
The Hirtz Factor |

I'm curious, but unfamiliar with the setting and the new Psionics Unleashed rules. Therefore, I'm going to roll up some stats and wait to give a character concept until I feel more comfortable with my options.
4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17
4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
4d4 + 4 ⇒ (1, 3, 2, 1) + 4 = 11
4d4 + 4 ⇒ (3, 1, 2, 2) + 4 = 12
4d4 + 4 ⇒ (1, 3, 4, 3) + 4 = 15
4d4 + 4 ⇒ (1, 4, 4, 3) + 4 = 16

Grit |

OK. Here is Grit, Mul Druid. My plan is to have him good at melee combat and decent at party support with the new and improved first level spell create water :)
Please make recommendations to make him a better character for both role play and combat.
One thing that needs to be decided is if you want to reskin the trait Beast of the Society, which makes his wild shape ability, staring at level 4, last twice as long. It only works for small and medium sizes, and the regular 1 hour/level should actually be plenty of time for most anything BUT its just too good not to ask about.
Also I believe you mentioned you were not fond of archetypes and I am good with a strait druid. But certain archetypes do seem to fit the setting well. So if one suites the game I would happily convert over to it. Blight Druid, Desert Druid, Saurian Shamen, and Sky Druid all would fit well. Dragon Shamen might be too presumptuous. :)
Mul
Male Dwarf Druid 2
NG Medium Humanoid (Mul)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex) - No armor yet
hp 22 (2d8+6)
Fort +6, Ref +3, Will +6; +2 vs. poison and disease
Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison and regain hit points at twice the normal rate.
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +6 (1d3+5/x2)
Wild Talent: Prescience, Offensive - Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.
Druid Spells Prepared (CL 2):
1 (3/day) Create Water, Magic Stone, Cure Light Wounds
0 (at will) Detect Poison, Purify Food and Drink (DC 13), Mending, Guidance
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 17, Int 13, Wis 17, Cha 12
Base Atk +1; CMB +6; CMD 19
Feats Improved Unarmed Strike
Traits Animalistic Affliction (Ulfen), Beast of the Society, Suspicious (only two of these and I am not sure about Beast of the Society - Reskin? )
Skills Acrobatics +3 (-1 jump), Appraise +1 , Climb +9, Craft (weapons) +3, Handle Animal +6, Heal +7, Knowledge (geography) +5, Knowledge (nature) +7, Linguistics +2, Perception +7, Ride +7, Sense Motive +8, Spellcraft +5, Survival +9
Languages Common, Druidic, Dwarven, Kreen
SQ animal companion link, nature bond abilities (animal companion), share spells with
companion, spontaneous casting, wild empathy, woodland stride
Other Gear:
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or Mediumsized
animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferocity: If a mul’s hit points fall below 0 but he is not yet dead, he can continue to fight. If he does, he is staggered, and loses 1 hit point each round. The character still dies when his hit points reach a negative amount equal to his Constitution score.
Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison and regain hit points at twice the normal rate.
Tireless: Muls gain a +4 racial bonus to checks for performing extended physical activity. This bonus stacks with the bonus provided by the Endurance feat and also applies to Fortitude saves versus weakness, fatigue, exhaustion or enfeeblement. Muls can engage in up to 12 hours of strenuous activity before suffering fatigue.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch
spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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@Arknight: Your ideas on background are good. Stats looked fine except I think you are missing your trained bonus on some class skills.
@Tenro: I'll throw together a couple of traits later tonight. Thinking about +1/6 psionic or metapsionic feat as a favored class bonus, unless you had something else in mind. The vitalist favored class bonuses for some of the other races like dromites or gnomes look fine, too, if you'd rather one of those.
@Dark Netwerk: I'll keep taking applications until 5 p.m. Sunday CST, and try to have a group picked later that evening.
@Skorn (aka Grit): I'll look at the stats more in depth later tonight. Archetypes are perfectly fine if they fit, especially the environmental variants you listed. I'll take a closer look at Beast of the Society later, but am leaning toward allowing it.

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@Tenro: On reflection, any of the favored class bonuses for the existing races would be fine. Just let me know which you pick. And, as promised, a few thri-kreen traits:
Your exoskeleton provides especially effective protection against the inferior weapons common in the Tablelands.
Benefit: Your natural armor bonus is increased by +1 when an opponent attacks you with a weapon that has the fragile quality.
The paralytic venom you produce is especially potent
Benefit: When you bite an opponent, the saving throw DC of your venom is increased by +1 on the first round. A failed save that round automatically results in the maximum amount of ability damage.
You have spent much of your life studying unfamiliar cultures.
Benefit: Your gain a +1 trait bonus on any Knowledge skill check related to a race or culture other than your own.
For everyone else:I'm generally fine with re-fluffing other traits for Athasian races. I can review when you post a build.

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I'm thinking kreen ranger. If you think that there are too many kreens, I'll roll another character. :)
It's up to you. But I will say that I'm inclined not to have more than one thri-kreen in the group. And as the only focused healer submitted so far, Tenro's kreen probably has a (chitinous) leg up.

Nnn'tkklik'l |

Nnn'tkklik'l was a healer in his tribe, and he enjoyed it very much. To look after them and tend to their wounds was a great honor, and he was blessed with gifts to be able to do so. He often accompanied his tribe's hunters on hunts, ensuring that they came back alive, and suturing lacerations as necessary. It was on one such hunt that the tribe came across the aftermath of a raid. Durwadala, Nnn'tkklik'l's friend and a respected shaman of the tribe, heard the sounds of survivors in the wreckage and ordered hunters to investigate. A half-elf was found under the human corpse of what was likely its mother.
Durwadala decided to raise it. Could be useful, Durwadala says. Can go into town and trade goods for us, get better trade. Nnn'tkklik'l is not one to question Durwadala's wisdom. Named halfelf "D'Vreck". Tried to teach halfelf the way of nature, but halfelf had no gift for it. Despite some tribe member's doubts, D'Vreck could survive on its own and hunt.
One day, we were on a hunt, and slavers attacked us. Nnn'tkklik'l did best to keep hunters alive to fight off slavers, but the wounds were too many. He tried to absorb as much damage as he could, to give the hunters a better chance to fight off the slavers. They failed, and several hunters were captured along with Nnn'tkklik'l and D'Vreck.
Character sheet complete. I went with the Dromite favored class bonus (+1/2 members of Collective) (bug people unite!) and I took the Desert Nomad feat (perfect for nomadic tribal hunter thrikreen) and the Hardened Carapace racial trait you made.

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As I mentioned earlier, I'll continue taking submissions until 5 p.m. Sunday, Central time. Based on the number and quality of submissions so far, I'll almost certainly choose a full group of six.
With that in mind, here's what I'd like to see as formal submissions:
Post as yourself with the following information, preferably in spoilers, or post as yourself linking to an alias with the pertinent information.
* A one to two sentence physical description of your character.
* A two to three paragraph background for your character, leading up to the point at which you were sold to Urik-based slavers bound for Tyr.
* A completed stat block in standard Pathfinder style. For examples, see the stat blocks posted by Peanuts and Arknight on the first page of the thread. The format Tenro used for "Nnn'tkklik'l" is fine, too.
For reference, here's what's been mentioned so far:
Tenro: thri-kreen vitalist
Berenzen: human defiler
Spazmodeus: ??
Stiehl9s: mul fighter (unbreakable)
Peanuts: half-giant barbarian (invulnerable rager)
Algar: human psychic warrior (feral warrior)
Scranford: dwarf magus
Oterisk: halfling ?
Viluki: human cryptic
Arknight: half-elf rogue (survivalist)
Skorn: mul druid
Dark Netwerk: human psychic warrior (assassin path, maybe traceur)
Nightflier: thri-kreen ranger
The Hirtz Factor: ??

Tenro |

Nnn'tkklik'l is tall and wiry even by the standards of thrikreen with dark green compound eyes atop his head. His carapace is primarily sand colored with patches of brown-orange clay coloration, and in several areas it is lumpy and irregular from the carapace having been cracked and healed over.
Nnn'tkklik'l was a healer in his tribe, and he enjoyed it very much. To look after them and tend to their wounds was a great honor, and he was blessed with gifts to be able to do so. He often accompanied his tribe's hunters on hunts, ensuring that they came back alive, and suturing lacerations as necessary. It was on one such hunt that the tribe came across the aftermath of a raid. Durwadala, Nnn'tkklik'l's friend and a respected shaman of the tribe, heard the sounds of survivors in the wreckage and ordered hunters to investigate. A half-elf was found under the human corpse of what was likely its mother.
Durwadala decided to raise it, as a halfelf is better received in town than a thrikreen. Nnn'tkklik'l is not one to question Durwadala's wisdom. Durwadala tried to teach halfelf the way of nature, but the halfelf had no gift for it. Despite some tribe member's doubts, D'Vreck could survive on its own and hunt.
One day, they were on a hunt, and slavers attacked them. They had probably gotten too close to the Urik road. Nnn'tkklik'l did his best to keep hunters alive to fight off slavers, but the wounds were too many. He tried to absorb as much damage as he could, to give the hunters a better chance to fight off the slavers. They failed, and several hunters were captured along with Nnn'tkklik'l and D'Vreck.
Completed.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

I'm a great fan of Dark Sun, although I haven't played there in over a decade (when my brother and I escaped Urik's gladiatorial pits and went on the run). It'll be a busy weekend, I'll see if I can put something together before the deadline.
I'm also drawn towards a half-giant barbarian, although I see Peanuts has already submitted one. Would Endurance as a feat aid in adapting to the heightened water requirements? If not, are there any other feats which might help? Maybe a trait?
Some rolls for Aroxa, female half-giant barbarian
4d4 + 4 ⇒ (4, 1, 3, 3) + 4 = 15
4d4 + 4 ⇒ (3, 2, 4, 4) + 4 = 17
4d4 + 4 ⇒ (4, 4, 2, 1) + 4 = 15
4d4 + 4 ⇒ (3, 1, 4, 4) + 4 = 16
4d4 + 4 ⇒ (2, 2, 1, 2) + 4 = 11
4d4 + 4 ⇒ (4, 2, 4, 1) + 4 = 15
Probably arranged thus after racial modifications:
Str 23 Dex 13 Con 17 Int 7 Wis 14 Cha 13
I can post once-a-day the majority of the time, sometimes more. I run one PbP on these boards and I'm a player in a Dark Heresy PbP. I probably won't be making many multi-paragraph essay length posts in Gameplay (I do enough of that DMing), but I can guarantee consistency.
I'll post some more on Aroxa's build and backstory as inspiration strikes.

dunebugg |

I'll bite, always wanted to play Dark Sun.
4d4 + 4 ⇒ (2, 2, 2, 3) + 4 = 13
4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
4d4 + 4 ⇒ (4, 2, 1, 3) + 4 = 14
4d4 + 4 ⇒ (4, 1, 4, 3) + 4 = 16
4d4 + 4 ⇒ (2, 4, 4, 3) + 4 = 17
4d4 + 4 ⇒ (2, 4, 2, 1) + 4 = 13
17 16 14 13 13 11, considering avg is 14 on 4d4+4 thats not bad.
Wild Talent:1d100 ⇒ 97
Wild Talent 2: 1d100 ⇒ 98
WTH? At least psionics will be good.
2nd level power: 1d100 ⇒ 99 ... Really good. Rolling 2x more.
2nd level: 1d100 ⇒ 68: Object Reading
2nd level:1d100 ⇒ 67: Natural Linguist
2nd level power: 1d100 ⇒ 61: Inflict Pain
So, bonus 3pp, plus 3 2nd level powers listed above. Looks like going psionics for sure. Since I read above there was only one healer submitted so far, I'm thinking a Human Vitalist (Master Mender) support character, who was picked up as a slave due to his psionic talent to help keep other slaves going longer and longer than normal. Stats will be:
13 14 18 13 19 11
With 6 (class) + 4 (wis) + 2 (Wild Talent, unless you can get it twice) + 3 (bonus rolls) = 15 PP/day.
Edit: Hmm, just saw the other vitalist was a mender as well. Will probably change it to Guardian or Soulthief when I write it up, then.

Cuàn |

I have a question. I know you haven't listed Dark Tapestry as an option for Oracles, but would it be possible to reflavor that as some sort of connection to the Grey? The idea would be for a human Oracle with the Haunted curse who continuously hears whispers from what she thinks must be the Grey. She feels it infects her mind and is constantly struggling against it. A little crazy as a result.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

A few more details for Aroxa.
Wild Talent Roll: 1d100 ⇒ 73
1st level power: 1d100 ⇒ 14
Control Light Hmm, interesting.
I've been considering archetypes and I'm drawn towards the Breaker. With Improved Unarmed Strike and perhaps the Smasher Rage Power, it'd allow her to break items with her bare hands. However, you might not want this ability in the hands of a PC who's supposed to be a slave; it'd make breaking my bonds possible. Perhaps there are stronger deterrents in the slave caravan to discourage escape attempts.
As for backstory, I'm imagining that Aroxa was formerly part of a slave tribe in the badlands between Tyr and Urik. Perhaps before her life as a bandit she might have reluctantly served in the army of Tyr or Urik. A raid gone wrong led to her capture and subsequent enslavement.

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@Cuan: I'm intrigued. Go ahead and pursue that idea.
@Transylvanian Tadpole: Endurance won't reduce the amount of water needed, but will give you a bonus on rolls to avoid the negative consequences of not getting enough water.
As for the build - Breaker wouldn't be too much problem (giant-hair manacles are tough) but Smasher is way too much. Not a fan of that one.
EDIT: To restate an earlier point, I'm fine with feats/traits/abilities that give a character a bonus to overcome a problem; I tend to be opposed to those that allow them to ignore it altogether.

Cuàn |

Ok, cool. I'll get to work on it. Now for my stats.
4d4 + 4 ⇒ (2, 1, 4, 4) + 4 = 15
4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15
4d4 + 4 ⇒ (2, 3, 2, 4) + 4 = 15
4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18
4d4 + 4 ⇒ (2, 1, 4, 2) + 4 = 13
4d4 + 4 ⇒ (1, 2, 3, 4) + 4 = 14
And for the human Wild Talent:
1d100 ⇒ 15
1d100 ⇒ 88
EDIT: By the way, do I get one of those Wild Talent rolls or both?
EDIT2: Nevermind, found it in an earlier post.
Now for my powers:
1d100 ⇒ 41
1d100 ⇒ 87
EDIT3: Now, I must say those are nice and flavorful for a character influenced by the Grey. Another question: Are these Wild Talents enough to be considered a Manifester for the Psicrystal Affinity feat?

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Another question: Are these Wild Talents enough to be considered a Manifester for the Psicrystal Affinity feat?
No, I've modeled them after the powers gained through the Unlocked Talent feat.

Rokku |

Yay dark sun! I'm thinking Inquisitor, because 1) I've never done it before and 2) it'd be good for a pissed off ex-templar who was screwed over by a colleague.
4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14
4d4 + 4 ⇒ (4, 1, 1, 3) + 4 = 13
4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16
4d4 + 4 ⇒ (3, 4, 4, 3) + 4 = 18
4d4 + 4 ⇒ (2, 1, 4, 4) + 4 = 15
4d4 + 4 ⇒ (3, 4, 3, 2) + 4 = 16
Wild Talents: 1d100 ⇒ 551d100 ⇒ 32 Ectoplasmic Trinket
1d100 ⇒ 71d100 ⇒ 47 Psionics Resistant

Yingzen |

i like dark sun and i am a fan of psionics. let me see what the dice will give me. thinking either a halfling psion or a half gaint psychic warrior.
4d4 + 4 ⇒ (2, 2, 4, 1) + 4 = 13
4d4 + 4 ⇒ (1, 1, 1, 2) + 4 = 9
4d4 + 4 ⇒ (3, 1, 3, 2) + 4 = 13
4d4 + 4 ⇒ (1, 1, 3, 1) + 4 = 10
4d4 + 4 ⇒ (4, 3, 1, 3) + 4 = 15
4d4 + 4 ⇒ (4, 3, 1, 1) + 4 = 13

Cuàn |

While I'm still working on the character I'll give you the basic idea of the refluff of the Dark Tapestry mystery.
The Entropic Shield & Black Tentacle spells as well as the Cloak of Darkness, Interstellar Void, Touch of the Void & Wings of Darkness Revelations pull a part of the Grey into the material plane, where it is shaped for it's function. In case of the Touch of the Void only the caster's hand is cloaked in Grey matter. For the Wing of Darkness revelation it could be nice to have the faces of nameless dead sometimes appear in it. The Interstellar Void revelation might need a new name and Touch of the Void should probably become Touch of the Grey.
The Pierce the Veil revelation would look like a grey mist hangs in the casters eyes as he/she sees the world through the grey when the world self is shrouded in darkness. This of course reduces the world to grey scale.
In theory the Spirit Walk revelation from the Bones or Ancestors mystery would also be a perfect fit, but that would be up to you.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

As for the build - Breaker wouldn't be too much problem (giant-hair manacles are tough) but Smasher is way too much. Not a fan of that one.
Fair enough. In which case I'll go with Brawler for the rage power, or with Knockback if the first isn't approved.
As for feats, I'll choose: Endurance (my Impressionable feat) and Improved Initiative.
Traits: Resilient (+1 Fort Saves) & Desert Child (+1 saves vs. fire and +4 saves against hot conditions)
I'll try and put together a character sheet and a backstory later tonight or early tomorrow.

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@Rokku: Pissed off ex-templars are the best kind of templars.
@Yingzen: Those stats are awful. Roll up another set if you like. You'll have a better chance of getting in with a halfling psion than with a half-giant.
@Cuan: Refluff looks good. I'm ok with pulling the occasional revelation from another mystery if it makes sense. Spirit Walk certainly fits the bill, as would Voice of the Grave.

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Here's the updates list of what's been mentioned and submitted so far:
Tenro: thri-kreen vitalist (submission complete)
Berenzen: human defiler
Spazmodeus: ??
Stiehl9s: mul fighter
Peanuts: half-giant barbarian (needs description, background)
Algar: human psychic warrior (needs description, stat clean up)
Scranford: dwarf magus
Oterisk: halfling ?
Viluki: human cryptic (needs description, stat clean up)
Arknight: half-elf rogue (needs description, background)
Skorn: mul druid (needs description, background, stat tweak?)
Dark Netwerk: human psychic warrior
The Hirtz Factor: ??
Transylvanian Tadpole: half-giant barbarian
Dunebugg: human vitalist
Cuan: human? oracle
Rokku: ? inquisitor
Yingzen: halfling psion?

Dark Netwerk |

I was able to use my tablet to create an alias for my character. I noticed I made a mistake in one of my rolls (wasn't supposed to roll a talent) so dropped the talent roll (and picked it up as a regular talent choice). Also decided to keep the other wild talent roll (extra feat) rather than drop it for 3pp.
Link: Gorkhan Trask
It's not finished yet. Still need to pick second trait, spend a couple of skill points, choose the second human bonus skill, write up the psicrystal stats (and choose the personality), and put together the description and background (which I'll get to when I'm at my computer tomorrow). Let me know if you see any issues.
Some questions:
- I assume the human breadth of experience involves the selection of specific weapons rather than categories, correct? (I went with the bard's friend)
- The Assassin's Path currently has a talent as one of its two powers. I brought it up on the dreamscarred press forums here. Jeremy says it should be a different power but hasn't determined it yet. I chose the prevenom weapon power so it should give some time for it to be figured out before level 3.
- I took metacreative talent for one of my traits. If you'd rather I not have it (since it sort of means the character could be armed) let me know. I don't mind swapping it out for something else.

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@Dark Netwerk: Looks good so far, talent is fine. It looks like you won't be using armor much, but note that you can trade out Heavy and/or Medium armor proficiency for Shield Focus and/or the Armor Optimization feat (in the House Rules document linked in the first post).
Also, how about inevitable strike as the other path power, in place of distract?

Cuàn |

My character is done, you can find Safia here.
I cheated a little on the background as it could probably be split into 4-5 paragraphs instead of the 3 it is now.
The sheet is a double thing. On top, outside of spoilers, a list as requested and below that my usual sheet, for my own use.
EDIT: I based the languages on what I could find online, not sure if it's correct.

Viluki |

==DEFENSE==
AC 13, touch 10, flat-footed 10
hp 20
SR 0
Fort +2, Ref +6, Will +3
==OFFENSE==
Spd 30 ft
unarmed attack (1d4 damage)
==STATISTICS==
Str 11, Dex 17, Con 14, Int 17, Wis 10, Cha 14
BAB +1,
Feats Armor Proficiency (LIGHT) Rapid shot, point blank shot and Empowered shot. (b)Wild talent
bluff+6, diplomacy+6, knowledge psionics+5, sleight of hand+5, stealth+5, disable device+5, perception+2 and autohypnosis+2
Traits Fast talker and peace maker
Languages Common, Giant, Elven and Orc
insight social pattern
favored class benefit 1/6 of a new insight per lvl
Power points: 8
talents Missive and Empathy
Powers: Chameleon and prescience, offensive
The "master" died along with a few other members of the house fron an unknown plague, as such the family has sold some of its slaves to pay for lavish tombs.
anything I missed gm?

Viluki |

oops
This wiry indivudual stands at 5.5 feet tall with black hair, his face seems to be slouched and dull. Not even his downcast brown eyes give one knowledge of his motivations...and scheming intellect. His name is simply Krellian, few at all remembers it true meaning in Giant, "Lord of Treachery".

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

Aroxa has returned to bondage for the second time. She was born into slavery, working the dangerous faces of Urik’s obsidian mines as soon as she had attained the size of her human fellows. In the unbearable heat of the workpits, her body grew strong, smooth and hard as the volcanic glass she shattered with her bare fists, and the dark sun burnt her hide the colour of the mahogony trees long swallowed by Athas’ deserts.
However, unlike the obsidian she worked at endlessly, Aroxa was not brittle. She learned how to bend to the needs of the moment, adopting the simpering obsequiousness of the weaker slaves, the dangerous bellicosity of the muls, or even the inchoate rage of the scourge-bearing masters as and when the situation demanded. She learned tiny measures of comfort could be bought by force from her fellow slaves. She learned that when the templars made their rounds, submission was the only course of action. And from a scant few of her fellow slaves, the kind that died swiftly under the whips of the overseers, she learned a concept to which she was born a stranger; the notion of freedom.
Aroxa worked and worked, her strength building, her body attaining adulthood. Emotions, opinions, entire personalities formed, thrived for a time, were discarded, but the ideal of freedom endured. What lay beyond the walls of the open pits? The sunlight burning at the end of the mineshaft, what land sweltered under its fire?
Just when her thirst was swelling to an uncontrollable thing destined only to destroy her, fate gave her its first, heady ladle of freedom, and Aroxa drank deeply of those cool waters.
When an entire face of obsidian collapsed in a midnight avalanche of broken shards, her opportunity of escape came. Leaving behind slaves, overseers and templars alike all cut to ribbons by the jagged black shards, she climbed the razor sharp ridges of the avalanche to freedom, though the effort left her hands and feet red and shredded. She did not escape alone, on her back she bore a fellow slave, a half-elf called Zeta who had lived free before being condemned to the mines.
Yet the wastes beyond Urik do not hold freedom in any esteem, and would have killed Aroxa in a matter of days were it not for Zeta. The half-elf knew some measure of magic, creating water to keep them alive from energy she harvested carefully from the hardy plant life of the desert. On this conjured supply they endured three weeks, marching deeper into the unknown without pause.
They were near to death when the slave tribe found them.
They slipped silently from the wind-carved rocks, with scavenged or improvised weapons in their hands and no mercy on their faces. Zeta sort to impress them with a display of illusion magic. The superstitious raiders killed her without a moment’s hesitation. Seeing her own demise pending, Aroxa adopted the pitiful, crooning tones of a slave mewling for succor beneath the master’s whip. Perhaps the slave tribe was amused to see a great half-giant grovel before them. Perhaps the display touched some shameful memories from their own time in bondage. Aroxa was not slain. She was bound to an inix, and brought back to the slave tribe’s camp.
The slave tribe, a band of raiders known as the Blood Ghosts, understood Aroxa’s strength and power could be put to good use in banditry. They fed and watered the half-giant, and tentatively offered her friendship. Aroxa responded in kind. Within a few months, she was bore the tattoos of allegiance to the Blood Ghosts; twin runnels of crimson ochre running from the eyes over both cheeks, and a red skull inked over her heart.
For one joyous year, Aroxa and the Blood Ghosts preyed upon caravans on the road between Tyr and Urik. They did well for themselves, thieving and capturing enough to live well by the harsh standards of the deserts. They did too well, for the templars of Urik began to feel the cost of their depredations.
A month ago, the Blood Ghosts ambushed a mekillot caravan. They ran straight into a trap. The forces of Urik were waiting for them; the slave tribe was smashed to pieces, half of its members slain, the others, Aroxa included, returned to slavery.
Now she finds herself bound in giant hair, on the road she herself has raided so many times, the thirst for freedom once more aching in her throat.

Transylvanian Tadpole RPG Superstar 2013 Top 32 |

And her stat block
Aroxa
Female half giant barbarian (breaker)
C? Large humanoid (giant, human)
Init +5 Senses low-light vision, Perception +6
========================================================================
AC 10, touch 10, flat-footed 10 (+1 Dex, -1 size)
Hp 30 (2d12+6)
Fort +7 Ref +1 Will +2
Defensive Abilities: Uncanny Dodge, +1 saves vs. fire, +4 saves vs. conditions of extreme heat (Desert Child trait), +1 Fort saves (resilient trait)
========================================================================
Speed: 30-ft.
Melee: +9 unarmed strike (1d4+6 nonlethal damage)
Special Attacks: rage for 8 rounds per day, destructive (+1 damage on sunder attempts and attacks against unattended objects), brawler (improved unarmed strike when raging)
========================================================================
Str 23 Dex 13 Con 17 Int 7 Wis 14 Cha 13
Base Attack +2 CMB +9 CMD 20
Feats: Improved Initiative (Impressionable: Endurance)
Traits: Desert Child, Resilient
Wild Talent: Control Light
Skills: Perception +6, Survival +7, Intimidate +5
Languages: Common
Gear: none
========================================================================
Flexible Alignment: one axis of the giant’s alignment is chosen when she wakes in the morning.
Great Size: the giant requires four times more food and water to survive, equipment is twice as heavy.
Impressionable: replace bonus feat with one belonging to his companions or used by a being encountered in the last week.
Female half giant barbarian (breaker)
C? Large humanoid (giant, human)
Init +5 Senses low-light vision, Perception +6
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AC 8, touch 8, flat-footed 8 (+1 Dex, -1 size, -2 raging)
Hp 34 (2d12+10)
Fort +9 Ref +1 Will +4
Defensive Abilities: Uncanny Dodge, +1 saves vs. fire, +4 saves vs. conditions of extreme heat (Desert Child trait), +1 Fort saves (resilient trait)
========================================================================
Speed: 30-ft.
Melee: +11 unarmed strike (1d4+8 20 x2)
Special Attacks: rage for 8 rounds per day, destructive (+1 damage on sunder attempts and attacks against unattended objects), brawler (improved unarmed strike when raging)
========================================================================
Str 27 Dex 13 Con 21 Int 7 Wis 14 Cha 13
Base Attack +2 CMB +11 CMD 22
Feats: Improved Initiative (Impressionable: Endurance)
Traits: Desert Child, Resilient
Wild Talent: Control Light
Skills: Perception +6, Survival +7, Intimidate +5
Languages: Common
Gear: none
========================================================================
Flexible Alignment: one axis of the giant’s alignment is chosen when she wakes in the morning.
Great Size: the giant requires four times more food and water to survive, equipment is twice as heavy.
Impressionable: replace bonus feat with one belonging to his companions or used by a being encountered in the last week.

Peanuts |

Alrighty, managed to get the rest of what you wanted typed up :) You can find it all on the new Alias here.

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I'll be taking submissions until 5 p.m. Here's what's been mentioned or submitted so far:
Tenro: thri-kreen vitalist (submission complete)
Berenzen: human defiler
Spazmodeus: ??
Peanuts: half-giant barbarian (submission complete)
Algar: human psychic warrior (submission complete)
Scranford: dwarf magus
Oterisk: halfling ?
Viluki: human cryptic (submission complete)
Arknight: half-elf rogue (need description, fleshed-out background)
Skorn: mul druid (needs description, background, stat tweak?)
Dark Netwerk: human psychic warrior (need description, background, finalize stats)
The Hirtz Factor: ??
Transylvanian Tadpole: half-giant barbarian (submission complete)
Dunebugg: human vitalist
Cuan: human oracle (submission complete)
Rokku: ? inquisitor
Yingzen: halfling psion?

Dark Netwerk |

OK. I'm back and I've finished the character and the description/background. I went with On Guard as my second trait. The second human class skill was Sleight of Hand. Gorkhan's psicrystal is Nimble.
Inevitable Strike fits well with the path, so it works for me.
You're right about not using armor. With regards to Shield Focus & Armor Optimization, the first traceur archetype ability replaces the normal armor proficiencies, so I wouldn't have them to trade in for the other feats. (In other words, I gave up armor proficiency for 5' of movement, at least until 5th where it becomes 10', lol).
Here is a link to the character again: Gorkhan Trask