Her dark skin, kissed by the sun's warm embrace, glows with an otherworldly radiance amidst the shadows of Cheliax. She wears her long, raven-black hair in wild, untamed locks, often held in place by a vibrant scarf she picked up somewhere along the way. Zoya's physique was a marvel, a tribute to strength and grace. Muscles rippled beneath her skin, a testament to the rigors of her life, but she moved like a panther. Like a dancer, a natural performer. Her eyes, deep pools of obsidian, held a feral spark, hinting at a wild spirit that refused to be tamed. Her voice, a sultry growl, could move the most reserved into thrashing their body in a frenzy on a dance floor. Her attire was a curious blend of her pirate past and her current existence. Leather and silk draped her form, and the glittering jewels adorning her fingers and neck spoke of the treasures she had once pursued on the open sea. Zoya was a beacon of exotic splendor in the midst of Cheliax's oppressive decadence, a storm at sea, with a presence that was a magnetic pull for some, drawing them into her swirling tempest, sometimes beautiful, sometimes terrible, but never boring. Background Born beneath the sun of The Shackles, Zoya Tesfaye's life was a testament to the capriciousness of fate. She grew up more or less on the streets, until the heady aroma of salty sea air and the thrill of piracy briefly became her companions on the high seas. She had served as the Captain's girl from a young age to a Rahadoumi captain of a pirate ship that had roamed the waters in search of plunder and adventure. But the tides of fortune had turned against her when the Chelish navy, with their ironclad resolve, not to mention hulls, captured and sank the ship. Zoya had emerged from the wreckage as the sole survivor. But this soon proved to be less of a boon than it might have seemed, as the Chelish navy took her captive, imprisoning her in a cold, unforgiving cell for five long years. Now, free but far from her distant homeland, she found herself in the heart of Cheliax, land of law and order, Hell Knights and devils. And tyrrany. The land's rigid rules and oppressive society were foreign to her, not exactly the kind of place that suited a free spirited young woman unburdened by scruples. Yet Zoya was nothing if not adaptable. In Longacre, she entertained the masses at the tavern, her performances a fiery concoction of dance, song, and spectacle. Her wild and unpredictable shows often culminated in chaotic fights, a fitting reflection of her untamed spirit. She caught the notice of Cimri Staelish, a figure of notoriety and influence in Longacre, who had taken a liking to Zoya. She did a few jobs for Cimri, knocked a few heads and flirted relentlessly. Zoya's life was a chaotic blend of excitement, danger, and passion, as she straddled the line between avoiding respectable Chelish society and trying to ingratiate herself with it. It was a living, for now at least. On Chaotic Evil Yes, I picked the campaign trait that requires you to be chaotic evil. No I do not plan on betraying my allies, kicking puppies or eating team mates' livers. Zoya is chaotic, she is evil but she doesn't just want to see the world burn. She's much more Harley Quinn than Mr. J. though that model doesn't really suit her well either. She's much more hedonist than Hannibal Lecter, just the kind of hedonist who doesn't have a lot of boundaries she won't cross to get what she wants. But her plan is that to get what she wants in Cheliax she needs power and respect and influence with the ruling Thrunes. So, logically her role is to ally herself to them, and she is eager to do so. Once they notice she exists... There may be some blood along the way. But a skald is a team player class, and I very much plan on Zoya being a team player!
  5. Map Token Character Generation Ability Scores: 20 point buy Strength: 11 Dexterity: 18 Constitution: 12 Intelligence: 12 Wisdom: 10 Charisma: 14 Race: (Chellish) Alternate Racial Traits: None Gender: Male Age: 20 Height: 5'10" Weight: 160 lbs. Class: [] Favored Class: Unchained Rogue Favored Class Bonus: 1/6 of a rogue talent Traits: Glib Barrister, Ambush Training, Pride (drawback) Campaign Trait: Chellish Noble Skill Ranks: 8+ 1 + 1 racial = 10 Skills Trained: Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, Perception, sense motive, slight of hand, stealth, use magic device Background Skill Ranks: 2 Skills Trained: Appraise, knowledge (nobility) Feats: Noble Scion (lore), Skill focus (bluff), Dodge Bonus Languages: Infernal Hit Points: Max (d8) + CON (1) = 9 Starting Wealth: 120 + 1 mundane item worth no more than 200, noble's outfit, signet ring Character Sheet Personality: Oily, smarmy, but oddly charming. Bertram is an ambitious, amoral brownnosing toady of a man. Despite all that he is also quite proud and believes himself clever. He is not particularly loyal, but will act as such because it is usually in his best interest. He also has something of a reputation as a coward among those who knew him growing up (and those who are close to those who knew him growing up - ok. He’s probably got a pretty established reputation among the nobility because they are such embarrassing stories). This is mostly due to a series of misadventures when quite young. He once very nearly fought the dragon of Angnor (“This again. I told you. My parents named father’s favorite hound Dragon. He was a stupid brute and chased me up a tree at our country estate in Angnor. Yes, yes. I know. I ran. I was only 5”) He nearly stood up to the vicious chicken of Bristol. (“Now Look you. Roosters are absolutely terrifying when you are 4. Frankly, I should be given some credit for trying to stand up to it.”). He personally wet himself at the Battle of Badon Hill. (“I was a bloody infant. The summer cottage was at the base of the hill. Of course I wet myself during the battle. I probably shat myself as well. You aren’t as funny as you think you are.”) He isn’t actually quite that cowardly, but you aren’t likely to catch him charging at the foe. Backstory: Bertram is a member of an old, fairly small noble house. He is quite ambitious and prone to convoluted plots to try and eliminate his superiors to gain advancement. It’s actually a bit of a family trait. Most of the Ebonvipers have similarly been ambitious, over-proud, and scheming. The majority of his schemes haven’t worked. He’s often suspected as being behind some of them, but he is just competent enough to not leave evidence and be eliminated. He’s also managed to collect enough possible blackmail material for mutually assured destruction should he end up caught. However, he has been shuffled off to Longacre to keep him out of the way after a recent scheme to discredit his rival for a promotion in the Dottari caused a scandal. His forgeries of documents implicating Genela Clinus in smuggling untaxed sausages into Egorian led to the discovery of an actual wine smuggling ring involving Genela and a few other members of the Dottari. The Order of the Scourge stepped in and Duxotar Ratarion views the whole mess as a huge embarrassment. Bertram was ‘rewarded’ for his part in exposing the smugglers with a small promotion and transfer to a quiet, out of the way position. He is currently a mid-level bureaucrat in the Dottari at Longacre. This gives him enough authority to feel important, but not enough that he can run roughshod over the town.
  6. Background: Born in the shadows of Egorian's grand architecture, Caleria's life was destined to be anything but ordinary. Her birth was a deceitful blessing, as although she bears a number of marks that betray her as not fully human, her porcelain countenance suffices to pass muster. The offspring of a clandestine union between a mysterious stranger of infernal descent and a successful courtesan, she was raised in comfort, if not luxury. It was here that she learned first learned the value of power. Of holding it. Wielding it. Surrendering it. Her unique appearance placed her in a precarious position; she was ethereal, otherworldly. Different. The sense of not entirely belonging to the human world drove her to seek solace and purpose elsewhere. And rather than finding herself a place outside the world, she found a way to place herself above. Perhaps as she had always been destined to do. Seeking purpose, Caleria found herself drawn to the structured teachings of Dispater. In the Iron Lord she found a deity whose principles mirrored her own experiences of resilience and perseverance. Her dedication to this path didn't go unnoticed. She found herself in the arms of his true devotees before long, and through them she completed her journey to finding a lord to serve. She has it on good authority from auguries and advice that Longacre is in sore need of a firm hand to show it the benefits of true rulership. And that the woman Cimri Staelish may have some ideas on how to make that happen. Thanks to the assistance of her mother's subtle power amongst people of all walks of life in Egorian and the wider Cheliax, she has been in written correspondence with the woman who may well be her ticket to a higher station than a novice priestess and daughter of a courtesan. A ticket to true power. Personality: Caleria is a study in contrasts. Her ethereal appearance might suggest fragility, but she exudes an aura of quiet power and unyielding strength. She is introspective and often appears lost in thought, assessing those around her with the thoughtful gaze of a ruler - or a predator. Caleria is patient, a listener first and speaker second. When she does speak, her words are chosen with care, with nary a wasted syllable or gesture. Her devotion to Dispater has imbued her with an unshakeable sense of order, discipline, and purpose. And iron will to fit her iron lord. She is not quick to anger, but those who challenge her faith or misjudge her based on appearances would do well to tread carefully.
  7. I thought I would put up a space for the vengeance group to sort out any overlapping backstories and/or sort any mechanical issues before we start in on the story. It may be easiest to start with a quick one line synopsis of the character's backstory and role. We can look for connections and stuff from there. Edit: And relationship to Cimri
  8. First of all, thank you everyone for the amazing applications, you've all given a lot of thought into some great material which provided for excellent reading. Believe me when I say that the choice was difficult, this time it was exceptionally so. I am genuinely sad that some of these great apps had to be cut in the interest of maintaining a manageable party size. That said, it is with great pleasure that I announce the players for the Hell's Vengeance side. Congratulations goes out to 's Signy, 's Zoya, 's Bertram, 's Leonora, 's Silas, and last but not least (our co-GM) playing Caleria. Player invitations will be sent out after hot brown morning potion.
  9. Name: Gender: Male Race: Aaismar (Lost Promise alternate trait) Alignment: Lawful Evil Deity: Class: Druid (Planar Extremist) Personality Atticus, and his order, believes that nature has a order to it. The survivalist natural order - the weak are devoured by the strong, might makes right. He, and his order, is not one of man and nature's mutual connection and respect, but rather of man's dominion over nature. Animals and forces of nature are under his subjugation and therefore MUST grant him possession of their power. There is a hierarchy, and he is higher than nature. Description Atticus looks like a tall male human with light blond hair and beard. If one looks into his eyes for long enough they swear they see another set of red eyes looking back. When he smiles or opens his mouth he has sharp teeth like that of a predator, ready to knaw and tear. On the back of his right hand is a birthmark of a three-eyed beard, the unholy symbol of Barbatos the master of Avernus - the first level of Hell. Atticus' clothes tend to be made from the hides of animals, especially those of apex predators. Background Raised by a Devilbound Druid whose soul was bound to an Advodaza (a Nemesis Devil). Atticus was taught the rites and beliefs of his order dedicated to Barbatos, and the first layer of Hell. Unbeknownst to Atticus at the time, was that the deal his father figure made was to raise a aasimar to be a fallen one - one who would follow hell. Atticus became that fallen one, but followed Barbatos instead of the Advodaza. Atticus climbed through the ranks of the druid order, possibly due to his "father" leading the order. One day, when doing is daily obedience to Barabtos, he had a vision of Barbatos himself looking over a throne being threatened by angels in what looked to be the town of Longacre. He then heard a voice in his head telling him to kill the angels, and help the throne. Gain power, rise in the hierarchy, and he will become favored of Barbatos. When he came out of the vision Atticus knew what to do. He was to assist Thrune and gain power. So, he set out and went to Longacre prepared to do his Lord's bidding, and his own.
  10. Silas Tyseri One may smile and smile and be a villain Show/Hide Character Example Map Token Character Generation Ability Scores: 20 point buy Strength: 10 Dexterity: 15 (+2 Racial)= 17 Constitution: 14 Intelligence: 10 Wisdom: 13 Charisma: 14 Race: Gender: Male Age: 23 Height: 6'1 Weight: 199 lbs Class: Traits: Amoral Mercenary (Hell's Vengeance), Skill Ranks: 5 Skills Trained: Stealth [1 Rank], Deception [1 Rank], Diplomacy [1 Rank], Sense Motive [1 Rank], Perception [1 Rank] Background Skill Ranks: Profession(Mercenary) [1 Rank], Knowledge(Geography) [1 Rank] Feats: , , Bonus Languages: None Hit Points: Max (d10) + Con mod+2 + Favoured Class Bonus+1 to HP =13 Starting Wealth: 140gp Equipment Starting Items Cost Source Weapons Cost Source Rapier 20 CRB Page 142 Adventuring Gear Cost Source Chain Shirt 100gp CRB Page 151 Swashbuckler's Kit 9gp Funds Remaining: 11gp
  11. Map Token Character Generation Ability Scores: 20 point buy Strength: 16 (14+2) Dexterity: 14 Constitution: 12 Intelligence: 8 Wisdom: 10 Charisma: 16 Race: Human, lawful evil Bonus feat () Gender: Male Class: Unchained Monk () Traits: Imposter-warygain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled. Skill Ranks: 6 (4-int+Sense Motive+Cunning+favoured class) Acrobatics (1) Perception (1), Sense Motive (1), Climb (1), Bluff (1), Intimidate (1) Background Skill Ranks: Profession: Scribe (1) Linguistics (1) Feats: human bonus: bonus skill feat () Monk lvl 1 () Human bonus feat ( lvl 1: Bonus Languages: Common (Taldan) Infernal, Celestial Hit Points: Max (10+ Con mod+2 (1) + =11 Starting Wealth: 1d6 × 10gp = 60 Equipment Weapons Cost 5 Adventuring Gear Cost 2x 2 5 5 Jewelry (Asmodean amulet) 40 Funds Remaining: 3 Backstory Give praise to Asmodeus, generous and just! Have you ever wondered what a life is worth? I do, and one day I will know. One grand day. My name is Antilo, but I probably wouldn’t tell you that. Deception honours our masters and besides that there are power in names. I’m told my father was a traitor, so it must be true and by the grace of His clergy I have lived in the temple since I was a child. They spared me. They could have, they should have had my head roll next to that ungrateful scum. Give praise, the lord of Hell. But His church is no charity, nor should it be, and while children eat they never earn their keep. They knew this, my wise masters, and bestowed their teachings onto me and the others they had taken in the knowledge that one day we could repay our debt, and while souls is the currency of our Lord for mere flesh like myself gold will have to do. I was a good child and I learned well, the priests never punished means as much as they did failure. If I could eat I had earned it in their eyes, one way or the other. Others didn’t, I remember a morning when one named Poliana, I think, simply wouldn’t. The priests said she was a disappointment, one of many it would turn out, and we fed her to the fires. Others again earned the chains, if you wouldn't repay your debts to the Temple and didn’t learn your lessons you made your choices. After giving so much and getting nothing in return why wouldn’t the Temple carve it's payment from your labour? It was your fault for not being grateful. For not being enough. Once we grew older they let us out and into the world, or city at least, to let us earn our keep with the bodies they had given us and the lessons we had learned but could you believe Petino and Lore tried to run that very fist day? After everything they tried to run. To “escape”. We brought them back of course, failure was never allowed and none of us wanted to face those consequences. They too were fed to the fires, just like Pol was, only they weren't quiet like she was. By the hells I wish they had been. There arn't many of us left after that; just me, Diocle and Meliana but that does mean there was more food to go around, a lot more actually. Is it wrong if I still miss them? Living outside for periods was easier then I had thought and stranger then I could ever have imagined. The rules out here are so very different then the ones in there and seem so lost without purpose. But I had been prepared well and could copy paper or parcel and transcribe when someone had the need for it. But my teachers had given me so much more, this body is a gift and not making use of it as best I can would be sacrilege. And so I did. Even if Glorious Cheliax it seems like cities can be dangerous at night, and I tested myself against them on some nights and joined them on others. But nevermind all that, I’ve met someone. Someone who might carry the key to paying off the Temple and standing proud next to it, rather then underneath. Her name is Cimri, and she thinks I'm little more then a brute for hire named Pollian. A man she can dangle coins in front of and giggle at the greedy look in his eyes and last time we spoke she kept playing with coin to entice me and said there was work to be done. There always is. So what might my life worth. Only the Temple knows, but I'll pay for it none the less. By gold or by service I'll see it done. With all of Hell as my witness, so I swear.
  12. Map Token Character Generation Ability Scores: 20 point buy Strength: 7 (–2 Racial) = 5 Dexterity: 12 (+2 Racial) = 14 Constitution: 14 Intelligence: 18 Wisdom: 12 Charisma: 8 (+2 Racial) = 10 Race: Alternate Racial Traits: Creepy Doll, Fey Thoughts (Perception, Stealth), Halfling Jinx, Shadowplay Gender: Female Age: 20 + 8 = 28 Height: 2' 6"+ 2 in = 2' 8" Weight: 25lb+ (2 × 1lb) = 27lb Class: [] 1 / 1 Favored Class: Wizard Favored Class Bonus: HP × 1 Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 2 + Int mod+4 = 6 Skills Trained: Bluff [1 rank], Knowledge (arcana) [1 rank], Knowledge (local) [1 rank], Perception [1 rank], Spellcraft [1 rank], Stealth [1 rank]. Background Skill Ranks: 2 Skills Trained: Appraise [1 rank], Knowledge (nobility) [1 rank]. Feats: <GM Bonus — Free>, , (Necromancy) <Wizard 1>, <GM Bonus — Advancement>. Bonus Languages: Draconic, Dwarven, Elven, Gnome Spells Known: Cantrips— all; 1st— charm person, infernal healing, keep watch, mage armor, obscuring mist, ray of sickness, reduce person. Patron: Jynx Hit Points: Max (d6) + Con mod+2 + Favoured Class Bonus+1 = 9 Starting Wealth: 2d6 × 10gp = 70gp Equipment Starting Gear Cost Source Spellbook 15 gp Core Traveler's outfit 5 gp Core Adventuring Gear Cost Source Backpack 2 gp Core Belt Pouch 1 gp Core Ink and pen 8 gp, 1 sp Core Spell components pouch 5 gp Core Wooden doll 1 gp Magical Gear Cost Source scroll of reduce person, x2 50 gp Core Funds Remaining: 29 sp 3 Rova 4715 I must write down what has happened while my mind is still clear— though I don't know how long it will last! It is difficult to compose my thoughts, but I must try if only to remind myself the sequence of events. Perhaps it is strange to turn to a diary, since I have never kept any sort of journal before— but lately I have felt unusually verbose, with a much greater command of the written word, and so this seems a fitting medium for this account, what might turn out to be either a confession or a warning. I do not know the name my mother gave me, but since I was born nearly forty years ago I have always answered to “Bellana,” sometimes shortened to plain “Bella.” Before I was old enough to remember I was sent to work here at the manor of Lord Jero Leroung, as is my rightful place as a halfling in Cheliax. I was well suited to my position, working as a scullery and then a ladies’ maid for Lord Jero and his guests. I did not know then what I know now, that Lord Jero’s grandfather backed House Thrune during the civil war and so his descendants have been allowed to retain their hold on the property separately from their overlord (currently Archbaron Fex). The only remaining heir, Lord Jero is known to be a reclusive, bookish dilettante with a special interest in magic and alchemy, though too unfocused to achieve anything great. Like many idle aristocrats he keeps a library of mystic tomes that is more for show than serious study. Only his servants know the truth about Lord Jero: that every few years since he was a young man and came into his inheritance, he has adopted a young girl to become his heir, usually an orphan girl of Chelaxian descent who has distinguished herself by demonstrating her high intelligence in school. Lord Jero brings his charge to his manor in secret, and spends several weeks making her believe that all this will be hers. When he grows tired of her, he tells her that she has been bad and that he must punish her, and then tortures her to death. Like the other slaves at Leroung Manor, I have been sworn to secrecy on these matters, with the promise that worse would happen to me if I should ever disrupt the master’s game. I always knew without a doubt that there was nothing I could do to stop these horrors from occurring again and again. It has often fallen to me to clean the chambers after the master was finished, a daunting task— though I try not to think about it as I work. The furnishings and former possessions of each of his daughters always remain for the new girls to discover, and I have had to work especially hard to make sure they are ready. One of the items that stays behind after the girls have gone is a doll— a toy for a young girl. The master's children are usually a little older and uninterested in such play, but the master typically dresses it to look like his daughter, and it watches while he punishes her. I shudder to think what terrifying things that doll has seen! I think about that doll a lot, I must admit. Many nights I have found myself sneaking into the empty room and sitting with the doll. It surprises me sometimes how much it looks like me. I began to have dreams about the doll— dreams where I sat and watched as the doll did things: it read books, as I turned the pages for it; I brought it tea and cakes and poured for it while we pretended to have a delightful party, just the two of us; or it stared out the window like it was praying. Soon, I even began to have dreams where the doll left the room and was gone for hours before finally coming back, whereupon it told me all about its adventures in the house or garden. This is when I realized that something was happening to me. I was changing— I began to think things, know things, that I never knew before. I came to recognize that I possess the power to force my will upon the world, and through incantations bend and shape forces from beyond the confines of this world. I felt a great hunger within my belly, a lust for power that grew as my understanding of what I could achieve increased. I began to hear voices— or perhaps it was just one voice— instructing me in the arcane arts. My nights sitting alone in the haunted room while the doll explored the manor were occupied with formulae and runes. And the voices would tell me other things, too, things that I remembered so vividly when I awoke that it was almost as if I had said them myself. They told me that the murdered girls wanted the baron to join them in the room again, because they weren't done playing yet. They told me it was their turn to play with him! That night I watched as I lured Lord Jero into the room, knocked him out with his own dose of drow poison, and chained him. I could not look away while I— I— But it was not me! It was the doll! And it was well-deserved, I must never forget that. The next day, I found the master dead just as I had dreamed. He looked just like the girls always looked when I went to clean the room. Because it was my job, I got to work, but as I scrubbed it occurred to me that the manor now belonged to those little girls, and that I was their representative, one of the only ones who knew what had happened. It fell to me to convince the other slaves that it was best to continue as if nothing had changed. No one ever visited Lord Jero, so no one would know that he was dead. And so, I began to spend my days reading and practicing magic, a servant no longer. The rest of the house staff is terrified! The voices have not stopped, though these days they sound more and more like my own voice, crying out that it is tired and lonely and that it wants to leave this place. But I have devised a plan that should quiet it down: there is a human woman in Longacre named Cimri Staelish. Her aunt Petra came to work at the manor thirty years ago, and died here when the master could not control himself in her presence. She still watches over her family— even her sister Rhona whom she detests— and she knows that Cimri is planning something big at Ash House with a new friend from out of town. They are looking for mercenaries to do a job, and I believe helping her is destined to lead to greater things. What was I doing? Enough of this foolishness. I have better things to do than writing in this book. I must seek out Cimri and encourage her rebellion against her aunt. Whatever she is planning, it has to be better than sitting around here for eternity. Previous images
  13. Map Token tbd Character Generation Race: Gnome, Male Class: Tattooed Sorcerer - Orc bloodline Str: 8 (-1) [10 -2 race] Dex: 14 (+2) Con: 14 (+1) [12 + 2 race] Int: 12 (+1) Wis: 11 Cha:18 (+4) [16+2 race] Race Abilities Low-light Vision Pyromaniac replaces gnome magic & illusion resistGnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. +2 perception (keen senses) Explorer replaces hatred & obsessiveMany gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive. Know. Local Fey FortitudeGnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects... Traits Campaign Trait: Scion of the Nine CirclesYou gain a +1 trait bonus on Knowledge (planes) checks, and Knowledge (planes) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages). In addition, your studies of Hell’s underlying structure give strength to your determination. You gain a +2 trait bonus on Will saves against the mind-affecting effects of outsiders with the good subtype Social Trait: Seeker (+1 perception & class skill) Class Abilities Darkvision 60' & light sensitivity Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Familiar Tattoo: Greensting scorpion (Alertness, +4 init) Varisian Tattoo: Evocation Saves: Fort +2 (+2 stat +0 class) Ref+2 (+2 stat +0 class) Will+2 (+0 stat +2 class) +2 race trait vs death effects +2 trait bonus on Will saves vs the mind-affecting of good subtype outsiders Spells Per day: 1st x 4. Cantrips known (x4): Acid splash, read magic, detect magic, message Level 1 known( x2): burning hands, mage armor Feats 1st: Spell focus: Evocation Skill: Cunning (+1 skill point per level) Alertness (Familiar), Varisian Tattoo (class) Equipment Weapons: Light crossbow with 20 bolts Cestus Misc: Backpack waterskin 2 days food spell comp pouch Motivation & Personality Motivation Power. More power. Arcane power. Political power. Nox wants it all. Serving House Thrune is the best route for gaining both. Personality Nox is driven individual that is always looking for an opportunity to advance, and gain personal power. Philosophically he believes in infernal order, however, his magical gifts have tendency to draw him towards destruction and chaos. One moment he might be talking total law, and the next he unleashing fiery destruction. Backstory Nearly four decades rolled into Longacre when his father, an military engineer, was put out to pasture by the Thrune military. His childhood would vacillate between ultra rigor and discipline to no oversight whatsoever. When his father was paying attention to him, Nox would spend hours upon hours studying the infernal language, and learning all aspects of hell and diabolism. Later, he was required to study the art and science behind the contracts of hell. Often his father would be focused upon his own projects. During this periods, Nox was left to his own devices. He was able to discover and develop his affinity for destruction magic especially fire destruction. When it became time to learn a trade, he was apprenticed to a barrister that specialized in infernal contracts. Preferring to develop his magic powers than legal skills, Nox was a mediocre apprentice at best. Nevertheless, he was able to complete (barely) his training program. As his magical powers, his eyes became more sensitive to daylight. The easiest way to avoid daylight is to do outside activities during night. He met Cimri Staelish during one of his nocturnal prowlings. Now Nox is a self-employed barrister looking to achieve much more than be a mediocre lawyer in an unimportant city. Cimri Staelish Relationship Nox views Cimri as useful relationship that gives him access people and opportunities that he normally wouldn't be able easily access. It is a beneficial business arraignment for both of the them.
  14. Map Token Character Generation Ability Scores: 20pt Buy Str 16 (+2 Racial) 18 Dex 14 Con 12 Int 10 Wis 14 Cha 8 Race: Racial Traits Darkvision Alternate Racial Traits Sacred Tattoo (-orc ferocity) Fey Thoughts (-weapon familiarity) Shaman's Apprentice (-intimidating) Gender: Female Age: 23 Height: 5' 0"+ 2d10 #1 in = 6' 2" Weight: 180lbs Class Cleric of Asmodeus Favored Class: Cleric Favored Class Bonus: SP × 1 Traits: (Drawback); (Horsechopper), ; Campaign Trait: , Skill Ranks: 2 + Favored Class = 3 Skills Trained: Perception [1 Rank] Stealth [1 Rank], Knowledge (Religion) [1 Rank] Background Skill Ranks: 2 Skills Trained: Craft (Armorer) [1 Rank], Linguistics (Infernal) [1 Rank]. Feats: 1st level , GM Bonus Feat Cleric 1 Channel Negative Energy, Cleric 1 , Cleric 1 Bonus Languages: None Spells Known: Orisons— All; 1st— All + (Trickery Domain), (Protection [defense] domain] Deity: Asmodeus Hit Points: Max (d8) + Con mod + Grey Maiden Bonus (2) = 11 Starting Wealth: 4d6 × 10gp = 100gp Equipment Weapons Armour Dear Sis, blood of my blood... In Cheliax as it is in Hell. It's not evil. It's survival. It's progress. It's evolution. Asmodeus sees all. So, always remember to arm yourself, for chances are, no-one else will defend you. See, when you're at the bottom your goal in life is simple. Get ahead, stay ahead. Nurture and protect your blood, your supporters, but always remind them who is in charge. When you're at the top, your goals change. Get your faction ahead, your blood ahead, then keep your faction ahead. Nurture and protect your supporters, but never let them forget who is in charge. Remember shit rolls downhill, so the higher you get the smaller the shit gets, but the steeper the climb. Life's not meant to be easy. Expanding on that theme, Asmodeus teaches us that the world is made up of three contingents. First, those you follow, until you can supplant them. If you can supplant them, then they fell behind, losing their right to lead. Simple logic. Second, those you protect, because they know who is in charge or will do what you tell them to do, learning the hard way when they don't. Numbers have a virtue all their own. Simple logic. Third, those you kill because they're coming after you or those you protect. Pile their bodies high and burn them. Watch your problems go up in smoke. Simple logic. Life is not difficult if you follow the rules. Which brings me to why I am writing to you. Ma's telling me you're falling behind in your training. So, she's basically telling me you're not following the rules. Basically she's saying you're shaming your kin, making us look weak, putting us under those we should be above. Sis, you need to grow those pair that are clearly shrinking, get your shit together, hit the books, hit anyone in your way.. with something more lethal than a book. If you want to get clever with it, be funny, charm the pants off of people when you're not slapping that look off of their face. If you can make them respect you while they also laugh at your jokes, half your work disappears. The smart survive the fight. The smarter get their enemies fighting amongst themselves. My take on that is that it helps to show them the empty palm, but make it the one with the dagger up the sleeve. So, try never to be drawn into a fair fight. It's always easier to knife some guy who, hands full if they're born lucky, is taking a piss, mind on things other than you preparing to send them straight to hell. As for me. I'm still in Longacre, which is a long way from our home in Korvosa but it has the saving grace of being somewhere I won't get hung here for being a Grey Maiden, or endure being hunted by my former Iomedan comrades in arms. I suppose I could have stuck around with the Erinyes Company, my former shieldmates, unrepentant like me, here in Cheliax, but I struck out on my own. The leader of the Company led us to a loss against a bunch of mercenaries. Asmodeus, in his wisdom, teaches us not to follow losers. I'm surprised Queen Abrogail welcomed them with such open arms. Another good reason not to hang around with them. No-one here knows or, I imagine, cares about my past. The stain of loss has not followed me here. That will likely change when I get my maiden armor, but hopefully by that time my reputation will be standing on top of a pile of bodies, figuratively speaking, though literally would be amusing. Cheliax is what Korvosa should be, advancement based on merit, based on power. So, I think I'll stay here a while longer. There's something in the air that tells me things could get interesting here in the near term. There's folk speaking out against the Queen and her government. That's going to provoke a response, probably sooner rather than later. So, it could be I'll win here this time, where I lost before... Asmodeus guide my blade. So, Sis, get fast, get strong and get your ass on a ship to Cheliax. You don't need to remain in the shadow of Iomedan hypocrisy, or endure the scorn of the turncoat and now Iomedan Scarlet Rose. Come to Cheliax, where the fight against Iomedans, or those like them, goes on and we'll do what needs to be done. The fact that we'll have fun doing it is just a nice little side benefit. Might have to head up to the Cheliax border with Andoran to do that.. but stranger things have happened. So anyway, get strong, get even, get ahead, get a head. Your Big Sister, and don't you forget it, Moll
  15. Name: Lucius Galvia cleric of Asmodeus, hellknight signifier in training Alignment: Lawful Evil Race: Human Cheliaxian native Gender: Male Deity: Asmodeus Age: 26 Height & Weight: 5'11 and 185 1b Eye & Hair Colour: Saphire blue and brown hair Ability Scores ( human+2 bonus in wis) Strength: 14(+2) Intelligence: 14(+2) Dexterity: 10(+0) Wisdom: 16(+3) Constitution: 14(+2) Charisma: 10(+0) Racial Traits Size: Medium Speed: 30 feet extra feet, +1 skill point level favored class bonus: +1 hp per level Languages: common(Cheliax,), Infernal, Abyssal, Elven, Infernal HP: 14 AC: 17 (scale mail armor+heavy steel shield) movement: 20 init: +1 Fort: +4 reflex: +0 Will: +5 Skills ( 2 background skill ranks and 5 class advent only w skills listed w ranks and important skills): Diplomacy: +1 Heal +7 know history +6 know nobility +6 know planes +10 know religion +7 Perception +3 sense motive +3 Spellcraft +6 survival +3 concentration check +4 Concentration check casting defensively: +6. Traits: 1. Asmodean Acolyte (campaign): You gain a +1 trait bonus on Diplomacy, Knowledge (planes), and Knowledge (religion) checks, and one of these skills (your choice) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages). 2. Infernal Influence(race): Your family boasts secret diabolical ties that may go back much further than the Thrune regime, and much deeper. You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison. Feats: 1. campaign bonus feat: skill focus knowledge planes 2. bonus human feat: toughness 3. first level feat Warrior Priest: ou gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled. Class Details: Weapon and Armor Proficiency: light, medium, shields, simple weapons and heavy mace Spontaneous spells: convert to Inflict spells Aura of law and evil: 1 Channel: 1d6 negative energy damage, 3xday, DC: 11 will save Domains: fire domain: fire domain spell: burning hands; fire domain granted ability: cast Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+1 points of fire damage, 6 times a day Magic domain: granted spell Indentify magic domain granted ability: Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier (+3) to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 6 times a day Spells prepared cantrips(dc 13): detect magic, light, guidance 1st level spells (dc 14): bless, cure light wounds, Burning hands(D) Weapon attack: Dmg: type: Range: crit: Heavy mace +2 1d8+2 B melee x2 Bolt of fire (6x day) +0 1d6+1 fire 30' touch x2 Hand of acolyte w battle asperguillum(6/day +3 1d6+2 B 30" x2 Money: 20 gp equipment: scale mail , heavy steel shield, heavy mace, 2 battle aspergillums, explorer outfit, cold weather gear, cleric kit, iron holy symbol ( replaced wooden one in kit)
  16. Work in progress! Sorry for bad template implementation I'll 100% get the formatting done soon! Liberico Urgiri - Proud Chelish Navy Veteran Map Token Character Generation Ability Scores: 20 point buy Strength: 16 (+2 Racial) = 18 Dexterity: 12 Constitution: 14 Intelligence: 14 Wisdom: 12 Charisma: 8 Race: Half-Orc Alternate Racial Traits: Overlooked Mastermind, Skilled (Maybe, social campaign and all?) Gender: Male Age: 35 Height: 6'5" Weight: Hefty Class: Magus (Hexcrafter/Golemfist*) Favored Class: Magus Traits: ???; Campaign Trait: Thrune Informant Skill Ranks: 2 + Int mod+1 ?= 4? Skills Trained: Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: , Profession(Sailor)[1 Rank]. Feats: Fast Learner?, Improved Unarmed Strike, . Bonus Languages: None. Spells Known: Cantrips— . Hit Points: Max (d8) + Con mod+3 + FCB = 11 Starting Wealth: Equipment A Letter of Recommendation From the desk of Captain Orneros Dutoxas of the Edavagor's Persistence, My Lord Drovenge, I am writing you as an influential patron of our shipyards, and a man of magnaminity who understands the importance of Her Infernal Majestrix' Navy's interests. The bearer of this message goes by the name of Liberico Urgiri, and while our meeting was chance, I had been regaled with his dedication to the Crown and Cheliax itself. While his heritage is barbarian, as his last name suggests, his recollections are anything but. He said his ancestors were labourers that moved to Cheliax generations ago, and he had no idea where the name is from. My bosun ran across him as we were portside for a resupply, and he quickly came to aid us in negotiation with the treacherous natives, and regaled the crew with his story. A survivor from Druvalia's Ambition, he'd been shipwrecked and crippled by the foul primitives' magic as he defended the ship from boarding action. Shipwrecked, he'd spent more than a year washing from island to island, before finally ending up where we found him. We took him among the crew, and he more than pulled his weight, despite his arm. Furthermore, his canny attitude and firm belief in our great nation's virtues aided the morale of our crew, which was hindered by the uneasy weather, though I dare not repeat the words of some of the shanties he sang - I dare not repeat them as I fear some might run across Her Infernal Majestrix's Bureau of Historical Accuracy's ire, but upon my remark, he solemnly swore to never repeat them. As such, I am leaving Mr. Urgiri shoreside upon our landing at Corentyn, with this message in tow. I can vouch for his graces and obedience, and humbly request that he be granted a minimal veteran's stipend, and documented permission to lodge at Veterans' Barracks in the Homeland. I am certain that he will strive to prove himself a worthy subject of the Crown once again. Ventum ab inferno, Captain Orneros Dutoxas To Cimri Cimri. I know you can read, so read this. You can not send things downriver without paying taxes to the authorities. All the authorities, even now. You know who I mean. I covered you from my pocket this time. We're even now. Try and be more presentable, or ask someone to leave a note for me, most veterans are sticklers for the truth. And by the love of Her Majestrix, find us something to do, I have bar tabs to cover, old sea stories are not worth what they were last year. Your Navy Friend
  17. Hell's Vengeance - Stat Block WIP Backstory and Appearance Backstory Casius is the youngest son of Eggerton Flann, Baron of Nurless, an insignificant flyspeck of a barony far from the center of Chelish power, Egorian. His older brother, Brutus, is set to inherit the barony, and so Eggerton spends all his time the older son, not concerned with the younger at all. Casius’s mother wasn’t particularly nurturing, either, spending much of her time either bitterly complaining about how she no longer graced the opera stage and the rest in her room with fainting spells. Casius was mostly raised by a combination of nannies and governesses, many of whom would only be employed for a year or two before his mother fired them for some offense that only existed in her mind. The only strong, central figure in his life was Damodus Crenn, his father’s master-at-arms. Responsible for teaching Casius and Brutus how to fight with weapons, Crenn was also a former Chelish soldier and hard disciplinarian. He handled Casius’s bouts of insubordination with a hard beating, and Casius quickly learned to tow the line with him. It was likely Crenn’s hard discipline that kept him from becoming a complete scoundrel in his early years. That would soon change, though. As Casius approached his teenage years, he began noticing that, when he ordered the halfling servants to do something, sometimes they would go glassy eyed before obeying his commands. He began noticing it with other people, as well, growing up. There were other things, as well - if he focused his attention on someone, he could make them feel pain, and they always seemed to be more susceptible to his suggestions. Unsure of the source of these strange powers, Casius decided to test them - on Damodus Crenn. The next time he was insubordinate with Crenn, he focused on him as he approached, and ordered him not to punish him for his insubordination. Crenn stopped in his tracks, met Casius’s eyes - and then obeyed his orders. Casius was thrilled. He now had the key to near unlimited freedom - but first, he needed to understand it. The only way he would do that was by attending a wizarding academy. Approaching his father, he used the same trick to convince him to send Casius to the Egorian Academy of the Magical Arts. It worked again, and Casius was soon bound for Egorian - along with a guaranteed allowance, courtesy of his mother, since she was just as susceptible to his gift. Once at the Egorian Academy, he began learning about his gift, trying to understand it. Although he did well learning the basic foundations of magic theory and spellcraft, he also learned that whatever his abilities were, they were not magic of the sort taught by the Academy, and for that he had no gift. After only a year, it became clear to his instructors that he would never learn, and so he was informed he would not be returning to the Academy. Disappointed, but understanding, Casius had learned enough to be able to shape his gift. Where students of the Egorian Academy memorized spells and cast them using words, gestures, and sometimes specific materials, Casius’s gift instead relied on emotion and thought. It came to him as naturally as breathing, without the need for study. Still, Casius enjoyed life in Egorian, and knew that once his father found out he had been kicked out of the Academy, he’d be stuck in Nurless for an interminable time, he instead made sure that the message he’d been kicked out never reached his father. He faked grades, told them it was going well, and redirected the money that his father paid to the Academy to his own pockets. Given freedom for what felt like the first time in his life, Casius rented a flat in the capital and spent his days honing his gift and his nights drinking and carousing with other young nobles. Life was good for him - too good, as it turned out. His father sent a letter to the Academy for Casius, telling him that he would be visiting him while in Egorian on business. The Academy sent a letter back, informing his father that Casius was no longer a student there. When Casius went back to visit on his “break”, his father confronted him about the deception, and Casius learned just how limited his gifts were. By the time his father was finished, his allowance had been revoked, the false tuition payments would cease, and while his father didn’t completely disown him, he did tell Casius not to return to the family seat until he could pay back the money he’d misappropriated. Suddenly cut off from his financial source, Casius desperately gathered together his resources and tried to figure out a way to avoid death and starvation on the streets - an embarrassment, to be sure. Desperate, and still possessed of his finery, he hatched what seemed like a foolish plan - use his gift and apparent position to swindle others out of their money. He was incredibly nervous the first time he went to try it, although he’d chosen his target well. She was an aging baroness with a penchant for forgetfulness and no heirs. Her mind was surely already weak, and he would be able to easily take advantage. Over a couple of months, he was able to ingratiate himself to her, and then manipulate her into leaving a portion of her wealth to him. He didn’t kill her - he actually didn’t need to, as she ended up tripping down a flight of stairs. The success of his plan emboldened him, but he also knew he couldn’t become complacent. He began moving from place to place, targeting elderly nobles with no heirs for his scheme. It was while he passed through a village called Longacre, a place full of people like Damodus Crenn, that he met a woman named Cimri. Appearance WIP Meeting Cimri ”You’re different.” Casius looked up at the woman who’d approached his table in what passed for an inn in the village of Longacre. The place clearly didn’t have anyone worth fleecing, but it was too late in the day to press on to the next village. At least the wine was decent. She had short dark hair, dressed in fairly ordinary clothing. He noticed the kukri at her side, though - she clearly wasn’t just some village girl who thought him handsome. Putting on his most winning smile, he said, ”Am I? What makes me different?” Taking a seat, the girl said, ”You look like someone who enjoys the finer things in life - not like the usual travelers who come through.” Leaning forward, she said, more quietly, ”You also look like someone a friend of mine in Egorian told me about - someone who managed to get a nice old lady to leave him some money, despite not knowing her. Cheeky little scam, that one.” Casius kept his smile on his face, but in his head began making contingencies to kill the woman and leave her body in a ditch somewhere. Just as quietly, he responded, ”Well, whatever passing resemblance I bear to this scoundrel, I assure you it’s just a resemblance. Is there something I can do for you?” The woman chuckled. ”Relax, I’m not gonna turn you in. In fact, I could use a little help with something - I’ve got a job that needs doing, and your talents would be quite helpful. It pays really well, too. What do you say?” Casius, cautious, said, ”I’d say maybe, but I don’t work with someone I don’t know the name of.” Smiling, she said, ”Of course. Where are my manners? Cimri Staelish.” She stuck out a hand. Reaching out, Casius took her hand, shook it, and said, ”Casius Flann.” ”Nice ta meet ya, Casius. Now, let’s have a drink to our new partnership.”
  18. Name: Echidna Calla Race: Human Birthplace: Albatross, Nidal Class: Warpriest Deity: Zon-Kuthon Alignment: Lawful Evil Description: - Sheet Link - - Echidna’s Story -
  19. APPLICATION STATUS - WIP Taeran Cassedus “That which we foolishly call truth, is only a small island in a vast sea of the unknown. For Cheliax to truly flourish we must be willing to abandon the ever shrinking island of such petty 'truth' and surrender ourselves to the reality of that which is beyond.” Details Alignment: Lawful Evil Gender: Male Deity: Geryon Age: 27 (Born 22nd of Neth, 4688 AR) Height & Weight: 5'3" & 145 lbs Eye & Hair Colour: Dark Brown, Black Theme Song: Ability Scores Hero Points: 1 Strength: 10(+0) Intelligence: 14(+2) Dexterity: 10(+0) Wisdom: 14(+2) Constitution: 10(+0) Charisma: 18+2 from Human Racial Modifier(+4) Racial Traits Size: Medium Speed: 30 feet Unstoppable Magic: Gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait. Silver Tongued: Gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. Languages Common(Taldane), Infernal, Celestial Class Details - Devil Binder Summoner (Unchained) Favoured Class: Summoner1st Level: +1 HP to Eidolon HP: 8/8 Weapon & Armour ProficiencySummoners are proficient with all simple weapons and light armour. A summoner can cast summoner spells while wearing light armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armour, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes. EidolonEach eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). A devil binder must select an eidolon of the devil subtype. The devil binder’s eidolon never increases its maximum number of attacks, and its base attack bonus is equal to half its Hit Dice. At 4th level and every 4 levels thereafter, the eidolon’s Charisma score increases by 2. Infernal ArcanaAt 1st level and every 2 levels thereafter, the devil binder’s eidolon gains the following spell-like abilities: protection from chaos (1st), scorching ray (3rd), suggestion (5th), charm monster (7th), dominate person (9th), planar binding (devils only) (11th), greater teleport (13th), power word stun (15th), meteor swarm (17th). Each of these spell-like abilities is usable once per day, and the eidolon’s caster level is equal to the devil binder’s summoner level. When the eidolon casts planar binding this way, the devil binder is considered to be the spell’s caster instead. At 19th level, the devil binder’s eidolon can use each of its infernal arcana spell-like abilities three times per day. This replaces the summon monster I summoner class feature. LifelinkWhenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal. Eidolon - Szin the Imp Base Form & Archetype: Biped & Devil Ability Scores: Str 12 (+1), Dex 14 (+2), Con 11 (+0), Int 7 (-2), Wis 10 (+0), Cha 11 (+0) Size: Small If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool. Speed: 30 ft. AC: 15 (10+2 Dexterity+1 Size Bonus+2 Natural Armour) CMD & FCMD: 11 & 10 HP: 12/12 Saves: Fortitude +2, Reflexes +2, Will +0 Attack: 2 Claws - +2 to Hit, 1D3+1 Bashing/Slashing/Piercing Damage; Bite - +2 to Hit, 1D4+1 Bashing Damage Skills:Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Books) (Int), Disable Device (Dex), Knowledge (Planes) (Int), Intimidate (Cha), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex) Acrobatics +6, Disable Device +6, Perception +6, Stealth +10 Feats: AlertnessYou get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Evolution: Base - ClawsThe eidolon has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The eidolon must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution., Limbs (Arms, Legs), Resistance (Fire)The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type., Skilled (Bluff)The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.; 1-point - Magic Attacks The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction., BiteThe eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Special: Darkvision (Ex)The eidolon has darkvision with a range of 60 feet., Link (Ex)A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item., Share Spells (Ex)The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells., Devil - +4 on Saving Throws against Poison Spellbook Spells Known: 0 Level - 4, 1st Level - 2 Spells per Day: 1st Level - 2 Spell DC: 0 Level - 14, 1st Level - 15 - Acid Spash0-Level Cantrip Casting Time: 1 standard action Components: Verbal, Somatic Range: Close (25 ft. + 5 ft./2 levels) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round. - Detect Magic0-Level Cantrip Casting Time: 1 standard action Components: Verbal, Somatic Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. - GuidanceLevel-0 Cantrip Casting Time: 1 standard action Components: Verbal, Somatic Range: Touch Target: Creature touched Duration: 1 minute or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. - Read Magic0-Level Cantrip Casting Time: 1 standard action Components Verbal, Somatic, Focus (a clear crystal or mineral prism) Range: Personal Target: You Duration: 10 min./level You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. - Barbed ChainsCasting Time: 1 standard action Components: Verbal, Somatic, Material (a length of chain doused with fresh blood) Range: Close (25 ft. + 5 ft./2 levels) Effect: Achain sharpened at one end Duration: Instantaneous Saving Throw: Will partial (see text) Spell Resistance: No You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack. - UnfetterLevel-1 Spell Casting Time: 1 standard action Components: Verbal, Somatic, Material (a broken chain) Range: Medium (100 ft. + 10 ft./level) Target: Your Eidolon Duration: 10 minutes/level Saving Throw: Will negates (harmless); Spell Resistance: No This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the “studied carefully” row. Skills & Feats *Class Skill Skill Points at each Level: 2 + Int modifier (2 points for Background Skills). Skill Totals: AppraiseIntelligence Modifier +2; Skill Rank +1 - +3, Diplomacy*Charisma Modifier +4; Class Skill +3; Skill Rank +1 - +8, Intimidate*Charisma Modifier +4; Class Skill +3; Skill Rank +1; Trait Bonus +1 - +9, Knowledge (Planes)*Intelligence Modifier +2; Class Skill +3; Skill Rank +1 - +6, Sleight of HandDexterity Modifier +0; Skill Rank +1 - +1, Spellcraft*Intelligence Modifier +2; Class Skill +3; Skill Rank +1 - +6 Feats: Extra EvolutionPrerequisites: Eidolon class feature. Benefit: Your eidolon’s evolution pool increases by 1. Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th and 20th., Fearless CuriosityPrerequisites: Cha 13, human. Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected., Combat ExpertisePrerequisites: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Traits Apprentice DevilbinderWhen you cast a summon monster spell to summon a devil or fiendish creature, the duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on opposed Charisma checks against devils conjured with planar binding spells, and payments to devils you conjure with planar ally spells are reduced by 10%., Twinned PresenceYou gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make., Destined DiplomatYou gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you., Occult BargainYou take a -1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback. Equipment Remaining Gold: 0/80 Carrying Capacity(L/M/H): 33/34-66/67-100 lbs Scholar's Outfit - 6 lbs; Free Outfit Light Crossbow - 4 lbs; 35 GP Crossbow Bolts x10 - 10 lbs; 10 GP Studded Leather Armour - 20 lbs; 25 GP Summoner's KitThis kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. - 19 lbs; 8 GP Dagger - 1 lbs; 2 GP Combat Details Saving Throws: Fortitude +0, Reflex +0, Will +4 Attack Bonuses: Melee +0, CMB +0, Ranged +0 Armour Class: With Studded Leather Armour - 13, 10(Touch, Flat-Footed); Without Leather Armour - 10(Touch), 10(Flat-Footed) Combat Maneuver Defense: 10, 10(Flat-Footed) Attacks: Light Crossbow - +0 AB, 1D8 Piercing Damage, Range 80ft, Critical 19-20/x2, Ammunition 10(10); Dagger - +0 AB, 1D4 Piercing or Slashing Damage, Range 10ft, Critical 19-20/x2, Thrown, Light
  20. WIP Name: Jun Von Kragan Alignment: Lawful Evil Race: Human Cheliaxian native Gender: Male Deity: Asmodeus Age: 54 Height & Weight: 6'3" and 180 1b Eye & Hair Colour: Cold Grey and Shocking Silver
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