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  #1  
Old Oct 11th, 2010, 08:09 PM
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hobocommando hobocommando is offline
Fear
 
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  #2  
Old Oct 22nd, 2010, 01:02 PM
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Great Wyrm
 
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Name: I have an elf name from my parents, and a dwarf name from my monks, but you can just call me Randy.
Randera Kurwal
Race: Pointy ears are the best kind of ears!
Half-Elf
Class: Oh, don't bother me, I'll just keep dancing. Whenever you wanna actually hit me, tell me when.
Monk
Appearance: That's it, next person who thinks I'm a girl gets punched in the face. That's justified, right?
Randy's a little short for a fierce warrior, standing about 5'4", and has a rather young complexion as well. He bears wavy, sandy hair tied back in a ponytail, a mixture of the straight brown hair of his elven mother and the the curly blond of his human father. Not that he knows where the particulars of his hair came from, or really cares. He appears moderately muscled, though this is more due to an annoyingly low level of fat on his body than from any lack of strength. Clothing wise, he tends to dress simply and lightly. Fancy clothes get in the way of kicking people in the face, you see. At the moment, he wears a grey shirt open to the point it might as well be a vest, loose brown pants coming down to a few inches past his knees, some tight-fitting leather shoes, and a worn tan traveling cloak with hood. He'd prefer to go without those last two, but walking barefoot in the snow is a bad idea.

Background: Then they told me to go wander around. I've just been going that-a-way for a while now, and it seems to be working. I think.
He's not entirely sure on the earlier aspects of this, but from what he's been told, he was found left at the Monastery of the Seeking Path in Nocalth by an acolyte hanging out laundry. Presumably some strife(martial, marital, or both) had left him unable to be cared for by his parents. This did not stop him from having his chance at life, and he grew up as an acolyte of the temple. A dim, if talented, acolyte, that would ever annoy the elder monks.
The Seeking Path, as the name implies, is an adventuring order, dictating that the fundamental answers to life's questions are found by searching for them, as the journey through life gives the experiences that allow such questions to be pondered in a meaningful fashion. While monks are raised by the temple's precepts, they are allowed to contact the world outside the temple occasionally, so as to prepare themselves for their journey. At the age of 16, the young monks leave the temple in search of their higher calling, whatever that might turn out to be.
Randy has been off wandering for about half a year now, doing good things and generally beating people's faces in if they didn't believe in doing good things. He has yet to fully comprehend the irony of this situation. Still, there's people to be helped and monsters to be punched, and so our hero finds himself heading to Gold Summit. A bit cold for his tastes, but he'll just have to live with it.

Personality: Telling about somebody isn't very interesting. Besides, there's monsters to kick! You can find out about me while we have some fun.
Randy is the worst example of a stoic monk ever. He enters into battle with amusing abandon, and generally has far too optimistic an attitude for someone who is supposed to be wise and learned. He's also not very good on the learned part, as while he's good at analyzing and intuiting, he's taken one too many blows to the head to do well at intellectual pursuits. He's managed to reconcile his mental differences with his teachers by accepting that different people have different mindsets, and being respectful of people's specific methods of order tends to make people happier than one overarching order(personal lawful rather than paladin lawful). That said, he's genuinely good-natured, and doing things to help people is a good motivator for him(though something exciting tends to grab his interest even more).
Random Trivia: Randy really doesn't feel pain. This adds credence to the theory he was beaten one too many times in the head as a kid.
No one is quite sure why Randy is a Monk rather than a Fighter, given his attitude.
Randy has a very bouncy style of combat, preferring to never stay standing in one place.
He has spent a good bit of time learning how to wiggle his toes individually. It's an important talent, honest.
Randy loves the taste of pickles. This is sad for him, as they don't really grow well in Nocalth, and thus aren't common.

Playstyle: Either, really, as long as its done well. Railroading is annoying, as is aimlessly wandering doing nothing. If I had to pick one, I'd go with open-ended, but there's no hard preference either way. A note on playstyle(even though it wasn't brought up in the opening post): I generally don't worry about optimizing my characters. I'll take feats or skills because they fit the character's personality, rather than making them a better combatant. If this game is expected to be heavy on the difficulty, let me know ahead of time so I don't indulge myself at the expense of the party.
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Oct 22nd, 2010 at 10:45 PM.
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  #3  
Old Oct 22nd, 2010, 05:37 PM
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Pilgrim Pilgrim is offline
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Airken DellwineName: Airken Dellwine
Race: Human
Class: Fighter, Mobile Fighter Archetype
Appearance: He is of medium build and is 5′ 9″ tall and weighs 150 pounds. Straight blond hair, short, greying at the temples. Sky blue eyes. He dresses casually, in mostly-clean clothing, preferring blues and browns. He doesn't wear heavy armor - it just slows a man down.
Are you more of an open ended player or do you like a linear play style: Depends on the GM and plot. In general, I'm between - I like having a few options to choose from, which gives a bit of direction without railroading. Too linear, and things aren't fun anymore; too open, and you are unsure of where to go or what to do.
Other notes: I left it vague as to whether Airken actually committed the murder or not, and whether he is actually a wanted man or just thinks he might be. I'll let you decide that. Also, the fate of Daesa and Merilee are also up to you - they are alive as of the application, but I have had plenty of GMs who saw a family as plothook material, usually by killing them. (Personally, I always thought they serve as a better motivator alive, but your mileage may vary.)
BackgroundAirken grew up in Shivite, the son of a mercenary, and followed his father into the family business. He joined a fairly decent company, The Emerald Blades, made a mostly honest living primarily doing guard work or light combat; he always had a few coins for a drink or a woman. It wasn't the best life, but it was a good one and suited Airken. He even found himself a wife who could handle a husband in a dangerous line of work. Daesa came from a family of shopkeepers, and her parents didn't approve of their daughter's choice, but Airken and Daesa didn't care.

It wasn't to last. The Emerald Blades were beat out on a few major contracts by another, less moral, mercenary company, the Crimson Basilisks. While the leadership tried to keep things cool, there was a lot less income for the company and some of the younger hotheads started some fights. Things got heated, and a few misunderstandings led to war between the Blades and Basilisks. The government stepped in, and both companies were disbanded. The former members had a hard time finding work with other companies.

By this time, Daesa was pregnant, and Airken needed to make some income. He had never developed many marketable skills - he relied on his fighting. Soon, the family's money started running dry. Airken's father-in-law gave him work in the family store, and Airken did his best to help out and learn the new trade. Still, Daesa'a father had never liked the sellsword, and constantly reminded him of this. Airken began drinking more heavily, spending long hours at local taverns. The baby arrived, a young girl who Daesa named Merilee. Airken didn't help care for the child - he was too busy at the pubs. Even with Airken working, money was always short.

One night, while he was ordering yet another round, a man got belligerent. The fellow had been a Crimson Basilisk, and was having similar problems as Airken. He recognized Airken as one of his old opponents, and tried to start a fight... Airken doesn't remember what happened. He woke up the next morning in an alley, with blood on his hands. People were talking about a murder, and Airken realized it was the man from the tavern the night before. He didn't think he killed the man - the other guy had been a fighter, too, after all, and they were both drunk, but Airken didn't remember and it didn't look good. He had to leave. Get out of the country.

Daesa only agreed to come with him if he sobered up, and took care of his family better. He agreed. The three of them left Shivite behind, moving to the less populated Nocalth. They settled in the town of Gold Summit, and started trying to scrape a living there.
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Last edited by Pilgrim; Oct 22nd, 2010 at 07:48 PM.
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  #4  
Old Oct 23rd, 2010, 02:13 AM
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Last edited by 42and19; Oct 24th, 2010 at 12:33 AM.
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  #5  
Old Oct 23rd, 2010, 09:27 AM
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Fear
 
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Just a reminder: Remember to take 3 traits and no hero points.
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In blackest day, in brightest night
Beware your fears made into light
Let those who try to stop what's right,
Burn like my power ... Sinestro's Might!
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