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(Forgotten Realms Pathfinder: Seeds of Evil) Cast Thread

Abigail Marteau
A blacksmith's daughter, Abigail needed something more than just the family business. When they finally moved to the city to increase their sales, she took to the temple of Lathander, where her expertise, devotion, and endurance took her to one of their small paladin orders. Her father was tearful, but her resolve to fight the good fight and not to forget the lesson he had taught her brought him round. After her final trial, she worked with her father to create a suit of armour suitable for an imposing yet kind protector, and she wears it still. Since then, she has roamed the land, helping, healing, fighting and nurturing. Her naïve nature has kept her somewhat innocent of many of the more lewd forces in the land, laughing off many attempts to get in her as-yet unclaimed pants.

With a true heart and pure faith, Abigail is an optimist, but that may yet be dispelled...

https://www.myth-weavers.com/sheet.html#id=1415366

https://i.pinimg.com/736x/55/ef/8c/55ef8cb13393a4727d80608072f882bd--female-armor-female-knight.jpg


Barithael Treadmore

Abigail's stalwart steed, also known as Barry.
Has been serving her for the past three months, after her previous horse was cruelly killed, cut from beneath her in a hobgoblin ambush.
Unknowingly fathered on a farmhorse by a passing knight's mount, Barithael seemed to be destined to a life of boring plough-pulling and cart-hauling, until Abigail came along. Barry has since been delighted by the changes in scenery, the new foods, smells, and most of all the fights. His fierce devotion to his master is quite something to see.
 
I made a character here, just in case you do have room for one more player :shy:

Nolymae of the Moonwood

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Nolymae is a beautiful young maiden of mixed Elven, Human, and Celestial descent. She grew up in a small, mixed race enclave of elves, humans, halflings, and unicorns who worshiped Lurue, the Queen of Talking Beasts. There she grew up happy and relatively carefree, often exploring the safer parts of the Moonwood and learning the ways and tongues of both elves and sylvan creatures. Nolymae took naturally to religious practice, mastering the basic rituals and blessings of Lurue at an early age.

A distant descendant of angels, Nolymae is characteristically serene, offering a calm smile and a soothing voice in all but the most frightening or unsettling circumstances. Her body is lithe and petite in form, trim and toned from a childhood filled with dancing and exploring. Her skin is very fair, and slightly cool to the touch, and her body has a subtle, exotic scent of earthiness to it, like the smell of the woodlands after the first rain of the season. Nolymae's hair is long, straight, and silvery-white in color, and her eyes are like large, violet gemstones, round and highly reflective. In addition to her healing magic and her knowledge of her faith and the natural world, Nolymae is a skilled dancer, singer, and flute player.
 
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Balenor
Pike

Born on the winter solstice as a Lunar Hallowing reached it's zenith Balnore was always expected to be a servant of the Lady of Dreams, and despite what others may say he still believes he is. At an early age, he became an acolyte and threw himself into service rising quickly, unfortunately, the only thing he could not do as a cleric was probably the only thing that really matters gain his ladies favor in the form of divine spells. No matter how many nights he stayed up in prayer or how much he sacrificed The Lunar Lady would not shine her light on him, it was the time between sunset and moonrise that sung to him and eventually, he answered the rapacious song. Balnore became what he is today a witch who garners his power from the shadows themselves, he believes that for whatever reason the Daughter of the Night Skies required the service of someone tied to the arcane and chose him to be that vessel, to this day he still observes all Lunar Hallowings and gives praise to her, he is hurt by his rejection by his former colleagues. Their rejection has caused him to be even slower to trust now and treats everyone with a tad bit more suspicion then they often deserve. At the same time, he understands the church turning him out his shadow had changed and the sentient scorpion following him around was seen as an ill omen. Balnore soon left his home in search of new and exciting adventures, it no longer mattered if his goddess was feeding his powers, though he prayed it was she, he knew beyond doubt that his true purpose in life lay beyond the horizon.

Balnore's magic grew and he found a particular gift and passion for brewing potions and was capable of doing it long before everything he had ever read on the matter would indicate he should be able to. His familiar helped in guiding him sure but it was his own talent that got him through the majority of the process. No matter where he went he was able to find work as an alchemist and a brewer eventually he expanded to being able to craft his own wonderous items. He began to ply his craft as a merchant only to be disappointed with all the guilds which specialized in the field. He has decided to form his own guild and travels now in search of a place to call a hall as well as other such artisans who are disillusioned with the current structure.
 
Aleria seems done, will see about creating the familiar sheet if everything seems fine.

Well as that was not fine go with a similiar concept from the other side.
Baltana a changeling barbarian.

HP rolls here.
 
Narunir Cadarn's mechanics are mostly finished (I believe). Just need to figure out his equipment and write up his backstory.

Edit: Backstory is done, and most of his equipment has been bought/made. Might purchase a few more things but Narunir's pretty much done.
 
Dancrilis: Awesome concept, but darn! I was really looking forewards to having a hag-mother for you to fihgt in story! :p

Well, as the Hag in PRince Caspain said of the White Witch...

"You can always get them back!"
 
https://www.myth-weavers.com/sheet.html#id=1419922

Unlike other Maenads, Alyx and his family lived a quiet life in the frontier, residing mostly to themselves due to the distrust others placed upon their strange gifts. Being taught the ways to manifest and shape his power to affect himself rather than the world around him, the young Maenad was quickly able to master the basics of shaping his body and defending himself with his mental powers. Despite having been taught to be wary of strangers, Alyx held a typical wanderlust and desire to explore that still coincided with his peoples strange ways. Unable to stop him – his family simply bid him safety, and if he was lucky – to come back with a bride. A man of dual nature by being calm and confident in one moment, and using his psychic gifts to tear into people and relish combat in the next second, he intends to use both facets of himself to help others.
 
Sylfiel Symbaen is an elven maiden from the house of Symbaern. She grew up in the city of Neverwinter, her parents serving as diplomats in the human settlement. Her elder brother Tremiel was in training to take over the parents' position.

Sylfiel's parents tried to hire a teacher to teach her the fine arts of elven magic, however the headstrong girl would rather hide from him. Soon however her parents gave up on that endeavor. But Sylfiel did discover that she had a knack for getting unseen in and out of places. Her new skills was something that her brother eventually discovered.

The ambitious brother saw that such skills could be used for his own gain. He convinced his quite naive sister to get some documents that had ended up in the habormaster's quarters by mistake. It wasn't hard for Sylfiel to procure the documents. Her brother realized her usefulness and had her retrieve several other things.

But one day it all went wrong. She was about to remove some money from guard captain Haaval's home - money that he had taken as a bribe - when she was discovered. She luckily escaped but when her brother realized what had happened he convinced the young girl that going on a trip to see Faerûn might be a good idea.

So Sylfiel left her family in a hurry.....

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Sheet
 
Lets see Meat Shield, Skill Monkey, Craft Bitch, Glass Cannon, now all we need is a healer.... Oh wait we good.
 
We have three healers, by my reckoning.
That's plenty, I'd say.

Also, Lilithsboy, I don't think you can take Split Hex until level 10.
 
(I was making a joke about the number of healers we had)

Also thank you I had that listed further down my thing but then I got some other features approved for him so had to redo my level list and when I did I think I switched the requirements for that one and accursed hex (which seems more powerful in my opinion) I am just going to go back to extra hex and leave it be.
 
https://docs.google.com/document/d/1p8iS_yQEZImnzJHII_Qc5Tg25x5bULo7_NB_ef11px4/edit#

Background: Coming soon
 
Hello guys, I'm a new player. I'll be playing a cleric of Sune. Here is my character sheet.

https://www.myth-weavers.com/sheet.html#id=1448823
 
Pathfinder
Name: Lahnu Orcborn
Age: 26
Gender: Female
Alignment: Neutral
Race: Half Orc
(Favored Class; Slayer (Bonus hit point x5)
* Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
* Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
* Base Speed: Half-orcs have a base speed of 30 feet.
* Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
* Dark-vision: Half-orcs can see in the dark up to 60 feet.
* Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
* Sacred Tattoo:
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings.
Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
* Pariah:
While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions.
Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
* Shaman’s Apprentice:
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails.
Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Trait:
* Fate’s Favored: All luck bonuses increase by 1.
* Finish the Fight: You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.
* Legacy of the Sands: You gain a +1 trait bonus on all Will saving throws.
Flaw:
Stigmatized:
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization.
You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.
Experience: 10,500
Stats (25 point buy)
- Strength 13
- Dexterity 17
- Constitution 14
- Intelligence 16
- Wisdom 13
- Charisma 10
Light load: 76 pounds or less
Inventory: 366.37 gp,
* Chain Shirt
* +1 rapier
* +1 shortsword
* +2 Belt of incredible dexterity
* +1 Cloak of Resistance (Will)
* bedroll 1 sp 5 lbs*
* 1-pint flask 3 cp 1.5 lbs
* 7 days’ trail rations 3.5 gp 7 lbs*
* Bag of Holding (Type II)

Attack:
* BAB +5
* Melee +6 (Strength), +8 (finesse), +6 (two-Weapon Fighting with off-hand light Weapon)
* Ranged +7
Defenses
- Saves
* Fortitude +8
* Reflex +9
* Will +5
- Armor Class: 13 (30 ft move), 18 (armor, bonuses (from gear)
- Hit Points: 43
- Hit Dice: 5d10

Class: Slayer 5,
Skills:
1. Acrobatics (5 Ranks),
2. Climb (5 rank),
3. perception (5 ranks),
4. ride (4 ranks),
5. sense motive (5 rank),
6. stealth (5 rank),
7. survival (5 ranks),
8. swim (5 rank)
9. Heal (3 rank)
10. Knowledge: Dungeoneering (4 ranks)
11. Knowledge: Geography (4 ranks)6
Feats
- Racial
* Endurance
- Advancement
1. (Level 1) Spirit-Ridden
2. (Level 3) Two Weapon Fighting
3. (Level 5) Weapon Finesse
Slayer Talents
1. Ranger Combat Style: Two-Weapon Combat (Quick-Draw)
2. Combat Trick: Two Weapon Defense
Basic Advancement
* 1st Feat
* 2nd Feat
* 1st ABI
Class Features:
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex):
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex):
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents:
As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

See the Slayer Talents section for a full list of Talents from all sources.

Sneak Attack:
At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
 
latest

Joel Winterfel
Player: Daredevil
Alignment: Neutral Good
Class: Ranger 2, Druid 3
EXP: 10,000
Next Level: 15,000
Faith: Mieliki
Race: Half Elf (Moon)

Age: 33
Apparent: 25
Birthday: 21st of Nightal
Gender: Male

height: 6’1”
Weight: 200
Build: Lanky and extremely toned.
Skin: Fair
Hair: Ravenwing black ponytail that falls to the small of his back bound with several leather thongs. Close cropped beard and mustache.
Eyes: Midnight purple with flecks like string into the sky the moment before full dark.
Style: Earth tone and dull green leathers that blend easily into his surroundings.

Red-tailed_Hawk_v11-13-016_l.jpg

Avanger
 
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