Experience Tracker: 13300
Experience Tracker for Alistar Crowley: 11300
% of the Greenbelt Explored: 13.75
Significant Challenges Completed: 4
(Making the Kressel run in 1.0 days)
(The Halfling Returned the One Ring!)
(The Last Flight of the Barn Owl)
Please post a link to your character below! Also repost your background. If incomplete, please finish ASAP.
You may go ahead and discuss any additional gold you wish to pool here and spending for group supplies. So long as you come to a conclusion as to what to buy before we get into any real fights, you are welcome to buy stuff "in media res". We'll say it happened before you left town.
The first IC post is up. Feel free to start posting as you like... Might be good to start off with a short intro, with a character description and a short summary of anything your companions would have noticed in the few days you've been travelling together. Behavior, habits, that kind of thing.
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Last edited by Lost Demiurge : 02-19-2013 at 12:13 PM.
And posting the bit of background that I never actually posted before.
Crowley is a name that, in certain places in the River Kingdoms, would inspire respect and probably fear. But in Brevoy, it's just a name. And that is something that Alistar Crowley was counting on.
Alistar grew up bearing the name of one of the greatest heroes of the Coalition of the Forest. Unsurprisingly, great things were expected of him. But he rebelled against the expectations of others, and ended up falling in with mercenaries and brigands. But even there, he was judged according to the deeds of his more famous relative.
Eventually, Alistar fled north, looking for a place where he could create his own legacy, and not be judged by the deeds of an ancestor. He ended up in Brevoy, but even here his name was known, if only vaguely. But his name did help him set up a job...
Alistar will use Dark Green as his color.
Also, he's got 8 gp, 9 sp, 8 cp to contribute to anything people want to buy.
Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.
I'll post background when dndsheets decides to un-eat it.
Didn't happen. Here it is, as best I can recall. Not as good as it was.
Strongly built, face tanned from long hours outdoors, precisely trimmed brown beard and short hair. Wears a gray-green cloak over worn and patched chain, with chocolate-brown leather gloves hiding the scars from the incident that made him swear off improvised explosives. His silver mutagen flask bears the inscription 'nature red in tooth and claw' in old azlanti.
Cold and distant, socially awkward. Mind prone to wandering, an intense stare frequently making other uncomfortable. He would have the makings of a good doctor if he possessed anything resembling a bedside manner, viewing the pain of others abstractly, a source of information. He is not cruel, taking no joy in inflicting pain, though he does have a visceral love of fighting, the only time his cool demeanor breaks. He knows it is unreasonable, but the urge to get in a scrape can overcome him, boosted by the animalistic properties of his mutagen.
Recognizes the importance of order in society, viewing the body politic as another organism that must be kept healthy.
His great obsession is the interaction between nature and magic, seeking to understand the linkage and influence therein.
Father was a teacher of Alchemy in New Stetven, settling there with his family after the Pathfinders chapter he was member of was exiled from Cheliax. He often went with him into the Stolen Lands, though not deeply, to gather samples and specimens. Though his brothers moved on to trades in the city and his sisters married, he followed in his father's footsteps. When the call went out to pacify the wild, he could not pass on the chance to uncover the specimens left untouched by civilization for so many years, the strange creatures breeding and growing in the wilderness.
Roqoan was born and raised in Grayhaven, in the Golushkin Mountains.
While he, and his mother Hoamur, never knew who his father was, his mother was a relatively famous leader of a smuggling band.
He, his mother and grandmother lived together in a house in the city from where Hoamur ran the smuggling operation named the Haven Foxes.
The Foxes were identified by a Fox tattoo on their arm, wich Hoamur tattooed herself. Both Roqoans mother and grandmother were tattoo artists.
Already at an early age Hoamur let Roqoan work for her gang delivering messages. When he grew older, he was given the task of checking the bookkeeping to make sure nobody was embezzling money.
After that he was tasked with several negotiations, using his charm and knowledge of appraising merchandise to get the best deals.
Eventually his mother let him become a full member of the Haven Foxes, but Roqoans grandmother insisted on doing his tattoo.
After his grandmother put the fox on his arm, Roqoan felt really strange.
That night and every night after that he dreamt about people with animal heads, sometimes with hands on backwards.
His grandmother was really surprised by this. She knew that a Rakshasa had mixed his blood with the family somewhere in the past and that it resurfaced sometimes. The blood had already surfaced with her and it usually skipped a lot more generations.
But she was glad nontheless and started teaching him the things she knew about magic and tattooing. And combining both of them in the old Varisian way.
But things started to turn sour.
First Roqoans grandmother disappeared. Witnessess heard a savage beast howl in her room and after that she vanished without a trace.
This turned things really bad between Roqoan and his mother as they both blaimed eachother.
Hoamur reacted by turning her gang more violent, turning towards drugtrade, extortion and other more dangerous activities.
Roqoan tried to involve himself more with the leadership of the gang. While his mother was turning the gang more illegal, he found a way to make several parts of the organisation legal and more productive.
His mother wouldn't listen to anything he had to say. They argued constantly and about every little thing.
Eventually it all became too much for Roqoan.
One night he used his knowledge of Varisian tattoos to remove the fox on his arm and replace it with a raven, a creature he felt much more affinity with. His plan was to cash in on several of his mothers 'projects', leave the city and start over somewhere else.
But his mother caught him. When she saw the raven on his arm she flew in a terrible rage, and ordered the two men with her to hold him down while she removed the tattoo and marked him with the fox again.
But while being held down, the raven on Roqoans arm suddenly came alive, flew out of his arm and started attacking his assailants.
While Roqoan was equally surprised as his attackers, he quickly recovered and fled in the confusion.
Roqoan is now getting the hell out of Grayhaven and the Golushkin Mountains.
He fled south with the little cash he had on hand until he heard about expeditions being sent into the Stolen Lands.
He applied for one of these missions to get a fresh start in the south, away from his mother and his gang.
Personality & Appearance:
Roqoan is a normal looking man, if you look past the tattoo of a raven that covers most of his lower right arm. And the Varisian 'Idolis' sign tattood next to his right eye.
Under his raven tattoo the skin of his arm is still a bit red from removing the fox tattoo, but it's already much less red since when he first removed it.
He is usually a cheerfull man that searches for a joke in everything. He's very good with mathematics, but even better with his charm. He is good at convincing people to see his point of view, or lying without them even noticing it. People seem to like him very quickly.
This quality comes trough in his way of fighting. He usually prefers to incapacitate his opponents and either capture them alive or let his allies finish him off.
Unfortunatly he can also be very impatient if things don't go fast enough for his liking. And while he does try to find a joke in everything, his jokes can sometimes hurt a lot.
He also likes control and power, probably a leftover from him having to struggle with his own mother for control over the Haven Foxes.
His biggest goal in the Stolen Lands is to first find a safe haven to live in and to create a power base so that once his mother finds out where he is, she wont have the power to get to him.
My plans with the Character:
Going for a social sorcerer, using my social skills to get things solved. Probably going to take few blasting spells.
The rakshasa bloodline also fits this. Tattood sorcerer is just because it seemed like fun. I get to have a familiar that sprouts from my arm, how fun is that?
The 316 gold i have left can all be used for group supplies.
If somebody still needs something, let me know.
Or if we want to buy something as a group, my money is available.
Perhaps a horse and cart? A magic item we can afford as a group?
Trade goods to sell/use?
A horse and cart to carry rations and LOOT would probably not be a bad idea really. Some trade goods might be useful as well, though I myself don't have any idea of what we might need. Also, as far as horses go, is everyone going to have one for faster travel?
Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.
But yah, I'd say the light cart would probably be best. And yes, I think that hunting should be easy enough, should we have to. Though looking at it, I may have forgotten to buy arrows for my bow...yah, I did.
Make that 7 gp, 9 sp, 8 cp gold that I can put in.
Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.
Light cart it is.
So, a heavy horse for 200g and cart for 50 makes 250
That leaves me with 66g.
If somebody still needs something worth about 60g, tell me.
Edit: just checked the list and there's some items we could stuff in the cart:
- Portable Ram 10gp
- Signal Horn 1gp
- Medium tent 15gp
- Large tent 30 gp (medium and large combined is enough for 6 people)
- Folding ladder 2gp
That's another 58 gp, wich leaves me with 8gp, but the items might be usefull.
What do you guys think is more usefull, the items for in the cart or the money?
Hello all, here's 'Esha form the Medyev noble family, claming DarkOrchid. And since i didn't really picked any Masterwork weapons (only the shortspear could be a valid case, here) i can cover some of that list. Just let me know and i'll check later, since Mondays (and Thursdays) are a bit of a busy day for me.
Where most of her siblings and cousins passed the time attending or hosting "soireés" or otherwise, acting like "nobility"; 'Esha prefered to be out on the country and away from the gossip circles, where she was surely mocked for her constant social akwardness, and constantly beign derided just because of her birth.
Usually the only permanent "noble" resident of the old hunting lodge, 'Esha spend most of her time seeking peace in the apparent simplicity of nature and attempting to reconnect with the "old ways",as remembered from the stories of her ancestors and how their titles came to be, before the courts and the money; She did that by either contemplation or by work. She eventually blurred the social lines between her and the service; partaking on their celebrations and even learning some of their trades, which surely provided more juicy rumors about her. She was eventually introduced by the commonfolk to a nearby druidic circle, where she managed to prove herself as someone more than capable of staying in the wood, and definately not running away at the first sight of a strange bird.
Already with a little adventuring experience from her time among the druids, 'Esha is determined to prove herself and her ancestry. And what better opportunity that this expedition to try to tame the Stolen Lands? Already sounds pretty heroic, and maybe, she'll get to contact the types of fey mentioned on the tales .
Description and Personality
Frecuent travel to the countryside, her own stubborness to be as self-sufficient as possible, and her training has given 'Esha a tough and well-build physique, and she is satified with the results of her efforts; even if she's not "feminine" enough to get her a well-bred husband, at least according to her grandaunt. She prefers to keep her hair cut at shoulder-lenght; mostly a a little sign of vanity. (Picture on Character sheet)
'Esha takes pride on what she has accomplished, but can't help herself competing or measuring herself with other people. She knows many consider her a black sheep and she revels on it. The Medyev's respect for wilderness seems to have been turned into fear and disgust of getting your hands dirty, and she's eager to try to reconnect with the old stories of her ancestors.
Originally Posted by radikalskippy
But I must say the Izzet bunch are as crazy as a rabid goat with a rat biting its tail.
Originally Posted by Moon_Called
*ahem* *picks up megaphone*
Attention everyone! Mal absolutly rocks!
Mal, I name you Fangirlfreind. Whenever you are in aid, call and we shall answer.
Last edited by Malmagor Andrigal : 05-07-2012 at 07:37 PM.
Well, we could use a wand of CLW. Since my money has run off with the background I don't have the exact number, but Julian had about 300 left, plus 200 for dumping the potions of CLW. We need 750 for the wand.
282.9 GP, 482.9 swapping potions out.
Plus, he already bought a mule, a steal at 8 GP.
If we use the mule instead of the heavy horse, we can put the 200 toward the potion fund, bringing us to 682.9
Here's Maple Leafsinger, the young Halfling Paladin. (Transferred the sheet to a PF style to make things easier)
-- Backstory --
When Maple was born she was gifted with red eyes and snow white hair. These traits are celebrated in Halfling communities because of High Priest Fellfoot Silverwood; one of the great casters who sacrificed himself to end a great war. He had those traits so Maple was believed to have shared the same blood with that man.
Placed in the care of a temple of Sarenrae she was first taught in the ways of sorcery and divine magics, tutored by many of the brightest clerics and scholars in the land. Unfortunately, she could never pay enough attention in class and could hardly cast the simplest of cantrips. So she was instead tutored in the ways of the sword. Through she was slightly afraid of cutting herself with the large blades of steel, and took to wielding her Slingstaff instead to the frustration of tutors both new and old.
After many, many months of training and patience from her superiors, Maple finally got the hang of fighting and joined the Divine Hunters of Light (a paladin squadron of the church of Seranae). Her basic training was finally complete to the exhaustion of all her tutors, but they could never display any disdain towards her, as she was far to adorable to stay mad at.
Since she had nothing better to do, she decided to head out and join an expedition to explore the unknown. With a few honey-coated words, she convinced the church members to let her leave to pay her respects to the man whose eyes and hair she wears by exploring the world he protected. She then left the temple alone, walking off into the sunset... then backtracked quite a bit to go down the right road.
Had to make some changes to the original Backstory seeing as we are doing a different campaign, but no problem. Also changed out the Heirloom trait (as it was pre-errata) for the Pioneer Trait.
Maple has 101gp and 7sp to spend on supplies.
I've got a free horse through the Pioneer Trait, if anyone wants to try War Training it with a Handle Animal check to make it more combat worthy then you're free to; otherwise, it is just a plan old riding horse.