3.5: The Prophecy

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Boss Frost

Original poster
From the darkness rises the one who will end all life
Loathing the light, with him comes strife.
Six souls with the power to end his reign
Justice and valor, fortune and fame.
Though many rise and fall
These six hold the fate of all.

A prophecy told long ago holds the key to ending the violent destruction caused by the balor, King Kazai... rising from the depths of the Abyss with the horrible goal to end all mortal life on the face of the planet, opposed by every mortal race, he has spread fire and death wherever he and his army treads. Unfortunately for the world: King Kazai is winning. Few can stand up to the might of him and his army, and even an alliance of the Dwarves, Elves, Humans, and Orc could not stop him: the world has begun to tear itself apart, nature itself rebelling against the horrible balor. The gods quarrel among themselves over what to do, unable to directly end King Kazai's reign of terror because of the pacts and prophecies binding them to the heavens.

Power to beat the darkness back,
Speed to quicken the mortal's attack,
Toughness to act as companion's shield,
Knowledge of the weakness to force them yield,
Faith to bring them all together,
Lies to bid them to the nether.

One of the few bastions of mortal life remains in the ruins of the elven city of Rivermar... King Kazai had already taken his army over the area, slaughtering the elves as they thought themselves safe from his attack. Very few survived, but the ones that did offered the ruins up as a base of operations, and many people fled to the place in hopes that King Kazai would not turn back around and defeat them where they lie. Soon, planar beings began to visit the place... it became known to the folks living there that Rivermar was now the last safe place in the world. Beings of both Heaven and Hell move to the place - heavenly troops guard the area, hoping to safeguard the last surviving bastion of civilization in the world. Devils, sent up by the Lord of the First - Bel - guard the mortals in hopes of gaining the advantage in the Blood War against the demons... the power-grab from King Kazai has unhinged some of the Abyss' politics, and the other Lords of Hell are way too neurotic and unwilling to work with the forces of Heaven to do anything about it.

All hope was lost, until the surviving diviners found that the prophecy was unfolding: children were being born with the marks of the prophecy. Moving quickly, the children were tracked down and taken, brought to Rivermar and given all the training and supplies available, raising them up as best as they could. Meanwhile, King Kazai had slowly began to turn... and set his blazing eyes towards Rivermar once again.

Game Info:
*This will be a 3.5 game. The main theme will be this ongoing prophecy, in which the players will Fulfill or Defy as they go on with the story, affecting the plotline of the world.
*The starting level will be 5, from the training given from the folks of Rivermar.
*The starting gold will be 20,000: the combined resources from Heaven and Hell, as well as the ruins of Rivermar, has given the Prophetic Heroes a great deal of an advantage, supplies-wise.
*No alignment restrictions, no race restrictions... but if you could somehow find it in your hearts to continue with the plot and not stab your allies in the back, I won't have to hurt you.
*Two flaws, one trait, if you wish.
*I will not accept any character without a backstory.

The marks of the prophecy aren't just pretty plot-devices, they also provide a benefit to your character. There are six marks, each linked to a particular ability score. There are, however, room for 8 characters. The other two (non-prophecy) characters will have a special benefit... I will, however, require that all Marks of the Prophecy to be used before a Non-Prophecy character is rolled.

Mark of Power (Vishal Aloeus)
The flow of Power without pause,
Lending might unto the cause.
*+2 Strength. The Mark of Power allows that individual to bypass Damage Reduction/Energy Resistance by an amount equal to half their Strength score.

Mark of Speed (Seth Craven)
Out of the blue, Speed ascends,
Face their blade or make amends?
*+2 Dexterity. The Mark of Speed also improves the wearer's Speed score by 10, and Initiative rolls by 4.

Mark of Toughness (Ronan Dieseach)
Toughness lifts friends out of trouble,
Adamantine pillar among the rubble.
*+2 Constitution. The Mark of Toughness bestows Fast Healing 2, and a +1 natural armor bonus.

Mark of Knowledge (Reserved by Alarice)
Caustic wit and magical threat,
Rise above or true regret?
*+2. The Mark of Knowledge gives one bonus spell per spell level, and adds half their caster level as a competence bonus to all knowledge skills.

Mark of Faith
Gods and demons in their heart,
Sees every end, from every start.
*+2 Wisdom. The Mark of Faith gives access to the power and spells of a single domain. Regardless of having the 'domain' class ability, you can cast each domain spell 1/day, and gain them at the same rate as a cleric.

Mark of Lies
(Played by Kallas Duplori)
Sin and lies in their past,
How long will this streak of honor last?
*+2 Charisma. The Mark of Lies masks the character against magical lie and alignment detection, permanently.

Skilled Hero (Unclaimed)
*+4 skill points at first level, +1 skill point every level afterward. This hero is not part of the prophecy, but he'll lend his abilities to the cause anyway.

Lucky Hero (Unclaimed)
*Bonus Luck feat and a +1 bonus to their pool of Luck Points. This hero is not part of the prophecy, stumbling by with very little control.

In the dark the corpses lay,
Six heroes determine the fate of day.
All in one they will be tested,
though their foe may not be bested.
If he should rise above their power,
the world has faced it's final hour.

Name: Kallus Duplori
Race: Half-Elf
Gender: Male
Class: Beguiler
Mark: Lies
Level: 5

Many choose a life on the road, spreading news and plying a trade in the path of the wonderor. Megitha Duplori was one such person. Young, beautiful and full of life despite the troubled times she took the occasional lover as it happened of the trails of the wold, telling stories and making her living as a bard.

The inevitable happened and while traveling the elven lands she fell pregnant. Unsure of who the father was she continued traveling, now choosing to go with merchants until outside the town of Urdoken her waters broke.

Despite in a hurry to get to the town before sunset one trader stopped his wagon and delivered the child and was as surprised as Megitha when the baby bore a strange mark.

Screams were heard ahead as the merchants were attacked by bandits some of whom were quickly drawn bu the mother's screams as she delivered and fell upon the two murdering the merchant before he could raise a hand in his own defense and began dragging Megitha, still clutching her birth-wet baby into the trees.

Megitha, weakened by her ordeal and the poor conditions of the bandit camp meant she never lived to see her son's first birthday. Kallus, for so she names him after a swashbuckler in one of the many stories she told was adopted by a couple unable to conceive and spent his early childhood living among his kidnappers.

It was shortly after his fourth birthday that a small group stole into the camp and killing the sentries moved to locate him. His adoptive father raised the alarm but it was too late the elves retreated under a rain of arrows their prize secured.

The child was allowed to mingle with the others in Rivermar. Raised as a full-blooded elf from the moment he arrived and made to forget his previous life among the bandits but he always felt he that wasn't right but that didn't affect him until he reached his teens.

As a bearer of the mark of lies his training was to be that of a rouge. Using guile and trickery to get what he sought, but as it progressed he began displaying a truly unnatural aptitude for it and when he was 16 it was clear he was able to perform simple spell by doing nothing more than willing them to happen.

It was then that a new mentor stepped forwards and standing his hand on Kallus' shoulder convinced Rivermar that Kallen be placed under him and him alone. So he learned to use his magical talent to augment what had already been taught him.

STR: 10 +0
CON: 12 +1
DEX: 14 +2
INT: 16 +3
WIS: 12 +1
CHA: 16 (18) +4

HP: 35
BAB: +2
Fort: 1|1|0|2
Ref: 1|2|0|2
Will: 4|1|0|5

Alignment: True Neutral


Speed: 30
Size: Medium
Vision: Low light
Languages: Common and Elven
+1 to Listen, Search, and Spot
+2 to Diplomacy and Gather Infomation
Elven Blood


Simple weapons, hand crossbow, rapier, shortbow, and shortsword.
Light armor.
Armored Mage
Cloaked Casting (+1DC)
Surprise Casting
Advanced Learning

Spell Focus (illusion)
Master Manipulator


Balance (Dex) 4|2
Bluff (Cha) 8|4|
Diplomacy (Cha) 7|4
Disguise (Cha) 7|4
Escape Artist (Dex) 6|4
Hide (Dex) 4|2
Listen (wis) 0|1|1
Move Silently (Dex) 4|4
Search (Int) 5|3|1
Sense Motive (Wis) 6|1
Spot (Wis) 5|1|1


Level 0:
dancing lights
detect magic
ghost sound
read magic

Level 1:

charm person
color spray
comprehend languages
detect secret doors
disguise self
expeditious retreat
mage armor
obscuring mist
silent image
undetectable alignment
Ventriloquism (Bonus from Advanced learning)

Level 2:

blinding color surge
daze monster
detect thoughts
fog cloud
hypnotic pattern
minor image
mirror image
see invisibility
spider climb
stay the hand
touch of idiocy
whelming burst


+1 Rapier (Chaotic Outsider Bane) 8,020 gp 2lbs
+2 Leather Armour of shadow, 9,010 gp 15 lbs

Backpack 2gp 2lb
Bedroll 1sp 5lb
Grappling hook 1gp 4lbs
Rope (silk 50) 10gp 5lb
Waterskin 1sp 4lb
Spell components pouch 5gp

2951 gp 8sp

Total: 37 lb

Seth Crayden

Human Ranger (5)

Neutral Evil

<table><tr><td>STR: <td>12<td>FORT: <td>+6<tr><td>DEX: <td>16 (18)<td>REF: <td>+8<tr><td>CON: <td>14<td>WILL: <td>+3<tr><td>INT: <td>12<tr><td>WIS: <td>16<tr><td>CHA: <td>10</td></tr></table>
HP: 35

AC: 16

BAB: +5


<table><tr><td>On person... (Weight 35.5lb)<td>In Backpack... (Weight 48lb)
<tr><td>+2 Longsword (D8, 19-20/×2, Slashing, Magic Inscription)
Warhammer (D8, x3, Bludgeoning)
Punching Dagger (D4, x3, Piercing)
Leather Armour
Tanglefoot bag
Anti-toxin x3
Smokestick x6
Tindertwig X10
Ever-burning Torch
Scroll/Map case + Ink and Pen + Parchment x5
Ring of Featherfall<td>+1 Trident (D8, Keen 19-20, x2, Piercing, 10ft)
Flint and Steel, Fishhook & Chalk x10
Bedroll & Blanket
Flask + trail rations x10
Hooded Lantern + oil flask
Lock (Amazing)
Masterwork Mannacles
Steel Mirror
50ft Silk Rope + grappling hook
Signal whistle
Torch & Whetstone
2x Silversheen
3x Potion of Cure Light Wounds
Potion of Cure Moderate Wounds
Pouch with G33 S3s C3</td></tr></table>

Climb (Str) 4 ranks
Concentration (Con) 3 ranks
Handle Animal (Cha) 3 ranks
Heal (Wis) 2 ranks
Hide (Dex) 5 ranks
Jump (Str) 4 ranks
Knowledge (dungeoneering) (Int) 3 ranks
Knowledge (geography) (Int) 2 ranks
Knowledge (nature) (Int) 4 ranks
Listen (Wis) 5 ranks
Move Silently (Dex) 5 ranks
Ride (Dex) 3 ranks
Search (Int) 4 ranks
Spot (Wis) 5 ranks
Survival (Wis) 6 ranks
Swim (Str) 3 ranks
Use Rope (Dex). 3 ranks

Languages: Common, Abyssal
Proficiencies: Simple, Martial, Light Armour, Shields
Favoured Enemies: Animal, Chaotic Outsider

FLAWS/TRAITS: Night Terrors, Fear of Starvation, Automatonophobia

FEATS: Track, Wild Empathy, Combat Style (2 weapon fighting), Endurance, Dodge, Mobility, Spring Attack

1st Level: Longstrider, Delay Poison, Hide from Animals

HiP: 40
Initiative: +3
Speed: 40 ft
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track, Evasion
Tricks: Defend (DC20)

Seth was born a trapper's son, living far out in the northern forests. The only brother to seven sisters, he was his father's pride and set to take up the traditions of hunting and fur-selling. But when the Elves of Rivermar arrived and asked to see the birthmark on Seth's shoulder, a quarrel broke out between his parents and the messengers. In terror the four year-old Seth fled from the cabin into the forest, his speed increasing exponentially as his body tapped the power of the prophecy. The boy was lost for days, far beyond the reach of the Elves, and in that time he applied all his father had taught him to survive in the dense woodland of the foothills. By the time his sisters found him and brought him back to meet the Elves, almost a month had passed, and Seth, malnourished and encrusted with filfth, had already lost a little of his innocence. He never spoke again of what had happened during that journey.

Taken into the protection of Rivermar, Seth proved an unruly and impatient child, dismissive of academic studies and the mindless conditioning of warrior training. Instead his mentors honed his skills as a Ranger, allowing him days at a time in the wilderness and watching from afar as he pursued tracking and animal handling with a natural curiosity. On his 16th birthday, the gift of his two magical weapons was his first incentive to undergo proper combat training, and with his speed he excelled in hit-and-run strikes and attacks of opportunity. There was no doubt something sadistic and opportunistic in the boy, but it was not a rogue's treachery.... simply a wildness that would never be shed from his heart.

With the invasion of King Kazai, Seth has received word that his family have moved deeper into hiding in the foothills, taking shelter as the forest burns. For all his insolence, the Ranger knows what must be done to spare this world from darkness.
Name: Vishal Aleous, "Titan"
Race: Anthropomorphic Wolf
Class: Fighter 1
Diety: Ehlonna
Alignment: Neutral Good

(Picture Pending)
Appearance: Vishal pretty much defines mass. Over eight feet in height, four hundred pounds of muscle, the beast of an individual inspires primal images of legendary wolves. Grey fur dappled with brown covers his rippling body, with a mark burnt into his beer keg-sized chest: seeming to have torched itself through his fur. His wolflike face is surprisingly expressive and human, and the tips of his mouth often pulled into a toothless smile. Usually seen in either his armor, he rarely moves without it for reasons known only to him. His signature weapon, the massive hunk of metal he refers to as 'Furious Archon', is often strapped to his back.

Backstory: While it would be hard to imagine it, Vishal was born human. His mother was known to be unwilling to marry, or even date any of the others in the village. She constantly said that she waited for 'the right man'. It was alarming to many of her suitors, then, when she became pregnant. She would not name the father, but would take long walks into the forest while pregnant. While worried for her safety and were disturbed that she would not reveal the father, many of them accepted and encouraged her: the village was rather peaceful, and never had bad experiences with witches of any sort. When the child was born with the yellow eyes of a wolf, pointed elven ears and a mark on it's chest, many whispered that the mother had been sleeping with the wolf demigod that roamed the forest... which shared the village's name: Garm.

...Before that could escalate, the child was stolen into the night. King Kazai and his troops fell upon the village a week later, slaying those within the town. The child's kidnapper was one of the elves of Rivermar, and took the child towards the place to be raised, as instructed by The Council of Races. The child was to be raised among a variety of races, and those few others of the Heroes they could get.

Though the child's tantrums as a toddler mellowed out as he became a child, he had a surprise waiting for his adoptive parents around puberty: under the nights of the new moon, the child would become berserk and destructive, and would have a piece of him move closer to that of a wolf. Through his teenage years, he was identified as the child bearing the Mark of Power, and was given training... while a lot of the combat theory flew over the youth's head, he grew in strength quickly... some might say, too quickly to be natural. From the age of thirteen, Vishal grew muscle at a rapid pace, and grew in height at an equal rate. His appetite was near-insatiable, and every month on the new moon he shifted closer and closer into a monster... though his friendly personality any other time remained constant. By his eighteenth birthday, Vishal was fully man and wolf. He lends his amazing strength to his community and friends, though he locks himself away on the nights of the new moon, keeping his rampages private... and wondering about his parentage.

Str: 22 | +6 (24 | +7)
Dex: 14 | +2
Con: 20 | +5
Int: 10 | +0
Wis: 16 | +3
Cha: 14 | +2

HP: 41
BAB: +3
AC: 20 | 10 | 5 | 2 | 2 | -1 | +1
Fort: +8 | 2 | 5 | 1
Ref: +6 | 3 | 2 | 1
Will: +7 | 3 | 3 | 1

Attack: "Furious Archon", +8 to hit, 4d6+10. Weapon becomes +10 to hit, 6d6+12 vs. Evil Outsiders/Chaotic Outsiders. Weapon becomes +12 to hit, 8d6+14 vs. Chaotic Evil outsiders.

- +2 Strength, +4 Dexterity, +4 Constitution, +4 Wisdom
- 40ft. Speed
- Medium sized (Large sized thanks to a feat)
- Monstrous Humanoid type
- Low-Light Vision, Scent
- Bite 1d8, Trip attack
- +4 Survival when tracking by scent

Class Abilities:
- Bonus Feat

- Size Increase
- Power Attack
- Monkey Grip
- Cleave
B: Weapon Focus: Greatsword

- Cursed (New Moon Berserker). Every night of every new moon, Vishal becomes a primal being of the hunt. His alignment becomes True Neutral, and he must hunt and kill one living being or inflict enough damage to himself to knock himself unconscious.
- Short Temper: Whenever a character suffers damage, they must make a Will Save (DC of 10+1 per two character levels) in order to avoid becoming enraged. If the character fails the will save, they take a -2 penalty to Armor Class. The character will not use any skills that require patience or the like, the only thing they want to do is hurt the thing that hurt them. They will stay in their enraged state for 1d4+(Constitution Modifier) rounds or until the thing that caused them damage is dead. Additionally, if the character has the rage class ability and has a daily use left they must go into a rage as an immediate action.

Hide: +7 | 2 | 5 | 0
Move Silently: +7 | 2 | 5 | 0
Swim: +9 | 6 | 2 | 0 (1

"Furious Archon", Huge Greatsword, Bane (Evil Outsider) and Bane (Chaotic Outsider)
Elven Chain
Gloves of Ogre's Strength (+2)
Cloak of Resistance
Ring of Protection +1
Wafers of Cure Light Wounds (x5)
Wafer of Bull's Strength (x1)
Ok. Since I'm not sure how good this is nor am I sure how sane I am right now, I'm just going to post the character sheet right here. Tell me if there is anything to change or add.

Sorry that it is so ugly.

Female Half-Elf Skilled Rogue 5
Chaotic Good
Representing Raiu

Total Hit Points: 23
Speed: 30 feet
Armor Class: 16 = 10 +2 [leather] +4 [dexterity] Touch AC: 14
Flat-footed: 16 [uncanny dodge]

Initiative modifier:
= +4 [dexterity]
Fortitude save:
= 1 [base] +1 [constitution]
Reflex save:
= 4 [base] +4 [dexterity]
Will save:
= 1 [base] +2 [wisdom]
Attack (handheld):
= 3 [base]
Attack (unarmed):
= 3 [base]
Attack (missile):
= 3 [base] +4 [dexterity]
Grapple check:
= 3 [base]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.


Common Elven


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Two-weapon fighting







4 =

7 =

5 =

6 =

2 =

3 =

0 =

0 =

Decipher Script
4 =

6 =

+2 [half-elf]
Disable Device
5 =

7 =

Escape Artist
6 =

3 =

Gather Information
4 =

+2 [half-elf]
2 =

8 =

+2 [stealthy]
2 =

4 =

7 =

+1 [half-elf]
Move Silently
9 =

+2 [stealthy]
Open Lock
7 =

5 =

2 =

2 =

2 =

2 =

4 =

4 =

4 =

+1 [half-elf]
Sense Motive
2 =

Sleight of Hand
7 =

5 =

+1 [half-elf]
2 =

0 =

5 =

Use Rope
5 =



* = check penalty for wearing armor
  • Immune to magical sleep
  • +2 racial bonus on saves vs. enchantments
  • Low-light vision (darkvision if half-drow)
  • +1 racial bonus on listen, search, and spot checks
  • +2 racial bonus on diplomacy and gather information checks
  • Sneak Attack +3d6
  • Trapfinding
  • Evasion (level 2)
  • Trap Sense (level 3)
  • Uncanny Dodge (level 4)
  • Improved Uncanny Dodge (level 8)
  • Special Abilities (choices begin at 10th level)
HP rolled
Level 1:
Level 2:
Level 3:
Level 4:
+1 to dexterity
Level 5:


Keira's Equipment:
23 lb
1 lb
2 lb
5 lb

5 lb

4 lb
10 lb
1 lb
8 lb
1 lb
60 lb
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x1
Flint and steel
Grappling hook
Rope (50', hempen) x1
Disguise kit
Thieves' tools



Backstory: Keira is and always will be, a war child. Her father had been a bandit, her mother, a simple elfen maiden who was fleeing from her burning village when her father had captured her and raped her before leaving her for dead. Unfortunately, she had not died and, after a time, reached one of the conqured cities before giving birth to a half-elf child which she named Keira.

The a city which has been filled to bursting and then some with displaced persons is never a good place to raise a child, even worse if it is only one parent. Keira grew up like any other slum kid, tormenting the King's guards and pickpocketing were simple pleasures and ones that were repeated everyday. This proved to be an escape for the young girl as she got older and the times got harder.

It wasn't long before Keira was forced to leave the city. The reffugees rioted against the King's forces and they were harshly beaten down and then stomped over as the city burned. After that the young Keira traveled, walking from place to place, going wherever there were things to steal. The rumor that Rivermer was a safe haven was too good for her to pass up and, durring the two years she spent there, she developed a bit of a reputation. Not the best kind of reputation though.
Elyssa Dessen
Female Human Cleric 5
Mark: Faith
Neutral Good
Servant of the Goddess Ehlonna

Appearance: Willowy in build, she has naturally tan skin that glows with a healthy golden light. Her features are soft and delicately round beneath bright, large blue-green eyes. She stands at five and a half feet and typically dresses in plain clothing with usually light linen fabric. Her hair is the color of honey and high cheekbones over heart-shaped lips.

Strength 12 (+1)
Dexterity 10 (+0)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 19 (+4)
Charisma 12 (+1)
Size: Medium

Domains: Healing Protection

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 38

Speed: 30 feet

Armor Class: 10

Touch AC: 10
Flat-footed: 10
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +5 = 4 [base] +1 [constitution]
Reflex save: +1 = 1 [base]
Will save: +8 = 4 [base] +4 [wisdom]
Attack (handheld): +4 = 3 [base] +1 [strength]
Attack (unarmed): +4 = 3 [base] +1 [strength]
Attack (missile): +3 = 3 [base]
Grapple check: +4 = 3 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages: Celestial, Common, Spiritfolk, Elven, Infernal

Zen Archery
Divine Metamagic
Twin Spell
Skill Name

Appraise Int 2 =
Balance Dex* 0 =
Bluff Cha 1 =
Climb Str* 1 =
Concentration Con 7 =
Craft_1 Int 2 =
Craft_2 Int 2 =
Craft_3 Int 2 =
Diplomacy Cha 7 =
Disguise Cha 1 =
Escape Artist Dex* 0 =
Forgery Int 2 =
Gather Information Cha 1 =
Heal Wis 12 =
Hide Dex* 0 =
Intimidate Cha 1 =
Jump Str* 1 =
Knowledge (religion) Int 10 =
Listen Wis 6 =
Move Silently Dex* 0 =
Perform_1 Cha 1 =
Perform_2 Cha 1 =
Perform_3 Cha 1 =
Perform_4 Cha 1 =
Perform_5 Cha 1 =
Ride Dex 1 =
Search Int 2 =
Sense Motive Wis 4 =
Spot Wis 4 =
Survival Wis 4 =
Swim Str** 2 =
Use Rope Dex 0 =
* = check penalty for wearing armor

This character also has 2 ranks in Speak Languages.
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Zero-level Cleric spells: 5 per day
-Cure Minor Wounds
-Create Water
-Detect Magic
-Read Magic

First-level Cleric spells: 4 (3+1) per day +1 from a domain:
-Faith Healing
-Ray of Resurgence

Second-level Cleric spells: 3 (2+1) per day +1 from a domain:
-Bull's Strength
-Sound Burst
-Conduit of Life

Third-level Cleric spells: 2 (1+1) per day +1 from a domain:
-Cure Serious Wounds
-Wind Wall

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Alignment Aura

Spontaneous Casting (heal)

Turn Undead (4x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities

Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 7
Level 3: Cleric 4
Level 4: Cleric 6 +1 to wisdom
Level 5: Cleric 8


0 lb
2 lb
2 lb
5 lb
3 lb

5 lb

2 lb
2 lb

1 lb
5 lb
1 lb
12 lb
2 lb
42 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x2
Blanket, winter x1
Fishing net
Flint and steel
Ink vial
Ink pen
Lantern (hooded)
Oil flasks x2
Paper sheets x5
Pouch x1
Rations (1 day) x5
Waterskins x3
Spell component pouch
Full Plate


More about this character:
Aidan and Elyssa were born of the same village, mere houses apart from one another. The village was carefully protected from war since they were in the heart of the land's breadbasket, farming the food that would grace the table of nobles and royals. The verdant land was the playplace of the two children, who were close friends through childhood.

Elyssa and Aidan came of age, though, quicker than they would have liked and propriety dictated that the pair be separated in their time and forced to fulfill duties expected of their genders. This made the pair distraught but they had little choice in the matter. Aidan was taken to the fields to learn how to sow seeds and reap their bounty while Elyssa was placed inside the house of a noble to learn how to cook and clean.

The ideal life, however, was not to last in their little village. War came to their doorsteps and began an assault on the unprepared peasants. Untrained for war, the peasants fell easily to the weapons of soldiers. The village was being burned to the ground with the peasants in it mostly dead.

Aidan, however, managed to escape and fled to the house of the noble to rescue Elyssa from the fire. Taking a pair of horses from the stable of the noble, Elyssa and Aidan fled from the village with it in flames behind them. Elyssa's unflinching faith, though, led them to travel East. Without proper supplies and preparation, Elyssa and Aidan found it hard to live off the land. Elyssa would not be deterred from heading East, though.

Elyssa became protective of Aidan on their travels and his unflinching protection of her earned her admiration. Elyssa witnessed the hunting and trapping skills of Aidan and was impressed but the forests and brush were hunted bare or burned by the soldiers and food was hard to come by. His skills impressed her, however, and she began to feel ashamed of her own lack of skills when it came to him.

In their darkest hour, the last leg of the journey East, Aidan was forced to kill the horses. The experience has stuck with Elyssa and she cannot see horses the same way again. Though not afraid of them, they cause her some distress.

At last, though, they reached Rivermar, her faith realized.
Name: Ronan Déiseach (Déiseach is a title for a paladin of his faith, meaning 'Vessel')
Race: Lesser Aasimar
Age: Nineteen
Mark: Toughness
Deity: The Unspoken (LG)
Alignment: LG
Appearance: A tall, handsome young man, broadly built with light blonde hair down to his chest. His looks are quite classically handsome, with bow lips and a strong jawline - though his tall, strong build seems out of place for a priest, it makes sense for a paladin. He has tawny, somewhat yellow eyes, and they appear to be the only thing that hints to his supernatural nature. His Mark of Toughness is found in the middle of his forearm. The glyph is done with dark blue lines, and several branch off from the glyph to stretch up his arm and up onto Ronan's shoulder.
Personality: Originally, Ronan was quite light-hearted and easy going, and that element still shows in his personality from time to time. These days, he's much more pragmatic, and though he tends towards cheer, he tends to get easily bitter and cynical when faced with setbacks. He's fiercely devoted to his goal of destroying Kazai, and his desire to kill him seems to be his only interest. He is primarily motivated by revenge, so anger is a large part of his personality though it rarely manifests on the surface. He tends to be affable, and eager to accept help from all sources in order to achieve his goal.
The small nation of Whitewall, a tribal village in a northern, far away continent. The nation of Whitewall was so called, due to a large white wall that ran around the edges of the countryside. All these lines of the wall led to the central temple, the temple and tombs of the Unspoken. The Unspoken being the strange, shadowy spirits of heroes and champions as well as the powerful casters from by-gone eras, who cared so much for the greater good, that they gave up their identities and and their names to assimilate into a single being of guidance and support for upcoming heroes and princes.

When a new king was crowned in the town of Whitewall - he went to the temple, as all newly crowned kings did, to ask advice from the temple. The newly crowned king asked for advice from the head Priestess - who gave him rather vague advice and mumbling about a prophecy, saying that the son of his and hers would lead to a Déiseach - a vessel for harbouring the soul and spirit of the Unspoken's being. This would come about, she said, because she herself was an embodiment of the Unspoken, as the chief priestess she encompassed them as their mortal face. The newly crowned king, drugged up with wine and the herbs of clarity given to those ceremoniously before they entered the Unnamed Temple - in his haze and lack of clarity he managed to impregnate the priestess, which, she figured, fit into the divine plan of the Unspoken.

She bore a child who she gave the name Déiseach - though as the child grew, he began to be refereed to a Ronan - a word that in the old tongue that meant 'Prince'. The fact that he was the illegitimate son of the king was not hidden, and the king, though he didn't claim his as an heir, frequently visited his son. Ronan was rather different from his other sons, in that he was far fairer. It was because he was in-fact a different race entirely, due to his mother having been possessed by a good aligned creature, The Unspoken themself. Ronan grew up in relative safety and security. He managed to find a companion, a child who was being raised to be a scholar and being taught by the priests and priestesses of the Unspoken. The child's name was Finn, and Ronan grew to be quite fond of the young pupil. He knew very little about Finn, where the child came from, or who the parents were, or even the gender of Finn. He did know, however, that he loved the younger child with all his heart and wanted to protect him.

Several years later, the capital of Whitewall was under siege by a legion of demons, dispatched by a Balor. The balor had not made its appearance yet, but Ronan and his companion Finn were sent to the city, in order to try to contain the chaos with divine magic. Ronan had both military and religious training, from his father's heritage and his mother's, and took on the hordes in melee range - while Finn stayed to the back, casting spells to demoralize and weaken the enemy. Ronan was old enough that he had been chanrged with the defense of Whitewall - the king's heirs were too young for battle, or too unfit. The bastard was the oldest, and at least until the king's other children were of a more reasonable age, Ronan would act as a defender of the realm - a position that he took very seriously. The battle was going poorly, and Ronan got knocked off his horse by a horde of the extra-planar entities. Finn, fearing for his/her friend's life, began to cast a spell that would turn himself/herself into something more powerful in combat and that would help him defend himself.

Something went wrong though. S/he had studied dark magic in addition to good, being a scholar of sorts, and thought that s/he could control it without letting it control him/her. Unfortunately, Finn's will wasn't strong enough and the spell that was supposed to turn him into a large and more powerful bear slipped out of his grasp and he changed into something else entirely - a powerful beast that looked like it had the farspawn taint, and indiscriminately killed men of Whitewall and demons alike. It was a horrid mass of tentacles and folds of tissues - dotted with too many eyes and mouths. The head of Finn peered out from one of these folds, looking comatose, obviously not in control of this beast, just a pawn of it.

Ronan stirred from where he had fallen, to see the creature on the horizon, and quickly asked one of the infantry what had happened. They explained it to him, and Ronan looked upon the creature with new eyes. He wondered how Finn could have been so foolish to think that he control dark magic - though he had a suspicion that events weren't quite as they seemed. The Arch-demon hadn't shown his face yet, though Ronan knew he was there, he could sense his cruelty and his malice. He came to the conclusion that the demon might have corrupted Finn. Finn would be a good target - s/he was beautiful, well established in the community, and a competent spell caster. The infantry man referred to the beast that Finn had become t as "The Horror", and Ronan knew what he must do. He picked up a sword from the ground, not caring to notice what sort of sword it was, and charged up to the thing that had been his friend - the events that followed became the subject of a song.

Broken battlements and wrecked walls
Where worship of the Horror once embraced.
The last men of the Wall do recall
Upon stained and bloodied hollow gates
The Men of the Wall gave it their all
With wild eyes, and a broken gaze
Until one by one they fall.
Does the Horror still remain?

The Men of the Wall did retreat
Thinking that there was no escape.
But a Hero did come out to meet
And did slash the Horror's nape.
And he stood with breath sweet
and his lips teeth mouth agape
Has the Horror met defeat?

The Hero saw the falling of the head
When the beast lay amongst the gore
When the dread Horror bled
Their loving eyes did meet once more
And only then was the Horror dead.
The Hero cried out "Please No More!"
Does the Horror bleed out red?

The Horror never said a true word
but the final chill makes one honest
The Horror's only truth in the world;
"I loved you the longest."
The Hero's hands were red with guilt
His heart hung heavy and low
He and the Horror, the life they built
Buried deep under early snow.

Per Request, there is no more.

Suffice to say, Ronan got lucky and managed to slay the beast. Finn reverted to his/her true shape with his death, and Ronan held his/her body for some time, but the sense of evil on it was still strong. The demon was still there. The demon Damdarjon, the general of Kazai was still in his body. Ronan wasn't sure why - maybe he liked the comfort of it, or found it well suited to its evil purpose. Ronan grabbed his sword and stuck it through Finn's chest, in a desperate effort to rid his friend and lover's body of what ailed it in death. Kazai retaliated with a combination of magic and using the body of the mortal to strangle the paladin. The young man tried to escape, crawling on the ground to get away - his wound from being thrown by his horse was still nagging at him, and that wound combined with the efforts of Damdarjon was enough to rend Ronan unconscious and half dead.

The majority of Whitewall died that day. The King and his heirs had been watching the battle from the tall tower of Whitewall, and they fled when they saw the army get flattened, fleeing into the deep north where there was more magic than men. They informed the Northern Sisterhood of the Unspoken - the largest order devoted to the Unspoken in the world - of what troubles befell them, and pleaded for them to help recover their dead and give them a proper funeral. The Sisters agreed, and went with the King to collect the corpses. One of them was Ronan. The King ran to collect his bastard son, who still lied next to his friend. He stirred in the arms of his father, and the King shouted for the Sisters. He was alive, but barely. Any delay would result in the young paladin's death.

He was taken away by the sisters, who nurtured him and nursed him back to health. When he was well enough, he demanded to know what had happened - his memory was fuzzy at best. The last thing he remembered was slamming his sword into Finn's chest when he figured out that he was possessed. He begged to hear what had happened to Whitewall, and what had happened to his mother and the beautiful temple of the Unspoken where he had grown up. Burned, was the answer. Burned and obliterated. The sword that he had picked up on the battlefield was presented to him. It had been given a name - Gwaingalonn, which in the Old Language of the Unspoken meant 'Lost Soul'. Ronan accepted it, and swore an oath that he would avenge his mother, his friend, and his homeland. The Sisters blessed Gwaingalonn and promised the bastard that his sword would serve him well, and protect him from the evils of the world.

With that, he left the Sisterhood of the Unspoken, vowing to return when he had killed the demon and avenged his family. He moved south, going back the back roads, seeing traces of the demonic horde wherever he went and he was consumed by hatred for the beast, and a desire to put the universe right again by killing him. He understood that revenge was not a proper motivation for a man who was effectively the face of the Unspoken on the prime material - so he kept it hidden. As he traveled, he heard that the town of Rivermar was a base for those who wished to defeat Kazai. Ronan knew that he couldn't defeat the beast on his own, and found it useful to gather allies.

Thus, he went to the town of Rivermar, seeking help from unusual places, and guidance from the Unspoken.

Game Rules:
HP: 65/65
Class: Paladin 5

16 (+3)
CON: 19 (+4)
DEX: 10 (+0)
INT: 8 (-1)
WIS: 14 (+2)
CHA: 18 (+4)

FORT: +4
REF: +1
WILL: +1
BAB: +5
AC: 10(+1)(+2)(+11)} 24
Fast Healing: 2

Class Features:
Aura of Good
Detect Evil
Divine Grace ((Bonus to saves = Charisma Mod))
Lay on Hands (( Can heal points of dmg = paladin level X Charisma bonus 1/day))
Aura of Courage ((Immune to fear, everybody within 10ft gets +4 morale bonus on saves vs fear))
Divine Health ((Immune to diseases))
Smite Evil Outsider 5/day ((Add Charisma Mod to Damage, if on a LG plane, add to attack as well))
Smite Evil 2/day ((Add Charisma Mod to Attack + 1 extra point of dmg per level))
Paladin Mount (+2 Bonus HD, +4 Nat Armor, +1 Str, 6 Int, Empathetic Link, Improved Evasion, Share Spells/Saving Throws)

Sacred Vow (+2 on Diplomacy)
Vow of Chastity (+4 vs Charms/Phantasms)
Weapon Focus (+1 to Attack)
Armor Focus (Heavy) (+2 dodge /w Full Plate)

STUBBORN: When ever you go to attack some one or something and miss, your stubbornness forces you to do that same attack once more, despite how illogical the attack may have been the first time around. If you miss the second time, you must make a will save DC 10+ your effective character level or risk repeating the action again. This includes Spells, ranged attacks, psionic abilities, grapple checks and other combat maneuvers.

HAPHEPHOBIA (Fear of Being Touched): Characters with haphephobia will recoil instinctively when touched by another person, interrupting actions such as bandaging or laying of hands unless a melee touch attack is made against the character. A character may prevent this with a DC 20 + 1/2 character level Will save. Characters with this flaw must also make a Will save (DC 10 + 1/2 characer level) in order to touch anyone. This flaw only applies to living subjects.

Inventory: 0 gp
Gwaingalonn (Holy Bane (Chaos) Longsword): d8
Full Plate (+3)

Paladin Mount: Galar
Large Heavy Warhorse
52/52 HP
Init: +1
Spd: 60 ft
AC 18 Flatfooted: 17
BAB: +3
Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Fort +7, Ref +5, Will +2 (Uses these or mine, whatever is higher)
STR 19, DEX 13, CON 17, INT 6, WIS 13, CHA 6
Listen: +5 Spot: +4
Lowlight Vision, Scent, Improved Speed, Empathetic Link, Improved Evasion, Share Spells
Here's what I have so far. Frost, may I please have your help in calculating the missing stats or tips on how to calculate it? Also, if I may have your help with skills, I would be grateful.

I read the two flaws and one trait is optional so I'd like to pass on it. I haven't RPed with her enough to know exactly which flaws will fit her best.

Name: Chiyome Miko
Cat hengeyokai
Wu jen
Chaotic Good
Mark: Knowledge. +2 INT.
Appearance: In human form, Chiyome appears to be a pretty young woman in her early twenties with fair skin and dark green eyes. She stands about five foot six and weighs about 120 lbs with a slender frame. She has long black hair she usually wears down or hastily pulls up into a bun or ponytail. On her left wrist, she wears a metal shackle with a broken chain about an inch long hanging from it.

In cat form, Chiyome is a small black cat with dark green eyes. She has a long tail and where the shackle would be is a white band of fur.

Her hybrid form is basically a much bigger cat but with hands instead of claws and standing at about six feet tall.
Backstory: The youngest of seven, she was born the runt of the litter and left to die. Soon after that, she was found by a group of human bandits who more or less raised her to be a servant. They put shackles on her to remind her of her place and for years she thought she was human, too. She had a bad experience with them involving fire when she was ten which resulted in her suddenly turning into a feline and running away.

A wandering wu jen found a small burnt cat nestled in the roots of a tree and nursed Chiyome back to health. For days, she wouldn't speak, too weak to move but suspicious of the human. She quickly became fascinated when she saw the wu jen cast Animate Water. She gathered the courage to start asking questions about the wu jen, the type of life he led, and finally if he could teach her to do it, too. After days of being asked, the wu jen finally gave in and began to teach her.

Shortly before Rokugan was burnt, Chiyome left to travel to the icy north. Her dream was to become a frostmage but to do that, she needed to survive 24 hours in a blizzard. She gave the elves quite the slip, having adapted to the cold by then and knowing the terrain better than they did. Even their talk of marks and heroes did not sway her and for weeks she played cat and mouse with them. But she learned elves are a stubborn race and she wound up in Rivermar anyways, unable to pass up the chance for training and equipment.

[SPOIL=important stats!]
Str: 12 | +1
14 | +2
14 |+2
16 | +3
10 | +0
14 | +2

HP: 30
BAB: 2
AC: 12
Fort: +3|1|2|0
Ref: +3|1|2|0
Will: +3|0|4|0


  • -2 WIS
  • Alternate form: human, animal (cat), hybrid form
  • Human form: medium size
  • Human form: base speed 30 ft.
  • Cat form: (SIZE) Tiny (SPEED) 30 ft (AC) 14 (+2 size, +2 dex) (ATTACK) 2 claws 1d2 -4, bite 1d3 - 4 (STR) 3 (DEX) 15 (CON) 10
  • Animal form: low light vision, supernatural ability to communicate with other animals of its kind
  • Hybrid form: low light vision, supernatural ability to communicate with other animals of its kind
  • As a cat hengeyokai (hybrid form): +2 Dex and +4 Balance
  • Shapechanger: immune to spells that target humanoids but susceptible to spells that target shapechangers
  • Automatic languages: Common, hengeyokai. Bonus languages: giant, goblin, nezumi, spirit tongue.
  • Level adjustment +1: Hengeyokai are slightly more powerful and gain levels more slowly than the other common races
Class Abilities:
  • Weapon and armor proficiency: A wu jen is proficient with simple weapons, no armor.
  • Spells: A wu jen is limited to a certain amount of spells of each spell level per day according to her level. If she has a high enough INT score, she receives bonus spells per day.
  • Bonus Language: A wu jen can substitute Giant or Draconic for one of the bonus languages available to her because of her race since many ancient tomes of magic are written in this language and an apprentice wu jen must study them as part of her studies.
  • Watchful Spirit: Once per day, a wu jen can reroll an initiative roll she has just made before she knows her place in the intitiative order. She takes the better of the two rolls.
  • Bonus feat: A wu jen begins play with a bonus metamagic feat.
  • Spell secret: At third level and every three levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, Silent Spell. The spell's level does not change and once the choice of spell and modification is made, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.
  • Elemental mastery: Many of the wu jen's spells are
  • Spellbooks
  • Taboos: A wu jen must choose one taboo to keep at first level and choose an additional taboo for each spell secret she learns. If she violates her taboos, she cannot cast spells for the rest of the day. (Current taboos: She cannot cut her hair.)

Cold Endurance
  • Prerequsites: Base fortitutde save bonus +2
  • +2 to cold saves, can exists comfortably in cold environs
Empower spell
  • Prerequistes: None
  • Increase spell's variable, numeric effects by 50%
0 Level Spells (cantrips):
  • Ray of Frost (Water)
  • Arcane mark
  • Daze
  • Detect magic
  • Detect poison
  • Disrupt undead
  • Ghost sound
  • Light
  • Mage hand
  • Mending
  • Message
  • Open/close
  • Prestidigitation
  • Read magic
  • Resistance
1st Level Spell (3 a day +1 bonus spell for high INT)
  • Summon monster I
  • Disguise self
  • Elemental burst
2nd Level Spells (2 a day +1 bonus spell)
  • Ice blast
  • Summon monster II
3rd Level Spells (1 day +1 bonus spell)
  • Corpse candle

Skills: (40)
  • Concentration (CON) 8
  • Craft (INT) 8
  • Knowledge (all skills taken individually) (INT) 8
  • Profession (WIS) 8
  • Spellcraft (INT) 8
Equipment: (20,000 gold)
Spear - Dmg (m): 1d8 (2 gp) - Critical x3 - Range increment: 20 feet - Type: Piercing - 6 lbs.
Crossbow (light) - (35 gp) - 4 lbs.
Crossbow bolts (10) (1 gp) - 1 lb.
Explorer's outfit (10 gp) - 8 lbs.
Blessed book (12,500 gp) -1 lbs.
Ring of sustenance (2,500 gp)
Backpack (2 gp) - 2 lbs. (empty)
Spell component pouch (5 gp) - 2 lbs.
Rope of climbing (3000 gp) - 3 lbs.
[Note: Rest of the gold was given away.]
Name: Aidan
Race: Human
Class: Cleric 5
Gender: Male
Level: 5
Deity: Olidammara

Str: 14 +2 | +3
Dex: 14 | +2
Con: 12 | +1
Int: 12 | +1
Wis: 14 | +2
Cha: 16 | +3

HP: 5d8 + 5 [34]
BAB: +3
AC: 21 | 8 | 2 | 1
Fort: 5 | 1 | 4 | 0
Ref: 5 | 2 | 1 | 2
Will: 6 | 2 | 4 | 0

Luck Rolls: 6/day

Hair: Brown
Eyes: Green
Skin: Fair
Height: 6'1"
Weight: 180 lbs.

Racial Traits:

-Speed 30'
-Bonus Feat
-Bonus Skills
-Automatic Language: Common
-Favored Class: Any

Class Features:
Weapon/Armor Proficiency: All simple weapons, all armor, shields (minus tower).

Aura (Chaotic Good)

Spells (Divine Cleric)

Luck Domain: Reroll any one roll per day before GM declares the roll in a success or failure.

Mind Domain: +2 bonus on Bluff, Diplomacy, and Sense Motive checks.

Spontaneous Casting (Good): Can cast any healing spell not prepared ahead of time by sacrificing any prepared spell of that level.

Turn Undead: Use 3 + Cha [6]/day. Turning Check (1d20 + Cha), then 2d6 + Cleric level + Cha for turning damage.


1> Healer's Luck

Human> Exotic Weapon Proficiency (Bastard Sword)

Flaw1> Extend Spell

Flaw2> Power Attack

Lucky Hero> Unbelievable Luck

3> Third Time's the Charm


Overconfident: If challenged to an act or to battle, must make a Will save (DC 15 + character level) to back down.

If they fail the challenge, lose -2 on all rolls and checks due to personal embarrassment. This penalty is cumulative and will last until they successfully defeat whatever they were challenged by that caused the penalty. These penalties are negated during a challenge.

Equinophobia: Refuses to ride horses. Period. Must pass a Will save (DC 5 + character level) if within 10 feet of one. On a failed save, becomes shaken for one round.

Skills: [32]

((2 + 1) x 4 + 4) x 2 = level1 + level2,3,4,5

Concentration (Con) +2 (6) [8]
Craft (Int)
Diplomacy (Cha) +3 (8) [11]
Heal (Wis) +3 (6) [9]
Knowledge (arcana) (Int)
Knowledge (history) (Int)
Knowledge (religion) (Int) +1 (8) [9]
Knowledge (the planes) (Int)
Profession (Wis)
Spellcraft (Int) +1 (4) [5]

Equipment: 20,000 gold

+1 Bastard Sword (1d10+1, 19-20/x2, 6 lb.) 2,335 gp
+1 Steel Buckler (+2 AC, 5 lb.) 1,165 hp
+2 Mithral Chain shirt (+6 AC, +6 Dex, 10% Failure, 12.5 lb.) 5,100 gp
Ring of Protection (+1 AC) 1,000 gp
Gauntlets of Ogre Power (+2 Str) 4,000 gp
Wand of Cure Light Wounds (50/50) 750 gp

Belt Pouch (.5 lb.) 1 gp
-Silver Holy Symbol (Number 9) 25 gp.
-Small Steel Mirror (.5 lb.) 10 gp

Bag of Holding Type I (30 cu. ft, 250 lb. limit, 15 lb.) 2,500 gp
-Standard Adventurer's Kit (24 lb.) 16 gp

Leftover Gold:
3,098 gp


0-level (5)
1-level (4+1)
2-level (3+1)
3-level (2+1)

Aidan and Elyssa were born in the same village, a small farming community that was protected from war by mere virtue of feeding those that would command the armies. They were childhood friends, the village adults often teasing Aidan of how he would one day marry Elyssa; of course, Aidan staunchly refuted the idea!

When they came of age, circumstances and propriety separated them from one another. Aidan was thrown into the fields and, on more than one occasion, was roused up with the other men by order of the local Sheriff to establish a peasant-militia. They were trained to use spear and shields, and each man was ordered to make his own armour-- if he wanted it.

Aidan and Elyssa had little time for one another, but they tried.

The quaint little life they had, hidden from the fires of war, would come to sudden and violent end. The armies of King Kazai overcame the 'breadbasket of the West' like waves upon the rocks. The peasant-militia was no match for the well-trained veterans of war and slaughter, and were massacred by the dozens.

With the help of his father, and the head of the house in which Elyssa was employed, Aidan was able to spirit her away from the burning fields and homes moments before they would have been slaughtered themselves. Aidan was broken, but Elyssa staunchly held on to several words:

"We must travel East."​

Aidan did not fight her; he had no will for it. Nor did he separate from her. She was all he had, and he would be damned if he would lose her as well. So he followed her east, protecting her from bandits and wild beasts alike. The road was a harsh one, but Aidan found himself well-tasked to it. While it was more luck than anything else, Aidan did not question it. Perhaps it was Fortune as well that saved him and Elyssa, both.

Just before they reached Rivermar, their horses gave out due to exhaustion and numerous wounds. Aidan was forced to put down the beasts, both of which Aidan had taken from his farm. They were literally the last living creatures from his family. The deaths have stuck with him since.

Elyssa's faith was realized days after, when they reached Rivermar. She was welcomed with open arms, and spirited away for training and special protection. While Aidan was not turned away, he couldn't help but envy Elyssa and her 'marked' companions, and the special attention they were given.

As Elyssa was trained, Aidan couldn't help but feel them grow apart. More and more was she sequestered from the others, especially lowly Aidan (despite the fact that he brought her to Rivermar!). It did not help that Aidan had become something of a rogue, drinking and gambling and carousing when there was no time or place for it. In an attempt to reign his own vices in, and to still attach himself to Elyssa, Aidan elected for Clerical training.

He did not follow the god that most others would have wanted him to...
Yup. All of you with a Mark are good to go (even those of you with pathetically tiny... "backstories".)

IC up shortly.
Yes, you're fine, Seiji.

Though Raiu, I would like to point out that it's explicitly stated that "King Kazai" is a title. He is not an actual King, and he does not rule a city. So it would be impossible for you to grow up in one. The guy's a conquering, nasty boss monster. Unless the King spoken of in your backstory is not Kazai?
Most likly. There might have been a few small kingdoms and the ruler of that city might have been obnoxious and arrogant... so he named himself King. Yep. Fun.
Alright, cool. As for the first posts, there are eight strongholds around Rivermar. Defeating each denies King Kazai some advantage, or gives the allied mortal races an advantage. Your first task, now, is to decide where to go first. Also as a DM's note: unless the characters are extremely fast or clever, they will not complete all of the strongholds... Leaving King Kazai with at least one advantage during the final battle. For now, though: -plays Mega Man level select music-
Looking at it strategically, I would say the priority is to take out the base at Lakeshore or to look for an alliance with the Children of Boccob in Nolava. Then we can focus on knocking out the cavalry, spellcasting, undead and dragon strongholds. I would say the Maw portal and Mt Perrier are last on the priority list since the costs may outweigh the benefits.
I agree that Lakeshore is the current priority. Alchemical warfare is nasty. As well, as a War Hulk, Vishal will be more than capable as slaughtering sqaudrons of demons per round, so that one's of debatable value. After Lakeshire, the special unit bases are a good idea to tale down. -nodnod- Though should probably be an In-character discussion.
My character will probably vote for Whitewall. Lakeshore than Whitewall, maybe?
Lakeshore->Nolava, IMO.

Lakeshore since it's "close", and a nice little place to liberate.

Nolava since there's a siege and active battle going on. We'll look like Big Damn Heroes if we swoop in and save them in the middle of the siege!
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