GM Demonmoose "Lords of Rust" Campaign

Game Master GM Demonmoose

The second book in the Iron Gods AP. Super science, barbarians, and robots.


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TheBait wrote:
ACK! Paizo forum goblins ate my post. Well, I guess it is time to put him... her... (Do androids have genders?) Here is Aeron, the Android Bladebound Kensai. I am still working on the background. I can be a bit particular when it comes to that sort of thing. I apologize for the delay. The character's role is going to be dps and SOME battle field control through... dps? lol. At least I hope. I am building the character more through RP experience than anything else. I have a route in mind but I tend to veer from that course depending on character interaction and environmental influences. With that being said, I should have the background done and sent in by tomorrow night at the latest. On another note, if anyone has any comments or ideas about the character, I am always open to constructive criticism.

Possible Fires of Creation spoiler:
Interestingly, an android and a magus are our group's most recent foes in the first adventure. AND they're some of the most important NPCs, it seems.
Anyway, cool character concept! Our group could definitely use a dedicated meleer.

I might also immediately despise you.. we won't really know. Seems good at first glance though. Bog standard Bladebound, Scimitar wielding dervish. One Critique being that the AC bonus from canny defense.. isnt a dodge bonus and only adds to AC so your CMD wouldnt be effected Though it also goes away when you are FF. For the Sheet it might just be better making it a Shield bonus or maybe Armor Bonus.. which is what it is kind-of.


I don't like the idea of a dervish honestly. I was hoping for an ability that worked similarly but did not find one. It was the only way I could think to build it to be at all competitive in dps while not stunting my defensive capabilities as a kensai.

@Yvell: So about the dodge bonus to cmd... I actually looked that up. One of the reasons it took me so long to post this was due to the research I had to do for this char. This was one of those items. The ability canny defense is a dodge bonus. Apparently a dodge bonus DOES add to your cmd and is taken away when flatfooted as per the RAW. It is only mentioned once in the core rule book I think. I thought it was weird that the character sheet kept automatically adding it after I had changed it back a good half dozen times, which originally prompted said research.

@Auehda: I have never played this setting and have not experienced the first book. If you could possibly offer me a little background, maybe I could incorporate it into my background to give the char a little bit better tie into the setting.

@GM Demonmoose: Oh crimany... I just read something disturbing. Scimitar's cannot be finessed... :sigh: well, that hurts. Is there any possible way that the GM can get a house ruling to allow me to finesse a scimitar? Since it is my only weapon and the only weapon the char will ever use?


Slashing Grace is a thing.


Before the ability was NOT a dodge bonus but different entirely and added to AC that was it. They must have recently changed it to being a dodge bonus and thus.. stronger.


Thanks for the idea Yvell. I guess I can go Kukri (1d4 but still has the 18-20 crit I want) and Slashing grace. I still get the weapon finesse and dex to dmg. AND I DON'T NEED DANCE!!! lol. d2 for 2 skill points.......... Sure, I'll take it.


So it used to be a flat untyped bonus then?


Slashing Grace only works for One handed Slashing weapons.. not light unfortunately. Dervish Dance also had the RP requirement of being a worshiper of Sarenrae. So Slashing can be used with.. alot of other weapons. It uses to be an Insight but just to AC.. it was odd. As I myself ran a Kensai magus long ago and my CMD certainly didnt become like a Monks.


TheBait wrote:
@Auehda: I have never played this setting and have not experienced the first book. If you could possibly offer me a little background, maybe I could incorporate it into my background to give the char a little bit better tie into the setting.

Ah, you haven't experienced the Pathfinder setting at all? A good place to start is the Pathfinder wiki, though there will be out-of-character knowledge in there.

Fires of Creation spoilers:
In terms of the previous adventure, basically our group was organized by a member of the Torch town council and contracted to go into some ruins below town and restart the forge-hot flame that gives Torch its name. As we discovered, the hypertech ruins are remnants of the starship Divinity, which seems to have been some sort of luxury vacation ship.

We encountered many creatures that had entered the ruins after the Rain of Stars, but a good portion of the enemies have been robots of some kind. A team of robots had captured local wizard/technologist/innkeeper Khonnir Baine and tried to "cleanse" him of magic, but we freed him and he is recovering now.

After returning Khonnir to his family, we went back to the ruins to try to fix the torch of Torch. We encountered a team of scavengers who talked about Lords of Rust and a god named Hellion; among those scavengers was the android cleric Meyanda. The scavengers had rerouted the ruins' power supply to a device that would destroy Torch in a matter of hours; the power siphon was also why the torch had stopped working.

As we fought Meyanda, one of our contacts from aboveground, the merchant Sanvil Trett, suddenly appeared and saved our bacon. He used an electrified sword to slay a gearsman servant of Meyanda, and was going to help us fix the torch, but something about his words didn't line up. Yvell interrogated him and in an ensuing battle discovered that Sanvil was working for the Technic League, which wants to take control of Torch. We narrowly defeated Sanvil, and now have both him and Meyanda in relative custody.

Oh, and we made friends with a telepathic blood-sucking plant!


I'm not sure where we're going to meet up with new characters, but if it's Torch I could see our group just going to Khonnir's bar and asking a tough-looking type to join us. We've been warned to leave Torch, though, so we might not have time for that . . .


@Yvell: I think I may stick with Dervish Dance then, though I did not read the requirement for being a Sarenrae Devotee. Can you link me that if possible. Also, I just reread dervish dance and the feat actually allows you to use your dex for attack on the weapon so the original issue was kind of moot.

Dervish Dance(Combat):
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

@Auehda, Related to Fires of Creation spoiler::
I think I have an interesting idea to put this char in line with your group. I will try to blend it into the latter part of my background to make the transition as seamless as I can. I was thinking of spending what gold I had left on a Cap of Human Guise gathered from the found belongings when he woke up (again, part of the back story).


Dervish Dance was in the Sarenrae section of Inner Sea World Guide, if memory serves. There's no hard constraints on who can pick it up but it was flavored for people who trained swordplay in the Empire of Kelesh or have been active members of Sarenrae's church. That said, our party (group Orange) has had two followers of Sarenrae, and if you put training with one of those followers in your backstory, the feat could fit in pretty seamlessly.

But yeah, no hard prerequisites.

Spoilers aren't really necessary any more:
The cap would definitely help you avert Yvell's displeasure :U I don't think you really need to worry about groups trusting you, though. Once you've allied with a monstrous plant creature, there's really no limit on who you'll trust.


Indeed there were no hard Requisites Eve in its first printing it was a heavily assumed RP requirement. So many people stepped on that for the mechanical benefit however that it is often overlooked.


Hmm. What I can do to link myself to the group is to have a common npc from one of their pasts. I dont want a direct connection to any char so I dont have to change up my whole background. Not to mention, I am uncomfortable forcing an ingame relationship with someone I have not rped with yet.


Looking for opinions from players on character's backstory and vehicle, as I haven't yet made up my mind concerning my character's vehicle. The choices are Thunder Cycle or Steamwagon, one's nice for scouting and so forth. The other is a nice group transport and can allow us to hauls lot of stuff with partial cover I might add.

GM your thoughts on my character? Also would you approve the following firearms from World of Aden, they are simpler and less expensive them pathfinder firearms (as a catch they don't hit touch AC though).

Aden Firearms:

Holdout pistol: cost 10 gp, damage 1d6, crit x3, range 30 feet
pistol: cost 25 gp, damage 1d8, crit 19-20x2, range 30 feet

Scattergun: cost 75 gp, damage 3d4, crit x3, range 20 feet
Rifle: cost 50 gp, damage 1d10, crit x3, range 60 feet

Sniper Rifle: cost 100 gp, damage 2d6, crit 18-20x3, range 110 feet

Ammunition
Armor Piercing (10) 5 gp
Bull (10) 10 gp
Heavy (10) 2 gp
Rubberized (10) 1 gp
Sniper (10) 3 gp
Standard (10) 2 sp
Wounding 20 gp

Firearm Weapon Descriptions
Holdout: This is an extremely small and easily concealed
firearm, designed to be used as a last resort. The holdout grants
a +4 bonus to Sleight of Hand checks to conceal it. The range
penalties for a holdout firearm are double that of a normal ranged
weapon (-4 per range increment). Reloading a holdout is a move
action.
Pistol: This basic weapon is the most common firearm
weapon. It consists of a short handle and trigger and a short
barrel. Reloading a pistol is a move action.
Rifle: You need at least two hands to use a rifle, regardless of
its size. This firearm features a long barrel and a sturdy stock,
granting the weapon an excellent mix of range and firepower.
Reloading a rifle is a move action.
Scattergun: This weapon has two parallel barrels and allows
two shots (one from each) before it requires reloading. The
scattergun requires a full round action to reload (both barrels are
reloaded at the same time).
Alternately, you can fire both barrels in a single attack. When
doing so, you can either choose to inflict 4d4 damage against a
single target or attack two adjacent targets, applying a -4 penalty
to your attack roll against each and inflicting 2d4 damage per
target.
Sniper Rifle: Though this weapon counts as a firearm, it
requires an exotic weapon proficiency to use. Precision damage
(such as sneak attack) may be applied to an attack with a sniper
rifle as long as a move action is used to aim the weapon in
the same round in which it is fired. The Sniper rifle requires a
standard action to reload.

Ammunition Description
Armor Piercing: This type of ammunition ignores up to 2
of natural armor bonus to AC. The firearm
inflicts damage as if it were one size smaller, skipping Small size
if the firearm is designed for a Medium creature. (See Tiny and
Large Weapon Damage, Chapter 6, Pathfinder Core Rulebook.)
Bull Shot: This special scattergun ammunition is designed
to deliver extreme amounts of kinetic energy to its targets over
a wide area, knocking them off their feet. A scattergun loaded
with bull shot always delivers a bull rush or trip attack (their
choice) after inflicting damage on a target within the weapon’s
first range increment. This maneuver is made with a -4 penalty to
the shooter’s CMB. If both barrels are fired at once, the scattergun
gains no bonus damage but also receives no penalty to CMB.
Scatterguns using this ammunition inflict one less die of damage
than normal.
Heavy Shot: This ammunition type is expensive but is made
of purer metals and hits especially hard. It grants a +2 damage
bonus. (This bonus is doubled if you are firing both barrels from
a double barreled scattergun.) Attack rolls while using heavy shot
suffer a -1 penalty to hit.
Rubberized Shot: This advanced form of ammunition uses
a magically treated form of Kyanite tree sap. These bullets are
designed to remain as hard and inflexible as metal until exposed to
high velocities, whereupon they soften and flatten. The resulting
mass strikes its target with great force, but does relatively little
lasting harm. Half of the damage inflicted by these bullets is
nonlethal damage. The range increment of a weapon using this
type of ammunition is halved. This ammunition cannot be used in
rifles or sniper rifles.
Sniper Shot: This type of ammunition is designed for
maximum aerodynamics and range. The weapon gains a +1
bonus to hit, rather than a -2 penalty, for each range increment
of distance between the attacker and his target. This applies only
for the first five range increments; you begin accruing penalties
normally beyond this point. Attacks against enemies within the
weapon’s first range increment suffer a -2 penalty to hit. This
ammunition can only be used with rifles and sniper rifles.
Standard Ammunition: This ammunition type is inexpensive
and offers a +1 damage bonus. (This bonus is doubled if you are
firing both barrels from a double barreled scattergun.)
Wounding Shot: This type of ammunition is designed to
fragment upon striking, and it causes grisly wounds. The target
suffers 1 point of bleed damage every round until it receives
magic healing or a DC 15 Heal check.


Pathfinder Rulebook Subscriber

@Malak, character looks okay. If you are chosen, you will be able to purchase those firearms. Go ahead and fill in the other stats. For vehicles, it depends on the size, though I doubt either one will be useful in caves or inside dungeons.


@GM can you give me a broad, general description of what the layout of this module will be? Is Scrapwall heavy dungeoneering or are the PCs going to be dodging through twisting mazes of scrap and so forth?


Pathfinder Rulebook Subscriber

Scrapwall is a large "town" of competing gangs. It has like all the AP books few open areas, as well as cramped interiors and Numerian ruins which are typically underground.


So despite my desire to put up my background last night, I have been bed ridden by the wife and have been barred for the next few hours from comp use. (Not really as harsh as it sounds. I really do feel like crud) my revisions on my background are taking quite a bit longer no thanks to my difficulty to focus from this damn head cold. I'll do what I can from my phone though and start with little pieces while my brain is not so foggy.


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(Part 1) 8 years ago::
A small bit of rubble tumbles off the mound that was the only visiable sign of the two day old cave in. The entrance led through a complex of tunnels belonging to a gnomish wizard by the name of Gredfarn Undersnuff. Little was known about the oddly reclusive gnome other than his driving ambition for knowledge of the Silver Mountain and the mysteries it held. The gnome, once one of the many researchers of the Technic League delving deep into the bowels of the Silver Mountain itself in search of its secrets, disappeared from their radar shortly after the discovery of the Gearsman. The ambitious and single minded gnome had found something far more interesting and did not want to share with the league. He found the scattered remains of an android. He spent the following two years running endless and countless experiments on the reassembled body but failed miserably to reanimate the empty shell. To his knowledge (and vast it was) everything that made the android function was present and accounted for. Another year passed as the gnome began to experiment with his other Gearsman projects as the still android lay in his workshop collecting dust. The gnome was in no hurry. No one knew where he was.

Then, the League came. The day the Technic League sent their Gearsman to pay Gredfarn a “friendly” visit. They had waited to see if the gnomes’ efforts would come to fruition and he would unlock some sort of secret within the android’s physiology that could give the League more of an edge, but after a year of wait and no progress, they decided to end the façade and take what rightfully belonged to them. Unfortunately for everyone, the Gearsman aren’t as reliable as the Technic League had hoped. The ensuing battle had buried the wizard and Gearsman beneath tons of rock and snuffing out the light within the chamber. Though none were there to witness it though, a pair of red sparkling eyes then shone within the gloom of the sealed cavern. Back within the shelter of a small alcove to the rear of the work area, the android stirred.

As I put these up, please feel free to comment. I am a fan of feed back as I am always trying to improve my writing.


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(Part 2) Awakening:
The dust was thick in the air as the last few rumbles shuddered through the cavern. Moving her fingers and toes at first, she began to become aware of her surroundings. She felt fabric on herself. If she were already clothed she knew it would be one less thing to have to deal with. She peered about the black cavern in a daze. She shook the haze from her mind as she tried to focus her vision. This place was unfamiliar. “Hmm… Unfamiliar... Strange, how could ANYTHING be familiar with no recollection of any event before this moment?” The thought was a fleeting one as he stepped forward from the upright examination table onto the rubble covered floor. A scan showed the trappings of a well stocked laboratory with the scattered remains of half a dozen Gearsman while the other half was occupied by a slope of heavy rocks and dirt from the cave in. A soft rhythmic pumping sound and the scent of clean, fresh air came from a pair of devices at the very top of the cavern ceiling. It seemed to be a ventilation shaft bringing breathable air into this stifling cave. The moment of contemplation was stolen by a whirring, grinding noise that resounded from the mound before the still android. She snapped her gaze downward to see a robotic arm prying its way out of the avalanche, twitching and sparking as it worked. A green light then flared to life from within the shadows that held the trapped robot as it spotted the android freezing the Gearsman for a long moment. Then with renewed ferocity, it began scratching frantically at the stones trying to pull loose of its prison. The android suddenly realized that she may be in danger and began searching the immediate area for something the defend herself with. A strange call came to her then. Not the call of any spoken word but a tugging sensation in her mind and chest. A pull toward one of the ancient remains of the Gearsman parts. She darted to the piece and reached her hand outward as a shower of sparks exploded behind her. She peered over her shoulder to watch the huge robot burst from the mound in a mad rush for her. She grasped something and swung herself around for an awkward swing at the mangled, half crushed construct and connected with a resounding clang against its head. The hit was weak, but it was enough to shunt the creature aside into some of the equipment nearby, shocking the already damaged monstrosity. The sparks flew and brilliant flashes resounded through the chamber as the thing convulsed violently a final time before hissing to a halt and falling still.

The android stood there staring for a long moment to ensure the thing was down for good. She then began to drop her makeshift weapon before she realized what it was. She had pulled out a sleek black scimitar from within the confines of the Gearman parts. She took a moment to process the tugging sensation she experienced, as she lifted the weapon before her eyes to examine it. That was when she noticed a peek of light shining from the top of the mound, above the spot the creature had torn its way out. It was the smallest sliver of light easily seen in the previously pitch blackness of the cavern. The sword had been momentarily forgotten. She had to get out of here. Her survival depended on it. She unthinkingly belted the scimitar and peered around the room again to find among the equipment; enough food and water to sustain her for a day or two, a stack of books (a pair empty and a pair filled end to end with arcane runes), and a small hat with a wide brim, but no tools to dig her way out. Regardless of that fact, she had to start somewhere. She gathered she had found and moved them to the alcove she had woken up in. She then moved back to the pile and began to dig. She spent every possible moment clawing her way pebble by pebble, inch by inch out of the cavern, only resting long enough to eat or drink and continuing on her work. On the third day, she emerged into a long hallway lined with glowing moss that illuminated the immediate area with pale blue light. She was out… An odd feeling washed over her then. An elation that felt awkward and unfamiliar. She actually began to worry that there was something wrong with her as she began to tap down her form as if checking for any damage. She then noticed something odd that she had not anticipated. She… Was a he? “Hmm. More questions that need to be answered at a different time.” She strapped together all the belongings she had found (though the food and drink were all spent and gone) and was off, out into the inhospitable wastes of Numeria.


So, looking back I feel like I may have gone a little overboard with the background. What say the rest of you. Should I continue with the way I am going or should I tidy up this next part and bring it to present? I originally had two to three more of these coming.


That is completely up to the GM. But in my personal experience, the length of a background is like the length of a skirt. It should be long enough to be classy, but short enough to keep your attention.


Pathfinder Rulebook Subscriber

@TheBait, Yes, your background doesn't have to be so long, but it was well written.


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The road so far:

{Is my “Supernatural” nerd showing?. Hehe. Couldn’t help it.(b^.^)b}

The first few weeks were harsh for the newly awakened android. Though she had emerged from the cavern with knowledge of basic tasks and simple skills, she realized she had to learn much more if she were to live in this new and alien world. Her weapon was used more often as a bat or walking stick more often than a weapon and though nimble, she had nearly broken her ankle or fallen into a crag more than once. Whether it was the roving tribes of the Kellid barbarians or wandering robot monstrosities, the wastes are an unforgiving teacher. Luckily, the android learned her lessons well. The lack of supplies often made her rely solely on her knowledge of the surrounding areas and the ever present enemies kept her always alert ready to run or fight at a moment’s notice. The supplies she more often than not left behind began to become a blessing in disguise slowing up the predators that would inspect the forgotten items and food as she made her escape. Mere survival was her only goal.

As time passed though, she became restless. The existence of running and hiding was beginning to wear thin on her. Her curiosity began to eat away at the pragmatist that was the consummate survivor. She needed answers. Looking into the pool she saw an unfamiliar face. Why was it so? Who was she really? What was she? She would pour over the tomes she still had from the gnome’s laboratory repeatedly and while most of it was gibberish, some began to make sense. One passage in particular caught her attention. A passage on androids within this region struck a chord with her. At least now she knew what she was.

To learn more, she braved the closest inhabited area. The locals called it Torch. Her initial entry into the town was met with an uproar of anger and protests that promptly chased her out of the place. She had long since learned the secrets of a particular hat she had collected from the cave though and her next attempt went off much smoother. She frequented the town learning what she could of whom and what she was, and actually found a tutor. Luckily the Sarenite scholar was far more forgiving and understanding (as well as perceptive) of the haphazardly disguised android than the more common folk of the region. The scholar taught and trained the android, and even gave her a name, Aeron Woke. After a few years, the scholar had actually returned to her homeland leaving Aeron to her own devices.

Aeron was in the crowd the day the wayward foursome (Group Orange) had stepped up to find the missing Khonnir Baine. In the guise of a Gnome, (which was quite simple with everyone’s attention averted) Aeron looked on with some interest. The sight of not one but two followers of Serenrae present, the outcast thought she could possibly reestablish some sort of connection she had experienced with her previous mentor.


That is where I am gonna leave the background off. I am actually reading through the book 1 pbp as we speak, but I hope this is sufficient for a background. I will be putting up a physical description and personality tomorrow. Again, I am really sorry about the length. I got really into the character and I just kept writing. This last entry, I tried to cut out as much of the fat from the three posts and put it into one. I hope this is sufficient.


Also, I purposefully did not mention anything about the blade since I was figuring it would be GM's choice how it would act and what its goals would be. The original concept was that the blade, as sentient items go, would hunger for certain emotions that the android did not know how to tap. With that said, I thought it would be fun RP.


Pathfinder Rulebook Subscriber

@TheBait, Torch is not anti android, but maybe Aeron just met bad people. Orange Team was also 6 members. You may find the intelligent weapons random table and roll for the personality, etc. for the black blade. Was Aeron female, or a female mind/soul in a male android body?


@GM Demonmoose: I am thinking that it was just bad people. I was under the impression that their superstition and the characters awkwardness in social situations were like oil and water. I chose Orange due to the back and forth with Yvell and Auheda. It was just to flavor the background and give a connection with the group. On the Intelligent weapon thing, I will get that done when I do the characters personality and such. Finally, The latter is correct, She is a female mind and soul in a male android body. From all I had read on the subject when one android "dies" it leaves behind the shell as the soul leaves and a new one inhabits it. This IS assuming that souls conform to gender roles. :D


I must say your Background is most interesting and entertaining to read, definitely a fresh case. I find the Dynamic that is Aeron's situation plays well to the oddity that is our group truthfully just based on what we currently have. I would say in general Group Orange was pretty oddball. On Androids, it is true that they leave the body behind but in general I think it becomes reformed with the soul, but considering we still have a Radical Edward in our group as far as Gender goes I think there is artistic license to do so.

Now the question is Does Aeron normally wear Female Clothing or has a Female Voice? What does the blade has to say and how it influences her? How she would react to someone like Yvell who is hard to trust people and generally abrasive to newcomers UNLESS some standard is set.


Well, I knew about the body reforming when a new soul inhabits it. I just thought of it as a much slower process as the body shifted with the soul getting accustomed to it's surroundings and predicament. Who knows, maybe the soul will be more comfortable in a male body and the soul will reform to its container. Lots of ideas to throw around. On Aeron's demeanor though, I was going for as ambiguous and androgynous. Kind of keeping people guessing. She is very calculating and well, emotionally stunted. (but I am at work right now, I need to continue this later)


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Got the alias for Muga up and running, I think. I can pretend this avatar is a tanned Asian man with a ponytail and a mask.

Been looking over the various parties, and they look pretty nifty.

Who'd like a remorseless but principled killer samurai with only one thing left to protect?

Characters I've noticed things I think could be interesting to develop further

Team Red-
Linpul, or more specifically Tetsuda-"You know your master, don't you? It is a beautiful things to be able to trust and serve your master loyally, isn't it?" Muga appreciates a loyal animal, and would take special notice of the beetle from his homeland. It would serve as an excellent source of discussion for him. Linpul, on the other hand, would be interesting in that she has an optimistic outlook despite having lost her parents, while Muga has a pessimistic outlook from having to betray his parents.

Thera- "The sacrifices of tradition to gain power... *pats gunpowder powered scabbard with magic sword inside* "I think I understand." Muga would appreciative of how she studies something she hates in order to defeat it, drawing a parallel to how magical and technological advantages are things he too has resorted too in order gain a combat advantage, despite how they rub against his traditionalist principles. He is also somewhat empathetic to the loss of home.

Rakdon- "Uh.. What? The cause of Rakdon has little meaning to Muga. :/

And then I realized Team Red had a full 6, as I read three more bios with little possible connections to my character(Solaria, The Good Doctor, and Windscour for whom I could find no backstory), and went, "Bummer".

Team Green-

Alexis- "Hunted by your own family for defying their will? Heh, where have I heard that one before? I'll buy the drinks." Muga would find Alexis and her plight with her family almost endearingly cute, seeing it as a tamer version of his own past. Regardless, he'd likely get along, at least for his own part. His perception of himself as a senior who could help her along might be taken patronizingly, but he'd help her nonetheless against her family and the Technic League.

Valt- "To not know who you are? If your past is so dire that you have forgotten it... Take care that you are solid enough in purpose to not be shaken by any revelation. Find who you are now before seeking your past." Muga would be alarmed by Valt's past. Muga's natural pessimism would assume that any such backstory means a great evil in Valt's past that he has suppressed. Thus, he would advise Valt not to seek his past until he is sure in his present. Regardless, he would enjoy musing about possible pasts with Valt.

Nyssa- "Vengeance for family? Understandable. Walk the warrior's path with pride." Muga would feel little connection to Nyssa, but would respect her as a fellow warrior who has both principles and a desire for freedom.

Kraig- "... I have no quarrel with you." Muga feels little connection, but might come to respect his martial prowess in time.

Those were all the active Greens I could find.


And his particular mindset might cause issues with the more good inclined characters.


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They'd have to ask him not to kill people if they wanted to take people prisoner/thought the enemy misguided, but due to his current motivation of protecting Torch, he would do as the party asked, refraining from intentionally executing killing blows.

Team Blue-

Astra- "Well, congratulations on breaking away from your overly oppressive family." *Golf Clap* "We're all very proud of you." Unless Astra has grown significantly since her biography in her character backstory, Muga would view her as a petulant child, despite actually being younger or nearly the same age.

Chakos- "You have gifts, and the will to use them. Don't let anyone stop you." Drow being very rare in Minkai, Muga has no bias against them, and thus would be supportive of Chakos' plight. If indeed, anyone still cares after Chakos has already proven himself a hero.

Elizabeth- "... I suppose you've at least got spirit." Feeling less supportive of Elizabeth's plight than he would for Alexis', Muga would still assist Elizabeth with breaking away from her family, but wouldn't be particularly enthusiastic about it. Her tale is significantly less dramatic in the telling, and Muga still has parts of an air of the romantic about him.

Sneek- "Betrayed by your brother? Rounds on me. No betrayal bites as close as that of family." Muga would feel compassionate about Sneek's plight, and how he has escaped from his homeland to evade battle with his brother and feel safe again would trigger Muga's feelings of protection. For his part, Muga would become a fast friend of Sneek if Sneek would have him.

Team Orange-

Auehda- "To burn for some cause or reason you cannot remember, my condolences. But, you carry yourself well. Walk the path with pride." Muga would see little connection to Auehda, but would also have no grudge against him, and his default reaction would be slightly positive. This is different than his reaction to Valt's backstory, because the loss of memories is central to Valt, while he views that Auehda has conquered that past.

Bran- "Hah.... You enjoy a good fight, and you have a reason to fight. That's all I respect about you." Bran is an interesting case in that Muga would find a lot to like about him, and a lot to dislike about him. Net weight is initially slightly negative, but Muga might come to respect Bran's martial prowess and start to overlook what Muga views as flaws. (Excessive drinking, lack of "discipline", falling into a depression)

Ibuki- "You have much to learn. But you've displayed your strength of purpose. I hope your story ends well." Muga would feel little personal connection, but would respect Ibuki and his efforts in progressing and finding his mentor.

Could not find Backstory for Yvell or Valtyra.


Pathfinder Rulebook Subscriber

Etha Windscour and Nortmog Starboom are my weird characters and will be leaving before Book 2.

@Muga, I like your analyses of the other characters.


1 person marked this as a favorite.

1d100 ⇒ 63

LOL. Well, THIS is interesting.
61–70 Defend a particular race or kind of creature

I think it is only right that the race/creature be android. It may cause issues when going up against other androids but that is what RP is all about right? Conflict!!! ^_^ I couldn't find a personality table so I think I will just roll with it. I am making it so the weapon does not start speaking to Aeron until I begin to interact with the other characters (if I am selected of course).

Speaking of personality:

Aeron is the pragmatic sort. Since her earliest memories (all 8 years) she has essentially had to survive on her own in the wilds of Numeria, she tends to put all things into "black and white". Is it dangerous to my survival or continuing existence? Don't just stop it. Destroy it to ensure it never poses a threat again. For those who have ever read "Ender's Game" her way of thinking is very inline with Ender himself. On the flip side, she is quite protective of those she develops a relationship with. She extends her survival instincts to those she deems allies and friends. My original sights were on taking feats like Body Guard, Improved Dirty Trick and Stand Still though going that route would stunt my dps as the game goes on. Again, I tend to play by ear when RPing. If I find myself moving away for pure DPS to battle field control, then so be it. :D She is awkward in social situations and tends to offend more often than not despite her best intentions. On the emotional side of things, I took the "Emotionless" racial drawback more as the fact that she has them, but does not understand them and her unique outlook on the world tends to be skewed making it hard to relate with others no matter how like minded and pragmatic they are.

And now for her appearance:

Aeron is an extremely lithe and short thing. Though physically sturdy, she is not at all strong (Str 10). She tends to wear overflowing cloths to hide her physique and the casual onlooker would not know what to make of her. Though male, her slight build belays a feminine quality adding to her androgyny. With a short mop of reddish rust colored hair and a light tan, she has an exotic look about her. Her eyes are an alien shade of hazel, almost gold and have a glossy shine though it is hard to tell as she tends to keep her hood propped far forward around mixed company. She moves with extreme elegance and grace that looks like she is floating most of the time.

I hope this was sufficient for a breakdown of the character. Good luck to everyone vying for a spot. :D


1 person marked this as a favorite.

Hi there!

I have an "unemployed" dhampir bloodrager, if that's acceptable. I'd need to tweak him a wee bit to make him 4th level and all. I had intended to use him in a Reign of Winter campaign, but that didn't happen.

Let me know if he's acceptable or not to this campaign. I can adjust things a bit for him later, but I need to dash off.

Here's what I have for him now, before adjusting him to suite this campaign:

Čemifobbar

Čemifobbar ("chem-if-OHB-bar") is a Dhampir who is tall, strong, lithe, and beguiling. He has a deathly white pallor, ivory-white pupils, pronounced canines, and long black hair with the sheen of glass. The most disturbing thing about his appearance, if anyone notices, is that he casts no shadow.

Early Life:

Early Life of Čemifobbar
Čemifobbar was born and raised in the least likely of places. In a Kellid tribe; the Stone Bear. While his mother was carrying him, his parents found a stranger dying in an arctic storm. He was alone, unarmed, unarmoured and dying of numerous arrow wounds. Only when they went to his aid, did they see he was a dhampir. The stranger locked gazes with Čemifobbar's mother and she was knocked senseless with a feeling of a blazing incandescent icy fire and she suddenly knew that she was carrying a son who would be a dhampir. The stranger died at that moment.

His mother survived giving him birth, unlike most of the few women who carry dhampir children. Despite everything, his parents kept and raised him. Although he seemed sickly, he grew to be stronger than most. He became known as "Iron Tongue" because he had an innate talent for smoothing over disputes within the tribe.

None of the women in the tribe wanted him as a husband. Nor did he seem interested in having a wife and children. Eventually, his nieces and nephews died of old age. But Čemifobbar was now over ninety years old and still youthful and robust. His bizarre appearance was bad enough, but his inability to age was finally too much for the Stone Bear tribe and he was exiled. He was oddly stoic about his exile. He himself was at a loss to explain why he was so much different from the Kellid.

He wanted to see if he could find anything interesting in civilized lands, now that he had no tribe. He gradually found his way to the city of Caliphas in Ustalav. He was delighted to find he was not unique! He met Pavothael, a hardened dhampir mercenary. Pavothael trained Čemifobbar. Despite his natural elegance, Čemifobbar still prefers brute force over finesse in battle.

When Pavothael moved on to his next job, Čemifobbar started wandering aimlessly again. One night in Galt, he was ambushed by six bandits. Caught unawares as he was, his mind and body suddenly burnt with a glacial furor. As if in a dream, he killed all the bandits. Even those who fled or begged for mercy. He felt no guilt. Only curiosity about how he became so much stronger than normal.

It took him months of practising in solitude to learn how to control his rage. He does not really understand it. All he knows is when he rages, he feels his blood surge with both icy death and blazing life.

Now that Čemifobbar at least has some control over his talents, he has decided to travel to somewhere. He heard it is an interesting place. Despite being over one hundred and twenty years old, he is still youthful, hale, robust, and oddly naïve. Death seems both friendly and familiar. It just has not claimed him. As yet.

Special Abilities:

Svetocher (Moroi-born Dhampir) Racial Traits & Abilities
  • Ability Adjustments: STR +2, CHA +2, CON -2
  • Undead Resistance: +2 saves vs. disease & mind-affecting effects
  • Resist Level Drain (Ex): no energy drain, recovers drained levels in 24 hrs (see text)
  • Manipulative (alternate): +2 to Diplomacy and +2 Knowledge (nobility)
  • Spell-Like Abilities (Su): use Obscuring Mist up to 3 times per day
  • Darkvision: see perfectly in the dark up to 60 feet
  • Low-Light Vision: see twice as far as humans in low light
  • Light Sensitivity: dazzled in bright sunlight, or Sunlight spell area
  • Negative Energy Affinity: negative energy heals, positive energy damages
  • Alternate Weakness: -1 on saves vs. effects that deal positive energy damage.
    Bloodrager Class Powers
  • Undead Bloodline
  • Bloodrage: 5 rounds per day
  • Fast Movement: +10 ft speed, unless wearing heavy armour, or with heavy encumbrance
  • Frightful Charger: Hitting a creature with a charge attack (during a bloodrage) causes shaken for ½ character level rounds, min. 1, does not stack with other mind altering effects
    Traits
  • Prince (social): +1 Diplomacy & +1 Intimidate, and Diplomacy is a class skill
  • Restless Wayfarer (campaign): +1 Knowledge (geography), +1 Knowledge (local), and Knowledge (local) is a class skill, and one bonus language
  • Reactionary (combat): +2 to initiative
    Drawback
  • Umbral Unmasking: has no shadow, easy to observe, but unnoticed most of the time. Succees on a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions).
    Feats
  • Power Attack: -1 to hit, +2 damage (1-handed) or +3 damage (2-handed)
  • Cleave: follow through to a second foe after hitting the first
  • stats:

    Alignment: CN
    Class: Bloodrager, spell-eater archetype, undead bloodline

    STR 18 (bumped from 17 to 18 for level 4, etc.)
    DEX 14
    CON 12
    INT 10
    WIS 12
    CHA 13

    HP = 39 to 44
    Skills = 20 to 25

    Haven't decided on how to balance HP and skill points just yet

    Happy Holidays, all!


    Ooops! My bad!

    For HP and skill points under Stats:
    HP should be 32 to 36
    Skills should be 16 to 20.

    I'd probably go maxing skills out to 20 points. Dhampir are a bit on the less robust side of things anyway, so that seems appropriate. I think I have an interesting mix of skills. For a bloodrager, anyway!

    probable skills:

    • Acrobatics +6 (1 rank)
    • Climb +8 (1 rank)
    • Diplomacy +11 (4 ranks)
    • Handle Animal +5 (1 rank)
    • Intimidate +6 (1 rank)
    • Knowledge (arcana) +4 (1 rank)
    • Knowledge (geography) +2 (1 rank)
    • Knowledge (local) +5 (1 rank)
    • Perception +8 (4 ranks)
    • Ride +6 (1 rank)
    • Survival +8 (4 ranks)

    My main skill foci would be Diplomacy (Moroi and Prince Trait bonuses), Perception (you can never have too much of that), and Survival (useful for tracking sometimes too).


    I'd forgotten to post. Here I am... posting.

    I plan to go Techslinger 5th level and up.

    4th level:

    ---------------------------
    ---------------------------
    4th level partial rebuild
    ---------------------------
    ---------------------------

    Harvell Lendaro
    NG Medium Humanoid (human)
    Cryptic (grammaton) 4
    Init +2; Senses Perception +6
    --------------------
    AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
    hp 30 (4d8+4+3)
    Fort +2, Ref +6, Will +5
    --------------------
    Str 12, Dex 14, Con 12, Int 18, Wis 12, Cha 10
    Base Atk +3; CMB +4; CMD 16
    Speed 30 ft.
    --------------------
    Melee
    Rapier +4(1d6+1/18-20x2)
    Ranged +1 Custom Flintlock Pistol
    Disruptive shot +6(1d8+1d3+4/x4) 20'
    (vs Active Type: 1d8+1d6+6 damage)(AT: Constructs)

    Grit 4/4

    Psionic Talents
    Missive
    Psionic Repair
    Psionic Powers (14/14 power pts)
    Kinetic Legerdemain No penalty for Disable Device checks without tools.
    Elfsight Low-light vision, +2 to Perception checks.
    Chameleon +10 to Stealth checks.
    Heightened Vision 60ft see in total darkness.
    or
    Breach d20+Level+10 vs lock DC

    Skills
    +6 Acrobatics 1(+3,+2)
    +7 Autohypnosis 3(+3,+1)
    +8 Bluff 4(+4)
    +5 Climb 1(+3,+1)
    +8 Craft(alchemy) 1(+3,+4)
    +12 Craft(traps) 1(+3,+4)+4
    +10 Disable Device 3(+3,+2)+2
    +6 Heal 2(+3,+1)
    +10 Know (Engineering) 3(+3,+4)
    +9 Know (Local) 2(+3,+4)
    +9 Know (Mechanical) 2(+3,+4)
    +9 Know (Nature) 2(+3,+4)
    +12 Know (Geography) 2(+3,+4)+3
    +8 Linguistics 1(+3,+4)
    +8 Perception 4(+3,+1)
    +10 Stealth 3(+3,+2)+2
    +5 Swim 1(+3,+1)

    Languages: Common, Hallit, Sylvan, Draconic, Gnome, Androffan.

    Class Abilities
    Pattern Designs (Su): Unlike normal manifesters, a cryptic
    manipulates the world around her by creating tattoos and patterns that
    alters reality in different ways. Cryptic powers show up on the
    cryptic's body in the form of tattoos. The cryptic's known powers can
    be identified via Spellcraft checks with a DC equal to 10 + double the
    power's level. These tattoos do not count against the number of psionic
    tattoos that the cryptic can safely wear.

    When a cryptic manifests one of her powers, it creates a visual pattern
    of energy during the action taken to manifest the pattern. While the
    cryptic's powers have the normal displays for psionic powers –
    auditory, mental, and the like – this visual pattern unique to the
    cryptic cannot be suppressed as normal displays can be suppressed.

    Altered Defense (Su): A cryptic learns early on to modify the
    patterns around her to grant her protection as a free action
    (even when it is not the cryptic's turn).
    The cryptic chooses from the options below and may only have one such
    effect active at any given time. The cryptic can use this ability for
    a number of rounds per day equal to 4 + her Intelligence modifier.
    The cryptic can maintain this ability as long as she wants as long as
    she has rounds available, or dismiss it at any time as a free action.

    Absorb: The cryptic gains DR 1/-.

    Deflect: The cryptic gains a +1 dodge bonus to his AC.

    Retaliate: The cryptic gains a +1 bonus on his attack rolls
    against any opponent that successfully hit him since his last turn.

    Disrupt Pattern (Su): All cryptics are able to disrupt the
    patterns they can perceive, although the potency of this disruption is
    based on the cryptic's focus. When a cryptic gains psionic focus, she
    selects one creature type as her active type (she does not need to
    select a subtype). As a standard action, the cryptic can make a ranged
    touch attack with a range of 30 feet,[The grammaton is only able to
    use the disrupt pattern ability when making ranged attacks with a
    handgun.]
    If the attack is successful, the cryptic deals additional damage equal
    to the cryptic's Intelligence modifier. This attack deals half damage
    if the target's type is not of the cryptic's active type. This ability
    can only be used once per round, even if an item or other effect would
    duplicate it.

    Hidden Pattern A cryptic learns how to recognize patterns in
    light and sound around her that can help her to mask her presence. At
    2nd level, a cryptic gains a +2 competence bonus on all Stealth checks.
    This bonus increases to +4 at 5th level, and then again to +6 at 8th
    level. At 10th level, as long as the cryptic maintains psionic focus,
    she can use the Stealth skill to hide, even while being observed

    Pattern of the Gun: The grammatons gains the Amateur Gunslinger
    feat and the Gunsmithing feat. She also gains a battered gun identical
    to the one gained by the gunslinger.

    Gritted Patterns:At 4th level, the grammaton’s grit pool is
    based on her Intelligence. At the start of each day, the grammaton
    gains a number of grit points equal to her Intelligence modifier
    (minimum 1). Her grit goes up or down throughout the day, but usually
    cannot go higher than her Intelligence modifier (minimum 1), though
    some feats and magic items may affect this maximum.

    Fast Stealth (Ex):
    This ability allows a cryptic to move at full speed using the Stealth
    skill without penalty.

    Quick Clear (deed) (Ex)
    The gunslinger can remove the broken condition from a single firearm
    she is currently wielding as a standard action, as long as that
    condition was gained by a firearm misfire. The gunslinger must have at
    least 1 grit point to perform this deed. Alternatively, if the
    gunslinger spends 1 grit point to perform this deed, she can perform
    quick clear as a move-equivalent action instead of a standard action.

    Trapfinding (+2) A cryptic adds 1/2 her level to Perception skill
    checks made to locate traps and to Disable Device skill checks
    (minimum +1). A cryptic can use Disable Device to disarm magic traps.

    Trapmaker (+4) A cryptic gains a competence bonus on Craft (traps)
    checks equal to her class level.

    Evasion If she makes a successful Reflex saving throw against
    an attack that normally deals half damage on a successful save, she
    instead takes no damage. Evasion can be used only if the cryptic is
    wearing light armor or no armor. A helpless cryptic does not gain the
    benefit of evasion.

    Feats
    Rapid Reload
    Point Blank Shot
    Technologist
    (b)Amateur Gunslinger (1 grit and Quick Clear deed)
    (b)Gunsmithing

    Traits
    Stargazer (Campaign): You gain a +2 trait bonus on Knowledge checks to
    identify alien monsters’ abilities and weaknesses. In addition, you
    gain a +1 trait bonus on Knowledge (geography) checks, and this skill
    is a class skill for you. You are treated as if you possessed the
    Technologist feat for the purposes of resolving checks to identify an
    alien creature using a Knowledge skill and for all Knowledge
    (geography) checks. If you already possess the Technologist feat, then
    your trait bonus on Knowledge (geography) checks increase to +3.

    (Drawback) Condescending: Raised with the assurance that only those
    like you are truly worthy of respect, you have an off-putting way of
    demonstrating that you look down on those not of your race and
    ethnicity or nationality
    "particularly bright" or lose to him in
    competition (whether or not they realize it was a competition).

    Effect: You take a –5 penalty on Diplomacy and Intimidate checks to
    improve other creatures' attitudes toward you.

    Clever Wordplay (Social): Choose one Charisma-based skill. You attempt
    checks with that skill using your Intelligence modifier instead of
    your Charisma modifier. (Bluff)

    Power of Suggestion (Equipment): You may make a Bluff check to make
    observers believe that an object in your possession is actually a
    different object entirely. The DC for the check is 20 for items of a
    similar size, shape, and color (such as a glaive and a quarterstaff).
    Items of a different shape, size, or color raise the DC by 5 for each
    dissimilar aspect, or more if the dissimilarity is extreme. This
    deception lasts 1 minute; if the item is still in view, the observers
    may recognize their error unless you make another bluff check.

    Gear (24.5 lbs.) Rapier, +1 Hide Shirt, +1 Flintlock Pistol, Beneficial Bandolier.
    (60 iron bullets / 30 adamantine bullets / 16 silver bullets)= 289g
    Masterwork Backpack (19.5 lbs.) Zipstick, Ion tape (50ft), Medlance, Hemochem (Grade I),
    Gunsmithing Kit, Bedroll, Waterskin, Journal, Inkpen, Ink Vial, Tinderbox, Flashlight, 3 batteries.
    Encumbrance (light) 44/50 lbs. Wealth 113g


    Okay, got it! I just finished putting together a build to apply with. Dhampir spell-eater bloodrager, Undead (of course!) bloodline. Here's the "goods" on him (hope I got all the rules and numbers right):

    Čemifobbar (Dhampir Bloodrager)
    Čemifobbar ("chem-if-OHB-bar") is a Dhampir who is tall, strong, lithe, and beguiling. He has a deathly white pallor, ivory-white pupils, pronounced canines, and long black hair with the sheen of glass. The most disturbing thing about his appearance, if anyone notices, is that he casts no shadow.

    Early Life of Čemifobbar:

    Čemifobbar was born and raised in the least likely of places. In a Kellid tribe; the Stone Bear. While his mother was carrying him, his parents found a stranger dying in an arctic storm. He was alone, unarmed, unarmoured and dying of numerous arrow wounds. Only when they went to his aid, did they see he was a dhampir. The stranger locked gazes with Čemifobbar's mother and she was knocked senseless with a feeling of a blazing incandescent icy fire and she suddenly knew that she was carrying a son who would be a dhampir. The stranger died at that moment.

    His mother survived giving him birth, unlike most of the few women who carry dhampir children. Despite everything, his parents kept and raised him. Although he seemed sickly, he grew to be stronger than most. He became known as "Iron Tongue" because he had an innate talent for smoothing over disputes within the tribe.

    None of the women in the tribe wanted him as a husband. Nor did he seem interested in having a wife and children. Eventually, his nieces and nephews died of old age. But Čemifobbar was now over ninety years old and still youthful and robust. His bizarre appearance was bad enough, but his inability to age was finally too much for the Stone Bear tribe and he was exiled. He was oddly stoic about his exile. He himself was at a loss to explain why he was so much different from the Kellid.

    He wanted to see if he could find anything interesting in civilized lands, now that he had no tribe. He gradually found his way to Ustalav. One night, he was ambushed by six bandits. Caught unawares as he was, his mind and body suddenly burnt with a glacial furor. As if in a dream, he killed all the bandits. Even those who fled or begged for mercy. He felt no guilt. Only curiosity about how he became so much stronger than normal.

    He soon met a dhampir mercenary in Ustalav who helped train him in combat. He was delighted to find he was not unique! Despite his natural elegance, and the training he received, Čemifobbar still prefers brute force over finesse in battle. He does not fully understand his rages. But he does know when he rages, he feels his blood surge with both icy death and blazing life.

    Čemifobbar then spent quite a few years wandering aimlessly through Ustalav, Galt and Taldor. He recently wandered into Numeria, which he heard is dangerous. And therefore interesting. Despite being over one hundred and twenty years old, he is still youthful, hale, robust, and oddly naïve. Death seems both friendly and familiar. It just has not claimed him. As yet.

    Personality:

    Known to some as the "Soothing Iron Tongue" or the "Shadowless Charmer", Čemifobbar has an elegant bearing and demeanor that are at odds with his imposing stature, bizarre appearance, and drab garb. Even so, there are few who can resist the friendly charm he exudes with his assuring manner and sonorous voice.

    He avoids bright light so people are less likely to notice his lack of a shadow. His deathly pallor and pronounced canines are disturbing enough as it is. He usually wears a plain and drab looking cloak and cowl, so people cannot see how strange he looks from a distance.

    He prefers to use his charm to get his way. He has both talent and skill for this. He also has no qualms about using violence either. He has both talent and skill for that too.

    Commands are one of the few things he cannot abide by. Suggestions and advice, yes, but not commands. He is charming, but if someone starts lording over him, Čemifobbar soon shows himself to be a glacial iron fist in a velvet glove!

    Motivation:

    Having lived much of his life in a Kellid tribe, Čemifobbar is motivated by simple curiosity about the world. He is not overly interested in wealth if he can't carry it with him. He is much more interested in experiences. Especially proving his mettle in battle.

    Vital Statistics:

    Čemifobbar
    Svetocher (Moroi-born Dhampir)
    Bloodrager (Undead bloodline, Spelleater archetype), Level 4
    Chaotic Neutral, Medium Size, Humanoid (dhampir)
    Initiative: +4
    Perception +8

    ======
    DEFENCE
    ======

    AC 20, Touch 12, Flat-Footed 18
    HP 32
    FORT +5 (+7 while blood raging)
    REF +3
    WILL +2 (+4 while blood raging)

    ======
    OFFENCE
    ======

    SPEED 40 ft. (base speed, bloodrager Fast Movement)
    MELEE:
    • Furious Falchion +1 (2d4+7, 2d4+9 while bloodraging; 18-20/x2)
    • Heavy Flail (1d10+6; 19-20/x2)
    • Dagger (1d4+4; 19-20/x2)
    RANGED:
    • Composite Longbow (1d8+4, 110 ft.; x3)
    • Sling (1d4+4, 50 ft.; x2)
    • Dagger (1d4+4, 10 ft.; 19-20/x2)
    SPACE; 5 ft.
    REACH; 5 ft.
    SPELLS KNOWN: Phantom Blood, and Windy Escape

    ======
    STATISTICS
    ======

    STR 18 (+4), DEX 14 (+2), CON 12 (+1), INT 10 (0), WIS 12 (+1), CHA 13 (+1)
    (STR bumped up one for level four)
    BAB +4; CMB +8; CMD 20
    Traits: Prince, Restless Wayfarer, Reactionary
    Drawback: Umbral Unmasking
    Feats: Power Attack, Furious Focus
    Skills:
    • Acrobatics +6 (1 rank)
    • Climb +8 (1 rank)
    • Diplomacy +11 (4 ranks) (Svetocher diplomacy bonus and Prince social trait)
    • Handle Animal +5 (1 rank)
    • Intimidate +6 (1 rank) (Prince social trait)
    • Knowledge (arcana) +4 (1 rank)
    • Knowledge (geography) +2 (1 rank) (Restless wayfarer campaign trait bonus)
    • Knowledge (local) +5 (1 rank) (Restless Wayfarer bonus and is a class skill)
    • Knowledge (nobility) (0 rank) (+2 race bonus for Svetocher)
    • Perception +8 (4 ranks)
    • Ride +6 (1 rank)
    • Survival +8 (4 ranks)
    Languages: Common, Hallit
    SQ (Class Features):
    • Undead Bloodline
    • Bloodrage: 11 rounds per day
    • Fast Movement: +10 ft. move, except with heavy load, and/or heavy armour
    • Frightful Charger: Target hit by charge attack while bloodraging is shaken for 2 rounds
    • Blood of Life: Fast Healing 1 while bloodraging
    • Blood Sanctuary: +2 on saves vs. own spells and allies' spells
    • Blood Casting (2 first level spells known)
    • Eschew Materials
    • Ghost Strike: while bloodraging, weapons have Ghost Touch property
    SPELLS KNOWN: (CL 4, Touch +2, Ranged Touch +2, Concentration +5):
    • Phantom Blood (level 1): Get temporary 1 HP/CL when knocked unconscious
    • Windy Escape (level 1): Turn gaseous for one hit (only), get DR 10/- vs. said hit

    Current Kit (Stuff)
    • Bracers of Armour, +1
    • Deathless Agile Brestplate, +1
    • Dagger (2), mundane
    • Furious Falchion, +1
    • Heavy Flail, mundane
    • Arrows (40), mundane
    • Composite longbow (+4, 18 STR to use), Masterwork
    • Sling, mundane
    • Sling Bullets (20), mundane
    • Potion of Inflict Lt. Wounds, CL 1 (4 vials)
    • Barbarian's Kit
    • Explorer's Outfit
    • Cash Money: 34 GP, 8 SP (ka-ching, ka-ching!)
    Total encumbrance of 104 lbs. (medium)

    ======
    SPECIAL ABILITIES
    ======

    Racial Features, Traits, Drawback and Feats … in brief
    • Undead Resistance (Svetocher): +2 saves vs. disease & mind-affecting effects
    • Resist Level Drain (Svetocher): no energy drain, recovers drained levels in 24 hrs (see text)
    • Manipulative (Svetocher): +2 to Diplomacy and +2 Knowledge (nobility)
    • Spell-Like Abilities (Svetocher): use Obscuring Mist up to 3 times per day
    • Darkvision (Svetocher): see perfectly in the dark up to 60 feet
    • Low-Light Vision (Svetocher): see twice as far as humans in low light
    • Light Sensitivity (Svetocher): dazzled in bright sunlight, or Sunlight spell area
    • Negative Energy Affinity (Svetocher): negative energy heals, positive energy damages
    • Alternate Weakness (Svetocher): -1 on saves vs. effects that deal positive energy damage.
    • Prince (social trait): +1 Diplomacy & +1 Intimidate, and Diplomacy is a class skill
    • Restless Wayfarer (campaign trait): +1 Kn. (geography), +1 Knowledge (local) class skill, one bonus language
    • Reactionary (combat trait): +2 to initiative
    • Umbral Unmasking (drawback): has no shadow, easy to observe, often unnoticed; DC 15 Wisdom check to notice in ideal conditions.
    • Power Attack feat: -2 to hit, and +4/+6 (2-handed) to damage
    • Furious Focus feat: ignore Power attack penalty for first attack in a round

    ======
    PHYSICAL DESCRIPTION
    ======

    Age: 126 years old
    Height: 6 ft. 5 in. (196 cm)
    Weight: 210 lbs. (95 kg)
    Skin: Pallid white
    Build: Muscular, yet lithe
    Hair: Obsidian black, with an obsidian sheen
    Eyes: Ivory, nearly white
    Special: Has no shadow


    Pathfinder Rulebook Subscriber

    @Cemifobbar, weapon and armor are too expensive for your gold. When doing weapons and armor you take the total enhancement value and look at that price, so +2 weapon and +2 armor are 8000 gp and 4000 gp. Please adjust, likely dropping to +1 no special effect.


    GM Demonmoose wrote:
    @Cemifobbar, weapon and armor are too expensive for your gold. When doing weapons and armor you take the total enhancement value and look at that price, so +2 weapon and +2 armor are 8000 gp and 4000 gp. Please adjust, likely dropping to +1 no special effect.

    Sorry! My mistake. I totally misunderstood how the tables worked in d20PFSRD for magic items. Missed the part about each of those powers costing the same as as a +1 bonus for each power. I think I've got it now. I've changed the list of gear and sorted by the cost of each item (cheapest to most expensive). The the long bow is not magical. It's a composite bow for someone with a strength of 18 or more, which is why I put that down as (+4). I put what I figured the price of each should be.

    I hope I'm not off the mark with the +1 armour and +1 bracers of armour stacking. I know they don't stack if one has a bigger bonus than the other. So I'm assuming that they do stack because they have an equal bonus.

    I've kitted him with potions of Inflict Light wounds because a dhampir is normally healed by negative energy. So the Inflict Wounds potion should act as Cure Wounds for him.

    Sorry for the gaffs. Hope I've got it right this time!

    Čemifobbar (Dhampir Bloodrager)
    Čemifobbar ("chem-if-OHB-bar") is a Dhampir who is tall, strong, lithe, and beguiling. He has a deathly white pallor, ivory-white pupils, pronounced canines, and long black hair with the sheen of glass. The most disturbing thing about his appearance, if anyone notices, is that he casts no shadow.

    Early Life of Čemifobbar:

    Čemifobbar was born and raised in the least likely of places. In a Kellid tribe; the Stone Bear. While his mother was carrying him, his parents found a stranger dying in an arctic storm. He was alone, unarmed, unarmoured and dying of numerous arrow wounds. Only when they went to his aid, did they see he was a dhampir. The stranger locked gazes with Čemifobbar's mother and she was knocked senseless with a feeling of a blazing incandescent icy fire and she suddenly knew that she was carrying a son who would be a dhampir. The stranger died at that moment.

    His mother survived giving him birth, unlike most of the few women who carry dhampir children. Despite everything, his parents kept and raised him. Although he seemed sickly, he grew to be stronger than most. He became known as "Iron Tongue" because he had an innate talent for smoothing over disputes within the tribe.

    None of the women in the tribe wanted him as a husband. Nor did he seem interested in having a wife and children. Eventually, his nieces and nephews died of old age. But Čemifobbar was now over ninety years old and still youthful and robust. His bizarre appearance was bad enough, but his inability to age was finally too much for the Stone Bear tribe and he was exiled. He was oddly stoic about his exile. He himself was at a loss to explain why he was so much different from the Kellid.

    He wanted to see if he could find anything interesting in civilized lands, now that he had no tribe. He gradually found his way to Ustalav. One night, he was ambushed by six bandits. Caught unawares as he was, his mind and body suddenly burnt with a glacial furor. As if in a dream, he killed all the bandits. Even those who fled or begged for mercy. He felt no guilt. Only curiosity about how he became so much stronger than normal.

    He soon met a dhampir mercenary in Ustalav who helped train him in combat. He was delighted to find he was not unique! Despite his natural elegance, and the training he received, Čemifobbar still prefers brute force over finesse in battle. He does not fully understand his rages. But he does know when he rages, he feels his blood surge with both icy death and blazing life.

    Čemifobbar then spent quite a few years wandering aimlessly through Ustalav, Galt and Taldor. He recently wandered into Numeria, which he heard is dangerous. And therefore interesting. Despite being over one hundred and twenty years old, he is still youthful, hale, robust, and oddly naïve. Death seems both friendly and familiar. It just has not claimed him. As yet.

    Personality:

    Known to some as the "Soothing Iron Tongue" or the "Shadowless Charmer", Čemifobbar has an elegant bearing and demeanor that are at odds with his imposing stature, bizarre appearance, and drab garb. Even so, there are few who can resist the friendly charm he exudes with his assuring manner and sonorous voice.

    He avoids bright light so people are less likely to notice his lack of a shadow. His deathly pallor and pronounced canines are disturbing enough as it is. He usually wears a plain and drab looking cloak and cowl, so people cannot see how strange he looks from a distance.

    He prefers to use his charm to get his way. He has both talent and skill for this. He also has no qualms about using violence either. He has both talent and skill for that too.

    Commands are one of the few things he cannot abide by. Suggestions and advice, yes, but not commands. He is charming, but if someone starts lording over him, Čemifobbar soon shows himself to be a glacial iron fist in a velvet glove!

    Motivation:

    Having lived much of his life in a Kellid tribe, Čemifobbar is motivated by simple curiosity about the world. He is not overly interested in wealth if he can't carry it with him. He is much more interested in experiences. Especially proving his mettle in battle.

    This is the only section I changed:

    Vital Statistics:

    Čemifobbar
    Svetocher (Moroi-born Dhampir)
    Bloodrager (Undead bloodline, Spelleater archetype), Level 4
    Chaotic Neutral, Medium Size, Humanoid (dhampir)
    Initiative: +4
    Perception +8

    ======
    DEFENCE
    ======

    AC 20, Touch 12, Flat-Footed 18
    HP 32
    FORT +5 (+7 while blood raging)
    REF +3
    WILL +2 (+4 while blood raging)

    ======
    OFFENCE
    ======

    SPEED 40 ft. (base speed, bloodrager Fast Movement)
    MELEE:
    • Falchion (2d4+6; 18-20/x2)
    • Heavy Flail (1d10+6; 19-20/x2)
    • Dagger (1d4+4; 19-20/x2)
    RANGED:
    • Composite Longbow (1d8+4, 110 ft.; x3)
    • Sling (1d4+4, 50 ft.; x2)
    • Dagger (1d4+4, 10 ft.; 19-20/x2)
    SPACE; 5 ft.
    REACH; 5 ft.
    SPELLS KNOWN: Phantom Blood, and Windy Escape

    ======
    STATISTICS
    ======

    STR 18 (+4), DEX 14 (+2), CON 12 (+1), INT 10 (0), WIS 12 (+1), CHA 13 (+1)
    (STR bumped up one for level four)
    BAB +4; CMB +8; CMD 20
    Traits: Prince, Restless Wayfarer, Reactionary
    Drawback: Umbral Unmasking
    Feats: Power Attack, Furious Focus
    Skills:
    • Acrobatics +6 (1 rank)
    • Climb +8 (1 rank)
    • Diplomacy +11 (4 ranks) (Svetocher diplomacy bonus and Prince social trait)
    • Handle Animal +5 (1 rank)
    • Intimidate +6 (1 rank) (Prince social trait)
    • Knowledge (arcana) +4 (1 rank)
    • Knowledge (geography) +2 (1 rank) (Restless wayfarer campaign trait bonus)
    • Knowledge (local) +5 (1 rank) (Restless Wayfarer bonus and is a class skill)
    • Knowledge (nobility) (0 rank) (+2 race bonus for Svetocher)
    • Perception +8 (4 ranks)
    • Ride +6 (1 rank)
    • Survival +8 (4 ranks)
    Languages: Common, Hallit
    SQ (Class Features):
    • Undead Bloodline
    • Bloodrage: 11 rounds per day
    • Fast Movement: +10 ft. move, except with heavy load, and/or heavy armour
    • Frightful Charger: Target hit by charge attack while bloodraging is shaken for 2 rounds
    • Blood of Life: Fast Healing 1 while bloodraging
    • Blood Sanctuary: +2 on saves vs. own spells and allies' spells
    • Blood Casting (2 first level spells known)
    • Eschew Materials
    • Ghost Strike: while bloodraging, weapons have Ghost Touch property
    SPELLS KNOWN: (CL 4, Touch +2, Ranged Touch +2, Concentration +5):
    • Phantom Blood (level 1): Get temporary 1 HP/CL when knocked unconscious
    • Windy Escape (level 1): Turn gaseous for one hit (only), get DR 10/- vs. said hit

    Current Kit (Least to most costly, per item)
    • Sling: 0 GP
    • Sling Bullets (20): 2 SP
    • Arrows (40): 2 GP
    • Daggers (2): 4 GP
    • Barbarian's Kit: 9 GP
    • Explorer's Outfit: 10 GP
    • Heavy Flail: 15 GP
    • Potion of Inflict Lt. Wounds, CL 1 (4): 200
    • Composite longbow (for 18 STR), Masterwork, non magical: 800
    • +1 Bracers of Armour: 1,000
    • +1 Agile Brestplate: 1,550
    • +1 Falchion: 2,375
    • Cash Money: 34 GP, 8 SP
    Total encumbrance of 104 lbs. (medium)

    ======
    SPECIAL ABILITIES
    ======

    Racial Features, Traits, Drawback and Feats … in brief
    • Undead Resistance (Svetocher): +2 saves vs. disease & mind-affecting effects
    • Resist Level Drain (Svetocher): no energy drain, recovers drained levels in 24 hrs (see text)
    • Manipulative (Svetocher): +2 to Diplomacy and +2 Knowledge (nobility)
    • Spell-Like Abilities (Svetocher): use Obscuring Mist up to 3 times per day
    • Darkvision (Svetocher): see perfectly in the dark up to 60 feet
    • Low-Light Vision (Svetocher): see twice as far as humans in low light
    • Light Sensitivity (Svetocher): dazzled in bright sunlight, or Sunlight spell area
    • Negative Energy Affinity (Svetocher): negative energy heals, positive energy damages
    • Alternate Weakness (Svetocher): -1 on saves vs. effects that deal positive energy damage.
    • Prince (social trait): +1 Diplomacy & +1 Intimidate, and Diplomacy is a class skill
    • Restless Wayfarer (campaign trait): +1 Kn. (geography), +1 Knowledge (local) class skill, one bonus language
    • Reactionary (combat trait): +2 to initiative
    • Umbral Unmasking (drawback): has no shadow, easy to observe, often unnoticed; DC 15 Wisdom check to notice in ideal conditions.
    • Power Attack feat: -2 to hit, and +4/+6 (2-handed) to damage
    • Furious Focus feat: ignore Power attack penalty for first attack in a round

    ======
    PHYSICAL DESCRIPTION
    ======

    Age: 126 years old
    Height: 6 ft. 5 in. (196 cm)
    Weight: 210 lbs. (95 kg)
    Skin: Pallid white
    Build: Muscular, yet lithe
    Hair: Obsidian black, with an obsidian sheen
    Eyes: Ivory, nearly white
    Special: Has no shadow


    Pathfinder Rulebook Subscriber

    @Cemifobbar, I believe same types of "bonuses" do not stack, unless it explicitly says so. So two types of "armor" bonuses do not stack. Such bracers are likely for classes that don't normally wear armor or have no proficiencies, like wizards and sorcerers.


    Yeah, basically it won't Work at all if you have... Any Armor, and in this version the bracers simply turn off rather than apply when most applicable.

    Looking Good Aeron, Muga, and Cemifoddar. Not leaving out any others, these are just the most recent names to pop up. A note, those with bows would behoove to gain the Adaptive quality, quite useful.


    It is a useful quality, but I'm saving the rest of my budget for whatever items the party needs, such as CLW wands and such. In the short term, if someone is to cast Bull's Strength on Muga during a fight where Muga is using his bow, something is going wrong. The only other contingency is when he is strength drained, which is alas, something I can only prepare for by taking Lesser Restoration Potions.


    Adaptive is the best and most important enchantment for a composite bow.

    Excited for the end of recruitment, best of luck everybody!


    No, Carl, :P. The most important enchantment is the first +1. You're kind of sunk without that one. And I don't have 3000 extra gold to spend enhancing my bow.

    Of course, the argument could be made that Mwk is the first enchantment, as the to hit bonus is technically an enhancement bonus if I remember correctly. :P


    Haha well you got me there! I suppose I should have specified the most important non-numeric enchantment :P


    Certainly!

    Though, I am ever found of Designating and of ye old assortment of +1 Bane arrows.


    Čemifobbar, you could pick up a cloak of resistance +1 instead of the bracers. Save boosts are always good.


    The Strength boost wouldnt come from a spell anyway and it surely wouldnt be centered solely on yourself Muga. I was giving possible advice for someone joining our group in particular.


    An AoE strength boost? Interesting. Nothing springs to mind instantly as the cause.

    Well, seeing I don't have the budget for it currently, it would have to be a future investment. Muga is a swordsman first.

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