GM Captain Trips - Dying Light Homebrew (Inactive)

Game Master Chad Newman

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Kenza "Sparky" Cloudhopper - Halfling Sorcerer for consideration

Stat Block:

Kenza "Sparky" Cloudhopper
NeutralGood Small Halfling
Level 1 Sorcerer (Stormborn Bloodline) (Favored Class-Sorcerer)
Init +4; Perception +3
-----Defense-----
AC 13 (+2 Dex,+1 Size), touch 13, flat-footed 11
hp 6 (1d6)
Fort +2, Ref +4, Will +5 (+2 vs Fear-Racial)
-----Offense-----
Speed 20ft.
Special Attacks: Spells
-----Statistics-----
Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 18
Base Atk+0; melee+1; ranged+3; CMB=-2; CMD=+10
Feats Eschew Materials, Combat Casting (+4 Concentration Check to cast defensively)

Skills
Skill = # (# Ranks[+3Class]/# Ability; +#Bonus)

Acrobatics* (Dex) = 4 (0/2; +2 Racial)
Appraise (Int) = 2 (0/2)
Bluff (Cha) = 8 (1+3/4)
Climb* (Str) = -1 (0/-1; +2 Racial)
Craft (Int) = 2 (0/2)
Diplomacy (Cha) = 8 (1+3/4)
X-Disable Device* (Dex) = X (0/2)
Disguise (Cha) = 4 (0/4)
Escape Artist* (Dex) = 2 (0/2)
Fly* (Dex) = 2 (0/2)
X-Handle Animal (Cha) = 8 (1+3/4 -Background)
Heal (Wis) = 1 (0/1)
Intimidate (Cha) = 4 (0/4)
X-Knowledge (arcana) (Int) = 6 (1+3/2)
X-Knowledge (dungeoneering) (Int) = X (0/2)
X-Knowledge (engineering) (Int) = X (0/2)
X-Knowledge (geography) (Int) = 6 (1+3/2 - Background)
X-Knowledge (history) (Int) = X (0/2)
X-Knowledge (local) (Int) = X (0/2)
X-Knowledge (nature) (Int) = 6 (1+3/2)
X-Knowledge (nobility) (Int) = X (0/2)
X-Knowledge (planes) (Int) = X (0/2)
X-Knowledge (religion) (Int) = X (0/2)
X-Linguistics (Int) = X (0/2)
Perception (Wis) = 3 (0/1; +2 Racial)
Perform (Cha) = # (0/4)
X-Profession (Wis) = X (0/4)
Ride* (Dex) = 2 (0/2)
Sense Motive (Wis) = 1 (0/1)
X-Sleight of Hand (Dex) = X (0/2)
X-Spellcraft (Int) = 6 (1+3/2)
Stealth* (Dex) = 6 (0/2; +4 Racial)
Survival (Wis) = 1 (0/1)
Swim* (Str) = -1 (0/-1)
X-Use Magic Device (Cha) = # (0/4)

* Armor check penalty applies
X- Trained only
Class Skill

Languages Halfling, Common, Dwarven, Elven

SQ
Racial
Small: +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 to CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: +1 racial bonus on all saving throws.
Keen Senses: +2 racial bonus on Perception skill checks.
Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks.

[spoiler=Bloodline power]
Bloodline Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.

Bloodline Powers: Your mastery of the storm is reflected in the unique panoply of powers you manifest.

Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.

Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.

Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.

Weapon and Armor Proficiency All simple weapons. They are not proficient with any type of armor or shield.
Weapon Familiarity(Racial): Proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

-----Traits-----
Friend in Every Town: +1 trait bonus Knowledge (local) and Diplomacy checks. Diplomacy is always a class skill for you.
Reactionary: +2 trait bonus on initiative checks.

-----Gear-----
Waterproof bag-Spellbook; Scrollcase;
Backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week's worth of trail rations, and a whetstone; belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), waterskin
Grooming Kit: pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Wand-Thunderstomp

-----Spells Known-----
Cantrips(4)
Detect Magic
Static Charge (Ray of Frost - Alt, if allowed)
Light
Prestidigitation

Level 1(2)
Windy Escape
Shocking Grasp

-----Spells Per Day-----
Cantrips do not consume any slots and may be used again.
Level 1 = 4 Spells/day

Physical Description 3'1"; 32lbs; almond skin, blondish hair and blue eyes. Kenza uses a strong hickory wand as a walking stick.

Personality
Kenza is cheerful and optimistic, happy and easygoing, unless her kin are threatened. Then her inner nature comes forth and she becomes as unpredictable and unforgiving as the lightning that flows in her veins.

Faction
Kenza is a member of the Pathfinder Society Silver Crusade, although the Cloudhopper caravans have worked for the Grand Lodge, Dark Archives, Liberty's Edge, and even the Exchange.

[spoiler=History] Kenza was born at a roadside camp of her halfling caravan, where exactly she isn't sure, but what everyone remembers is the terrible storm that raged while her mother was in labor and the lighting striking her family's wagon the moment of her birth. Although her given name was Kenza, most everyone calls her Sparky.

Background:

Kenza spent her early years travelling with the Cloudhopper clan caravans. The caravans brought her to Absolom, and here she has stayed, but it is time to find adventure or move on - or perhaps both."

Friend-Known
Kaleb Cloudhopper, a distant uncle of Kenza is the patriarch of the Cloudhopper clan, and a Seeker of the Silver Crusade. He has been subtly preparing and pushing Kenza to take up the mantle of the Silver Crusade.
Friend-Unknown
Alder, a halfling ranger has been working as a scout and guide to the Cloudhopper clan caravan. He has also been keeping tabs on Kenza and reporting to Kaleb.
Enemy-Known
Jerrilonne Arionne of the Cheliax noble family, House Arionne has taken offense at the activities of the Cloudhopper Caravan, Silver Crusade, Kaleb and for some reason, Kenza in particular. He has vowed to eliminate the little "lightning witch" and send her body to Kaleb as a message. While word of his rants has reached the clan, so far little action has followed.
Enemy-Unknown
A well kept secret is that Jerrilonne has in fact acted. He beleives the only way to kill a halfling is to send a halfling to do the job - and the Halfling known as "Hamstring Hammmond" is hunting Kenza.
Contact in Absolom
Rillka Shadowcat is a member of the thieves guild of Absolom. She is a former Cloudhopper caravan member, but is still a Cloudhopper clan member and supporter. Kenza has been instructed to find Rillka if she gets into trouble and needs "help".

Posting Habits:

I live in the US, East coast, and post daily during weekdays as the character can contribute.

Role:
Arcane focus


Hm..I just realized I made Samsi's Pathfinder Contact the same as her Unknown Friend. Is that alright or would you prefer there being a fifth association in there, Trips? It just seemed to flow well when I was putting it together.


Pathfinder Adventure Path Subscriber
GM Captain Trips wrote:

@Tanner - For my games, yes. RAW, no. There is supposed to be a pending errata on the feat, but nothing yet. It only makes sense that if you allow it with one handed weapons like a katana or longsword that you should be able to apply it to a shortsword or the like. I'm fine with this.

Interesting.


Looking at the entries so far and considering the time left I think I might switch to something more...divine.


And in two seconds I already figured out the concept.

Bum shaman.


Likely to toss in an Oracle. Not sure what type, but I have enjoyed playing them recently.


Interested.

I'll think of something and post later today or tomorrow.

Liberty's Edge

GM Captain Trips wrote:


Diego Rossi - Jiulius Miller - Human Inquisitor (Spellkiller)

Not really important, but the archetype is "spellbreaker".


Before everyone jumps on the divine wagon, my incomplete submittion is this profile.

Longbow Warpriest.

Writing background now, but It won't be a super long dissertation, this is the first adventure of a first level character for crap sake.


This is what I have so far im working on the background hope to have it completed soon but here is my crunch ^_^

---===Statistics===---:
Alchemist{-Blazing Torchbearer-}{-Beastmorph-}{-Vivisectionist-}
N Medium Humanoid (Goblin)
Init +3; Senses Perception +4
------------------------------
-=DEFENSE=-
------------------------------
AC 10, touch: 10, flat-footed: 10 (+3 armor, +3 dex, +0 shield,+0 NA,+0 Magic)| AC 22, touch: 13, flat-footed: 20 (+3 armor, +3 dex, +4 shield,+2 NA,+ Magic)
HP: 10 {+1d8,+2Con}
Fort +4, {+2Base,+2Con}
Ref +5, {+2Base,+3Dex}
Will +0,{+0Base,+0Wis}
CMD 10 {+ Base +3Srt +3Dex + size + misc}
Fire Resistance: 1
------------------------------
-=OFFENSE=-
------------------------------
Speed 40 ft.
CMB +3; {+ 0Base +3Srt + size + misc}
Base Atk +0;
Melee+3{+0Base,+3Str}
Ranged+3{+0Base,+3Dex}

--Melee+3Mutagen:+5
----Torch:{1d6,+1Fire,+3srt}Mutagen:{1d6,+1fire,+5srt
-----Sneak attack:{1d6}
--Ranged+0

------------------------------
-=STATISTICS=-
------------------------------
Str 16, Dex 16, Con 14, Int 14, Wis 10, Cha 8
Mutagen:srt:20,Int:12
------------------------
-=Traits=-
---------------------
-Bruising Intellect-
-Noble Savage-
---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
Oversized Goblins: A few goblins attain a much larger size than their kin. No one is exactly sure why they grow to be giants among their kind, but it's probably due to a combination of luck, diet, and constant access to food. These goblins are monsters among their own kind, not just in height, but also in girth and in strength. If not cast out for eating all of the tribe's food, oversized goblins often become the bosses of their tribes, and the most powerful of them become chiefs.
Oversized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, oversized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma.
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Fast Movement: Goblins gain a +10 foot bonus to their base speed
Darkvision: Goblins see perfectly in the dark up to 60 feet
Alchemist FCB The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.

-------------
-=Feats=-
----------------
-Torch bearer-
--------------
-=Skills=- (6 points; 4/level class, 2 INT)
-----------
Acrobatics*(Dex)____+0{+rank,+3Dex}
Appraise**(Int)____+0{+0rank,+2Int}
Bluff(Cha)____+0{+0rank,-1Cha}
Climb*(Str)____+0{+0rank,+3Str}
Craft** (Int)____+0{+0rank,+2Int}
Diplomacy(Cha)____+0{+0rank,-1Cha}
Disable Device**____+4{+1rank,+3Dex}
Disguise (Cha)____+0{+0rank,-1Cha}
Escape Artist*(Dex)____+0{+0rank,+3Dex}
Fly***(Dex)____+0{+0rank,+3Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis}
Heal**(Wis)____+1{+1rank,+0Wis}
Intimidate(Cha)____+0{+0rank,-1Cha}
Knowledge (Arcana)**(Int)____+3{+1rank,+2Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+2Int}
Knowledge (Engineering)(Int)____+0{+0rank,+2Int}
Knowledge (Geography)(Int)____+0{+0rank,+2Int}
Knowledge (History)(Int)____+0{+0rank,+2Int}
Knowledge (Local)(Int)____+0{+0rank,+2Int}
Knowledge (Nature)**(Int)____+3{+1rank,+2Int}
Knowledge (Nobility)(Int)____+0{+0rank,+2Int}
Knowledge (Planes) (Int)____+0{+0rank,+2Int}
Knowledge (Religion) (Int)____+0{+0rank,+2Int}
Linguistics(Int)____+0{+0rank,+2Int}
Perception**(Wis)____+1{+1rank,+0Wis}
Perform(Cha)____+0{+0rank,-1Cha}
Profession(Wis)____+0{+0rank,+0Wis}
Ride*(Dex)____+0{+0rank,+3Dex}
Sense Motive(Wis)____+0{+0rank,+0Wis}
Sleight of Hand***(Dex)____+0{+0rank,+3Dex}
Spellcraft**(Int)____+3{+1rank,+2Int}
Stealth* (Dex)____+0{+0rank,+3Dex}
Survival**(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+0{+0rank,+3Str}
Use Magic Device**(Cha)____+0{+0rank,-1Cha}

ACP -0

*ACP applies to these skills
**In Class Skill
-=Non-Standard Skill Bonuses=-
Mutant Eye:+2 sense motive
Race:+4Stealth/Ride
Nobel Savage:+2 Diplomacy and Perform checks when dealing with people of high social standing.
-=Languages=- Common, Goblin, Elven, Celestial

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
------------------------------
-=Alchemist Class=-
---------------------
-Everburning Flame-
-Alchemy-
-Mutagen-
-Sneak Attack-
- -

---===Spells===---:

------------------------------
-=Spells/Extracts=-
------------------------------
-= (at will)=-
-------------------------------
-Spark-

-----------------------------
-=1st (0/day)=-
---------------------------
-Shield-

---===Gear/Possessions===---:

------------------------------
-=GEAR/POSSESSIONS=-
Studded leatherl 25 gp 20 lbs
Torch{x5} 5 cp 5 lbs
Explores Outfit 1 gp 8 lbs
Kit Alchemist= 40 gp 24 lbs
Kit, Alchemy Crafting =25 gp 5 lbs
Book Lariat= 3 sp 1/2 lb
-=Carrying Capacity=-—91gp
Light: 76 lbs. or less
Medium: 77-153 lbs.
Heavy: 154-230 lbs.
-=Current Load Carried=- 62 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

---===Appearance and Personality===---:

-Character Look-
Eyes:Red
Hair:Mohalk into pony tail briad
Skin:Gray green
Hight:5"0
Wieght:210 lbs
-Libertys Edge-

Posting habits:

I can post every day mutable times a day with little to no issue I am at GMT+1 so if my response is slow that would be the reason ^_^

my character will be more of a melee role as he is


Let me leave the crunch here for now and once I get finished with the fluff I will post the complete submission.

Jonas Crow, Jack-of-Many-Trades:
JONAS CROW
Male Human (Taldan) Rogue (Unchained) 1
CG Medium Humanoid (Human)
Init +3; Senses Low-light vision; Perception +5 (+6 to locate traps)
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +3 Dex, +1 dodge)
hp 10 (1d8+1+1)
Fort +1, Ref +5, Will +1
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork dagger +4 (1d4/19-20/x2) or
. . Dagger +3 (1d4/19-20/x2) or
. . Unarmed strike +3 (1d3/20/x2/nonlethal)
Ranged Shortbow +3 (1d6/20/x3/60 ft.) or
. . Dagger +3 (1d4/19-20/x2/10 ft.) or
. . Masterwork dagger +4 (1d4/19-20/x2/10 ft.)
Special Attacks Sneak Attack +1d6
--------------------
SPELLCASTING
--------------------
Spell-Like Abilities
1/day (CL 1st) - mage hand, message
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 13, Int 14, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Dodge, Fast Learner, Weapon Finesse
Traits Blood of Dragons, Wealthy Dabbler
Skills (Trained) Acrobatics +7, Bluff +5, Diplomacy +5, Disable Device +8, Escape Artist +7, Knowledge (Arcana) +3, Knowledge (Local) +6, Knowledge (Nobility) +3, Perception +5 (+6 to locate traps), Sense Motive +5, Sleight of Hand +7, Spellcraft +3, Stealth +7, Use Magic Device +5
Skills (Untrained) Appraise +2, Climb +0, Craft +2, Disguise +2, Fly +3, Heal +1, Intimidate +1, Perform +1, Ride +3, Survival +1, Swim +0
Languages Common, Dwarven, Elven
SQ Finesse Training, Skilled, Trapfinding +1
Combat Gear Dagger, shortbow, arrow x20, leather, thieves’ tools; Other Gear Pickpocket's outfit, masterwork backpack (19 lbs: bedroll, mess kit, shaving kit, soap, torch x2, trail rations x4, waterskin), belt pouch (2 lbs: caltrops), belt pouch (0 lbs: flint and steel), belt pouch (0.16 lbs: money), spring loaded wrist sheath (1 lb: masterwork dagger), spring loaded wrist sheath (1 lb: dagger); Magic Items None
Money 0 platinum pieces, 0 gold pieces, 1 silver pieces, 7 copper pieces; Other Wealth None
--------------------
RACIAL TRAITS
--------------------
Bonus Feat Extra feat at 1st level
Skilled +1 skill rank/level
--------------------
CLASS FEATURES
--------------------
Finesse Training (Ex) Gain Weapon Finesse as bonus feat
Sneak Attack (Ex) Deal extra damage vs. flanked or flat-footed opponents
Trapfinding (Ex) Add 1/2 rogue level to Perception checks made to locate traps and to Disable Device checks (minimum +1), can use Disable Device to disarm magic traps
--------------------
SPECIAL ABILITIES
--------------------
Blood of Dragons Gain low-light vision
Bonus Skill Ranks +2 skill ranks/level, must be spent on background skills
Wealthy Dabbler Gain two non-harmful arcane cantrips as spell-like abilities (1/day, CL 1st)


While I'm still thinking about a concept, I've been trying to flesh out the character personality and history.

At this point, I all have is some backstory explaining why he is at Absalom, and some about his earlier life.

Backstory:
A sword for hire, mercenary, outlaw, of course none knew about the last bit or they wouldn’t have hired him to join the expedition to rescue the slaves. Only there were no more adults, just starving children.
Deed was done; they should arrive at Absalom the day after the next day.

Shortnose took the blood-stained shirt and pushed it beneath the collar of the leather yoke, stuffing it across the width of his collar bones where his skin had been worn away and things were looking raw. Someone had brought him the shirt, sopping wet and warm, but all that blood didn’t bother him much – he was already adding to it.

The wagon was heavy. Heavier now with children riding atop all the bundles of food. But for all their numbers, not as heavy as it should have been. That was because they were mostly starved down to bones. He didn’t like thinking about that. Back when he’d been a child he remembered hungry times, but every one of those times his da would come in with something for the runts, Shortnose the runtiest of them all. A scrap. Something to chew. And his ma, she’d go out with other mas and they’d be busy for a few days and nights and then she’d come back in, sometimes bruised, sometimes weeping, but she’d have money for the table, and that money turned into food. His da used to swear a lot those times she did that. But it was all down to feeding the runts. ‘My beautiful runts,’ his da liked saying. And then, years later, when the garrison had up and left town, suddenly Ma couldn’t get the money the way she used to, but she and Da were happier for all of that anyway.

Shortnose’s older brothers had all gone off by then, two of ’em to war and the other one to marry Widow Karas, who was ten years older than him and who Shortnose secretly loved with all his might, so it was probably a good thing he ran away when he did, since his brother wouldn’t have taken kindly to that trouble behind the barn with Karas drunk, or maybe not, and anyway it was all in good fun –

He noticed a boy walking beside him. Carrying a sack. His hands were bloody and he was licking them clean.
Brought me that shirt, did you? ‘Ain’t good, runt,’ he said. ‘Drinking blood.’

The boy frowned up at him, and went on with his licking until his hands were clean.

– and he’d heard later how one of his brothers got killed outside Nathilog and the other one came back with only one leg, and then the pensions came through and Ma and Da stopped having to struggle so, especially when Shortnose joined up himself and sent two-thirds of his pay back home; half of that went home to Da and Ma; the other third went to his brother and his wife, because he felt guilty about the baby and all.

Still, it wasn’t good being hungry so young, and starving was worst of all. His da used to say, ‘If ya can’t feed ’em, don’t have ’em. Caeden’s proud pole, it don’t take a genius to see that!’ It sure don’t, and that was why Shortnose kept paying for his runt, and he’d still be paying for it if it wasn’t for him being fired and made outlaw and deserter and all the other names the military came up with for not doing what they told you to do. By now, though, that runt would be old enough to work all on its own, so maybe his brother would have called off the bounty on his head. Maybe everything was all right by now, the dust settled and all.

It was nice to think so. But now he’d gone and fallen in love with Flashwit and Mayfly and wasn’t that silly, since there were two of them and only one of him.

Not that he saw that as a problem. But women could get funny about things like that. And lots of other things too, which was why they were so much trouble.

The hauler on his right stumbled. Shortnose reached down one-handed and lifted the woman back on to her feet. She gasped her thanks.

Now women. He could think about women all— ‘You’re Shortnose, aren’t ya?’

He glanced down at her. She was short, with big, strong-looking legs – now that was bad luck for her, wasn’t it? The one thing that made proper men drool turned out getting her yoked like a – like a – ‘Yah, that’s me.’

‘Been tryin to look, y’see?’

‘No.’

‘I heard you got the same ear bitten off twice.’

‘So?’

‘Well, er, how’s that possible?’

‘Don’t ask me. It was all Bredd’s fault.’

‘Bredd? Nefarias Bredd? You were fighting him?’

‘Might have been. Save your breath, sister. See this runt here? He ain’t saying a thing, cause he’s smart.’

‘It’s because he doesn’t understand Taldane.’

‘As good an excuse as any, I always say. Anyway, just keep pulling, and think about things you like to think about. To distract ya from all the bad stuff.’

‘What are you thinking about?’

‘Me? Women.’

‘Right,’ she said in a strangely cold tone. ‘So I guess I’ll think about handsome, clever men.’

He smiled down at her. ‘You don’t have to do that, lass – you got one walking right beside you.’

The boy went away and came back a short time later with some more cloth, which he gave to Shortnose so that he could stop his bleeding nose.

Like his da used to say, ‘There ain’t no figurin’ the ways of women.’ Too bad too. She was kinda pretty and, even better, she could swear the hide off a bison. Could there be a sexier combination? He didn’t think so.


Posting habits/behaviors:

I am frequently awake during nights, though I’m trying to switch my schedule to a more day-time reliable one. I am most active between 6pm to 6am, and can post from my phone, though I frequently read and post outside of these times, as I rarely get decent sleep. Every other weekend, I have my son, and would be limited to 2 posts per day on every other Fridays, Saturdays, and Sundays.

I’ve been waiting for a game to actually take off, as it seems that the ones I’ve gotten involved with have fizzled for various reasons out of my control. Unfortunately, as of yet, I haven't got a lot of "play" posts in.

Party Role/ Player Intent:

I am a divine healer/support with a focus on keeping myself out of direct melee combat.

I will also want to be dipping into soulkinfe[soulbolt] for “Emergency ammo”, and I would like to be able to role play gaining this power to manifest “psychic arrows”

Background:

Anchéad was born to a clan of elves that separated themselves from civilization in order to better develop their innate magical skills. When Anchéad was 12, the clan adopted him to a travelling merchant-priest of Hathor from Orision, because Anchéad was born without any magical aptitude. For the last 8 years, Anchéad has learned from this priest how to survive in a civilized world, travelling from temple to temple, and bringing with them the wares of their journey. The priest, who Anchéad refers to as “Ka’hem”, also taught Anchéad that it was wise to be able to produce your own wares, and something that is both lucrative and useful. Anchéad, being a very skilled archer, decided to learn to craft weapons and armor, specifically focusing on being a bowyer/fletcher.

At the age of 20, Anchéad and Ka’Hem discovered that Anchéad had the blessings of Hathor upon him. Ka’Hem further taught Anchéad how to share the love and revelry of Hathor with others, and while Anchéad wasn’t as gifted a priest as Ka’Hem, he had his own set of specialized gifts granted by Hathor, and was often times charged with hunting beasts to cook for the revelries.

Ka’Hem also brought Anchéad into the fold of the Bellflower Network, and in 8 years, the both of them traveled all of Golarion. The last journey they took together was an attempt to escort freed slaves from the border of Cheliax all the way to Qadira. After they got into Taldor, they were ambushed, and Ka’Hem sacrificed himself to kill the last Hellkinght. The slaves didn’t make it to Qadira, but disbanded into the wilderness, leaving Anchéad alone with the body of the man who had become his father.

Anchéad traveled to the legendary city of Absalom because it was the only place left that Ka’Hem hadn’t gotten to visit in his long life. Anchéad spread Ka’Hem’s ashes in the pit surrounding the Starstone Cathedral. After spreading his father's ashes, Anchéad noticed that one of the one of the freed slaves had followed him from Taldor. Now Anchéad feels sad for the slave because he hasn’t spent enough time in Absalom to find any Bellflowers in yet, though he is seeking them out.

Crunch:

Anchéad Draug Cúdin
Elven Warpriest of Hathor 1
CG medium Humanoid (Elf)

Init:+3 Senses: Perception 5

===Defense===
AC: 18 Touch: 13 Flat footed: 15 (+3Dex; +5Armor)
HP: 9 (1d8+1)
Fort:+2 Ref:+3 Will:+5
Special Defense:+2 v Enchantment; Immunity: Sleep; Agile Feet (Travel blessing)

===Offense===
Speed: 30Ft.
Melee: Short Sword +0 (1d6/19-20x2)
Ranged: Mwk Longbow +5(+6 in 30ft) (1d8/20x3) Range 100ft
Special Attacks: Zepyhr’s Gift (Air Blessing), Weapon Focus(Longbow); Sacred Weapon (1d6)
Warpriest Spells
Orisons: Guidance; Stabilize; Spark
1st (2/d): Bless; Stunning Barrier

===Statistics===
Str 10 Dex 16 Con 10 Int 10 Wis 17 Cha 12
BAB +0 CMB +0 CMD 16
Feats: Point-Blank Shot
Traits: Deadeye Bowman(Ignore first Soft Cover); Mentored (Craft Arms and Armor)
Skills: Craft (Arms & Armor) 5; Profession (Bowyer) 7; Knowledge (religion) 4; Perception 5 (Untrained); Survival 7
Language:Common, Elven
Special Qualities: Orisons; Sacred Weapon; Focus Weapon (Longbow); Blessings (minor); Aura of Good; Low-light Vision, Weapon familiarity (Elven); Silent Hunter; Keen Senses; Elven Immunities; Member of the Bellflower network.
Gear: Scale Mail (+5ac/+3dex/-4Check); Mwk Longbow (1d8/x3/100ft); Short Sword (1d6/19-20x2)


here is everything if you need more ill add more ^_^ hope to get in

Rohelio De la Sangre

---===Statistics===---:
Alchemist{-Blazing Torchbearer-}{-Beastmorph-}{-Vivisectionist-}
N Medium Humanoid (Goblin)
Init +3; Senses Perception +4
------------------------------
-=DEFENSE=-
------------------------------
AC 10, touch: 10, flat-footed: 10 (+3 armor, +3 dex, +0 shield,+0 NA,+0 Magic)| AC 22, touch: 13, flat-footed: 20 (+3 armor, +3 dex, +4 shield,+2 NA,+ Magic)
HP: 10 {+1d8,+2Con}
Fort +4, {+2Base,+2Con}
Ref +5, {+2Base,+3Dex}
Will +0,{+0Base,+0Wis}
CMD 10 {+ Base +3Srt +3Dex + size + misc}
Fire Resistance: 1
------------------------------
-=OFFENSE=-
------------------------------
Speed 40 ft.
CMB +3; {+ 0Base +3Srt + size + misc}
Base Atk +0;
Melee+3{+0Base,+3Str}
Ranged+3{+0Base,+3Dex}

--Melee+3Mutagen:+5
----Torch:{1d6,+1Fire,+3srt}Mutagen:{1d6,+1fire,+5srt
-----Sneak attack:{1d6}
--Ranged+0

------------------------------
-=STATISTICS=-
------------------------------
Str 16, Dex 16, Con 14, Int 14, Wis 10, Cha 8
Mutagen:srt:20,Int:12
------------------------
-=Traits=-
---------------------
-Bruising Intellect-
-Noble Savage-
---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
Oversized Goblins: A few goblins attain a much larger size than their kin. No one is exactly sure why they grow to be giants among their kind, but it's probably due to a combination of luck, diet, and constant access to food. These goblins are monsters among their own kind, not just in height, but also in girth and in strength. If not cast out for eating all of the tribe's food, oversized goblins often become the bosses of their tribes, and the most powerful of them become chiefs.
Oversized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, oversized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma.
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Fast Movement: Goblins gain a +10 foot bonus to their base speed
Darkvision: Goblins see perfectly in the dark up to 60 feet
Alchemist FCB The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.

-------------
-=Feats=-
----------------
-Torch bearer-
--------------
-=Skills=- (6 points; 4/level class, 2 INT)
-----------
Acrobatics*(Dex)____+0{+rank,+3Dex}
Appraise**(Int)____+0{+0rank,+2Int}
Bluff(Cha)____+0{+0rank,-1Cha}
Climb*(Str)____+0{+0rank,+3Str}
Craft** (Int)____+0{+0rank,+2Int}
Diplomacy(Cha)____+0{+0rank,-1Cha}
Disable Device**____+4{+1rank,+3Dex}
Disguise (Cha)____+0{+0rank,-1Cha}
Escape Artist*(Dex)____+0{+0rank,+3Dex}
Fly***(Dex)____+0{+0rank,+3Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis}
Heal**(Wis)____+1{+1rank,+0Wis}
Intimidate(Cha)____+0{+0rank,-1Cha}
Knowledge (Arcana)**(Int)____+3{+1rank,+2Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+2Int}
Knowledge (Engineering)(Int)____+0{+0rank,+2Int}
Knowledge (Geography)(Int)____+0{+0rank,+2Int}
Knowledge (History)(Int)____+0{+0rank,+2Int}
Knowledge (Local)(Int)____+0{+0rank,+2Int}
Knowledge (Nature)**(Int)____+3{+1rank,+2Int}
Knowledge (Nobility)(Int)____+0{+0rank,+2Int}
Knowledge (Planes) (Int)____+0{+0rank,+2Int}
Knowledge (Religion) (Int)____+0{+0rank,+2Int}
Linguistics(Int)____+0{+0rank,+2Int}
Perception**(Wis)____+1{+1rank,+0Wis}
Perform(Cha)____+0{+0rank,-1Cha}
Profession(Wis)____+0{+0rank,+0Wis}
Ride*(Dex)____+0{+0rank,+3Dex}
Sense Motive(Wis)____+0{+0rank,+0Wis}
Sleight of Hand***(Dex)____+0{+0rank,+3Dex}
Spellcraft**(Int)____+3{+1rank,+2Int}
Stealth* (Dex)____+0{+0rank,+3Dex}
Survival**(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+0{+0rank,+3Str}
Use Magic Device**(Cha)____+0{+0rank,-1Cha}

ACP -0

*ACP applies to these skills
**In Class Skill
-=Non-Standard Skill Bonuses=-
Mutant Eye:+2 sense motive
Race:+4Stealth/Ride
Nobel Savage:+2 Diplomacy and Perform checks when dealing with people of high social standing.
-=Languages=- Common, Goblin, Elven, Celestial

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
------------------------------
-=Alchemist Class=-
---------------------
-Everburning Flame-
-Alchemy-
-Mutagen-
-Sneak Attack-
- -

---===Spells===---:

------------------------------
-=Spells/Extracts=-
------------------------------
-= (at will)=-
-------------------------------
-Spark-

-----------------------------
-=1st (0/day)=-
---------------------------
-Shield-

---===Gear/Possessions===---:

------------------------------
-=GEAR/POSSESSIONS=-
Studded leatherl 25 gp 20 lbs
Torch{x5} 5 cp 5 lbs
Explores Outfit 1 gp 8 lbs
Kit Alchemist= 40 gp 24 lbs
Kit, Alchemy Crafting =25 gp 5 lbs
Book Lariat= 3 sp 1/2 lb
-=Carrying Capacity=-—91gp
Light: 76 lbs. or less
Medium: 77-153 lbs.
Heavy: 154-230 lbs.
-=Current Load Carried=- 62 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Rohelio De la Sangre was found in an old building when a group of advancers came to destroy the slavers that were hiding there. The leader of this party was an inventive young alchemist Diana De La Sangre and when she came upon this fat small baby of a goblin her hart went out to it, having just lost her child se saw this as a chance to do two things one have a new baby to raze as her own and to prove that it does not matter what you are greatness can come from anywhere.

So she took this little terror home and began to take on the role of mother. It was hard at first but over the next few years it was clear that her little Rohelio was just as well-mannered as any child. She knew that he had to keep his face hidden for most would not give him a chance to speak if his gobliness was seen, but never the less she razed him and loved Rohelio as any mother would.

At the age of five Rohelio’s talent for alchemy came forth when she heard a small explosion come from her lab. When she came and saw her small child covered in soot she knew that the typical explosive side of alchemy would not do and could make others think less of him. So she began his training in anatomy for who could hate one that could save them from a sickness or injury when clerics weren’t around. Oh and Rohelio took to his studies well learning fast how a hart worked and when a cut to the wrong or right artery could save someone or hurt them terribly.
At the age of twelve he had learned all she could teach him Diana used her influence in the Guild Liberty’s Edge so he could gain fame and respect as his own man.

Rohelio’s first three years were hard as most could not believe a goblin was part of the guild and apprenticed under the famous Dorian Kane a alchemist that in his first expedition freed four hundred slaves without losing one man.

Rohelio was eighteen when he was sent on his first expedition it was not easy he had to help end a slave trading syndicate. They lost three men on that but in the end they came back successful, Rohelio has just made his way home to see his mother and let her know as is well.

---===Appearance and Personality===---:

-Character Look-
Eyes:Red
Hair:Mohalk into pony tail briad
Skin:Gray green
Hight:5"0
Wieght:210 lbs
-Libertys Edge-

Rohelio wants to show all that a goblin can be a good person and to one day make a home were he can raze and teach them to be good people

friends/ enemies:

{Known}Leon Cavish={Bard}is a half elf, he and Rohelio became fast friends when Rohelio humiliated the Elf that was bullying him by throwing a pie in his face .
{unknown}Hera Kokon={Ranger}is a young half orc that is slightly attracted to Rohelio and she does not know why
{Known}Souviless Moonsung={Wizard}Elf that hates Rohelio for what he did to him
{Unknown}William Qiun={Fighter}Hates the very idea that a goblin is allowed to be part of the guild, goblins killed his sister and eat her in front of him, William was saved right before he was put on the menu.
{liberty’s Edge contact} Dorian Kane={alchemist} has a higher seat in the guild


Is it just me, or are there a lot of Gnomes and elves applying? lol!


hay I'm a goblin so...


Dying Light Recruitment

Submission Update - Wednesday

This is a "daily" update of character submissions for this campaign. I will make every attempt to update the thread daily with any new submissions. At the bottom of the post I will offer any comments or questions for any new additions to this list. If a character has an * next to it that means that I have questions or concerns about the character and the submission should not be considered final yet. If for some reason a character is not being considered for the campaign I will note the reasons at the bottom as well.

-Melee-

Mowque - Quarick Frezhal - Gnome Swashbuckler (Mouser)
Diego Rossi - Jiulius Miller - Human Inquisitor (Spellbreaker)
Walter das Sombras - Elxurian - Human Paladin (Oath of Vengeance)

-Ranged-

Vincent Fleming - Darnarian Irithyl - Elf Slayer (Bounty Hunter)
DMRavem - Samsi bint Ka'ab - Elf Marksman (Shroud)

-Skill-

Nickadeamous - Isavara - Half Elf Investigator (Empiricist)

-Divine-

nilesr - Ausk the Heathenbane - Half-Orc Warpriest
Phoenix Hunter - Anchéad Draug Cúdin - Elf Warpriest

-Arcane-

catmanbeck - Penka "Prebleached" Bashment - Gnome Summoner (Wild Caller)
OmniChaos - Voros Viator - Human Wizard (Pact Wizard)
Riuk - Rohelio De la Sangre - Goblin Alchemist

Questions/Comments for Characters Added

Submissions not being considered for the campaign currently:

Gordon Bratiwade - Background insufficient. Submission does not contain required information.
Barlo "The Bum Sage" - Submission not in correct format. Please submit this as spoilers in your post as requested in my application information.
Kenza "Sparky" Cloudhopper - Background insufficient. No mention of how you gained your wand and very little detail to the character given. Also, Silver Crusade is specific to PFS organized play, not the actual Pathfinder Society faction itself. Same with the others.


But... you READ!

That's like a Taldoran openly praising Desna!


Introducing Morena Yagevna

Morena:
Female Human(Jadwiga) Winter Witch N
Stats: Str 10. Dex 10. Con 14. Int 19. Wis. 12 Cha 10.
HP:7 AC:10 Init:+0 Base Speed:30 ft
Fort:2 Ref:0 Will:3 BAB:+0 CMB:+0 CMD:10
Languages: Common, Skald, Hallit, Tien, Sylvan, Elven
Skills
Acrobatics:0
Appraise:8(1 rank +4 Int Mod +3 familiar)
Bluff:0
Climb:0
Craft:0
Diplomacy:0
Disable Device:0
Disguise:0
Escape Artist:0
Fly:0
Handle Animal:0
Heal:1(+1 Wis Mod)
Intimidate:0
Knowledge Arcana:8(1 point,+4 Int Mod, +3 Class Skill)
Knowledge Dungeoneering:4(+4 Int Mod, Untrained)
Knowledge Engineering:4(+4 Int Mod, Untrained)
Knowledge Geography:4(+4 Int Mod, Untrained)
Knowledge History:8(1 Point +4 Int Mod, +3 Class Skill)
Knowledge Local:4(+4 Int Mod, Untrained)
Knowledge Nature:4(+4 Int Mod, Untrained)
Knowledge Nobility:5(1 Point +4 Int Mod)
Knowledge Planes:8(1 Point +4 Int Mod, +3 Class Skill)
Knowledge Religion:5(1 Point +4 Int Mod)
Linguistics:4(+4 Int Mod, Untrained)
Perception:1(+1 Wis Mod)
Perform:0
Profession:1(+1 Wis Mod, Untrained)
Ride:0
Sense Motive:1(+1 Wis Mod)
Slight of Hand:0
Spellcraft:8(1 Point, +4 Int Mod, +3 Class Skill)
Stealth:0
Survival:1(+1 Wis Mod)
Swim:0
Use Magic Device:8(1 Rank +4 Int mod(Clever Wordplay) +3 Class Skill)
Special Abilities
Race: Dual Talent (+2 to 2 Ability Scores)
Class:
Familiar(Raven)
Ice Magic (Whenever I cast a Spell with the cold descriptor, the Save DC increases by +1, I can't learn or cast spells with the fire descriptor.)
Cold Flesh (I gain permanent Endure elements against cold only. At 4th Level I gain Resist Cold 5, At 9th Level it becomes Resist Cold 10, and at 14th Level it becomes Immunity to Cold. This Ability replaces my 4th level Hex.)
Patron(Winter)
Hex: Flight(Feather Fall at will on self only.)
Feats:Eschew Materials. Traits: Clever Wordplay(Use Magic Device), Magical Lineage (Snowball)
Spells Known
0 level:Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue.
1st Level: Snowball, Frostbite, Obscuring Mists
possessions:150 GP, 1 Wand of Charm Person(25 charges),1 Yagevna signet ring, Noble's outfit

Ikol:
Ikol, Male Raven
Init+2, Perception+6
Defense
AC:15, Touch:14, Flat-footed:13
HP:3 (1d8–1)
Fort +1, Ref +4, Will +2
Offense
Speed: 10 ft., fly: 40 ft.(average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Stats
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Special Abilities
The master of a raven familiar gains a +3 bonus on Appraise checks.
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Language:Skald

Background:
Morena was Born in Irrisin, the second daughter of the Yagevna Family. She and her two sisters received an excellent education in magical theory noble rights and virtues, when their older sister Natalia left to get married, the two Morena and her younger sister Vasilisa became inseparable. Unfortunately as she grew older it became apparent that while Vasilisa might be a skilled diplomat, Morena had no tact whatsoever, this would not have been a problem, except for the fact that she was not at all shy about telling other members of the nobility exactly what she thought of them. Eventually she became too much of an embarrassment, and her mother disowned her and had her exiled; Distaught, Vasilisa gave her a gift, some money for her new life, and a ring with the family seal and advised her to learn and grow strong, so that one day, she might be able to take back her family name.
After her exile, Morena took ship to Korvosa and enrolled at the Acadamae; however her sharp tongue and pride earned her few friends among the young Chellish aristocrats who comprised the most influential members of the student body. One such member in particular, Lucian Jeggare II, son of wealthy Chellish aristocrats, and one of the top students at the Acadamae; made it his personal mission to make Morena's life miserable. That might have been the end of it, if it hadn't been for Tisiphone. one day when Morena was out in the city looking for spell casting supplies, she heard a commotion it the market, upon following it to its source she discovered a man being tormented by wasps. Sensing magic, Morena tracked the spell to the far side of the market where she found the caster, An red haired elven woman with vivid green eyes and a malicious smile sat perched on a crate, chanting quietly, The Elf Introduced herself as Tisiphone and invited Morena for a drink, Feeling alone in a strange city, Morena agreed, over the Next few week the two of them became friends, Tisiphone told her about her life in the faith of Calistria, and Morena shared her exile and current issues at the Acadamae; Tisiphone told her that the only way to make people like that respect you was if they feared retribution, thinking back on her homeland, Morena realized that that was the case, the commoners feared the witches, the witches feared the queen, and the queen feared Grandmother(Baba Yaga), a few days later, Morena told Tisiphone her plan, the elf was impressed with her friends vindictiveness and offered to help, giving her a wand of charm person. the next day students of the Acadamae were astonished to see Lucian following Morena around like a common servant, carrying her things, then she got him to follow her up to the roof, and then knocked down the ladder, leaving him stranded up there while she used her flight hey to float gently down, at this point Lucian discovered that the roof around him was covered in ice. Knowing that Lucian would never forgive her, and having grown weary of the Acadamae traveled with Tisiphone to Absolom for a fresh start.

Appearance and Personality:
Morena is a very direct person, she has little patience for games and doubletalk, in fact, she has little patience for anything. she tends to say exactly what she means bluntly and without consideration of others feelings, she will give respect to other nobles and people who have earned it, but she will not tolerate insults or perceived disrespect to herself or her friends. she feels that she has a duty to help her friends and will go to great lengths if they require it, and she holds her word as her bond, if she makes a promise, she will keep it, if humanly possible(This only applies to promise willingly and explicitly made)she gets very angry when people break their promises, especially nobles, who she feels should know better. Morena is 5.6 tall although she is quite thin, her white hair falls to her mid back, although she usually keeps it braided, her eyes are a striking ice blue and her skin the color of marble.

Close friend:
Tisiphone The Elven Cleric of Callistria met Morena in Korvosa and the two of them bonded over being disowned by their parents. Tisipone's father did not approve of Tisipone's choice of romantic partner, so he forced her to leave, when she found out, Tisiphone was furious, and stormed out of the house; she prayed to Callistria for aid, and the goddess answered. Tisiphone is about 5.8 tall, with red hair, and golden eyes, her skin is slightly darker then an average elf, as though she has a tan. she tends to be brash and impulsive with a mean streak a mile wide, despite this she is a powerful ally and a loyal friend

Unknown friend:
Vasilisaa Jadwiga sorcerer and Morena's sister; Unbenkownsed to Morena, the ring she was given is a scrying focus that Vasilisa has been using to keep track of her sisters location. after much cajoling, Vasilisa has finally convinced her mother to allow her to lead a trade delegation to Absolom; where she hopes to meet Morena to see how she is doing. Vasilisa 5.4 tall with Black hair, snowy white and ice blue eyes. Unlike her sister, Vasilisa is polite and manipulative; she rarely says anything without thinking about first, and what finally dose come out of her mouth is calculated to have the best affect on her listeners; however, she is still young, and while she may grow into a terrifying ruler, at the moment most of her manipulations center around getting her sister back.

Known enemy:
Lucian Jeggare II When she left the Chelaxian Conjuror stranded on that roof for the whole Acadamae to see, Morena knew she had made an enemy. and so, when he showed up in Absolom, she was not surprised. For his part, the young noble harbored a burning hatred of the woman who had made him a laughingstock of his peers, her departure from korvosa was supposed to have been his triumph, but she had stolen it, and made it hers. Lucian is 6.4 tall with has dark brown hair and purple eyes, which he likes to claim as a sign of his azlanti heritage, he is arrogant and bigoted, and he looks down on anyone he considers "lesser"(not a wealthy Chelaxian man)his life as a noble and a conjuror have led him to expect obedience from those around him, and he reacts with anger if his demands are not met.

Unknown Enemy:
[b]The WitchbreakerWhen Morena Left her home of Irrisin, she though that she was at least leaving all the problems of the north behind her, she was wrong. word of her departure reached the ears of the Witchbreaker, a Warrior from the land of the Linnorm kings. The Ulfen Man, bitter about Baba Yaga's conquest, has been hunting arcane magic users, learning their ways, and occasionally making raids over the border into Irrisin to kill witches there, when he heared that a witch of the noble familys of irrisin was wandering the world unprotected, he could not resist the opportunity; He tracked her to Korvosa, but by the time he arrived she had already left, now he is on his way to Absolom, and this time he dose not mean to fail; He intends to capture Morena, and extract all he can about the inner workings of Irrisen, and then kill her. The Witchbreaker stands 6.9 tall and half that abrest, despite his bulk he possesses the ability to move quietly and unnoticed when he wants to, whether by some sliver of innate magic, or just esoteric techniques no one knows. All they know is that when those grey eyes peer at you through his blond bangs, you will find no mercy in them.

Arcanamirium Contact:
HibbidakDuring her entrance exam, Morena caught the eye of one of the instructors, an Elderly gnome named Hibbidak. fascinated by her skill, and by the unsual nature of her magic, Hibbidak took Morena under his wing and helped her to fit in. he has since become something of a mentor for Morena, helping to guide her continuing education and personal growth he has suggested that morena might want to explore beyond the walls of the Arcanamirim to gain practical experience with her skills; for his part the old gnome appreciates Morena's directness and honesty, and honestly enjoys her company. Hibbidak is 3.2 tall with bright pink hair, and vivid orange eyes that always seem to be laughing; he likes to project the image of a harmless funny old gnome, but if pressed he will remind you why he has held onto his tenure for the past 86 years

Morena's role will be arcane caster, with a possible secondary in skills
Ok, all done. I wanted to ask if I can use Knowledge nobility as one of my background skills, if not, I will leave my skills the way they are. if you have any questions or comments, I will be watching.


Diego Rossi wrote:
Not really important, but the archetype is "spellbreaker".

Yea, I had the Spellkiller inquisition on the brain for some reason. :)


1 person marked this as a favorite.
Anchéad Cúdin wrote:
Is it just me, or are there a lot of Gnomes and elves applying? lol!

I wonder if the GM's avatar is influencing us for gnomes and goblins?


Trips, I hope to have addressed the shortcomings you identified, and hope the additions and clarifications below are suitable for consideration. If not I will add further revions. I appreciate your feedback and consideration.

Faction:
Kenza is a member of the Pathfinder Society.

Background:
Kenza was born at the roadside camp of her halfling caravan, where exactly she isn't sure, but what everyone remembers is the terrible storm that raged while her mother was in labor and the lighting striking her family's wagon the moment of her birth. Although her given name is Kenza, most everyone calls her Sparky in the clan, and believe that the power of thunder and lighting courses in her veins.

Kenza grew up on the road, and has travelled the Inner Sea region for her entire life. The Cloudhopper trade caravans spend most of their time in Andoran, Taldor and along the trade routes of Qadira. Their have been trips into the border areas of Cheliax and Isger, and more dangerous places. For Kenza the years were grand adventures of exploring new places, learning to drive a wagon, and time spent among family at camp. It has been a good life. (Background skills -Knowledge Geography and Handle Animal)

The Cloudhopper caravans always travel with valuable cargo, mostly goods for sale, but sometimes it is "slips" willing to shake off the shackles of their masters. No matter what other cargo they carry, Kaleb Cloudhopper, clan patriarch has learned that the most profitable is that which is most easily carried - information. Kenza and the Cloudhoppers recently ruined the schemes of a minor noble of House Arionne, Jerrilonne Arionne by providing some key information to a rival, revealing and ruining the plans.

During the caravan's last trip through Qadira, Kaleb requested Kenza reach out to a memeber of the clan working in Absolom, to assist with the trip, Kaleb provided Kenza a hickory wand with the Thunderstomp spell. Kenza has taken to using the normal sized wand as a walking stick.

Kenza had always wanted to see the City at the Center of the World, and recently arrived to search for Rillka Shadowcat with messages to deliver. However, Absolom is a big place, made bigger by Kenza's small size, so finding Rillka has been a challenge.

Friend-Known
Kaleb Cloudhopper, a distant uncle of Kenza is the patriarch of the Cloudhopper clan. He is responsible for the well being of all clan members, and realizes that for the Halfling peoples to prosper, they must be freed from the bonds of servitude.
Friend-Unknown
Alder, a halfling ranger has been working as a scout and guide to the Cloudhopper clan caravan. He has also been keeping tabs on Kenza and reporting to Kaleb.
Enemy-Known
Jerrilonne Arionne of the Cheliax noble family, House Arionne has taken offense at the activities of the Cloudhopper Caravan, Kaleb and for some reason, Kenza in particular. He has vowed to eliminate the little "lightning witch" and send her body to Kaleb as a message. While word of his rants has reached the clan, so far little action has followed.
Enemy-Unknown
A well kept secret is that Jerrilonne has in fact acted. He beleives the only way to kill a halfling is to send a halfling to do the job - and the Halfling known as "Hamstring Hammmond" is hunting Kenza.
Contact in Absolom
Rillka Shadowcat is a member of the thieves guild of Absolom. She is a former Cloudhopper caravan member, but is still a Cloudhopper clan member and supporter. Kenza has been instructed to find Rillka.


GM Trips, I've decided to withdraw from submissions. I give you permission to use my totally fleshed out character as an NPC. Good luck to you and all your players.


Here is the submission for Tanner Nielsen. If you have any questions or comments, I would love to hear them.

Tsura Vhiski
LG Female Human Soulknife (Nimble Blade) 1
Faction: Church of Sarenrae

Posting Habits:
I'm a mental health provider, so my posting can vary depending on my schedule. On busy days I can post 2-3 times per day at lunchtime and the evenings. On slow days I am at my computer writing psych reports all day and there is no limit to my posting. Please note that I have been at a training out-of-state for the past few days, so my posting has been limited. Some very boring training. I will always notify people when I have a foreseeable interruption in posting.

Main Focus:
Melee

===================
Description:

Hair: Brown
Eyes: Green
Height: 5'6"
Weight: 120lb

You see a well-groomed Varisian woman with chestnut brown hair tightly gathered under a bandanna. Her eyes are the color of the sky, with small flecks of silver near the iris. Her skin is fair with small freckles on her nose and cheek bones. She is dressed in a courtier's outfit - a tan three-quarter length coat trimmed with blue, green, and red. She wears loose leggings under the coat. An iron holy symbol of Sarenrae hangs prominently around her neck. She is medium-height, with a solid frame and straight posture.


Personality:

Tsura is a charitable and giving person, coming from a long line of wanderers and travelers who relied on the kindness of strangers to help them survive. She tries to be a peacemaker wherever she goes, focusing on easing the burdens and travails of others. Her patience can be tested, however, by those who spurn her efforts at peace.

Background:
Tsura is a native and citizen of Absalom through and through, and has never set foot off the Isle of Kortos. She was born to a family of Varisian entertainers, her grandparents having emigrated from Magnimar to seek fame and fortune as singers and dancers. The family enjoyed some initial success, but the fickle crowds of the metropolis crave constant novelty, and by the time Tsura was born the family was nearly destitute. Her memories as a young child were of hunger and uncertainty as the family struggled to survive. Her mother, Mara, died of sickness when she was four-years-old, and her father, Luca, was forced to join a local gang to make enough money to feed Tsura and her two older sisters.

The siblings followed their father in larceny, and Tsura was taught to beg and steal when she was six. Her youth and pitiful state allowed her to bring in a respectable amount of money, and she and her sisters made a game of filching belt pouches from tourists and merchants. Her world came crashing down one day when she tried to pick the pocket of Chelaxian wizard. After fleeing with his purse, the spellcaster divined the location of his money and followed the girls back to their home.

The sisters were clapped in irons by the town guard and taken to jail. Under questioning by the guard, they quickly divulged the activities of their father's gang, and the identities and locations of its leadership. The guardsmen were quick in finding and arresting the ringleaders, who were tried and sentenced to years of hard labor. Among them was the head boss, a ruthless and violent hobgoblin named Varog.

In retaliation, Luca was attacked and maimed by his gang. The girls returned home from the jail to find him unconscious and with two broken knees. Crippled and unable to provide for them, he took them to a temple of Sarenrae and begged the priest to take them in as wards. The priest, Father Tanrid, took pity on the girls. In exchange for room and board, they were expected to engage in character-building work.

Robbed of her mother, and abandoned by her father, Tsura became withdrawn and angry. Her thoughts were devoted to revenge against her enemies, both real and imagined. She kept a mental list of those who would face her retribution. Father Tanrid saw the young girl's demeanor change as weeks and months passed, and decided to take her as his personal project. He met with her regularly, encouraging her to study the theology of Sarenrae and pray. She reluctantly agreed, petitioning the Dawnflower every night to help her - not to find peace, but to help her take revenge.

Her prayers were answered one night, when in a flash of theophany she was visited by the shining presence of Sarenrae. A heavenly voice addressed her by name, and lovingly chided her for her obsession with revenge. It told her that the goddess was aware of her plight, and encouraged her to seek compassion and peace. But, it said, if facing those who glory in slaughter and death, then swift justice must be delivered. The light coalesced into a shining golden scimitar which sprung from Tsura's hand. "Wield my glory, young one. Let it be a light shining in darkness. Hope for the faithful, succor for the weak, wrath to the evil."

Tsura has since devoted herself to the service of Sarenrae. Until reaching adulthood, her time was spent between studying the teachings of Sarenrae, training her body and mind, and exploring her new powers. Though her religious experience was the catalyst for the emergence of her psionic powers, she is firmly convinced that her abilities are entirely divine in nature. She has taken a vow as a templar of the faith, and stands ready and eager to wield her mindblade in defense of the faith.

Close Friend - Ruza; middle sister and temple scribe. After Tsura converted to the worship of Sarenrae, she sought to reestablish her relationship with her sisters. For the first time in a very long time, they had love and comfort in their family. Although her oldest sister has now moved out of the temple and taken a position as a weaver's apprentice, and her father Luca is nowhere to be found, her sister middle sister Ruza continues to work at the temple as a scribe. They share quarters together, and are the best of friends in addition to being sisters.
Unknown Friend - Mran; street urchin. Mran's family was regularly victimized by Varog's gang. They ran a general goods shop, and were months behind in their protection payments. Their shop had been vandalized and trashed more than once, and they were on the verge of being seriously harmed when Tsura was arrested and helped bring about the downfall of the gang. Mran knows that Tsura helped accidentally save his family, but does not know where she currently lives.
Known Enemy - Varog; former/current gang leader. Varog knows exactly who Tsura is and where to find her. But he is not stupid, and does not want to incur the wrath of the church of Sarenrae. He keeps tabs on her from time to time, and is resolved that if he ever finds her in a compromising situation, he will not hesitate to take revenge.
Unknown Enemy - Kynes; crime lord. There are always bigger fish in the pond, and Varog's boss is a dangerous and enigmatic human who goes by the name of Kynes. He is rarely seen by anyone but his direct lieutenants, and most speculate that 'Kynes' is an alter ego for a respectable nobleman or merchant prince. After Varog's arrest, the territory was lost to a rival gang. He has not forgotten the loss of income, while he currently has more important matters at hand, he would seek his own brand of justice if given the chance.
Faction Contact - Father Tanrid; cleric of Sarenrae. Father Tanrid is Tsura's surrogate father, mentor, and spiritual adviser. He has contact with her several times a week as he directs her day-to-day duties.


Racial Abilities:

Bonus feat
Bonus skill point

Equipment and Money:

masterwork chain shirt (250gp, 25lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), iron holy symbol (5sp, 0.5lb).

148.57gp

Weight: 25.5lb
Load: Light


Combat Statistics:

HP 13 (10+3)
Spd 30ft
Initiative +4
CMB +1 (+1 BAB, +0 Str)
Base Attack +1

Melee
mind blade +6, 1d6+4/19-20x2

TWF
mind blade +4/+4, 1d6+4/19-20x2

Ranged
mind blade +6, 1d6+4/19-20x2 (15')

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
CMD 15 (10 base, +1 BAB, 0 Str, +4 Dex, +0 Size)
Fortitude +2 (+0 base, +2 Con)
Reflex +4 (+2 base, +2 Dex)
Will +3 (+2 base, +0 Wis, +1 trait)

* +2 vs divination effects


Skills:

[4 class, 0 Int, 1 race, 2 campaign*]

Acrobatics +7 (1 ranks, 3 class, 4 Dex, -1 armor)
*Appraise +4 (1 ranks, 3 class, 0 Int)
Autohypnosis +4 (1 ranks, 3 class, 0 Wis)
Diplomacy +8 (1 ranks, 3 class, 2 Cha, 2 trait)
Perception +4 (1 ranks, 3 class, 0 Wis)
*Sleight of Hand +8 (1 ranks, 3 class, 4 Dex)
Stealth +7 (1 ranks, 3 class, 4 Dex, -1 armor)


Class Abilities:

Bonus Feat [Two-Weapon Fighting] - The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.
Weapon Finesse - A nimble blade gains the Weapon Finesse feat as a bonus feat at 1st level.
This replaces the bonus feat normally gained at 1st level.

Mind Blade Finesse - A 1st level nimble blade gains the Mind Blade Finesse blade skill. This replaces proficiency with shields and medium armor.

Form Mind Blade (Su) [Light] - A soulknife must choose the form of his mind blade at 1st level. He can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, his mind blade stays in this form every time the soulknife forms his mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. If the soulknife's chosen form is a light weapon, he may choose to form two light weapons when forming his mind blade if he so chooses, but he suffers the standard penalties for two-weapon fighting.

His mind blade does not have a set damage type. When shaping his weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose his mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).

The soulknife chooses the appearance of his mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

Shape Mind Blade - The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Throw Mind Blade - All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.

Wild Talent - The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent.

BLADE SKILLS

Mind Blade Finesse: The benefits of the Weapon Finesse feat apply to the mind blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).


Traits:

Carefully Hidden (Human) - +1 bonus to Will saves and a +2 bonus to saving throws versus divination effects.

Illuminator (Sarenrae) - +2 bonus on Diplomacy, and it becomes a class skill.


Feats:

Race - Weapon Focus (mindblade)
Class - Weapon Finesse
Class - Wild Talent
Class - Two-Weapon Fighting
1 - Slashing Grace

Current Status:

Religion Faction - Sarenrae

TPA - 0
CPA - 0


Dice:

Melee
mindblade 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (2) + 4 = 6

TWF
mindblade 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (8) + 4 = 121d6 + 4 ⇒ (4) + 4 = 816 + 4 = 20

Ranged
mindblade 1d20 + 6 ⇒ (18) + 6 = 241d6 + 4 ⇒ (5) + 4 = 9

Acrobatics 1d20 + 7 ⇒ (13) + 7 = 20
Appraise 1d20 + 4 ⇒ (2) + 4 = 6
Autohypnosis 1d20 + 4 ⇒ (7) + 4 = 11
Diplomacy 1d20 + 8 ⇒ (11) + 8 = 19
Perception 1d20 + 4 ⇒ (14) + 4 = 18
Sleight of Hand 1d20 + 8 ⇒ (17) + 8 = 25
Stealth 1d20 + 7 ⇒ (12) + 7 = 19


Lol, to be honest I think I can fill both Ranged and skill given the 12 skills I get a level O.o. Honestly never had this many skill points on one character before.


Unknown Enemy seems to have not posted properly, so here it is

Unknown Enemy:
The Witchbreaker, unbeknownst to Morena she has not left the politics of the north completely behind her. a ruthless killer from the lands of the linorm kings is pursuing her. calling himself the Witchbreaker, this murderer hunts arcane spellcasters in the northern lands, but he reserves a special hatred for the white witches of irrisen, and one of those witches outside of the protection of her family is a target too tempting to resist. he tracked Morena to Korvosa, but arrived too late, now he has come to absolom, and this time, he will not fail. Witchbreaker is roughly 6.8 tall, with blond hair and grey eyes; despite his great size he has some way of avoiding notice so that it is difficult to see him comeing.


Here you go.

Jonas Crow, Jack-of-Many-Trades:
JONAS CROW
Male Human (Taldan) Rogue (Unchained) 1
CG Medium Humanoid (Human)
Init +3; Senses Low-light vision; Perception +5 (+6 to locate traps)
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +3 Dex, +1 dodge)
hp 10 (1d8+1+1)
Fort +1, Ref +5, Will +1
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork dagger +4 (1d4/19-20/x2) or
. . Dagger +3 (1d4/19-20/x2) or
. . Unarmed strike +3 (1d3/20/x2/nonlethal)
Ranged Shortbow +3 (1d6/20/x3/60 ft.) or
. . Dagger +3 (1d4/19-20/x2/10 ft.) or
. . Masterwork dagger +4 (1d4/19-20/x2/10 ft.)
Special Attacks Sneak Attack +1d6
--------------------
SPELLCASTING
--------------------
Spell-Like Abilities
1/day (CL 1st) - mage hand, message
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 13, Int 14, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Dodge, Fast Learner, Weapon Finesse
Traits Blood of Dragons, Wealthy Dabbler
Skills (Trained) Acrobatics +7, Bluff +5, Diplomacy +5, Disable Device +8, Escape Artist +7, Knowledge (Arcana) +3, Knowledge (Local) +6, Knowledge (Nobility) +3, Perception +5 (+6 to locate traps), Sense Motive +5, Sleight of Hand +7, Spellcraft +3, Stealth +7, Use Magic Device +5
Skills (Untrained) Appraise +2, Climb +0, Craft +2, Disguise +2, Fly +3, Heal +1, Intimidate +1, Perform +1, Ride +3, Survival +1, Swim +0
Languages Common, Dwarven, Elven
SQ Finesse Training, Skilled, Trapfinding +1
Combat Gear Dagger, shortbow, arrow x20, leather, thieves’ tools; Other Gear Pickpocket's outfit, masterwork backpack (19 lbs: bedroll, mess kit, shaving kit, soap, torch x2, trail rations x4, waterskin), belt pouch (2 lbs: caltrops), belt pouch (0 lbs: flint and steel), belt pouch (0.16 lbs: money), spring loaded wrist sheath (1 lb: masterwork dagger), spring loaded wrist sheath (1 lb: dagger); Magic Items None
Money 0 platinum pieces, 0 gold pieces, 1 silver pieces, 7 copper pieces; Other Wealth None
--------------------
RACIAL TRAITS
--------------------
Bonus Feat Extra feat at 1st level
Skilled +1 skill rank/level
--------------------
CLASS FEATURES
--------------------
Finesse Training (Ex) Gain Weapon Finesse as bonus feat
Sneak Attack (Ex) Deal extra damage vs. flanked or flat-footed opponents
Trapfinding (Ex) Add 1/2 rogue level to Perception checks made to locate traps and to Disable Device checks (minimum +1), can use Disable Device to disarm magic traps
--------------------
SPECIAL ABILITIES
--------------------
Blood of Dragons Gain low-light vision
Bonus Skill Ranks +2 skill ranks/level, must be spent on background skills
Wealthy Dabbler Gain two non-harmful arcane cantrips as spell-like abilities (1/day, CL 1st)

The Journey So Far:
Jonas Crow was born Iacobus Albercroft, second son of Menas and Ionnia and younger brother to Doritian. The Albercrofts had always been a prominent family in Oppara, Taldor’s capital, and wielded power both figurative and literal. The former was due to their considerable wealth and political connections, while the latter came from their interest in and skill with magic. Menas was a scholar and mage, intelligent and studious and thus powerful, while Ionnia claimed to hail from the blood of dragons, certainly a bold claim but perhaps a truthful one if her almost instinctive use of sorcery is considered. Even Doritian and later Iacobus showed promise and as soon as they could read they started being schooled by their parents in the theoretical and practical sides of magic. But where the older brother was an apt pupil, showing an eagerness to study that rivaled his eagerness to please, Iacobus, though intrigued by it all, found it… well, tedious, almost as tedious as he found the inevitable lessons on politics their dear father and mother started to impart on them eventually.

Thus, to say that the relationship between the younger son and the rest of the family was strained would have been quite correct, if not an understatement even. And Iacobus’ tendency to leave the house unnoticed and on more than one occasion before one of his father’s lessons in order to go out into the city and explore did nothing to improve things. What is more, the boy much preferred the company of children that may have been his own age but not his own social status, but in his own mind, who could blame him? They were so much more fun than the stuffy nobles and their sons and daughters. He had a sharp mind, yes, and some of the lessons were interesting, yes, and some even stuck with him, yes, but the alternative, namely darting through alleyways and climbing over walls and fences and even pocketing a coin once in a while on some dare or other, were, as previously mentioned, fun. Well, at least while it lasted, because each time he would be found by one of his family’s retainers sooner or later and the fun would end. And eventually that happened one too many times and his father’s patience, considerable or not, came to an end. If discipline could not be taught at home, there were other options. Such as an academy abroad. Such as the Arcanamirium in Absalom. For Menas Albercroft was determined to make a proper mage out of his younger son.

Between the Arcanamirium’s severe ways and focus on the studying of magic and little else and the fact that Absalom was a new city to explore and a very large one at that, Iacobus managed to get himself expelled, even if it did take him longer than he expected. Not for lack of trying, of course. But setting one’s bench on silvery blue fire, having an alchemical concoction blow up in Professor Flintforge’s face and incinerate the dwarf’s well-groomed beard because one may or may not have tampered with the ingredients, and catching one in a compromising situation with a fellow student of the opposite sex tends to get the job done, despite how much money the academy might stand to gain from one’s continued studies within its esteemed ranks.

The rest was surprisingly easy. The expulsion combined with Absalom’s sheer vastness and a family that had more or less given up to the point that his parents now only considered themselves as having one son and one son only provided Iacobus with the necessary freedom to reinvent himself, changing his name in the process. Thankfully he had moved about the city before his expulsion, cultivating friendships and acquaintances of the sort that were more interesting to him than scholars and mages. A ne’er-do-well here, a fence there, an innkeeper and a tavern wench –no, serving maid or something; he always hated the word "wench"- over there. He had always been an agile young man and that coupled with a sharp wit and a little charm were more than enough for Jonas Crow to make a new life for himself.

Restless as he was, he traveled about, mostly just to see new places and people, but also for jobs and practical experience. Unlike reading a spellbook and casting a spell, opening a lock without a key, avoiding a trap without picking bolts out of your… posterior or fighting with a knife without hurting yourself are things that need a more hands-on approach. And although he did well on his own, it was when he started working for a Pathfinder agent that he found all the practice he could have wanted along with a whole group of associates, some of them even friends, with a curiosity, restlessness and adventurous spirit to match his own.

Despite his travels however, he would almost always return to Absalom sooner or later. Risky? Maybe a little, but it was not like anyone was looking for him, or at the very least this him. As far as he knew anyway. And Absalom was the city he was born anew, after all.

Faces Past and Present:
Alinza: The young Varisian woman known simply as Alinza, or Lin for short, serves the food and drinks at one of Absalom’s less-respectable inns, one that Jonas frequents. Over time they became friends, as she is a smart and self-confident woman who has no problem speaking her mind. She is also pretty good at using common pots and pans and mugs for bludgeoning drunk fellows over the head a couple of times if their hands start developing minds of their own, as Jonas has found out more than once. Not that he has been the target… well, except for that one time, but his head has healed since then. Besides, it was before their friendship started… or was it? His memory is a little fuzzy on the details, certainly not because of the skillet blow… or was it a mug of ale?

Darrak Flintforge:The dwarf had always been an odd sort, taking an interest and a liking to those students other more… traditional teachers would not. And Iacobus was no exception, even though the young man knew nothing of that fact. And then came the Beard Incineration Incident. A normal teacher, especially a dwarf, might have been a little… miffed at having his facial hair go up in smoke. And, truth be told, Professor Flintforge was too, but only for a little while. Eccentric as he was, he simply tried a beardless look until it grew back; he even joked about it that he was the only clean-shaven dwarf he knew and that perhaps he should try starting a new fashion among his kin. Of course, by now Darrak again has an impressive beard. And he still is quite fond of the young man who blew it off. Not that Jonas -then Iacobus- knows about it.

Korden One-Eye: Back when he was simply Korden, as he still had both eyes, and Iacobus was just starting out his new life as Jonas, they ran afoul of each other, the former seeing the latter as a young upstart thief moving into his territory. Jonas was not actually moving into anything, not at the time anyway, but misunderstandings do happen when thugs and thieves carve out domains without putting up actual borders. They expect people to simply… know. Well, Jonas did not. And Korden could not. Care less that is. After all, he was not and still is not known for his patience and intelligence. There was a fight, one that Jonas managed to escape with his life and all of his limbs still attached to the rest of him and a little prize: a dagger of exceptional craftsmanship and quality; where that brute had gotten hold of such a weapon was beyond him, but now it was his. Oh, actually two prizes, not that he considered the other one as such. Eyes are usually more prized by those that originally had them, not those that find themselves removing them thanks to a more than lucky strike.

Grigori and Helena Markov: They are the parents of Katrina, the female student that Jonas -or Iacobus- was found with that proved to be the last straw and led to his expulsion from the Arcanamirium. Unbeknownst to him, because the faculty talked to each of them separately and because he could not leave the place fast enough, after much deliberation it was decided that she too would have to be expelled. They tried to keep the reason hidden from the other students, but rumors circulate from one student to another and from some of the students to their father or mother and from them… well, you get the picture. Katrina’s parents would love nothing more than to find the one responsible for their daughter’s expulsion and subsequent social stigma. And they have the wealth and influence to perhaps eventually do so.

Jherrith Callidian: He is the half-elven Pathfinder responsible for bringing Jonas into the organization. A good and adventurous sort, he is the rogue’s usual contact within the faction and the one who usually assigns him a job. Being quite a bit older than Jonas, though his elven blood does wonders to hide it, he has a tendency of calling his protégé “my boy” or “Little Raven” on more than one occasion. A skilled scout and trapsmith, he is also responsible for much of Jonas' "formal" training in the fine art of "getting into places you do not belong and getting out with your skin mostly intact".

One Must Have Focus:
Jonas’ focus is on skills primarily; a rogue’s bucket-load of skill points is a terrible thing to waste. Still, I am thinking he will be contributing in a fight as best he can, dual-wielding daggers eventually and throwing them on occasion.

Pertaining to Posting and Habits of an RP and PbP Nature:
Timezone-wise, I live in Greece; I thought to get that out of the way first. It simply means that my more active hours may differ to yours and others’, but still I am awake and generally close to a computer most of the day, barring eight hours of sleep of course.

I can post at least once a day, two or maybe three if needed or if it is relevant to what is going on in the game at the time, provided I am awake anyway. Still, the number of posts, but mostly their… verbosity is entirely relevant to what is happening IC and to the GM’s and the other players’ posts. So, if there is, say, a fight, I may describe what my PC is doing and have him quip and joke, but I am not sure how long fight posts can get anyway. As for social and RP situations, as long as the GM and the other players give me food for thought and interaction, I can certainly do the same. Which, as far as I can tell, is the norm; after all, PbPs are not one-man shows anyway.

Other than that, I am pretty laid back and so are my characters usually and though I may like a bit of IC drama simply for flavor, I generally do not initiate such things, but I can enjoy them. But again, IC only. When it spills into OOC, it does stop being fun, as I have witnessed a time or two, and it can kill a game. So no, just no.

And if you want to peruse other characters of mine and their posts, here are some of them. There are more in my profile’s Aliases tab.

Erevan Cale, Slayer-Turned-Antipaladin
Corridan Valkeri, Monk/Ninja
Aaron Ivey, Fighter/Slayer
Raevanis “Raven” Dwin’Alir, Rogue
Kieran Markavien, Fighter/Rogue


Wanted to let everyone know I am heading out of town for the weekend. I should be able to post an update later this afternoon, but my availability will be limited for the next couple days.


F. Castor wrote:

Here you go.

** spoiler omitted **...

Rogue, rogue, ninja, slayer..I'm seeing a theme :P


Lol, I like to hope I have no real theme other then I'm willing to play almost anything.


I like having quite a few skill points at my disposal actually. Between the rogue, the ninja, the slayer and even the swashbuckler I am quite satisfied with being given the tools to make mostly agility-based combatants with a healthy dose of skills thrown in to define them and make them useful both in and out of combat. In that regard I find I really like the slayer, whose ominous name I do not take at face value, as he is basically a rogue that is also quite combat-worthy or vice versa if you prefer. But I wanted to give the Unchained rogue a try so, well, here I am.

Funny thing, I used to play mostly wizards, at least where pen and paper RRPs are concerned.


Posting an update shortly. Since we are slowing down on applications I may look at ending recruitment in a few days. I'll give anyone lurking a chance to finish up and submit something, but I'm thinking I will make the call to close the process on Tuesday or Wednesday.

Lots of really good applications so far. I'm just surprised I haven't seen a fighter yet with all the freebies they are getting. Do people hate them that much? lol :)


Dying Light Recruitment

Submission Update - Saturday

This is a "daily" update of character submissions for this campaign. I will make every attempt to update the thread daily with any new submissions. At the bottom of the post I will offer any comments or questions for any new additions to this list. If a character has an * next to it that means that I have questions or concerns about the character and the submission should not be considered final yet. If for some reason a character is not being considered for the campaign I will note the reasons at the bottom as well.

-Melee-

Mowque - Quarick Frezhal - Gnome Swashbuckler (Mouser)
Diego Rossi - Jiulius Miller - Human Inquisitor (Spellbreaker)
Walter das Sombras - Elxurian - Human Paladin (Oath of Vengeance)
Tanner Nielsen - Tsura Vhiski - Human Soulknife (Nimble Blade)

-Ranged-

Vincent Fleming - Darnarian Irithyl - Elf Slayer (Bounty Hunter)
DMRavem - Samsi bint Ka'ab - Elf Marksman (Shroud)

-Skill-

Nickadeamous - Isavara - Half Elf Investigator (Empiricist)
F. Castor - Jonas Crow - Human Unchained Rogue

-Divine-

nilesr - Ausk the Heathenbane - Half-Orc Warpriest
Phoenix Hunter - Anchéad Draug Cúdin - Elf Warpriest

-Arcane-

catmanbeck - Penka "Prebleached" Bashment - Gnome Summoner (Wild Caller)
OmniChaos - Voros Viator - Human Wizard (Pact Wizard)
Riuk - Rohelio De la Sangre - Goblin Alchemist
Nathan Monson - Morena Yagevna - Human Witch (Winter Witch)
Grenfax - Kenza "Sparky" Cloudhopper - Halfling Sorcerer

Questions/Comments for Characters Added

Submissions not being considered for the campaign currently:

Gordon Bratiwade - Background insufficient. Submission does not contain required information.


GM Captain Trips wrote:

Posting an update shortly. Since we are slowing down on applications I may look at ending recruitment in a few days. I'll give anyone lurking a chance to finish up and submit something, but I'm thinking I will make the call to close the process on Tuesday or Wednesday.

Lots of really good applications so far. I'm just surprised I haven't seen a fighter yet with all the freebies they are getting. Do people hate them that much? lol :)

For me, they just lack in interesting class features. Feats can have some variety, but are best for focusing since going in more than one direction can sometimes take up a ridiculous amount of feats that don't necessarily help scale with level. Stamina stuff looks interesting but..not more interesting than access to spells or psychic abilities which can give you fun utility stuffs. There aren't a lot of worthwhile feats that offer that other than, like, breadth of experience and a handful of others.


I would also like to add that between the swashbuckler and the slayer, the fighter seems to lag behind in flavorful options, while the other two can have more than a few bonus feats and at the same time possess a number of interesting class features to boot.


Pathfinder Adventure Path Subscriber

You mean the "unchained" fighter?
Only have the PDF and probably will need to sink some time into looking over all those feats again^^
Probably not going to happen until tuesday/wednesday.

Have something else in mind that heavily feeds off that factions thing.


I'm interested in this and working up a submission--Captain Trips, I just wanted to check in with you that the free masterwork item is capped at 375 gp including the masterwork cost, correct? (In other words, no masterwork repeating crossbow for me!) Once I'm sure of that I'll finish my new friend Hanz's stat block; all he needs at this point is equipment (though I may tweak a feat if I turn out to be wrong about the above).

Anyway, to business!

The Story of Hanz:

There's nothing quite like growing up in the Mana Wastes to give you a solid distaste for magic. Hanz Deadshield was born to Dorian and Menefer Deadshield, the middle of the couple's three children in Dongun Hold. From the very first, magical forces played a malignant role in the young dwarf's life: he's grown up with a hideous, ropy scar running down the left side of his face from temple to jawline, the result of a mana storm that descended on the Hold just hours after he was born. The story that Menefer always told him was that he was left behind in the confusion as the family sought shelter; the secret, which Hanz is still not aware of, is that at the time the family was hard up financially, and Menefer saw the fortuitous mana storm as an opportunity to rid themselves of an extra mouth to feed. No one knows how or why Hanz survived, or what else that storm might have done to him--such are the vagaries of life in the Wastes.

Regardless, the scar never healed, and Hanz grew up an object sometimes of pity, sometimes of scorn, and was often the source of object lessons for other young dwarves in the Hold. ("Don't stray outside when the abjurations are up, or you're like to end up like poor Hanz!") His family never had much, but they had enough to survive on, and as the years went by it seemed that things were getting better and better. Dorian and Menefer were making more money, their tempers were better, and there was more food to go around for Hanz, his older brother, and his new baby sister, Awib.

This doesn't mean that life was easy--when Hanz was just 23, and barely beginning to think about his vocation, the outer limits of the Hold, where his family lived, were breached by an invading band of mutant gnolls. With his family cut off from the inner reaches, Hanz found himself defending his sister as his parents and elder brother fought back against the raiding party that found them. Only Hanz spotted the gnoll wizard standing at the back of the attackers, and hurled himself at the conjurer before she could complete the spell she was casting. At this tender age, Hanz made his first kill, but (more importantly to him), he had his first battle against someone trying to kill him with magic. The stink of the gnoll's strange reagents; the crackle of arcane energy; the strange signs she wove with her forepaws as he charged her--these sense memories are with Hanz forever, no matter how confident he becomes in his dealings with spellcasters.

Not long after that assault, life took a bitter turn: Menefer and Dorian were discovered to have been embezzling from the Hold, siphoning off precious crystals meant for sale to Vudra and selling them to black-market caravans and dealers from Alkenstar. They were executed shortly after the conclusion of their trial, leaving Hanz and his siblings to fend for themselves--a dangerous proposition, particularly now that Awib was beginning to show signs of innate magical powers. Hanz, on the cusp of his apprenticeship, decided that the best chance for himself and his sister lay with the church, and so he apprenticed to a priest of Brigh, a soldier in a group known as the Brass Guardians: a troop of specially trained priests whose job it is to hunt down and stop any who might attempt to use powerful arcane magic in the Hold, and thus (intentionally or not) call down a devastating storm of wild magic.

Hanz rose swiftly in the ranks of the Brass Guardians, trained to understand spells and spellcasters and to fight against their depredations. Through the years, he was able to use what he knew to keep Awib safe--the fact that she was an extraordinary craftswoman, and a mathematical prodigy, made it that much simpler. She was well-liked by their peers and admired by her teachers, but Hanz knew that this could only last so long. Magic will out, after all.

So it was that, when the famed Arcanamirium in distant Absalom sent an envoy to Dongun Hold seeking advice on how to deal with recalcitrant or wayward students, Hanz volunteered to be the first of a return group sent north to that city (in exchange for some lucrative trade agreements) to help the school of magic track down and still its "little problems:" students who, for whatever reason, had strayed from the practice of useful, beneficial magic and turned down darker roads. Seeing the opportunity for what it was, he brought Awib along with him, and since their arrival in Absalom three months ago, the pair of southern dwarves have settled (uneasily) into life in the great, above-ground metropolis, with Awib attending classes at the Arcanamirium and Hanz beginning his first few cases tracking down the "wayward" students of the school...

Known Friend:
Awib Deadshield is Hanz's younger sister, primary concern, and closest friend in the world. An uncommonly attractive dwarf woman with an inborn talent for magic, Awib has remained a quiet and withdrawn woman due partly to her homeland's distrust of magic-users, particularly those with little control over their powers--escaping with Hanz to Absalom has been a breath of fresh air and an unlooked-for chance to study her powers in safety. Awib lives in the Arcanamirium with the other students, and pursues her studies with single-minded devotion, though she always has time to say hello and lend a hand to her brother when he's on campus. Mechanically, I see Awib as a dwarf sorcerer with the Impossible bloodline; in my ideal long-term view, I love the idea of her and Hanz collaborating to craft constructs together.

Unknown Friend:
There's no place quite like the Foreign Quarter to make unusual friends or to get yourself noticed by people you never thought to attract--and as a new permanent resident of the quarter, Hanz has attracted sometimes unwelcome attention from certain of its residents. One resident whose attention Hanz hasn't yet noticed is Bahram al-Wasadi, a minor merchant prince from Qadira who's become intrigued by the pale, well-armed, and mostly quiet dwarf staying in the same lodging house as he is. Bahram admires Hanz's integrity and straightforwardness (traits the merchant himself lacks, though he's deeply loyal), and has come to think of the dwarf as something of a "mascot" for the excitement of living in Absalom, especially after learning Hanz's profession. Although Bahram is perfectly proficient with the scimitar he wears, if the going gets tough he might also be willing to put some of his political and financial weight behind Hanz...

Known Enemy:
Every witch hunter has the one who escaped. In Hanz's case, this was Gabradon D'Apuis, a minor Taldan nobleman who was (until a month ago) schooled at the Arcanamirium. Gabradon's forbidden research into pain as a source of arcane motive power (that is to say, using another creature's pain as a potential power source for spells or constructs) was discovered, the school immediately expelled him--unfortunately, a fail-safe the scholar had set up alerted him to his discovery, and he fled the school before he could be apprehended. Hanz has hunted him for weeks now, and they've come to blows twice, but every time the good-looking Taldan has managed to escape justice.

Unknown Enemy:
Hanz didn't think much of it when he captured and returned a fleeing student named Zeldana, who had left the Arcanamirium and begun to use her considerable powers as an enchanter to establish a very comfy place for herself...at the cost of the weak-willed man she was keeping under thrall using charm monster. She was more a lucky take than anything else--Hanz caught her by surprise and managed to overpower her before she could cast more than a single failed charm. He returned her to the Arcanamirium for judgment and imprisonment, and has thought little about it since.

Zeldrana's grandmother, however, has not been so forgiving. It took her some time to discover what had happened to her beloved granddaughter--especially since she and her clan were away from Absalom when the confrontation took place--but now Narcizia Bloodsworn has learned that Hanz is responsible for Zeldana's capture, and she's seething with rage. Though she hasn't made a move yet, it's surely only a matter of time before the powerful Varisian matriarch (a dangerous witch in her own right) acts against the dwarf...

Faction Contact:
As one of the first of the Arcanamirium's newly minted "spell guards," Hanz is officially directly subordinate to Metadame Vannessir of House Tevineg, the Sergeant-at-Wands of the Arcanamirium, although the Metadame sometimes has him and the handful of others being recruited report to one of her loyal docents, given her busy schedule. Hanz has the most contact either with the intimidating Metadame or with Pavo Krupt, an impressive white-haired sorcerer who's been at the Arcanamirium for half a century now. The eccentric Pavo is far sharper than he lets on, and he and Hanz have developed an easy rapport in the last few months that mostly involves Pavo chattering and Hanz listening, excepting when it's time to deliver his official reports.

Posting Habits:
I live in EST, so my active hours are pretty much what you'd expect; I play in several games, and generally manage to post once a day (sometimes more if there's a lot of activity, sometimes less on weekends). I'll be completely transparent and let you know that I'm going to be taking part in a massive training program from June 8-28 that will take up a lot of time and (though I don't know yet) may limit my posting somewhat. It's not going to be completely crazy (it's not a residential program or anything, just a busy seven-days-a-week thing), but it may cause some delays. In general, since I'm a theater artist, my life can have a great deal of flux; sometimes I have tons of free time, and at others I have very little. If you'd rather not take a gamble on this I understand, though I'd appreciate you letting me know so I'm not holding my breath!

Some games I'm in right now (excluding more casual ones and short things like PFS):

Wrath of the Righeous, as Jokum of the Breakbones. Well over a year in this campaign, which has been great.

Council of Thieves as Iolana Banderosi. A bit over a year in this campaign (which might be winding down due to GM stress, sadly).

And I've been GMing Curse of the Crimson Throne for well over a year, which has been going great despite slow periods and losing two of our initial six players. I've been pleased to hang on to four and add a fifth, though!

Thanks, and I'll get a build up as soon as you let me know about the gear!


The Norv wrote:
I'm interested in this and working up a submission--Captain Trips, I just wanted to check in with you that the free masterwork item is capped at 375 gp including the masterwork cost, correct? (In other words, no masterwork repeating crossbow for me!)

Correct. This means no masterwork heavy repeating crossbows, no +4 str composite longbows, etc.


While super interested in the game, I'm bowing out.

I’m somewhat bogged down with other things and I’ll not have time to complete my submission at the stipulated date.

Thanks for the opportunity DM.


Not that it matters since I never got a full submission in but don't expect me as well. Not for want of trying just lack of the time this game seems to rightly deserve.


Based on the recent folks dropping out of their "dots", I'm going to go ahead and put in the last call for recruitment. Anyone still interested in submitting a character has 24 hours to finish up and get the final version in to me.

Starting tomorrow I will begin to go through the applications in a more detailed manner, and will likely be reaching out to some of you with questions, concerns, etc. If all goes well I should be ready to make the first selection by tomorrow afternoon.


Just checking in, and reinforcing my interest.


I look forward to seeing who is chosen. I think everyone did a lovely job with their submissions so I don't envy the gm on this one.


I have a (oracle|cleric) with some paladin that is coming, but I was distracted by other deadlines and wanted to let him simmer while I reread parts of the belgariad. I've now done that, and should have him built tonight and the writing done in the morning.

He'll be competing for the Divine slot, but will have a constitution score sufficient to serve as a secondary melee.


Gah! Was in an all-day meeting today...need sleep now but will try to get my build up early tomorrow morning!


Interested to see where this goes. Good luck to all applicants.


"How much signal I use for 8 lane change? None!? OK! GOOD LUCK EVERYONE!"

Cuts off 8 lanes of traffic to get in front of all the other applicants

======================================
Seriously though, Good luck to everyone!


Alright, here's the stat block and info for Hanz!

Stat Block:

Hanz Deadshield
Dwarf (Pahmet) Inquisitor (Witch Hunter) 1
Favored class: Inquisitor
LN Medium Humanoid (Dwarf)
Init +2; Senses Perception +7 (Darkvision 60')
XP: 0
-------------
Defense
-------------

AC 18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield)
HP 10 (8+1 CON+1 FCB)
Fort +3, Ref +2, Will +5
-------------
Offense
-------------

Speed 20'
Melee Warhammer +2 (1d8+2 bludgeoning/x3), Light Hammer +2 (1d4+2 bludgeoning/x2)
Ranged Mwk Light Crossbow +3 (1d8 piercing/19-20/x2/80'), Light Hammer +2 (1d4+2 bludgeoning/x2/20')
-------------
Statistics
-------------

Str 14 Dex 14 Con 12 Int 14 Wis 16 Cha 8
Base Attack 0; CMB +2; CMD 14 (18 against bull rush or trip)
Feats Rapid Reload (light crossbow)
Traits Surface Stranger, Mathematical Prodigy
Trained Skills: Bluff [1] +3, Intimidate [1] +4, Knowledge (Arcana) [1] +7, Spellcraft [1] +6 (+9 to ID spells as they're cast, ID a magic item with detect magic, or decipher a scroll), Sense Motive [1] +8, Perception [1] +7, Disguise [1] +3, Knowledge (Religion) [1] +6
Background Skills: Craft (Traps) [1] +6, Appraise [1] +3
Languages Common [English], Dwarf [Danish], Draconic [Welsh], Osiriani [Arabic]
Gear: Scale mail, warhammer, buckler, mwk light crossbow, 20 crossbow bolts, 2 light hammers, manacles with average lock, fetters, wooden holy symbol of Brigh, bear trap, spell component pouch.
Cash 1 gp
-------------
Special Abilities
-------------

RACE
Weapon Familiarity: Like all dwarves in Dongun Hold, Hanz has received more than just cursory training with the weapons of his people in order to defend his home against marauding beasts of the Mana Wastes. He is proficient with battleaxes, warhammers, and heavy picks, and any weapons with "dwarf" in their name qualify as martial weapons for him.
Darkvision 60'
Magic Resistant: Over the years, Hanz has noticed that his birth beneath the strange, potent mana storm seems to have granted him some sort of resistance to magical attacks; he gains SR 5+CL (6).
Lorekeeper: A selfless advocate of his people, Hanz knows a great deal of Dongun Hold's history and tales of dwarfs throughout Golarion. He gains a +1 bonus on Knowledge (history) checks about dwarfs and their enemies, and can make checks on those subjects untrained.
Rock Stepper: Accustomed as he is to fighting in the tight corridors and sometimes ruins of the Hold, Hanz is able to ignore difficult terrain due to rocks or steep stairs when making a 5' step.
Defensive Training: Dwarfs facing off against the huge beasts of the Wastes had best have their wits about them; Hanz gains a +4 bonus to AC against creatures of the giant subtype.
Stability: Hanz, like all dwarfs, is hard to budge once he digs in. He gains a +4 bonus to his CMD against bull rush or trip attempts.
Hatred: Though they may not be the worst threats out there, the dwarfs' traditional enemies also plague them in the Mana Wastes. Hanz gains a +1 bonus to attack rolls against creatures of the orc or goblin subtypes.

TRAIT
Mathematical Prodigy: Much like his sister Awib, Hanz's brain is intuitively geared toward the mathematical and rational world (though he looks like a child compared to her). He gains a +1 bonus on Knowledge (arcana) or Knowledge (engineering) checks, and Knowledge (engineering) becomes a class skill for him.
Surface Stranger: Hanz spent nearly his entire life below ground before being summoned to Absalom, and his eyes have still not entirely adjusted to the brightness of the surface world. He decreases his miss chance due to concealment or total concealment from darkness by 10%, but is dazzled for one round if suddenly exposed to a bright light.

CLASS
Domain: Artifice
Sub-domain: Trap
Artificer's Touch: Hanz's sacred duty to the made things of this world and his blessing from the Whisper in the Bronze allows him to cast mending at will to repair damaged objects, using his inquisitor level as the caster level. He also gains a melee touch attack (usable 6 times/day) that can damage objects and constructs for 1d6 damage +1 for every two inquisitor levels. This attack bypasses DR and hardness equal to his inquisitor level.
Judgment: Once per day, Hanz can call down the wrath of Brigh upon a recalcitrant spellcaster. He gains sacred bonuses in one of a variety of ways.
Stern Gaze: Hanz's grim, implacable demeanor unnerves his foes, and he gains a morale bonus to Intimidate and Sense Motive checks equal to 1/2 his inquisitor level (minimum +1, already included).
Spell Sage: Though not an arcane spellcaster himself, Hanz's extensive training in the ways of magic means that he's got a good grasp of the "fundamentals," as they say--he adds his Wisdom modifier (+3) to Spellcraft checks to identify spells as they're being cast, identify the properties of a magic item using detect magic, or decipher a scroll.

FEAT
Rapid Reload (Light Crossbow): Hanz's martial training as a Brass Guardian reduces the time it takes him to wind and reload his crossbow. Reloading a light crossbow is a free action for him.

---------------
SPELLS KNOWN
---------------

Orisons (DC 13): Brand, Detect Magic, Read Magic, Sift
1st-Level (DC 14): Doom, Wrath

Focus:

Hanz is a bit of an odd duck, and good at different things depending on the situation. In combat, he'll be mostly a ranged attacker (thanks to his crossbow) and debuffer (with more spells like Bane, etc., in the pipeline). However, he's also a bit of a skill-oriented character--he gets 8 skill ranks/level--and will definitely be contributing that way. Any combat against or pursuit of magic users, especially, will become substantially easier with Hanz around. So I guess this makes him a divine character, with a bit of a skill focus.

Looking forward, I like to be flexible about my leveling plans, but I imagine he'll advance mostly as an inquisitor but might take some levels in alchemist, as well, to help him more fully embody that support role (and to highlight his access to the info and training at the Arcanamirium).

Thanks for the consideration, and good luck to everyone! :D


A Stat Block:

Peregrine Windlass
Male half-elf oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +4; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee cold iron morningstar +2 (1d8+2) or
. . quarterstaff +2 (1d6+3) or
. . silver dagger +2 (1d4+1/19-20)
Ranged sling +1 (1d4+2)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, obscuring mist, summon monster I
. . 0 (at will)—create water, detect magic, mending, scrivener's chant
. . Mystery Life
. . S spirit magic spell; Spirit Waves Wandering Spirit
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 17
Base Atk +0.75; CMB +2; CMD 13
Feats Fey Foundling[ISWG]
Traits exalted of the society, magical knack
Skills Acrobatics -4 (-12 to jump), Craft (gemcutting) +4, Diplomacy +7, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +2, Spellcraft +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ elf blood, oracle's curse (lame), revelation (channel), spirit ()
Combat Gear wand of cure light wounds (25 charges); Other Gear kikko armor, heavy steel shield, cold iron morningstar, quarterstaff, silver dagger, sling, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, ink, black (2), inkpen (2), journal (2), measuring cord (10 ft.) (2), mess kit, paper (10), pot, powder (2), scroll case, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 11 gp
--------------------
Tracked Resources
--------------------
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (5/day, DC 13) (Su) - 0/5
silver dagger - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Exalted of the Society You may channel energy 1 additional time per day.
Fey Foundling Magical healing works better on you
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Oracle [Spirit Guide]) +2 CL for a specific class, to a max of your HD.
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Unwinding the Many Coils of the Life of Peregrine Windlass:

As far as he's concerned Perengrine's life began in a sack. Saved from an unfortunate appointment with the Hag of Sellen Falls by a group of Dwarven Pathfinders, Perengrine was deposited with the Church of Iomedae in Absalom when their boat returned. He's kept in loose contact with them, listening to their adventures, and it's helped him stave off his wanderlust while he continues his novitae.

As young boys do, he idolized their tales of heroics. Growing up in the care of the Paladins of the Inheritor certainly didn't discourage him. Eventually, he became a Knight-novice in service of Iomedae, stationed with the Pathfinder Society Grand Lodge. An odd pairing, at first glance, but stranger things have happened. Ostensibly he is there to research his new blooming talents for the divine, and in truth they've given him some notoriety among the society. In practice, Perengrine serves as an unofficial recruiter for the Inheritor, encouraging new pathfinders and their rescued charges to consider the work of the just and good.

Older than most novices, he's yet to be ordained a Paladin, and so is much more approachable (and less likely to demand satisfaction if upset). His martial prowess is adequate although he still bears the stiffened hip from a lance injury (Sir Pendelton swears the lance jumped in his hand, and observers agreed it was a strange hit) which has yet to heal.

Meanwhile his scholarship is exceptional, in particular his translation of Hemet's "On Dragons", published by the society is considered the current authoritative work, owing it's fame to his precision and scrupulous cross referencing, as well as his excellent use of the Draconic language to illustrate exactly how to best plead for your lives and your companions lives should you encounter such a beast.

Outside of his role as a novice or librarian he speaks with a quiet certainty that many find refreshing. His demeanor is friendly, open, and he lacks the usual cynicism that normally sours the bureaucracy of the lodge. His faith is the easy sort, comfortable and deep. At the start of the Day of Light, Peregrine was in the Library.

Why I Just Post:

I'm a frequent poster, although I'm new to paizo.com I've been posting on other forums for over a decade.

FOCUS: Primary Melee, Secondary Divine

Known Friend::

Peregrine looks up to the Dwarven Pathfinder group "The Dwarven Mug". Consisting of Grunyar, Harsk, Ingra, Kotri the Mug is a Cleric/Cleric/Fighter/Rogue group of 7th level problem solvers. They saved his life, and he's become a regular when they make landfall at the Silver Flagon inn to listen to their boasts to the Local Bard Tanner and any patrons.

[spoiler=Unknown Friend:]
The Elven Crusader who healed Peregrine after his wound in lance training Merisiel The Greensword has always felt she somehow let the young man down, and has looked out for him quietly ever since, as one might care for a small child or stray pet. He's a flicker in her long life, but should he need intervention she'd grant it.d

Known Enemy::

Peregrine hasn't made many enemies, but the few he has are unfortunately powerful. His work in the Society has brought him to the attention of a Cleric of Asmodeus, Simon Bellmount, who views Peregrines natural talents as a potentially valuable tool for his Dark prince. Sadly, while Peregrine suspects Simon is not to be trusted, the old man has been patiently working to convince the Novice that his views on Order have merit. As a member of the Dark Prince's Clergy, Simon has of course reported quit a bit of Peregrine's unusual talents to his church superiors.

Unknown Enemy::

The hag of Ill Ice was a covenmate of the Hag of Sellen Falls, and will surely take revenge on all the escaped morsels should she find them. Unfortunately for Peregrine, word has traveled through the network of spies friendly to the dark fey (Bard Tanner being employed to keep them informed of the comings and goings of the Dwarven Mug), and all she needs to make his life miserable is a way to Absalom.

Faction Contacts::

Peregrine reports within the church of Iomedae to his Knight, Sir Ribald, an older Gippli who despite his age and infirmity still remains a competent drill sergeant.

Within the Society, Peregrine reports directly to the Maester of the Stacks, a severe female gnomish wizard named Lini who he addresses by title alone. She's a strict taskmistress, but not unkind.


I'm a few minutes ahead of schedule, but its close enough for me.

Now comes the VERY hard task of picking six characters out of the seventeen awesome applicants. Choosing people for games is the worst part about being a GM, because honestly you want them all. Each of you had certain qualities or details that really impressed me, and I'm about as picky as they come when it comes to GMs. So before any selections are made I want to thank each of you for the time and thought you put into your characters, they all would be awesome to run a game for.

I've already started the process of reviewing characters, and I have a pretty good idea of the ones I think will fit well with the campaign, my play style, and my sometimes crazy requirements. However, I'm going to spend some time taking another look at all of the applications to make sure nothing was missed. I'll be reaching out to some of you via PM with questions I might have as well.

Once again, thank you all for applying. I wish there was room for everyone.

Final Update - Recruitment closed

-Melee-

Mowque - Quarick Frezhal - Gnome Swashbuckler (Mouser)
Diego Rossi - Jiulius Miller - Human Inquisitor (Spellbreaker)
Walter das Sombras - Elxurian - Human Paladin (Oath of Vengeance)
Tanner Nielsen - Tsura Vhiski - Human Soulknife (Nimble Blade)
Ash - Peregrine Windlass - Half-Elf Oracle (Spirit Guide)

-Ranged-

Vincent Fleming - Darnarian Irithyl - Elf Slayer (Bounty Hunter)
DMRavem - Samsi bint Ka'ab - Elf Marksman (Shroud)

-Skill-

Nickadeamous - Isavara - Half Elf Investigator (Empiricist)
F. Castor - Jonas Crow - Human Unchained Rogue

-Divine-

nilesr - Ausk the Heathenbane - Half-Orc Warpriest
Phoenix Hunter - Anchéad Draug Cúdin - Elf Warpriest

-Arcane-

catmanbeck - Penka "Prebleached" Bashment - Gnome Summoner (Wild Caller)
OmniChaos - Voros Viator - Human Wizard (Pact Wizard)
Riuk - Rohelio De la Sangre - Goblin Alchemist
Nathan Monson - Morena Yagevna - Human Witch (Winter Witch)
Grenfax - Kenza "Sparky" Cloudhopper - Halfling Sorcerer

-Other-

The Norv - Hanz Deadshield - Dwarven Inquisitor (Witch Hunter)

Questions/Comments for Characters Added

Hanz Deadshield - Really enjoyed the background. There was a lot of thought that went into coming up with a dwarf from the mana wastes, great job. Since you fall into several categories I added “Other” to fit Hanz. I see ranged, skill, or divine as possible fits.

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