DM Corvus' The Wages of Immortality (Inactive)

Game Master CorvusRed

When immortality is for sale, what price are you willing to pay?


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Dark Archive

how should we roll for hp?


Ebonnard Raloon wrote:
how should we roll for hp?

Post #24

DM Corvus wrote:
Full at first level, half +con for the rest.

Dark Archive

My bad :P


I'm making up an alias for a mounted summoner, desert nomad style character, but I'm not going to post with it as I'd like the option of stealing Zahur's avatar choice :)


Ebonnard:
You should look under the ultimate combat feats and the stalwart defender abilities. usually when an enemy see's a 'tank', they just take out their squishier, higher dps allies. however...if you had an ability that FORCED them to attack you...or if you could take hits for adjacent allies...

Dark Archive

Fiddle Hixblitz wrote:
** spoiler omitted **

hmmm... clever. gonna check into that


"DRAVIS YOUR GUARD IS HERE TO SERVE! Milady."

Dravis the Sentry

crunch:

Male Dwarf Fighter (Armor Master) 5
LN Medium Humanoid (dwarf)
Init +0; Senses Darkvision(60ft); Perception +1
--------------------
Defense
--------------------
AC 28(DR3/), touch 11, flat-footed 26 (Tower Shield(4), Full plate(9), natural(1), dodge (1), ring (1), amulet(1), Bracers(1)

hp 55

Fort +9(base4+ability5), Ref +1(base1+ability0), Will +2(base1+ability1)

CMB: +9

CMD: 19

*+1 to the fighter’s CMD when resisting a
bull rush or trip.

*+1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

*fighter gains a +1
bonus on Will saves against fear.

Defensive Abilities:
Deflective Shield (Ex): At 2nd level, an armor master
specializes in using his shield to def lect attacks. He gains
a +1 bonus to his touch AC, and this bonus increases for
every four levels beyond 2nd (to a maximum of +6 at 20th
level); however, this bonus cannot exceed the sum of the
armor and enhancement bonus to AC provided by the
shield that the armor master is currently carrying. This
ability replaces bravery.

Armored Defense (Ex): At 5th level, an armor master
gains DR 1/— when wearing light armor, DR 2/— when
wearing medium armor, and DR 3/— when wearing heavy
armor. At 19th level, this damage reduction increases
to DR 4/— when wearing light armor, DR 8/— when
wearing medium armor, and DR 12/— when wearing
heavy armor. This damage reduction stacks with that
provided by adamantine armor, but not with other forms
of damage reduction. This damage reduction does not
apply if the armor master is stunned, unconscious, or
helpless. This ability replaces weapon training 1 and 3,
and armor mastery.
--------------------
Offense
--------------------
BAB:+4

Speed 30 ft.

Attacks(weapons):

Dwarven Waraxe: 1d10+8

--------------------
Statistics
--------------------
Str 16, Dex 13, Con 12, Int 12, Wis 16, Cha 10

Base Atk +3; CMB +9; CMD 19

Speed 30 ft

Feats Combat Expertise, Stalwart, Iron Hide, Dodge, Endurance, Diehard

Traits Law Enforcer:You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.

Clearheaded (Dwarf Racial Trait): You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

Class Skills:

Climb +4

Craft +0

Handle Animal -2

Intimidate -2

Knowledge (dungeoneering) +0

Knowledge (engineering) +0

Profession(sentry) +9 = WIS(1)+Rank(5)

Ride +0

Sense Motive(not class skill) +3 = WIS(1)+Trait(2)

Survival +9 = WIS(1)+Rank(5)

Swim +4

Languages Common, Dwarven
--------------------
Special Abilities
--------------------

Fight:

bravery +1

Weapon Training(axes) +1

Racial Abilities(dwarf-vanilla)):
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified
by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters
of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine
the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid
creatures of the orc and goblinoid subtypes because of their special training
against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against
poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat
Maneuver Defense when resisting a bull rush or trip
attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on
Perception checks to notice unusual stonework,
such as traps and hidden doors located in stone
walls or floors. They receive a check to notice
such features whenever they pass within 10 feet
of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with
battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a
martial weapon.

--------------------
Inventory
--------------------

Full plate Armor weight: 50lb cost: 1,500

Shield, tower(mithral) weight: 23 cost: 1,030

Waraxe, dwarven weight (cold iron): 8lb cost: 60gp

Manacles, masterwork weight: 2lb cost: -

Ring of Sustenance weight: - cost: 2,500

Ring of Protection(+1) weight: - cost: 2,000

Backpack weight: 2lb cost: 2gp

Bedroll weight: 5lb cost: 1sp

tent, one man: 20lb cost: 10gp

Amulet of Natural armor (+1) weight: 1lb cost: 2,000gp

Bracers of Armor weight: - cost: 1,000gp

Everburning torch(3) weight: 3lb cost: 330gp

total weight: 94 lb (100 or less lightload)

total gold: 67gp 9sp


Dravis the Sentry wrote:

"DRAVIS YOUR GUARD IS HERE TO SERVE! Milady."

Dravis the Sentry** spoiler omitted **...

Got it. Use magic. Target ref/will saves

:3


Backstory:
Dravis is a noble sentry. Nobles hire him to guard hirelings they send out to get treasure. He has had a few mishaps in the past.... The lost adventurers of his past haunt him.. For they were his responsibility, but you will never know this, for this Hardy Dwarf is solid and without emotion. He has gained his levels and armor from the nobles in which hire him. He is here in Thuvia in search of work. Hoping someone will hire him once more like he was in the past


Fiddle Hixblitz wrote:
Dravis the Sentry wrote:

"DRAVIS YOUR GUARD IS HERE TO SERVE! Milady."

Dravis the Sentry** spoiler omitted **...

Got it. Use magic. Target ref/will saves

:3

I meant to picks some feats to boost his will however it just didn't end up in the final character. But there is a person in the group for every situation. Dravis will be good for most combat situations in which they are just wolves, goblins etc. I doubt (hope) he will not encounter back to back wizards. And even if we do i hope the magic user(s) of the group can handle it while i block what i can. :P


Dravis:
Ah yes I feel your pain. I believe I helped cover that gap with a feat from the advanced book that boosted a dwarves natural save against magic, also the prestige class stalwart defender has a high base save. eventually his only weakness was reflex, and since reflex saves are normally just damage he could weather them. also consider the alternate dwarven racial trait that gives you spell resistance. IF we're both lucky enough to get chosen, fiddle will be very good at keeping magic off of you. he's an offensive, mind effecting caster, and he'll make sure the enemy is on the ground gibbering nonsense before you are lol


Fiddle Hixblitz wrote:
** spoiler omitted **

awwww yeah. lol But yes i intend on prestiging to stalwarrt defender as soon as possible. :)


DM Carpe wrote:
I'm making up an alias for a mounted summoner, desert nomad style character, but I'm not going to post with it as I'd like the option of stealing Zahur's avatar choice :)

They keep adding aliases and still we need more! When are they getting NPC Codex in there? Guess I need to up my game further. Missing out on getting in and having my alias taken would be crushing :)


To all: No need to post under an alias, I'll take a character sheet and background under a spoiler tag.

@ leanidas: works for me.

@ ptolmaeus: looks fine to me.


Im going to edit dravis a little today. I think (after thinking about it last night) i used a 25 point buy instead of 20 point. And i want to make his backstory really pop. I want it nicer longer and more revealing.


DM Corvus wrote:

To all: No need to post under an alias, I'll take a character sheet and background under a spoiler tag.

@ leanidas: works for me.

@ ptolmaeus: looks fine to me.

Sorry. Most recruitments prefer an alias. And plus i am really digging this character. So even if you don't pick him, i will submit him to some other campaigns :P. And i attempted to post a better background for dravis. but unfortunately the site messed up and wouldn't load the page correctly when i posted it and I lost what i wrote. So i will have to re-write it :P


@dravis: sounds good. the better the backstory, the better your chances.


Here is a better storyline. I wanted it to be longer and more extensive but i don't want you to have to read a novel so i kept it shorter. But it better fits Dravis and may help with your consideration for campaigns chracters :).

Backstory:
Dravis grew up in a small mining town of dwarves. He found his place by guarding the mine entrances as opposed to mining like everyone else. Eventually he became so respected in the community that he even became known as the law keeper. As he was the most righteous and more capable of keeping up with trouble makers in the town. As this town continued to mine they found gold, this caused the town to grow. Even with the town growth he stayed the best he could. But as the town grew they began to set up their own set of laws and law keepers. So eventually Dravis lost his place. At this point most of the dwarves had already been displaced by the changing of the town. The town is mostly filled with nobles and aristocrats seeing more money. He found that he could guard some of the nobles from their slave miners and other intruders for money. He eventually found this to be a poor choice of life as it went against his beliefs. So he set out eventually being an occasional hireling but also adding some much needed protection to adventuring groups. He is level 5 because the beasts he has fended off from the groups he tried to protect adventuring. He comes to Thuvia in search of work. For his last adventurers he was traveling with settled with what gold they found and stopped adventuring. While Dravis bought better armor. He so very much seeks to protect again. To be a TRUE sentry.


@DM Corvus do you like fiddle's character concept at all? I'll revamp him for lv 5 and go into deeper background if you like the idea


Here's Portia's full character.

Crunch:

Portia Zayed
Female Arcane Duelist Bard 5
CG Medium humanoid (half-elf)
Init +4; Senses Perception +9, Sense Motive +5

DEFENSE
AC 19 (+5 Armor, +4 Dex)
hp 36 (5d8+10+2)
Fort +3, Ref +8, Will +4
+2 vs. enchantments

OFFENSE
Speed 30 ft.
Melee +1 Scimitar +8 (1d6+5/18-20/x2)
PA Melee +1 Scimitar +7 (1d3+7/18-20/x2)
Ranged MW Comp Shortbow (+1Str) +8 (1d6+1/x3)

STATISTICS
Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 18

Class Abilities:
Bardic Performance (17 rounds)
Bardic Performance: Inspire Courage +2
Bardic Performance: Distraction
Bardic Performance: Inspire Competence +2
Bardic Performance: Fascinate (2 targets, DC14)
Bardic Performance: Rallying Cry
Arcane Bond: 1/day cast any spell you know. Use weapon in place of somatic components

Racial Abilities:
Low Light Vision
Elf Blood: Count at Elf and Human
Elven Immunities: Immune to Sleep effects and +2 saves vs. Enchantment effects
Keen Senses: +2 to Perception skill
Ancestral Arms: Proficiency with Scimitar
Arcane Training: +1CL with spell-trigger and spell-completion items

Feats:
Arcane Strike (Bonus): +2 to damage as a swift action. Weapons count as magic for DR
Combat Casting (Bonus): +4 to concentration checks for casting spells while threatened
Power Attack: -1/+2 to hit/damage
Weapon Finesse: Use Dex in place of Str to hit with light weapons
Dervish Dance: Use Dex in place of Str for hit and damage with a scimitar one-handed

Traits:
Fencer: +1 to hit on AOOs with bladed weapons
Flame of the Dawnflower: +2 fire damage on Critical Hits

Skills:
Bard = 6+INT MOD = 6
ACP = -1 //Armor Check Penalty
*Acrobatics: +9 = 3 + DEX Mod + 3 - ACP;
*Appraise: +0 = 0 + INT Mod + 0
*Bluff: +7 = 2 + CHA Mod + 3
*Climb: +0 = 0 + STR Mod + 0 -ACP
Disable Device: NA = 0 + CHA Mod -ACP + 0
*Diplomacy: +7 = 2 + CHA Mod + 3
*Disguise: +2 = 0 + CHA Mod + 0
*Escape Artist: +7 = 1 + DEX Mod + 3 -ACP
Fly: +3 = 0 + DEX Mod + 0 -ACP
Heal: +0 = 0 + WIS Mod + 0
*Intimidate: +2 = 0 + CHA Mod + 0
*Knowledge (Arcana): +4 = 1 + INT Mod + 3
*Knowledge (Dungeoneering): NA = 0 + INT Mod + 3
*Knowledge (Engineering): NA = 0 + INT Mod + 3
*Knowledge (Geography): +4 = 1 + INT Mod + 3
*Knowledge (History): NA = 0 + INT Mod + 0
*Knowledge (Local): +4 = 1 + INT Mod + 3
*Knowledge (Nature): NA = 0 + INT Mod + 0
*Knowledge (Nobility): NA = 0 + INT Mod + 0
*Knowledge (Planes): NA = 0 + INT Mod + 0
*Knowledge (Religion): +5 = 2 + INT Mod + 3
*Linguistics: NA = 0 + INT Mod + 0
*Perception: +9 = 4 + WIS Mod + 3 +2
*Perform (Dance): +9 = 4 + CHA Mod +3
Ride: +3 = 0 + DEX Mod + 0 -ACP
*Sense Motive: +5 = 2 + WIS Mod + 3
*Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP
*Spellcraft: +5 = 2 + INT Mod + 3
*Stealth: +7 = 1 + DEX Mod + 3 -ACP
Survival: +0 = 0 + WIS Mod + 0
Swim: +0 = 0 + STR Mod + 0 -ACP
*Use Magic Device: +9 = 4 + CHA Mod + 3

Background:

Portia was born in Sothis in Osirion, the youngest child of a family closely tied to the Church of Sarenrae. At an early age, her father taught her how to handle the goddess’ sacred weapon, the scimitar. It was her mother, Alexandra, however, who taught her the passion of dance. Passed down from her mother and grandmother before her, Alexandra taught Portia and her older sister, Sarai, the intricate and alluring movements that were told to be able to bring fire to men’s blood. A shake of the hips, swaying arms, colorful veils, jingling coins - Portia loved it all. Sarai blended dance and swordplay to become a Dawnflower Dervish, and Portia was intent on following her sister into Sarenrae’s service too.

When Portia began her training at the temple, however, her life quickly took a turn. Like her sister, Portia showed a talent for arcane magic, perhaps fueled by her half-elven blood. She learned to blend magic and swordplay in her first year of training. Things were going so well for Portia. Towards the end of that year, she was even asked to showcase her dancing at a temple festival. As she danced, she saw a very handsome young man who was watching every spin, shake, twirl, and flip she did. During the rest of the festival she and Tiran danced several times, each one closer and closer until they were in each other arms, kissing. It was the best day of her life.

The next day was the worst day of her life. Tiran, she learned, was all but betrothed to Ismarelda, a older acolyte in the Church and a jealous, vindictive one at that. From then on Ismarelda made it her personal goal to see Portia humiliated and humbled at every turn. Tiran was no help himself as he quickly shunned Portia to keep on Ismarelda’s good side. She made Portia’s studies, practice, and even simple living a battle at every step. For the next year, Portia counted the days in evenings she did not cry herself to sleep rather than those she did. Finally, she decided she had enough of Ismarelda’s bullying. She confronted the girl, angrily boasting that she had continued to see Tirian behind Ismarelda’s back, even bedding him. She shouted that Ismarelda was no match for her charms and her dancing. It was a lie, but the look on the girl’s face was worth it. What she didn’t count on was Ismarelda pulling a dagger on her. Portia dodged and spun away from the attacks, thankful her dancing provided her an edge. She managed to reach one of the many scimitars in the temple and now the advantage was hers. Fueled by the anger and humiliation she has suffered, Portia drove at Ismarelda, whirling around for quick strikes. She even poured her magic into the strikes, cutting deep into her opponent’s skin. When it was over, the priests found Portia standing over Ismarelda’s bloody body. The girl was dead.

Things moved quickly after that. While everyone knew the grief Portia has endured, there was no way Ismarelda’s death could be condoned. She was removed from the temple and given a black mark in the church records. Crestfallen, angry, and only a little apologetic as to what had happened, Portia hitched a ride with the next merchant train out of the city. She left her home and family behind, trying to make her living dancing in inns. She also found her skill with the scimitar useful and began to make money as a sellsword. While she no longer serves the Church of Sarenrae, she still counts herself among the Dawnflower’s faithful. Recently, she’s heard of money to be made in Thuvia. Perhaps getting out of Osirion would be good for her.


@fiddle: If you want to develop the backstory more, by all means. the more you can alter it to the guidelines in the first post the better. Frankly, I'll be doing most of the picking by back-story and base class, not char sheet. So you don't have to adjust the crunch just yet.


GM Bump:

Please remember the deadline is 11/25. Please keep the applications coming.


Razan Tresh

Crunch still in progress.

Elreem the Eidolon

Role:

Razan is probably best thought of as a martial character, he's going to far stronger when mounted, but should still hold his own in dungeons. Generally he and Elreem will be fighting side by side, until 8th level when Elreem can take the large evolution and then Razan will ride him.

Personality:

Razan is brave, friendly, and kind, and well aware that he is not the brightest everburning torch in the box. He likes to consider things carefully, preferably talking them over with Elreem, and unless he has a morale objection generally prefers to follow someone else's lead. He tends to be humble and down play his adventures, and gets itchy feet if he spends too long in one place.

Backstory:

The third son of Water Lord Raviar Tresh scourge of the southern Desert and Master of the Aclaam Oasis Razan was raised as a warrior. His older half brothers were both already ruthless fighters, more than a decade older than him, hard men raised without the wealth their father had since acquired. Both tormented Razan, calling him soft and spoiled, constantly abusing him, and mocking his dead concubine mother as a whore.

His father hardly ever spoke to him, and certainly did nothing to ease his treatment. So Razan tried to spend as much time as he could away from his family spending hours roaming the oasis and the surrounding desert. Some of his father's men told tales of a fearsome monster that lurked within the oasis, a creature they called the Devil of Acclam, and to Razan's mind anything those bandits feared had to be a good thing. He imagined befriending the beast, and riding it to glory. Slowly his imaginings became more and more real, and he would spend hours talking to the strange scaled creature who he named Elreem.

Shortly after his thirteenth birthday Razan was ordered to ride with his father and brothers, on their latest patrol. They had word of a caravan that had not paid toll to Raviar, and after a days riding came upon it in the night. To Razan's horror they rode howling out of the darkness and slaughtered the guards, captured those who surrendered and bound them branding them as slaves. Razan took no part in the fight and received a brutal beating for holding back, before being dispatched with his oldest brother Jadeer and a half dozen of his father's bandits to take the slaves to a group of slavers who dwelt at a nearby ruined fort.

That night Razan summoned Elreem on his watch and freed the slaves, he managed to slay two of the guards before the alarm was raised. Seeing his betrayal the remaing bandits and Jadeer roused themselves and came at him, but Elreem burst into the fray letting loose his booming roar even as savaged bandits with his claws. At the sight of the beast one of the bandits simply fled, leaving Elreem facing two men, while Razan squared off against his hated older brother.

The battles were vicious and ended with Razan managing to hold off the larger more experienced Jadeer just long enough for Elreem to dispatch his foes. The eidolon leapt onto Jadeer's back tearing savagely, and Razan buried his lance in his brother's throat.

Razan then tried to lead the freed slaves to the safety of Duwwor, but with too many for the camels they made poor time. Within a day Razan could see the tell tail clouds of dust kicked up by his father's men. Knowing he had no hope of fending off the full force Razan took the camels, telling his companions to travel on on foot while he lead the riders away. With Elreem snapping at their heels the camels made good time and they managed to evade their pursuers for two exhausting days and night.

Then Razan came across an ancient ruin where he took refuge, freeing the camels to find their fates. He sought to hide within, but found the place haunted by the undead, barely fending off a small horde of skeletons in the entry hall. He fled and hatched a plan clambering onto the roof of the ruin and hiding himself taking pains to hide his tracks, but leave those that showed he entered the ruin.

His father took the bait, and he and his men entered the ruin. Hours later only his father, and his brother Kaveer emerged haggered and injured, laiden down with treasures. And Razan killed them. That being done he took their camels and the treasure and made for Duwwor.

After finding a heroes welcome in the city from the merchants he had saved Razan was hired as a bodyguard, and spent a number of years guarding merchants on perilous expeditions through the desert. He took part in rescuing a wizards daughter from a poorly compacted demon, and joined several parties that hunted down slavers over the years.

Now Razan Tresh and Elreem are well known heroes of the city, and often sought out by those who seek to undertake dangerous expeditions.


I have an idea for a Slyph reincarnated druid / Zen archer. Could be cool


Dropping in from elsewhere to plug DM Corvus' mad reffing skillz; I'm overcommitted in the PbP department, or I would have applied in a shot.

Disclaimer: This is a totally unsolicited plug. Really. And I don't expect any sort of remuneration for it. Although if you could see your way clear to attacking the magus instead of me--oh, sorry, Eloise. We were just talking about you.


Ah i do love this character a lot. But im going to have to drop out. sorry guys :P


Here's my pitch: Natasha Mournglory, archaeologist Wizard! (With a smattering of kung fu-wizard. Snake Style is just so useful, and I can see uses for Kirin Style in two levels, too. ^^)

Most of the crunch is done. I'll probably buy a tent and some knives, yet... I'm fairly pleased with the fluff.

One question, though: How do we calculate the hp?


Natasha Mournglory wrote:
One question, though: How do we calculate the hp?

Post #24

DM Corvus wrote:
Full at first level, half +con for the rest.


Whoops, I missed that one! Thanks. ^^;


Posting my character's background -- sorry, it's extremely long. The character concept as it stands right now is a Ranger 2/Unarmed Fighter 1/Sorcerer 2 (Crossblooded: Draconic & Sage). He will be continuing in Dragon Disciple for the remainder of his levels.

Scar Sandwalker:
The man known as “Scar” Sandwalker was given this name because he never spoke his own, and his face bore the mark of someone brutally and mercilessly slashed with a blade. Some call him strange, some call him crazy, some call him a bad omen of harsher times to come -- yet most people ignored him for a long time. They started paying attention, though, when it became clearer that he was not your typical desert nomad. Long, sharp claws were spotted underneath his lightweight traveling robe, and he wandered into Duwwor many times with battle wounds that needed tending by the clerics in Gozreh’s temple. Every time he left the city on his own, locals would say that it’d be their last sight of him for sure, but he kept coming back.

His earliest memories are of his mother, a nomad who lived alone in the desert. He knew not her name, and she never spoke his -- she only called him “my Son.” A peculiar pair, he was raised outside of civilization and did not make any contact with other humans until he was four years old. A trio of bandits working for one of Thuvia’s Water Lords stumbled upon Scar and his mother in the cave where they’d spent the previous few nights, and, believing them to be easy prey, the men immediately turned hostile. Scar remembers well his mother feigning to beg for mercy, but then she exploded into a sudden, furious, and well-calculated attack. In rapid succession she disarmed one bandit of his sword, sliced open his gut, and, with an inexplicable blast of energy from the palm of her other hand, knocked the second bandit against the sandstone wall, where the back of his head split open and spattered the rock with red. The third bandit dropped his sword and fled immediately, and Scar’s mother let him go to tend to her child, who had started to cry shortly after the violent outburst. ”There, there,” she told Scar, ”You mother won’t let anything happen to you. There is a greatness inside of you, my Son,” she had said, ”and this land will need you someday. I wouldn’t let those fools take that away.”

When he was eight, the pair of them began visiting the various cities dotting the desert they called home. ”You’ll need to know how to deal with these people. There are many good people in this world,” she taught him before their first time, ”and there are many bad. You are not yet one to judge them, but you will have to exist among them before too long.” When he was confused by that statement, she merely said, ”Someday you will get to make the choice I made, but you must experience the world of men. That is the arrangement.” From the cities they collected books and old tomes, and Scar’s mother taught him to read. A few times some civilized ruffians tried to cause problems for Scar and his mother, but they soon learned not to mess with the powerful, protective woman. In the cities Scar learned a bit about normal children and their parents, and he eventually asked about his father. ”Your father is somewhere, my Son, and you will find him if that’s what is meant to be,” was all she would tell him.

One day during Scar’s thirteenth year, the pair were traveling across the flat desert sand when his mother stopped suddenly, peering up at the sky. A dot high in the air had caught her attention, as no other thing up there Scar had ever witnessed had done before, and they stood there for many minutes, straining their eyes. ”That could be him, you know,” she said finally, lowering her gaze back to the earth and continuing to trek once more. ”But I’ll never know -- and likely neither will you.” She would say nothing more on the matter, and Scar went to sleep dreaming of flying way high in the sky, like that dot, whatever or whomever it was.

That night they were ambushed by a large group of bandits who snuck up on them while they slept. Scar awoke to a furious struggle between his mother and nearly a dozen mean-looking, heavily-armed men. Armed with only a dagger and bleeding from several wounds already, she pulled him close and said, ”You must learn the language of the great wyrms, my Son. That will show you your path.” She then put her hand on his forehead, muttered some words that Scar could not understand, and threw herself toward their attackers with a suicidal vengeance. ”Run, my Son!” she had cried. Not one to ever disobey her, he turned and found that his feet carried him faster than they ever had before -- faster than seemed possible. He tried to duck under the slashing blade of the attackers, but one caught him on the cheek and raked painfully from one side of his face to the other. He didn’t stop running, though, and the sounds of battle were soon very far behind him. Scar, his namesake bleeding freshly down his face and onto his chest, ran and ran until the magic that carried him wore off; then he ran some more. He ran until exhaustion and the tragedy of his mother’s loss brought him to his knees, and there he collapsed underneath the rays of the rising sun.

The years following his mother’s death were a strange time for Scar. He began frequenting towns more often until he grew comfortable in the desert alone. He took to stealing what he needed to survive until he could regularly find it himself. What little valuables he collected as he aged were put towards carrying out his mother’s final wish: he searched for books in the mysterious Draconic language, and began to finish the training she had started. It was a strange routine, beginning with an informal but extensive education gleaned from books that spoke of magic, though any grasp of that elusive power would come much later in his life.

Many years later, Scar met a group of nomadic gnoll warriors who called themselves the Surakk Tribe. They lived in the desert and battled often with the Water Lords, whom Scar had learned to distrust and hate. Wanting to escape from bumming around outside the city life, he adapted to their customs for some time. Scar became thoroughly invested in martial combat after living with the Surakks -- the savage and feral fighting style that he eventually developed came naturally to him. He learned quickly how to fight like a beast, inspired by the strange lineage of power and grace that he felt inside of him. When he had learned their language, he asked the gnoll tribe about dragons in the area, as he had grown infinitely curious about the mystical monsters. They told him about the great brass dragons that ruled the desert from on high, and he understood that day with his mother before she passed away. What they had to do with him, though, he still couldn’t grasp.

Scar cast his first spell on accident during a wrestling match with one of the gnolls. Electricity ran from his forearms into his opponent’s body, and a weak but visible surge scorched some of the gnoll’s fur. The match ended and everyone rushed to the pair trying to see what had happened, but any trace of the arcane was gone. Scar had finally experienced magic, though, and he’s never turned back from that fleeting rush of power: he felt whatever power was deep inside his bloodline surge forth, as if a zealous dragon inside his very being was clawing its way out, and it was hungry for more power. Scar decided to leave the Surakks tribe when he was twenty, hiring himself out as a mercenary in Duwwor, the nearest city. He hopes to learn more about his ancestry during his adventures, but if he uncovers more of the draconic power inside of him, he will be content.

TL;DR Scar lived as a nomad with his mother until she was killed. She spoke to him of a powerful potential in his blood, but died before she could fully reveal it to him. He lived as a desert bum for some time, picked up with a tribe of warrior gnolls who fought against the Water Lords who were responsible for his mother's death. When magic manifested itself in him, he began to hire himself out as a mercenary to gain the riches and knowledge of a proper adventurer.


Here is some Backstory and some crunch for my submission.

Tyrial Three-Blades
Angelkin Aasimar lvl 4 Fighter(weapon master), lvl 1 Possessed Oracle.

Backstory:
Tyrial was born and raised in Lastwall. His parents were crusaders. His grandfather was an Aasimar Paladin of Iomedae and when Tyrial was born an Aasimar many assumed that he would follow in his grandfather’s footsteps. Tyrial did become a crusader like his father and grandfather but he never became a paladin. Perhaps he lacked the faith. Regardless Tyrial became a well known and valued member of the Lastwall crusade. He regularly led patrols into Virlych to monitor and suppress the undead. It was one of these patrols that would set him on the path that would eventually bring him to Thuvia.
Tyrial and his men had been on patrol for a fortnight and had already encountered and eliminated several small bands of undead. They had been very lucky none of the crusaders had been killed and only a few minor wounds had been suffered. They were just about to turn back for home when they crossed the trail of a large group of undead traveling in the direction of Gallowspire. The trail was large enough to have been left by a large number of undead, and the crusaders could not return home and let the undead reach Gallowspire unimpeded. Tyrial and his men followed the trail of the Undead for two days before they were able to catch up to them. The undead out numbered the crusaders three to one and were lead by a lich. It was clear to the crusaders that they were headed to Gallowspire to attempt to wake the Whispering Tyrant. The crusaders couldn’t let them reach Gallowspire. Tyrial led the attack, his bastard sword carving a gruesome path through the undead directly toward the lich. The battle was fierce and many crusaders fell but it looked as though they would prevail. Then the Lich unleashed its magic. In the blink of an eye all hope of victory was snatched away. Lightening, fire, and bolt of dark energy smashed into the crusaders diminished ranks. The very elements seemed to turn against the crusaders, a storm springing up out of nowhere. The crashing thunder shook the earth and drowned out the sound of battle. It was then, there in the wind and slashing rain that Tyrial realized that he and all his men were going to die. It was at this moment when hope died that he saw the vision.
Time seemed to slow and then stop. Then she was there standing before him. A pale woman clothed in black, an hourglass filled with crimson sand in her hands; Pharasma. The goddess told him what he already knew. He and his men could not defeat the Lich who was being supported by a powerful demon lord. She offered him a deal. The crusaders were already doing her a service by destroying the undead and returning the trapped souls to her care. Pharasma would help the crusaders defeat the Lich is Tyrial would allow her to bind the Lich’s soul inside him. The Lich was to powerful to be destroyed but its soul could be bound to Tyrial’s. The power of Tyrials angel blood would imprison the Lich’s soul and prevent it from working anymore evil. Tyrial took the deal. The Lich was defeated and its soul bound to Tyrials. The survivors of the patrol returned to Lastwall.
Tyrial tried to continue with his life as before but the Lich’s spirit was not as tightly bound as Pharasma and Tyrial intended. It was unable to cause any great harm, but it had the power enough to cause mischief. Eventually the leaders of the crusaders were forced to ask Tyrial to leave after the Lich spirit released the catch on a trebuchet launching a stone that nearly smash half a dozen crusaders. Tyrial agreed and left Lastwall. Since then he has wandered, making his way as a mercenary and a monster hunter. Only recently arrived in Duwwar.

He carries three bastard swords, one normal (+1), one made of cold iron, and one made of silver. The swords are the reason others have given him the name Three-Blades. Tyrial is a tall muscular man. His eyes are sapphire blue with no whites or pupils. His hair has the appearance of being made silver.

crunch:

Tyrial Three-Blades
Angel-Blooded Aasimar (Angelkin) Fighter (Weapon Master) 4 Oracle (Possessed Oracle) 1
NG Medium Outsider (native)
Init +5; Senses darkvision; Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 39 (4d10+1d8+10)
Fort +6, Ref +2, Will +5
Resist acid 5, cold 5, electricity 5
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Bastard sword +12 (1d10+7/19-20/x2) and
. . Masterwork Cold Iron Bastard sword +12 (1d10+6/19-20/x2) and
. . Masterwork Silver Bastard sword +12 (1d10+5/19-20/x2)
Special Attacks weapon training +1: bastard sword
Oracle (Possessed Oracle) Spells Known (CL 1):
1 (3/day) Obscuring Mist, Cure Light Wounds, Ventriloquism (DC 11), Sun Metal (DC 11)
0 (at will) Create Water, Light, Mage Hand, Ghost Sound (DC 10), Detect Magic, Spark (DC 10)
--------------------
Statistics
--------------------
Str 20,
Dex 13,
Con 14,
Int 10,
Wis 14,
Cha 11
Base Atk +4;
CMB +9;
CMD 21

Feats
Blind-Fight,
Combat Reflexes (2 AoO/round),
Defensive Combat Training,
Exotic Weapon Proficiency (Bastard sword),
Improved Initiative,
Weapon Focus (Bastard sword)

Traits
Armor Expert,
Sacred Touch

Skills
Acrobatics +0 (-4 jump),
Climb +6,
Diplomacy +4,
Escape Artist -2,
Fly -2,
Handle Animal +5,
Heal +8,
Intimidate +4,
Profession (soldier) +6,
Ride +3,
Sense Motive +6,
Spellcraft +4,
Stealth -2,
Survival +8,
Swim +2

Languages
Celestial, Common

SQ
mysteries (heavens),
revelations (two minds [1/day]),
weapon guard +1: bastard sword
Other Gear
+1 Bastard sword,
Masterwork Cold Iron Bastard sword,
Masterwork Silver Bastard sword,
6120 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Two Minds (1/day) (Su) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.
Weapon Guard +1: Bastard sword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Bastard sword (Ex) +1 to hit and damage with your chosen weapon.


Stats for "Scar" Sandwalker as they stand currently. Obviously they aren't completed, but this is to give you a general look at what you could expect :). Cheers!

Stats:
”Scar” Sandwalker, Ranger (Guide) 2/Unarmed Fighter 1/Sorcerer (Crossblooded: Draconic & Sage) 2
Init: +2, Senses: Perception +
Languages (3): Common, Gnoll, Draconic, ??? Deity:
=================================================
=====================DEFENSE=====================
=================================================
AC , Touch , Flat-footed , CMD
HP 38 (3d10+2d6+10+2 favored class)
Fort: +4, Ref: +3, Will: +3
Spell Resistance: NA
=================================================
=====================OFFENSE=====================
=================================================
Speed: 30ft (6 Squares)
Melee: Claw +8 (1d6+3)/Claw +8 (1d6+3)
Ranged:
0 Level Spells: Detect Magic, Dancing Lights, Prestidigitation, Mend
1st Level Spells DC 14 (4/day): Shocking Grasp
Space: 5 ft. Reach: 5 ft.
Base Atk: +4, CMB: +7
=================================================
====================STATISTICS====================
=================================================
Abilities: Str 16 (+3), Dex 11 (+0), Con 14 (+2), Int 16 (+3), Wis 10 (+1), Cha 8 (-1)
Feats (5): Eschew Materials, Iron Will, Weapon Focus (Claws), Feral Combat Training, Arcane Strike
Ranger Weapon Style Feats (1): Aspect of the Beast
Bonus Fighter Feats (2): Improved Unarmed Strike, Dragon Style
Skills (38): +8 Climb (2 ranks), +8 Fly (5 ranks), +6 Heal (3 ranks), +11 Knowledge (arcana) (5 ranks), +11 Knowledge (nature) (5 ranks), +8 Perception (5 ranks) Spellcraft (5 ranks), +6 Stealth (3 ranks), +8 Survival (5 ranks)
Favored Class: Sorcerer
=================================================
=================SPECIAL ABILITIES=================
=================================================
Trait: Magical Knack The magical blood of dragons flows through Scar’s veins. Pick a class (Sorcerer) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Trait: Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Ranger’s Focus: At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. This ability replaces favored enemy.
Track:
Wild Empthy:
Crossblooded: A Crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines. A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice: she has 1 fewer spell known at each level and she takes a permanent -2 on her will saves.
Draconic Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (Brass Dragons, Fire), that spell deals +1 point of damage per die rolled.
Sage Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use yourIntelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Arcane Bolt: Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Gear & Money:

10,500
Gear
Amulet of Natural Armor +1, 2000 gp, -- lbs.
Cloak of Resistance +1, 1000 gp, 1 lb.
Wand of Mage Armor, 750 gp, -- lbs.
Wand of Enlarge Person, 750 gp, -- lbs.

Backpack, 2 gp, 2 lbs.

Belt Pouch, 1 gp, 1/2 lbs.

Light Load: 66 lbs. Medium Load: 133 lbs. Heavy Load: 200 lbs.
Current Total Weight: 60.5


Presenting Corax - a human magus:

Details:

Human Magus

STR 14(+2), DEX 10(-), CON 10(-), INT 18(+4), WIS 12(+1), CHA 14(+2)
HP 28

Skills: Climb 6, Craft (Weapons) 9, Craft (Armour) 8, Intimidate 10, Knowledge (Arcana) 12, Knowledge (Dungeoneering) 12, Linguistics 5, Profession (Librarian) 6, Ride 5, Spellcraft 12, Swim 6, Use Magic Device 11

Languages: Common, Draconic, Dwarven, Elven, Celestial

Feats: Silent Spell, Still Spell, Weapon Focus (Longsword), Eschew Materials, Craft Magic Arms and Armour

Special Abilities: Arcane Pool, Cantrips, Spell Combat, Simple and Martial Weapons, Light Armour, No Arcane Failure, Arcane Pool, Spellstrike, Magus Arcana (Familiar - Crow), Spell Recall, Bonus Feat

Traits: tbc

Background (the important bit)
Corax was the son of a blacksmith. He picked up the trade easily but was always earning his father's annoyance by reading when he should be working. " Books were not for the likes of us, his father would regularly say."

Except that books were what Corax was all about. He gained knowledge like a sponge drank water. Effortlessly. And one day he happened upon a parchment that talked of giving items magical qualities. And so Corax smoothed his first magic item - a horseshoe that lasted twice as long as a usual horseshoe. Expecting his father to be pleased, he earned a heavy beating. "If the shoes last twice as long, they'll only need their horses shoeing half as often," his father repeated over and over as he lashed his son.

Corax ran away that night. He got a job working in a library at the nearest city and soon read everything there was for the place to teach him about magic. He then ventured from city to city, learning to defend himself as he went - and absorbing magical knowledge from any book he could find.

One day he happened upon the tale of a magical elixir, the sun orchid elixir, that possessed properties to extend life. This was one type of magic he had to learn for himself, so he set off for Thuvia to seek the truth. En route he faced many trials and tribulations - and even managed to save a lifeless raven from a villages feral cats. Imagine his surprise when the bird stated following him.

Over a short time he came to think of the bird as a friend and named him Capensis. The raven was a remarkable creature and one day amazed the magus by speaking a word. It was clearly Draconic and so he stated to converse with the bird in that tongue. Soon he was able to have conversations with the creature, although careful never to speak in front of others. And so Corax happened upon the land of Thuvia. His thirst for knowledge even greater than his thirst for water in the barren land.

Personality
Corax is an enigma. He can spend days alone, not speaking to a soul and be happy with that arrangement. Other times he can be the life and would of a party and tell tall tales of adventures past and present.
A studious man yet his hands still bear the callouses that bely his upbringing, for smithing always pays for a room if he ever runs low on coin.
He is tall and wiry and his strength often surprises people - taking his bookish appearance at face value.

This is a first draft, and if selected, I will smooth off any rough edges, buy equipment and so forth.


Here is Ajkanir, Khatapeshi swordsman, offering his skill with a blade in exchange for the coin of the merchants of immortality.

Crunch is almost complete, background feels pretty done.


So, today's the big day, huh? How many people do we have competing for a slot on the team?


I hope this meets the deadline.

background:
In the Fierani Forest, Bermilliyn was born during a lunar eclipse. As a child Bermilliyn would sing melodies that he said it was like the music he heard when gazing at the night sky. His family knew some divine force was guiding him in ways that few mortals felt. His legs were weak, making him walk like an old elf even as a child. He was obsessed with the stars. Bermilliyn’s main complaint was not having a wide expansive view of the night sky. The forest’s trees blocked most of the sky even from the few exposed bluffs. He talked about moving away when he was old enough. When he came of age, his family thought living in the plains of Kyonin would be satisfactory, but Bermilliyn couldn’t stand the passing clouds and left after two years. He knew his destiny was to be found in the desert. Inviting to come visit him once he was settled, he said good-bye to his family and set out for Osirion.

Along the way, he had adventures. Some fey pranks in the forest, human bandits, and pirates were a few of the trials he faced. In Absalom he got conned out of 3,000 gold pieces for a custom made spyglass. The people responsible didn’t realize Bermilliyn had the means to retrieve his money. He tracked them down and recovered his funds. Plus a little extra “for his troubles.” He was glad to leave the crowds and dirty sky of Absalom.

Finally he arrived in Osirion. The climate was good, but he ran afoul of some bureaucrats in Sothis, a small thieves guild, and a misunderstanding with a glass artisan. With the glass artisan’s apprentice in tow, he headed to Thuvia and eventually settled in a palmeraie about twelves miles from Duwwor. He hunts gazelle and oryx from his camel and harvests dates, olives, and cactus pears. He lives in a six story stone tower of his own design and magically raised by some bards who owed him a favor. Most nights he can be found spying at the heavens from the top of his tower.

He established a glazier shop in Duwwor with the apprentice he convinced to leave Osirion. His goal is to make large lenses for better viewing. Occasionally, he goes to Duwwor for supplies and to give any medical aid should they require it. He is known as a minor healer. He believes it is part of his destiny to be what many call an adventurer.

personality:
Aloof when not talking about the heavens, but he can relate almost anything to his studies of the heavens, in which case he is animated and excited. In general, he is cheerful and relaxed when meeting new people. He doesn’t attempt to joke or make light of situations to put others at ease.

appearance:
Long blonde hair usually covered by a blue turban. Light blue eyes. Beige, tan, and brown robes are what he favors, but if visiting Duwwor, he wears either a dark robe embroidered with silver and gold thread in small clusters that will reflect sunlight like twinkling stars or a robe the color of the moon. He also uses an exquisitely carved cane to help him walk. A quiver and short bow on his right shoulder.

character sheet:
Bermilliyn
Elf Oracle 5
Medium humanoid
Init +1 Senses perception +6
------------
DEFENSE
-------------
AC 15 touch 11 flat-footed 14
hp 28
Fort +1 Ref +2 Will +5
------------
OFFENSE
------------
Speed 20 ft
Melee +4 Longsword, masterwork 1d8, 19-20/x2
Ranged +5 Composite Short bow +1; 1d6+1, x3
Special Attacks
------------
Abilities
------------
Str 10 (+0) Dex 13 (+1) Con 10 (+0) Int 16 (+3) Wis 14 (+2) Cha 17(+3)
Base Attack +3 CMB +3 CMD 11
Racial Traits: Lightbringer (immune to light-based blindness and dazzle effects, one level higher when determining effects from light-based spells and effects, casts Light at will), Low-light Vision, Keen Senses, Weapon Familiarity, Languages: Common, Elven, Celestial, Gnome, Orc
Class Abilities
Mystery: Heavens
Curse: Lame
Revelations: Coat of Many Stars, Guide Star, Interstellar Void
Spells: 0th level: Create Water, Detect Magic, Detect Poison, Divine Favor, Magic Stone, Purify Food & Water, Read Magic, Spark. 1st level: Cure Light Wounds, Endure Elements, Hide from Undead, Remove Fear. 2nd level: Augury, Oracle’s Burden.
Feats: Extra Revelation, Extend Spell, Expanded Arcana (Divine Favor, Hide from Undead)
Skills: Craft, Diplomacy +11, Heal +10, Knowledge (history) +9, Knowledge (planes) +11, Knowledge (religion) +7, Perception +6, Profession, Ride +6, Sense Motive +6, Spellcraft +10, Survival +4
Traits: Magical Lineage (Magic Stone), Birthmark (+2 saving throws against charm and compulsion effects)
Equipment: Mithral shirt, Masterwork Longsword, Composite Short bow +1


Looking over the posts, I think this is what's out there. If no race is noted, the character is human (or I missed it...).

Khol Karis – Tiefling Ranger
Leanidas – Phalanx Soldier/Cavalier Honor Guard
Rasso – Merfolk Synthesist
Portia Zayed – Arcane Duelist Bard
Adja Alfar – Ifrit Sorcerer (Wishcrafter)
Lissa Stills – Sylph Magus
Fiddle Hixblitz – Cleric
Zahur al Kinasi – Inquisitor
Razan Tresh – Summoner
Natasha Mournglory – Wizard
Scar Sandwalker – Ranger/Unarmed Fighter/Sorcerer
Tyrial Three-Blades – Aasimar Fighter/Oracle
Corax – Magus
Ajkanir al-Atabiyah – Lore Warden/Master of Many Styles
Bermilliyn – Elf Oracle

Funny, it's pretty martial and arcane heavy, with a sprinkling of divine. I've got a rogue I could throw in the mix, though he'd have to be reflavored for the desert.


Today is the deadline yes, I'll cut it at 12 EST.

I haven't determined the size of the party yet, but it will be between 4 and 6.

I'll have choices posted on Monday and hopefully the game thread will go live by Wednesday.


Sounds good, good luck everyone and good luck with your choices DM Corvus!


i have sent private messages to those selected.

Many thanks to everyone who applied. This was, of course, not an easy decision as everyone brought some A-level characters to this thread.


Looks like I didn't make it. Thanks for consideration, good luck and congratulations to those that got picked.

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