Cutting the Razor: A Razor Coast Gameplay Thread

Game Master Divinitus


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"Owl" wrote:
Anyone wanna get some initial RP going or open the Discussion thread to work out character personalities?

That is usually a bit of fun, so I'm game.

As long as we keep it in a separate thread, the clutter can get pretty bad otherwise ... : )


A slight creole woman dressed in the flowing skirt and sandals of the Tulita, but with a foreigner's white cotton shirt - and strangely enough, on this typically muggy and scorching day, a silk scarf - smiles warmly as she approaches. The thin silver circlet wrapped around the woman's head glints in the unwavering Razor sun. A fat toucan sits on her shoulder, its head whipping back and forth as it croaks, an almost jovial sound, halfway between pig and frog.

The woman's voice comes, sing-song and melodic, with a natural rhythm, like a cat's purr. "Papa Legba smiles on us today. I've got fetishes, poultices, teas and herbs, if you need anything. May I be of service, you need just ask."

This is Fighting Chicken's submission, Tatienne Talbot (formerly Koa), once-plantation slave returned to the Razor, and now the proud owner of a to-be-named Herbalist Shop. Tatienne hopes to bring the Razor some of that good ole-timey religion, and if there's revenge to be had on her former masters along the way, well, Taty won't pass up the opportunity.

But to get revenge and become the foremost religious figure in the Razor, Tatienne is going to need a fortune, and some friends to help her get it...

If selected, Taty's role will be debuffer, face, condition and wound removal, and some-time know-it-all. Pretty much a swiss army knife with no blade, as she'll be useless in the DPR department.


*Does happy, skippy fun dance at being pointed in the right directions and all the helps given* (^_^)

Silver Crusade

are you still recruiting? I have a sea singer bard That may want in... (human)

Silver Crusade

Concept- Young Noble that was "press-ganged" into service so to speak. He was forced to learn to live with the ruffians of a pirate crew. While it wasn't an easy life. (filled with hard labour and lashings) he eventually learned a lot of the sailing trade, and after showing competence in music and entertainment slowly began to crawl up the ranks. Eventually, after proving exceptionally talented in swordplay, he was given his freedom by the captian. (who had long stopped receiving any pay from the poor lads parents) The captain (name up to GM... his world :P) would ask him to stay on..which he would for a while. Learning ever more of the trade and often enough, he was able to convince the OTHER side to surrender before much blood was shed. Finally, at port. Alexander (or Alec, by the crew) left to follow his own dreams of leading his own crew on his own ship. He had an ace up his sleeve as well (or two or three) he carried a reputation with him now, as his music was well known on the waters. The Maestro of the sea. His music was the sound of certain death. (or, robbery, at the least.) So he finds himself in port, looking to make his dreams reality, and seek the truest freedom of all.

TLDR: musician/singer/dancer wants to one day be a captain like his (adoptive) father. Still has the bearing of a noble, but can be as callous, rough, and dirty as any sailor. Very adapt at know when to use either persona.

more in depth backstory is underway, but I just now saw this thread :( pretty stoked, haven't gotten to play this guy yet. haha.

Crunch for Alexander Valdell:
Male half elf bard (sea singer) 4/inspired blade 1
N Medium Humanoid (half elf) dual minded (Chaotic Neutral)
FCB: additional spell per level
Init +5; Senses Perception +10
------------------------------
DEFENSE
------------------------------
AC: 21, touch 15, flat-footed 16 (+5 armor, +5 dex, +1 shield,+0 NA,+0 Magic)
hp: 47 {+1d10+4d8+1Con }
Fort: +6, {+1Base,+1Con+1 trait+1cloak+ 2 feat }
Ref: +12, {+6Base,+5Dex+1cloak}
Will: +7,{+4Base,+0Will+2race+1cloak } +2 vs Mind affecting effects
CMD: 20
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB +0
Base Atk: +4

Melee:
Cutlass
To Hit: +11/+9
Damage: 1d6+6/10 (18-20x2)

Ranged:
------------------------------
STATISTICS
------------------------------
Str: 10 , Dex: 20, Con: 12, Int: 14, Wis: 10, Cha: 18
------------------------
Traits: Maestro of the sea(refluffed Maestro of society), life of toil,
---------------
Drawbacks:
----------------
Race Traits:
------------------
Feats:
1- Inspired finesse, weapon focus Cutlass (Rapier), Fencing Grace, lingering performance
3- Improved Fortitude
5- Piranha strike
----------------

--------------
Skills: 9/lvl
-----------
Acrobatic-3 +11
Climb-2 +5
Perception-4 +10
Diplomacy-2 +9
Bluff-4 +11
Sense motive-3 +7
Perform (oratory)-3
Performance (string)-1
Performance (wind)-1
Performance (Dance)-4
Know. Local-1
Know. Nature-1
Know. History-2
Know. Nobility-2
Know. Arcana-1
Know. Geography-2
Know. Engineering-3
Sleight of Hand-4 +12
Disable Device-2 +10
Disguise-3 +10
Escape Artist-4 +12
Swim-2 +5
Survival-2 +5
Stealth-3 +11
Spellcraft-3 +8
Linguistics-2
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, celestial, elven, dwarven, Draconic,

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: +1 studded leather +armored kilt, +1 Cutlass(Rapier), MWK buckler

Magical Gear: Cloak of resistance +1, Ring of sustenance, Belt of Dexterity

Gear: Backpack, belt pouch, waterskin (3),rations (5), hammer, flint and steel, torch (10), silk rope (50ft), grappling hook, compass, Flute, Guitar, wand of Cure light wounds

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 125 GP 5 SP 0 CP

Performance rounds/day: 18

Spells:
0th-Ghost sound, Prestidigitation, Detect Magic, Read Magic, Message, Dancing lights

1st- 7 spells known
Grease, Hideous Laughter, Vanish, Feather Fall, Alarm, Unnatural lust, Charm person

2nd- Eagles Splendor, Glitterdust

Masterpieces
Pageant of the Peacock (2nd level spell)

Picture of EXACTLY how I see Alexander looking. His Parrot too.


Nice... I have seen that artist on DeviantART. :)

Looking forwards to role playing with every one. :)


I still want to get a character done but I'm creatively blocked. I have no idea what to do.


Rorek55, still recruiting!

Fighting Chicken, do you happen to have that entire list of everything that I posted before it was wiped? If so, can you PM it to me to save me like 4 hours of trying to get it formatted and such?


@Rorek55 - Cool guy . ) And cool picture!

But as I peaked at his sheet, I noticed some minor issues. I hope you don't mind ...

minor issues:
I just thought I'd point out that Piranha Strike only works for light weapons, not one handed weapons (because reasons : / ), before it is too late !

(However, our GM might be merciful and sensible, so there might still be plenty of time to ask him to use it anyway!)

The Human favoured class bonus lets you pick an extra spell known one level below the highest you can cast (ie an extra cantrip level 1-3 and an extra first level spell at level 4).

An light armour and an armoured kilt together count as medium armour, which would incur arcane spell failure for a bard.

Sorry for intruding! //Lessah


@Setting info - Here is a really brief overview of the Razor Coast/Port Shaw from another campaign. I don't think any fluff is changed (just ignore the crunchy bits/houserules!) in that version.

If anyone wants a quick overview : )


GM Bloodied Waters wrote:
Fighting Chicken, do you happen to have that entire list of everything that I posted before it was wiped? If so, can you PM it to me to save me like 4 hours of trying to get it formatted and such?

I'm sorry to say that I don't, GM Bloodied Waters. I wish I could save you some time, but I just transcribed the information from my player's guide.


Here's my half-orc buccaneer bard pirate. The background alludes to things from a Ptolus campaign. Need to find and read the Player's Guide and update.

Did you specify amount of starting wealth?


I believe it was in the vicinity of (Approx) 11,500 Gp..... Varification needed.


Found it. I'll read it later.

Link to Player's Guide!

cheers

Silver Crusade

Lessah wrote:

@Rorek55 - Cool guy . ) And cool picture!

But as I peaked at his sheet, I noticed some minor issues. I hope you don't mind ...

** spoiler omitted **

Sorry for intruding! //Lessah

none at all, I made it all late last night unsure of when the deadline was,

I completely misread that FCB. Still a nice one.

Pirahna strike- Actually fine either way on the way the DM rules this, if I get it, I get some decent damage, if I don't it opens up the feat for something else, like arcane strike, or extra performance, steadfast personality... all of which I want haha. so Maybe it's a boon in disguise.

I also failed to read that part well as well, so -1 ac :P

whether or not its a good choice (spell for masterpeice) It fits him, so I'll be taking a lot of master pieces as we progress. (If I am even accepted that is)

atm, the one I have lets me bend reality. by pretending that I know, I know. XD

Silver Crusade

personality- confident, proud, fun lovin', friendly,


I’ll put together a roster of applicants for you DM.


Thanks for the link to gods. Bowbe for Sid the Kid. I will update his background.

I like the idea of constantly cursing your god for favor.

Silver Crusade

I envision that, once my character levels up, and gains more wealth and fame, That he will own his own ship, (or, hell, eventually fleet) And his "calling card" would be some time of magically enhanced musical instrument of some sort, and whenever he selects a target, (either for piracy, or privateering, (he would do both ;p) ) he begins to play...


DM, what would you think of a character made to be the Shaw Sheriff?

It turns out at level 5 I can meet the prerequisites for the prestige class. But, it seems a strange class for a pc.


On Ketra the White (the Privateer Warlord I'm building), I've got one free teamwork feat that I can share out to allies in a similar fashion to the cavalier. I'm currently open to suggestions if anyone's got any "requests"...

Ghorrin Redblade

Silver Crusade

outflank is always a good one. Or the one that gives melee character 1d6 extra a hit. OFC thats just off the top of my head.


Nini (and her Eidolon Zivvy) has the Escape Route Teamwork feat already.

Things like Outflank, Precise Strike or Paired Opportunists is always nice to have around : )

(Especially the flanking ones on summoned critters!)


Thanks for the PG info, Orsal! I put it up in campaign info until recruitment is finished.

Thanks also Lessah for that link as well!

Orsal, 11,500 GP is what you start with!

Rorek55, I have little issue with Piranha Strike.

Thanks Ruul!

GM Tribute, I am fine with the Shaw Sheriff. It may prove interesting to take!


Recruitment closes on Thursday, so get those applications in!


1 person marked this as a favorite.

This should be a list of everyone that's posted with a mostly complete character.

If I missed you or a got some critical detail wrong, let me know.


Thanks for the list. I have made them in the past, just did not have the time this time.

My oracle is coming together nicely. Hoping to have her up later today or tomorrow.


Here is Alec, background still underway but the personality is done mostly (at least, I hope it gets the idea across)

made a couple of changes ruul, so need to update :3.

still working out the gear fully and any consumables he will be carrying.

DM, did you want use to Ling all the class abilities we have? Or copy/paste the rules into a section on our character sheet?


Ruul Spiritskin wrote:

This should be a list of everyone that's posted with a mostly complete character.

If I missed you or a got some critical detail wrong, let me know.

*Hugz Ruul* (^_^)

*Peruses list*

Here... there in't no Elf lass on'a listin'?

I am gon'a be a Elf, with a gryphon an' be usin' magic. (^_^)

Spoiler:
First level Hunter so as to have the feats to qualify for the Gryphon. Then progress in Arcanist.

Okeys... there's the thing.

Nuffin' I be tryin' gets rid of tha error message in HeroLab.

Tha' only way I made it work ever were ta be all five levels as a cavalier. :/

Tried Hunter with all'a variations I could muster. Tried Ranger (Even tookin' tha' Sable Company archetype).

Frankly, am bushed.

Am be thinkin' of givin' up on'a poor griphon an' be thinkin' about somat else ta' be callin' friend.

Very much cheers ta every one. (^_^)


Rather than relying on HeroLab - which by the way has the most annoying and almost indecipherable export of a character sheet for using on these boards - why don't you just make the character by hand? That is what I have done with every one. Lets you emphasize what you want, allows for DM approved variances, enables you to break out modifiers and what you did at each level, all of which greatly decreases questions from the GM and other players.


I updated the sheet.

I’ll take a look when I get home and see what I can do to help you get a character together Sunny.


@Sunny - The Stable Marine can only get a Hippogryph and the hunter has the wrong class feature ('Animal Companion' instead of one of the three required).

Cavalier 1 + Boon Companion should do the trick.

You could always do like I did with Nini and play a summoner and build your own critter :P

@Feral/Ruul - Nice work : )


FWIW. I also considered an airforce build before building my bard. The ranger archetype can get hippogryph but can't ride it while flying until 6th level. The archetype allows the character to take the monstrous mount feat and mastery feat instead of their combat style equally bypassing prereqs.

The "best" airforce character at 5th level seems to be a small character with a roc familiar. And there are numerous ways to build that one.

Cheers


I fly!

Well... rather...


Ouhm. I fly!


Here is my final application:

As the GM requested, he is what I thought about the siege and what happened that terrible day.

Haven’s Siege:

On the third hill overlooking the fallen city of Haven, Shortnose stood alone. Scattered around the warrior the curled remains of burnt armour - greaves, breastplates, helms and weapons - lay heaped in piles. An hour earlier there had been men and women wearing that armour, but of them there was no sign. The silence within those empty shells rang like a dirge in Shortnose's head.

His arms were crossed, tight against his chest. The burgundy cloak hung from his round shoulders stained and scorched. His broad, squared face, usually parading an expression of sarcastic humour, was etched with deep-shadowed lines, leaving his cheeks deformed and pale. For all the smells and sounds surrounding Shortnose, he found himself listening to a deeper silence. In some ways it came from the empty armour surrounding him, an absence that was in itself an accusation. But there was another source of the silence. The sorcery that had been unleashed here today had been enough to fray the fabric between the worlds. Whatever dwelt beyond, felt close enough to reach out and touch.

He'd thought his emotions spent, used up by the terror he had just been through, but as he watched the tight ranks of the surviving army marching into the city a frost of hatred slipped over his eyes.

Allies. They're claiming their hour of blood. At the end of that hour there would no survivors among the citizens of Haven. The long savage history between the neighboring peoples was about to have the scales of retribution balanced. By the sword.

Pharasma's mercy, hasn't there been enough?

A dozen fires raged unchecked through the city. The siege was over, finally, after three long months. But Shortnose knew that there was more to come. Something hid, and waited, in the silence. So he would wait as well. The deaths of this day deserved that much from him - after all, he had failed in all the other ways that mattered.

On the plain below, the bodies of fellow soldiers covered the ground, a rumpled carpet of dead. Limbs jutted upward here and there, ravens perching on them like overlords. Soldiers who had survived the slaughter wandered in a daze among the bodies, seeking fallen comrades. Shortnose's eyes followed them achingly.

--

It all had begun, earlier that day with the commander meeting. The delay was insufferable it was said, and with the commander, three other high mages had arrived, to put an ending to the mysterious threat inside the city.

They had arrayed themselves into three groups, each taking a hilltop on the plain outside Haven’s walls.

On the centre hill stood the three other High Mages. Shornose knew them all by name. Midnig, raven-haired, tall, imperious and with a cruel streak that makes proper man drool-over. At her side her lifelong companion, Urdanbell, skull-crusher, a giant who would test his prodigious strength against the city's gate, should it come to that. And Karonys, fire-wielder, short and round, his burning staff taller than a spear.

The army had formed ranks on the plain, weapons bared and awaiting the call to march on the city when the time came. Two thousand veterans and three thousand locals, from the city nearby that had a blood oath against Haven. Once the doors fell, the hour of retribution would begin.

No wind stirred the midday air. Biting midges roved in visible clouds through the soldiers waiting below. The sky was overcast, the cloud cover thin but absolute.

On the hill's crest, near Shortnose stood his charge, the sorcerer Seoni. Sweat running down under his clothing, as he watched the soldiers on the plain before facing his duty.

His place here was to ensure that nothing and no one would stab the sorcerers while they brought down the walls.

At full strength, six mages should have been arrayed behind her, but there were only two. Off to one side Lock waited, wrapped in the dark grey raincloak that was his battle attire – looking smug. To the other Lotca, a mage that most didn’t knew.

Down on the first hill, High Mage Payschpern rose and lifted his arms out to the sides. A wave of golden flame spanned his hands, then rolled upward, growing as it raced towards the city's walls. The spell crashed against the black rock, sending chunks hurtling out, then down. A rain of death descended into the city of Haven, and among the army waiting in the plain.
'It's begun,' Lotca breathed.
Silence answered Payschpern’s first attack, save for the faint scatter of rubble on the city's tiled rooftops and the distant cries of wounded soldiers on the plain. Everyone's eyes were trained on the walls.

The reply was not what anyone expected.

A black cloud enshrouded the city’s walls, followed by faint shrieking. A moment later the cloud spread out, fragmenting, and Shortnose realized what he was seeing.

Ravens.

Thousands upon thousands of Great Ravens. They must have nested among the crags and pocks in the walls's surface. Their shrieks grew more defined, a caterwaul of outrage. They wheeled out from the wall, their fifteen-foot wingspans catching the wind and lifting them high above the city and plain.

Fear lurched into terror in Shortnose's heart.

The mage to his left barked a laugh and whirled to them. 'These are the Deaths's messengers, colleagues!' Madness glittered in his eyes. 'These carrion birds!' He flung back his cloak and raised his arms. 'Imagine a lord who's kept this amount Great Ravens well fed!'

A figure had appeared on the ledge above the portal, its arms upraised, long silver hair blowing from its head.
The silver haired mage looked tiny against the backdrop of his edifice, almost insubstantial at this distance. The illusion was about to be shattered. He gasped as the aura of his power bloomed outward – as if he had just been punched in the stomach…
'Channel your magic,' Seoni commanded, her voice cracking. 'Now!'

Even as the silvered haired mage gathered his power, twin balls of blue fire raced from the centre hill. They struck the wall near its base and rocked it. Payschpern launched another wave of golden flames, crashing with amber spume and red-tongued smoke.

The Haven's lord responded. A black, writhing wave rolled down to the first hill. The High Mage was buffeted to his knees deflecting it, the hilltop around him blighted as the necrous power rolled down the slopes, engulfing nearby ranks of soldiers. Shortnose watched as a midnight flash swallowed the hapless men, followed by a thump that thundered through the earth. When the flash dissipated, the soldiers lay in rotting heaps, mown down like stalks of grain.

Necromantic sorcery. Cursed magic, the Breath of Chaos.

His breaths coming fast and tight in His chest, Shortnose saw the sorcerer magic flow into her. She shaped it, muttering chain-words under her breath, then unleashed the power. Lotca followed, drawing from his power. Lock surrounded himself in his own mysterious source, and the cadre entered the fray.

Everything narrowed down for Shortnose from then on, yet a part of his mind remained distant, held on a leash of terror, observing with a kind of muffled vision all that happened around him.

The world became a living nightmare, as sorcery flew to batter the city's walls, and sorcery rained downward, indiscriminate and devastating. Earth rose skyward in thundering columns. Rocks ripped through men like hot stones through snow. A downpour of ash descended to cover the living and dead alike. The sky dimmed to pallid rose, the sun a coppery disc behind the haze.

He saw a wave sweep past Lock's defenses, cutting him in half.

His howl was more rage than pain, instantly muted as virulent power washed over Shortnose and he found his own defenses assailed by the sorcery's cold, screaming will as it sought to destroy him. He reeled back, brought up short by Lotca as he added his power faltering parries. Then the assault passed, sweeping on and down the hill to their left.

Seoni had fallen to her knees. Lotca stood over her, chaining words of power around her, his face turned away from the city walls, fixed on something or someone down below on the plain. His eyes were wide with terror.

Too late Shortnose understood what was happening. Lotca was defending her at his own expense. A final act, even as he watched his own death erupt around him. A blast of bright fire engulfed him. Abruptly the net of protection over Seoni vanished. A wash of crackling heat from where Calot had stood sent her tumbling to one side. She felt more than heard her own shriek, and her sense of distance closed in then, a layer of mental defense obliterated.

Spitting dirt and ashes, Seoni climbed to her feet and fought on, no longer launching attacks just struggling to remain alive. Somewhere in the back of her head a voice was screaming, urgent, panicked. Lotca had faced the plain not the silver haired mage - he'd faced right! Lock had been struck from the plain!

He watched as a demon arose beneath Midnight.

Laughing shrilly, the towering, gaunt creature tore Midnight limb from limb. It had begun feeding by the time Urdanbell arrived. The giant bellowed as the demon raked its knife-like talons against his chest.
Ignoring the wounds and the blood that sprayed from them, he closed his hands around the demon's head and crushed it.

Karonys unleashed gouts of flame from the staff in his hands until the city's walls almost disappeared inside a curtaim of fire. Then ethereal wings of ice closed around the short, fat wizard, freezing him where he stood. An instant later he was crushed to dust.

Magic rained in an endless storm around Payschpern, where he still knelt on the withered, blackened hilltop. But every wave directed his way he shunted aside, wreaking devastation among the soldiers cowering on the plain. Through the carnage filling the air, through the ash and shrill tongued ravens, through the raining rocks and the screams of the wounded and dying, through the blood-chilling shrieks of demons flingiting themselves into ranks of soldiery - through all sounded the steady thunder of the High Mage's onslaught. Enormous blocks of concrete, sheared from the wall’s face, raging with flame, and trailing columns of black smoke, fell down into the city of Pale, transforming the city into its own cauldron of death and chaos.

His ears numbed and body throbbing as if his flesh itself gasped for breath, Shortnose was slow to grasp that the sorcery had ceased

He looked around, vaguely recalling that a company of soldiers had sought refuge on the blasted summit. Something had hit the sorcerer, taking all she had left to resist it. And in a blink, another demon towered before her, and even as Shortnose ran to protect the woman, the demon ripped her apart.

Now, nothing was left of the mage but their clothes. Always an even trade, he thought as he lanced himself against the demon.

--

Urdanbell, most of his clothing burned away and his flesh scorched red, remained on the centre hill, collecting Midnight's scattered limbs and raising his voice in a mournful wail. The sight, in all its horror and pathos, struck Shortnose's heart like a hammer on an anvil. Quickly he turned away. 'Damn you, mages!'

Haven had fallen. The price was the army and five mages. Only now were the temporary allies moving into the city. Shortnose's jaw clenched, his lips drawing from their fullness into a thin white line.

Here is the final statistics:

Statistics:
Male Human Warlord 5
CN Medium Humanoid (Human)
Init +7; Senses Perception +6
------------------------------
DEFENSE
------------------------------
AC 24, touch 14, flat-footed 19 (+7 armor, +3 dex, +3 dodge +1 deflec)
hp 65 (5d10+10+5)
Fort +7, Ref +5, Will +8 (+1 if against spell or spell like)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee +12 Greatsword (2d6+8)
Melee +10 Greatsword(PA) (2d6+14)
Melee +11 Dagger (1d4+5)
Melee +9 Dagger(PA) (1d4+9)

Ranged +9 Composite Longbow (1d8+4)
------------------------------
STATISTICS
------------------------------
Str 19, Dex 16, Con 14, Int 8, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 26
Traits Armor Expert, Adopted (Glory of Old)
Drawbacks
Feats Improved Initiative (Bonus Human), Iron Will (Bonus Campaign), Weapon Focus(Great Sword)(Bonus feat warlord), Power Attack(1st level), Step Up (3rd Level), Coordinated Defense(Warleader) Dodge (5th Level)
Skills ( 25 points; 20 class, -5 INT, +5 bonus human, +5 bonus campaign)
ACP -2

*ACP applied to these skills
Acrobatics 9*, Climb* 7, Handle animal 9, Intimidate 12, Perception 6, Perform (Dance) 5, Sense Motive 8, Swim* 5.

Non-Standard Skill Bonuses

Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Warlord’s Gambit (Ex): At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward.
Each gambit’s risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward. A warlord may use each gambit available to him once per encounter. If at the start of the warlord’s turn he has no available gambits, he regains all uses of his known gambits.

A gambit’s rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would witness the successful gambit and receive benefits must be within 60 ft. of the warlord to receive bonuses and must be able to see him perform the action. At 4th level and every four levels thereafter, the warlord selects adds an additional gambit.

Tactical Presence (Ex): At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move-equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopt ing a presence as a free action.

Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies with in 30 ft. of his position gain the benefits of the Die Hard feat, and may add the warlord’s Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30 ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Warleader: The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30 ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one his own (with all allies within 30 ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord’s Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for ev ery four warlord levels the character possesses.

Force of Personality (Ex): At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his Charisma modifier once to his Will save.

Tactical Flanker (Ex): The warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord’s Charisma modifier (min +2) for the bonus they receive on flanking their opponent.

Battle Prowess (Ex): The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial discipline training. When the warlord is in a martial stance and wielding a weapon that is a member of a weapon group associated with that martial stance’s discipline (example: a warlord wielding a longsword while in Scarlet Zweihander stance or a longbow while in the Stance of Piercing Rays), the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at 19th level) as a circumstance bonus to attack and damage rolls, CMB rolls, and to his CMD.

Maneuvers:

------------------------------
Maneuvers
------------------------------

CRUSHING BLOW
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (partial)
By bringing his weapon high and bringing it down with ferocious finality, the disciple’s forceful blow is enough to weaken the defenses of his foe momentarily.
The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 15).

PANTHERA ON THE HUNT
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instant
With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuvergains a +2 circumstance bonus to hit on his charge attempt (for a total bonus a +4 to hit) and ignores attacks of opportunity from moving through a threatened square.

SCYTHING STRIKE
Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.

BLADE OF BREAKING
Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
A Scarlet Throne disciple knows that sometimes that to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it. The disciple may make a sunder attempt with a +4 competence bonus against his foe’s weapon without provoking attacks of opportunity.

ENCOURAGING ROAR
Discipline: Golden Lion (Boost); Level: 1
Initiation Action: 1 swift action
Range: 30 ft
Target: Allies
Duration: One round
The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30 ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.

BLOODY RIPOSTE
Discipline: Primal Fury (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker’s defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus with a +2 circumstance bonus on the attack roll.

GARNET LANCE
Discipline: Scarlet Throne (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
With a sudden and powerful thrust, the disciple penetrates the defenses of his foe with devastating alacrity. The initiator makes a melee attack against a target creature, and if successful the attack inflicts an additional 2d6 points of damage and the attack automatically by-passes the target’s damage reduction.

FRENZY STRIKE
Discipline: Primal Fury (Strike); Level: 3
Prerequisites: One Primal Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
By emulating the ferocious assault of a raging great cat, the disciple’s knowledge of the natural world and the way its predators operate assists him in combat with a furious set of attacks. The initiator makes one attack with each weapon he has wielded (or with both heads of a double weapon; this includes natural attacks and armor or shield spikes) at his full base attack bonus. Upon each successful attack, the initiator inflicts an additional 3d6 + 4.

STRIKE OF DEFEAT
Discipline: Scarlet Throne (Strike); Level: 3
Prerequisites: 1 Scarlet Throne maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
‘A dead foe is a foe that can trouble you no more,’ is an old adage of the Scarlet Throne disciple. An injured foe is easy prey, but is still a foe nonetheless. By utilizing this swift executioner’s strike, the Scarlet Throne disciple removes a potential threat and obstacle from his path. The disciple makes an attack against a foe, if successful this strike deals additional damage determined by the state of the enemy’s hit points. If the enemy has more than 75% of his total hit points, this strike does no additional damage. If the foe has less than 75% hit points, this strike inflicts an additional 4d6 points of damage. If the foe has less than 25% of his total hit points, this strike inflicts an additional 8d6 points of damage.

Stances:

------------------------------
STANCES
------------------------------

SCARLET ZWEIHANDER
Discipline: Scarlet Throne (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and two-handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in two hands, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 dodge bonus to his Armor Class while in this stance and inflicts an additional 1d6 points of damage while in this stance.

CIRCULAR STANCE
Discipline: Scarlet Throne (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and they understand that often times that may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja’s level does not exceed the disciple’s initiator level by 4 or more).

PRIMAL WARRIOR STANCE
Discipline: Primal Fury (Stance); Level: 3
Prerequisites: One Primal Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Stance
By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it’s greatest effects. The initiator’s wielded weapons are considered to be one size category larger, or alternately, if the initiator possesses a weapon that is one size category larger than he is, he may wield that weapon without penalty while in this stance. The benefits of this stance stack with abilities or effects that increase the initiator’s size (such as enlarge person).

Gambits:

------------------------------
GAMBITS
------------------------------

Acrobatic Gambit
Risk: The warlord attempts an Acrobatics check to move through an opponent’s threatened area.
Reward: The warlord’s brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage damage upon a successful hit. This damage is not multiplied on a critical hit.

Ravager’s Gambit
Risk: The warlord attempts a successful sunder maneuver against an opponent.
Reward: The warlord’s sundering attack ignores a portion of his foe’s weapon’s hardness equal to his Charisma modifier.

Unbreakable Gambit
Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability.
Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.
Reward: The warlord is emboldened by his ability to resist his opponent’s attack, and regains a number of hit points equal to three times his Charisma modifier.

Gear:

------------------------------
GEAR
------------------------------

+1 Breastplate (1350gp)
+2 Belt of Str (4000gp)
+1 Ring of protection (2000gp)
+1 Cloak of Res (1000gp)
+1 greatsword (2350gp)
2 potion of Bless weapon (100gp)
2 potion of Enlarge person (100gp)
2 potions of Endure Element (100gp)
Misc items (Bags, clothes, adventurer kit) (200gp)

Remaining gold: 300gp


@Ruul: Looks good by me, my specialty is currently heals and support. This will be evolving as I gain levels.

@DM BW: I noticed my intended prestige gives me a feat I already have inscribe magic tattoo, when I get to that level is their some other item crayon feat I could take? I suppose this is on the assumption that I'm chosen in this process.

@Orsal check inbox, plox.


Lol! Item crayon! *creation

Posting from phone atm.


Hmmm, The PDF won't load up for me :( And I'm having trouble writing up a backstory I'm truly happy with. (note, the premise is the same, its just the actual story part I'm having trouble with).

I think, I will submit a 10 min background, rather than an actual story background. (as I seem to have writers block) and I honestly feel the 10 min background helps me get into the character more.


10 min Background:

Concept/background overview
1- Born to a noble within the region, was taken at the age of 4 and used to drain money from the noble family until 10, when he was “adopted” by the captian and used as free labor for 5 years.

2- Exceptionally charismatic by nature, he soon made friends with most of the crew, and eventually, after proving his worth, rose through the ranks to eventually earn his freedom, and be given the position of first mate.

3- While excellent in swordplay, he was never one for bloodshed, and more often than not would manage to end a fight with little life lost. However, he isn’t gonna think to long about sticking someone what needs it.

4- In the end, He is looking out for #1. He is ambitious and would see his desires come to fruition. He has a code of his own and values a man’s words. He never lightly goes back on a deal. (not only is it bad for reputation, but that sort of thing can get a man keel-hauled)

5- He left the crew at port to follow his dreams, using the skills he learned on ship to hopefully make his way and eventually become a captain of his own.

6- See’s freedom as the only way to live, he doesn’t like being tied down, and often prefers to follow his own whims than another’s as such he sees a ship, the ability to go wherever his heart(and the winds) take him as the highest freedom of all. Needless to say, he has a bit of a problem with authority usually.

7- Seeks to make of himself a legend. He has started himself off, slowly spreading his name as “The Maestro of the Seas” As he love of freedom and the wind on his face can only be matched by his love of music, and dance.

8- He proved himself during his forced crew time during a battle that was going south for his masters. After the captain was knocked out, the lad disguise himself as the first mate (at the time, had been killed) and rallied the remaining crew. After which he dueled the other ships captain and slew him. Not long after the enemy crew surrendered.

9- Often hums to himself when walking the streets, or even sings aloud when at sea. Has been known to make appearances in noble courts to provide the music for events. He has taken these chances to garner a bit of a name among the nobles and merchants.

10- He dislikes dark caves, they make him feel confined, the lack of wind bothers him and his vision fails, he rarely travels to such places unless under dire circumstances. He has a similar effect when forced to stay indoors for long periods of times, but it is much less pronounced.

11- He has a parrot named Violet, for the magnificent purple feathers she has.

Step 2
Goals-
1- Own a ship and captain it. Bonus points for gaining a fleet of his own to ensure his freedom.

2- Make a name for himself among the nobles and one day Garner as much influence in the happenings of the razor coast as any of them

3- Possibly start his own mercenary corp.

4- Create music that is played throughout the lands, become known as the “Maestro of the Seas” and have himself pass into legend for centuries to come.

Step 3
1 secret known by your character, 1 that he is unaware of

- He is a son of a high ranking noble
- However He does not know that his father is the head of the most powerful family of nobles in the region.

Step 4
- Captain –GM name- While he first saw Alexander as a means to money, he eventually grew to like the child. He considers him his son, though there is no blood bond between them. (his only son in his mind, no matter how many port whores claim to have one of his sons). He taught the lad a lot about running a ship and was sad to see him go. He never told the lad who his real father was, and may not now even if Alexander asked him. He keeps in touch with the lad every now and then to check up on him.
- Female noble –GM name- one of the first nobles Alexander met and has been one of the few that he manages to keep in the good graces of. Many a fun night has been had betwixt the two and both have used to other to achieve a goal. Perhaps there is a budding relationship between them, or perhaps it is only a means to an end. (or several)
- Pirate –GM name- has despised Alexander Since he made a fool of him on the ship. Not long after Alexander managed to earn his freedom in the eyes of the captain, he humiliated –GM name- (after being the man’s butt end of jokes and his scorn for 4 years). What’s worse, when the first mate died, Alexander was made the new first mate. A position that would have otherwise passed to –GM name-, and he has always hated him for that.
Step 5
Mannerisms, memories, quirks
- Alexander still remembers the first time he was forced to take a life, a sailor that had boarded the ship during on the captains attacks had caught him. The sailor had been shot already and was injured, and Alexander had been practicing with a blade during the nights enough that he was able to best the man. He had watched as the life left the man’s eyes, and then puked. This is one of the reasons he prefers to not settle things in blood if possible.

- A quirk of his is he is almost always continually humming unless in the presence of high ranking merchants or nobles an is playing the part of a noble.

- He is exceptionally tidy for an ex-pirate and sailor. He is always dressed in rich attire and keeps himself and his clothing clean via magic.

- He enjoys taking his violin or flute up the front of the ship, or to the crow’s nest and playing little tunes as he looks out over the ocean and feels the wind blowing around him. It’s a small thing, but one of the things he enjoys about sailing the most.

there we are, its mostly finished. I'll be adding bits and bobs to it throughout the week until closing time though. Let me know if you have any questions.

also, GM I didn't name any of the characters as I wanted to ask if you had other characters already in the setting that would work with the background and could use them. If you don't I'll be happy to fill out the names.


Sunny I was able to get it to work with cavalier 1/sorcerer 4. PM me your email address and I'll send you the file.


Made some minor changes to make him more powerful at range.


I think I will go for Sheriff, as it is great story wise. The feats are not optimal, but the story will be worth it. Taking alertness can be useful :-)

background:

Sid was born with the silver, celestial spoon in his mouth. A small aasimar sent to help a small community of halflings, he was given the looks and form of your typical halfling. Although the smaller aasimars typically became devoted and bonded to the communities they were sent to aid, things did not go well with Sid and his community. The gentle, quiet halfling community was, in a word, boring. Everyone seemed to be concerned with the quality of the food or the quality of the pipe tobacco, and took most of their free time to eat and smoke. And Sid had a wild streak, and as a halfling 'Sheriff', finding lost pigs and who stole Goodwife Burberry's pie from her window became quite a waste of Sidwell's skills.
Sidwell decided he would get out of his responsibilities when one nasty winter, he found himself near a frozen lake rescuing sheep from the dangers of thin ice and cursing his lot in life. While everyone else was by a warm fire, the sheriff was keeping the sheep from falling in the frozen stream. Then, he thought of a way to get out of his responsibilities. Leaving tracks leading up to a large gaping hole in the ice, to this day people talk about the tragic death of Sheriff Sidwell Collins and how he died saving the sheep. When springtime came, his body was never found, and many figure it was taken by scavengers.
As Sidwell moved around, he found his baby-faced look made people call him the kid, so he took on the nickname ‘Sid the Kid’. He began to earn money as a gambler, and his deft hands allowed him to manipulate a few games of chance and skill, like dice and dagger throwing, to his advantage. But, to keep your winnings as a gambler, you often had to prove you could hold your own in a fight. After winning a battered pistol and gunsmith kit in a game of chance, the halfling found he was quite adept with the pistol. Occasionally a large man wanted to call the small baby-faced gambler on his luck and didn’t fall for the line: ‘don’t you know hobbits be naturally lucky’, but wouldn’t push the point until staring down two double-barreled pistols. Or the dog with bared teeth that answered his whistle ready to trip and bite those who threatened his master allowed the quick gunslinger to quickly mount and get of town.
After his early gambling career, Sid became known as a capable one to have along in a fight. With his riding dog, Darby, often the appearance of the ‘Sid the Kid’ with his fancy two gun rig was enough to get someone behind on their debts to suddenly remember where they put their money pouch. In his latest travels Sid has heard the stories of Captain Bethany Razor, and has headed to the Razor Coast to find out if even half the stories about her are true. His mother was strong-willed, and Sid knew she would be disappointed in how his life hand turned out. Like a moth to a flame, Sid needs to meet the infamous Captain Razor. Yes, the Razor Coast had not heard of ‘Sid the Kid’, but hopefully that would change. Sid regretted having to shoot a few people to prove he wasn’t to be trifled with, but to prove you were an apex predator, sometimes showing your teeth wasn’t enough.
After his arrival in Port Shaw, Sid quickly realized the Port needed a proper sheriff. Some thought Sid started to act like the sheriff because of a good nature and a desire to enforce the law. But, honestly, Sid felt it would be better if he was the law rather than letting the Dragoons run around and make up the law. And, like has been mentioned before, Sid wanted to impress Captain Razor: he thought Captain Razor might be impressed by ‘The Sheriff’. And, he would not be finding stolen pies, lost pigs, or keeping sheep off the ice, no, he would be getting into fights that would make Bowbe proud. And Sid was going to curse the &$*^ Bowbe every day he was sheriff. Sid has turned the Run Aground Tavern in the docks district into his unofficial headquarters, and Sid can be found listening to and spinning colorful tales with his good friend, Falgor Finney, the dwarf proprietor. It turns out Sid can drink almost like a true dwarf, but he can curse better than a true dwarf. His latest scuffles with the Dragoons have not made him popular with some of the powers that be in Port Shaw, but it sure has impressed the dockside commoners that need a hero.

appearance:
The small figure with the baby face would, at first glance, appear to be angelic. His fine hair in pony tails seemed to give off a strange glow when Sid was under stress, and, the small halfling was on alert constantly. Then you stared into the cold, appraising eyes that seemed to be constantly looking to evaluate threats and escape routes. When the hazel eyes locked on you, they seemed to be coldly assessing your interest and exactly what you were focused on. If you were interested in something or someone else, the eyes quickly passed you by. If you happened to be sizing the small halfling up, you found yourself the focus of a long, unblinking stare that seemed to see right through you.
Dressed in a battered leather riding slick with a neckerchief loosely tied around his neck and a bandana on his head, the only items of quality augmenting his rather drab wardrobe are his well oiled, brown leather riding boots, his pale blue silk shirt and his tri-cornered Dontorian specially designed hat. A Dontorian special was a luxury only the rich could afford but it was the peak of fashion in Port Shaw, and Sid’s was a deep midnight blue with bright yellow starlike designs. Although Sid’s hat was ostentatious by most standards, it seemed appropriate on the dapper little man. At his waist, two small revolvers seem to look quite threatening only after you realize the halfling’s hands absent-mindedly seem to get into a position of readiness every minute or so hovering just above them. It is almost as if the small man practices an alert stance to stay sharp.

Sid ministats:

AC: 21; ff 16; Touch: 16
HP=60/60
Panache Pool 4/4
CMD=19
Fort Save: +5
Ref Save: +9
Will Save: +2
action
XXX to go

Basics:

‘Sid the Kid’ aka Sidwell Collins
Level 5 Gunslinger (Pistolero)
Alignment CN
Deity: Bowbe
Speed: 20ft
Senses: Perception +15 (+17 stonework)
ST = 10
DX = 21
CO = 12
IN = 12
WI = 10
CH = 18

Other numbers:

Height: 3'2" | Weight: 34 lbs. | Hair: Brown | Eyes: Hazel
HP: 60
Speed: 20 ft. | 4 squares
Initiative: +5
AC: 21 | Touch: 16 | Flat-Footed: 16
Fortitude: +9 | Reflex: +8 | Will: +13
Traits
Fashionable: You are one of the “betters” within Port Shaw and aren’t afraid of showing it. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
Lucky Tattoo: You were plagued by bad luck until you purchased a “lucky tattoo” from a mysterious traveling artist. On that day, your luck did indeed seem to improve for the better. Once per game session, when called upon to make a d20 roll, you may re-roll one die roll, before you know the results. You must take the second roll regardless of the result. The lucky tattoo isn’t a magical tattoo and doesn’t take up an item slot on the body.
Feats:
Light Armor
Martial Weapon Proficiency
Weapon Proficiency (firearms)
Gunsmithing
Bonus Feat: Point Blank Shot
Level 1: Alertness
Level 3: Two Weapon Fighting
Level 4: Dare=(Out for Blood (Ex))
While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon’s critical threat range.
Level 5: Quick Draw
Base Attack Bonus: 5 |
CMB: +4 | CMD: 19

Attacks:

Base Melee Attack (Unarmed): +6 (+5 BaB +0 str +1 size) 1d4
Base Ranged Attack: +11 (+5 BaB +5 dex +1 size)
Dagger: +6 (1d4) 19-20 x2 10 ft. (P/S)
CMB +4 ( +5 bab +0 Str -1 size)

Defenses:

AC: 21 (10, +5 armor, +5 Dex, +1size)
flatfooted: 16; Touch: 16
HP=60 (10 + 1(FC) + 1(CON) per level)
CMD=19
Fort Save: +5 (+4 Base, +1 Con)
Ref Save: +9 (+4 Base, +5 Dex)
Will Save: +2 (+1 Base, +1 Wis)

Aasimar racial abilities:

Ability Score Racial Traits: Aasimars with azata blood gain +2 Dexterity and +2 Charisma.
•Type: Aasimars are outsiders with the native subtype.
•Size: This Aasimars is a Small creature
•Base Speed: Aasimars have a base speed of 20 feet.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
•Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)Languages: Common and Celestial.

Skills:

6/level (4class+1INT+1bonus)
Acrobatics +9 (1, +5dex, +3 Class Skill)
Appraise +1
Bluff +13 (5, +4 Cha, +3 Class Skill, +1 trait)
Climb +4 (1, +0 Str, +3 Class Skill)
Craft N
Diplomacy +5 (+4 Cha, +1 trait)
Disable Device N
Disguise -3
Escape Artist +5 (1, +1 Dex, +3 Class Skill)
Fly +1
Handle Animal +8 (1, +4 Cha, +3 Class Skill)
Heal +4
Intimidate +0
Knowledge (Local) +7 (3, 1 Int, +3 Class Skill)
Linguistics N
Perception +9 (5 +1 Wis +3 Class Skill)
Perform N
Profession N
Ride +10 (2, +5 Dex, +3 Class Skill)
Sense Motive +10 (5 +1 Wis, +3 Class Skill, +1 trait)
Sleight of Hand +5
Stealth +17 (5, +5 Dex, +3 Class Skill, +4 Size)
Survival +5
Swim +4 (1, +0 Str, +3 Class Skill)
Use Magic Device NA

Class Features Gunslinger (pistolero):

The following are class features of the gunslinger.
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Daring Act & Dares
The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Dares
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.
List of Known Dares
Out for Blood (Ex)
While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon's critical threat range.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
This deed replaces the deadeye deed.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
•Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
•Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
•Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.


Thanks for the List, Ruul!

Sal'Hara, here you go! :P
Item Crayon- 1 cp, can be used to draw colored stickfigures. Has the fragile condition.
On a more serious note, MOST item creation feats are allowed.

Alexander:
1. Captain- There are a few candidates for this position. Describe what you are looking for.

2. Female Noble- Several of these. Any preferences on race/appearance?

3. Pirate- Depending on which captain that fits you more, this is different as well.

4. Your father- Might we go out of the way and say Baron Hargrave, the leader of Port Shaw? Possibly an illegitimate child, which is why the Baron chose to pay the ransom? Or maybe a legitimate one that he honestly sought to get back?


GM BW:

really wish I could get that pdf to work for me :( thanks for working with me

1- Looking for a freebooter, He wouldn't be "evil" persay, I'd see him more as a man of fortune. Possibly doing merc work for the nobles and using piracy (fear tactics) to supplement his coffers when need/wanted. would have similar views to ships and the sea as Alec(Alexander's nickname). Though a lot more gruff and a but less concerned with doing things nice. Sort of like a mix of jack sparrow/barbousa with a few other things thrown in.

2- human/elf/half-elf possibly even teifling if any. I could see a gnome as well, though more likely for the first 3. Alec would be drawn more to dark/black hair, thin but endowed women(sexually) but also one with ties higher up. He would have used her as a foot in the door so would need to not only keep her happy and friendly for a bit, but need her to have a little sway in the politics.

3- Guess not much input here.

4- I saw him as a legitimate one, but one that he had given up hope on. Of course he wouldn't recognize Alec now. But either of those would work. (whichever would fit with the story/setting better.)


Ruul Spiritskin wrote:
Sunny I was able to get it to work with cavalier 1/sorcerer 4. PM me your email address and I'll send you the file.

*SQUEEEE!* (^_^)

*Glomp-hugz Ruul like a limpet*

*Scampers off to send special message*


I finally got an idea what to make.
This is Kel-Varas, born as the result of an experiment to infuse a demon into an unborn human child.
Possessed by the abyssal denizen he has to struggle to keep its urge for mayhem at bay and channel its power at his enemies by letting it take partial control (and drastically alter his appearance) in battle. During his childhood he was trained in the martial discipline of the Black Seraph to keep control of and exploit the demon's potential in combat.

A full background to follow, once I have completed the build. For now I'm glad i got something into the thread.

What I'm going for is a Bloodrager with the Primalist Archetype and Abyssal Bloodline to get all sorts of demonic features during blood rage. And using thematically appropriate black seraph maneuvers per the Martial Training Feat line.

I might still switch to a human rather than tiefling


Added lots of fluffy updates to my profile page if anyone cares. Orasl Hort and I have a slightly intertwined backstory, and I'm certainly willing to do the same with anyone else... I've got more than 100 years to work with here! lol!


I've tinkered with his equipment and feats. He's ready for review.

The Razor Coast player's guide is fairly quiet about the origin of the colonists. Therefore, I'd like to leave his background as is which refers to places in Ptolus, for lack of anything better to replace it.

Sal'Hara and I have a connection that can link us if we are both selected.

cheers


Alexander's backstory reminded me that my backstory's Lord Okanos is meant to be a stand-in for a cruel plantation owner if one already exists near Port Shaw. I'm happy to tinker with my backstory to better fit the setting if selected.

@Orsal - I think FGG's setting that the Razor Coast is set in is still largely undefined, and I suspect large parts of RC were written to be generic before FGG took the project over.

Without too much to go on, I completely made up a country to fit my needs for the same reason.

@Ruul - thanks for compiling the Google Doc! Lots of really good submissions here.

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