GM Kingslayer's Kingmaker Campaign

Game Master Divinitus


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Recruitment has only been open for roughly 30 hours, and I'm surprised we're not on page 2 yet. I'm slightly surprised given how fast AP recruitments tend to fill up, especially KM. As far as I can see, it's still open.


GM Kingslayer, are you for reallocate her skill rank that have been 'replaced' by versatile performance? I know that was the intention of the ability, but it never made it to the rules and is often house ruled in.

Thanks, Songdragon


The recent storms that blew through the East Coast downed the servers at out local Charter, so I have been without the Internet until today. Sorry for the wait! I should have a post up in 2-3 hours. I am about to fix some salmon and mac'n'cheese!

Now, to answer some questions before I start on supper in a few minutes.

Cuan- Yes to those. The nobles of Brevoy just tend to prefer Humans, since they have that whole Human Empire mindset, like many kingdoms on Golarion.

The Dragon- Path of War material is allowed, including the playtest materials.

Zartana- Orlovsky?

Oterisk- 1. I play it by ear, so to speak. 2. Yes. 3. Of course you can buy off racial penalties to ability scores, regardless of race. 4. That depends on what type of Oracle/Sorceror you are.

Shivatha- You may stat up Shivatha according to these guidelines. Your Eidolon side must be your 'set class' and it will follow the progression on the Eidolon table, but with statistics matching what it would have been without the HD being removed at said levels.

Azten- Feel free to PM me the details.

Dylos- Ultimate Intrigue is allowed. Out of the Fey that you proposed, Dryads, Norns, and Kelpies are not allowed, the first two for balance issues (Dryads die when away from their tree and Norns are super powerful, to the point where they would basically gain little as they leveled until after 10th), while Kelpies are, shall we say, something that would not fit thematically.

Choant- They are allowed, including the playtest materials for Path of War.

Nyaa- Those are all allowed. There are a few balance changes, but those have already been written up and tested.

PirateDevon- I will mostly play it by ear, so to speak. Once it looks like most people are finished, I will end recruitment. I will wait no longer than seven days though.

Roonfizzle Garnackle- You may buy off the age penalties with your ability score points, should you so desire. They do still apply though. As for the Butterfly Sting, I don't see why not. Wasp Sting would be a cool alternate name for it.

Aqua-Thor- Those classes are allowed and fit pretty well into the 'old world' feel of Kingmaker. Making pacts with unknowable entities that grant awesome power is quite flavorful.

Bandw2- Zartana is correct. Don't worry, I'm not one of the GMs who shies away from newer players! Also, based on the fact that your class is reasonably balanced, does nothing over the top, and is, essentially, a hybrid class, I will allow it.

Ra'hl Rogarvia- I play recruitments by ear, so to speak. No longer than seven more days though.

Moon Papa- Sort of like a Tortuga in the middle of the forest?

Tomato Jam- I am one of those GMs that relaxes the racial requirement on Racial Class Archetypes, so long as it is something that makes sense.

Shady_Motives- Yes, recruitment is still open.

Songdragon- Yes, you may reallocate those skill points for free once you gain Versatile Performance, because otherwise it just means that a character sucks at skills and has misspent their points for a few levels and no one wants that!


First, I have to say that I as an applicant to your game, REALLY appreciate the amount of effort you put into that last post, in making sure that all questions were answered. I personally, not having been on the boards for too many moons, but already have seen more than a few questions missed accidentally, and from the effort you put in there, it doesn't look like it will be a problem, regardless if your internet provider is working ;)

I'm afraid I'm going to ask to clarify still my question on the age adjustments... from the sound of it, you are stating a: Apply the penalties and bonuses (Dex 18> 17, Int 18 >19), BUT, that I can buy off the -1 Dex, to still get an 18?

(From what you've approved for others, I'm 98% certain this is what you mean, but I don't want to assume. Realistically, if that's the case, I'm probably going to just go 19 > 18 Dex, and 17 > 18 int, and swap a point from wis/cha to str/con, which results in no actual change, if that's ok. I appreciate the ability to have a 19 int post adjustments, but that's not why I was looking at the feat!)

Greatly Looking forward to seeing how this plays out!


Another question: Would you allow the alternate abilities from the table for the Aasimar and if so roll or pick?


Would you mind if I submitted? I didn't know if you'd want me at two of your tables or not. If you don't I understand, but I do really like Kingmaker. I'm running it myself, so also if that's a problem I understand.

That said, I REALLY like Kingmaker and would love to submit a character. At the moment, I'm thinking my Gray Gardener Jonathan Haykes would be a fun one to play, since Galt is very close to Brevoy. He would be a Gray Gardener who in this case became disillusioned with Galt, leaving to forge a life somewhere else. He'd make the most sense to become the Royal Enforcer/Assassin or Spymaster, and it'd make for interesting character development to have him take on an old job in a new setting.

Let me know if you would (possibly) consider my submission, or if you'd rather not have me at two tables, a player who knows the AP, etc.


I think I'll be submitting Killari Nightshadow, an elven Hawkguard Warder//Ranger.

Fluffwise, she grew up in a small, rural village on the northern edge of the stolen lands proper, and has spent the last fifty-odd years as a self-appointed guardian of the village. Her main task in that capacity has been warding off bandits, which she's done with some fierce satisfaction. On one memorable occation, she even led the men of the village in a militia to fight off a particularly big raid. She's worried, as raider activity seems to be increasing during the last couple of years.

She joined the expedition mainly because of the chance of getting rid of the bandits for good, but she's also a bit suspicious of the whole affair. If the expedition is supposed to take on the role of lawful authority in her homeland, she wants to make sure she has opportunities to influence the decision-making.

In the long term, I see her as becoming a spy-master, obtaining all sorts of information so the kingdom will know what threats exist, making her able to guard them against it. She'll probably also serve in a secret-service sort of role, planning ways to counter assassination attempts and other sabotage.


GM Kingslayer wrote:


Moon Papa- Sort of like a Tortuga in the middle of the forest?

Well you kind of put it into perfect words there. Yeah, a little like that!

Roonfizzle Garnackle wrote:

First, I have to say that I as an applicant to your game, REALLY appreciate the amount of effort you put into that last post, in making sure that all questions were answered. I personally, not having been on the boards for too many moons, but already have seen more than a few questions missed accidentally, and from the effort you put in there, it doesn't look like it will be a problem, regardless if your internet provider is working ;)

...
omitted
...
Greatly Looking forward to seeing how this plays out!

Haven't been here long at all, but seconded!


Alazendi Greysilk

History:

Spoiler:

When a varisian bard troupe rolls through towns people check their wallets, spouses and children, in that order. Most times people get too caught up in the laughter and revelry that often accompanies such visits to worry overly much about such things, a situation most itinerant varisians find most welcome.

When Alazendi's father came across such a troupe along the edges of the forest while on a hunting trips, he was instantly enthralled. He had never seen dancing with such wild abandon and the wine flowed seemingly without limit. When a pretty young girl had pulled him into the dance area his alcohol befuddled senses deadened his noble caution and he began to move without a second thought.

What seemed like hours and hours later found him in the forest with the same girl, beddingher under the light of a full moon in a glen. The next day he had awoken in the same field with the rest of his family.

To a man each had been stripped of anything valuable.

With the exception of the clothes on their back and the hangover induced headaches the young men had nothing to show for their hunt or tryst except for loud and befuddled memories. As a group they stumbled along the roads until found by a patrol that had been sent out by their family to track down the wayward sons. That was the last any of the boys thought that night.

A year and a half later found a single woman struggling along the same road turned to thick mud by a fierce spring rainstorm. When she had arrived at the gates of the ancestral city of the Medvyed family aboard a small, rickity wagon pulled by a sorry example of a donkey the guards had written her off as yet another traveling merchant. She had continued driving through the mountain town with grim determination, occasionally looking over her shoulder at the precious commodity sleeping wrapped in several layers of blankets.

When the wagon arrived at the foot of the Stoneclimb Fortress the woman had gone straight to the small temple of Pharasma whose doors had opened at her approach. The next day a message went out requesting the presence of the Lord Gurev Medvyed, recently elevated to Lord of the family upon the death of his father two weeks prior. When Lord Gurev arrived the pharasman priestess presented him with the sleeping baby and a package containing a letter and the royal Medvyed ring he had lost over a year ago after waking up in the forest glen.

The letter came from the girl he had not seen in over a year, claiming that she had gotten pregnant from their union that night. The young boy with black hair and golden eyes sleeping peacfully in the priestess arms was his son the letter claimed. A truth spell cast by several pharasman priests as well as the local Abadarian priest all proved the letters contents. The young varisian had survived long enough after losing most of her family to an overturned raft in a swollen river to get to the temple and give birth, losing her life in the process. After questioning the girl's spirit the pharasman's had written the letter and sent one of their own to take the child to it's father.

Thus began the noble but troubled life of Alazendi. Named by his mother in the letter, he was not the first born of his father. That distinction went to his brother Glenil, older by six months and general tyrant to the young bastard. His kind hearted father could never name Alazendi as a member of the Medvyed family but neither would he turn away one of his own children, no matter the situation of their birth. So Alazendi was often sent to schools further in the south of Brevoy where he earned his name Greysilk for the grey scarf he always wore for some reason.

When away from his family the normally subdued boy with the distinctly varisian hair and eyes was often wildly exuberant, annoying and impressing his instructors with his analytical mind and skill with music. While his weak body precluded him from many of the normal physical activities from the other noble sons in the school he soon discovered his skill with magic in various ways. Whether through music or arcane formulae an entirely new world opened within Alazend's mind and he dedicated himself to his studies with a fervor.

As he grew into his teen years a new problem cropped up beyond the normal disdain for noble bastards. While his older brother studied the rules of lordship from their father Gurev and Alazendi's stepmother continued to ignore him, Natalya came to study at the school near where he was taking advanced classes. Natalya was only two years younger and was famous for wearing pants and studying the art of swordplay. As a descendant of a lesser branch of the Medvyed family and a woman she had no hope of ascending the ranks of nobility except through marriage, a concept the flame-haired fireband was thoroughly disgusted with.

Studying the arts of the Aldori Swordlords kept her mind and body occupied while being near the black sheep of the Medvyed family she had grown to love kept her heart occupied. He was the real reason why she refused to wed any man, the reason why she had argued so much with her mother about going to the Aldori school when she had learned where he was taking his own schooling.

Though many members of the family at best ignored the young man, she had been unable to ignore the glossy black hair that fell to his shoulders in waves or the strange golden eyes unique to varisians. The first time she had seen him smile her heart had fluttered and she often wondered why so many women treated this beautiful man little more then a tolerated brigand.

Alazendi had at first ignored the nosey younger cousin whenever she would be sent to visit their family. She would often come into his rooms unannounced or invited and lay on his bed, complaining about yet another argument with her strict mother. He understood the motivations her parents had whenever she was sent to visit. He also understood the feigned disinterest his stepmother would suddenly develop about her own son whenever the young girl would visit. While the politics of nobility were often strange and a point of contention for the young bastard, he understood grooming a potential daughter in law when he saw it.

He didn't often have time to think of how uncomfortable these thoughts made him with how rigorous his studies were. Still he began to enjoy her presence as he got older, loosening up and allowing her to see the Alazendi that usually only came forth when he was nowhere near his father's family or any of their retainers. Freindship gradually grew into something more as they began to feel the natural emotions that came with puberty and then experience, and for the past three years the pair had enjoyed a sordid, steamy and quite forbidden relationship.

This all changed one day when his stepmother had gone into his room and rifled through his drawers looking for a series of letters she thought he was writing to smear her name. Instead she had discovered a secret compartment at the bottom of a desk drawer and inside numerous letters written to the bastard of her husband from the girl she one day hoped to marry to her actual son!

Of course as the bastard Alazendi was the one blamed for trying to corrupt the purity of oldest Medvyed girl from his generation. No matter what Natalya said it was he who was forced into exile with a warning that if he ever returned to Medvyed land his life was forfeit. Burning with the furious rage he rarely felt the young scholar packed everything he could carry and never returned to Stoneclimb and took his nickname Greysilk. Traveling south he eventually came to the city of Restov where he worked as a tutor to merchant children. Hearing about an opportunity to travel south into what was known as the Stolen Lands and make his own way into world, Alazendi traveled to the mayor's office to find out more information.

Whether only his life, his companions or perhaps something larger, Alazendi would make it better.

Spoiler:

Personality: Years of torment from his half brother and passive hostility from his stepmother forged Alazendi with an iron mind. He's has learned to keep his true self hidden from most and only unveils what Natalya calls his "gorgeous smile" around the few people whose company he enjoys and trusts. From his education he's learned that the attitudes from his family are by far the minority and in the tough conditions of the Brevoy people, deed and personality garnered a person more respect then title or noble blood. When his guards are down he laughs easily and loudly, seeing the world as a dangerous but still beautiful place filled with life, adventure and hilarity. He is often seen as slow to act because he usually analyzes a situation thoroughly to come up with the correct answer. Arcane magic is beautiful in all of it's various forms and the key to unlocking something far greater then his bastard blood would normally be allowed.

Appearance: Moderately tall for a human, his body seems weak and frail except for his dance-like movements and deft manipulation of quills and pens with his long fingers. He has the pale skin native to the kellids of the north with lustrous black hair that falls to his shoulders and bright golden eyes shielded by long, black eyelashes. He keeps his face clean shaven at all times as he found it quite hard to grow anything that could be called a beard or mustache. His brown longcoat and leather armor, though plain, are always kept clean and meticulous. He has numerous pouches and pockets on the inside of his jacket and along a bandoleer that goes from right hip to left shoulder. His fingers and hands are often stained with the faint remainders of ink from the dozens of pages he fills up.

A beautiful flute made from white wood is always seen in a holster along his right hip.

Level 1 Wizard/Bard
NG Varisian Human, 23 yrs.
Init +2

STATS
Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 18

DEFENSE
AC 12, touch 12, flat-footed 10
hp 9
Current hp 9
Fort +1, Ref +4, Will +5

Speed 30 ft.
CMB: 0
CMD: 12

OFFENSE
Base: +0
Melee +0
Ranged +2

WIZARD SPELLS KNOWN

0 Level- Resistance, Acid Splash, Detect Magic, Detect Posison, Read Magic, Dancing Lights, Flare, Ray of Frost, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1 Level- Color Spray, Grease, Shield, Mage Armor, Burning Hands, Magic Missile, Silent Image

BARD SPELL KNOWN
0 Level - Spark, Know Direction, Lullaby, Summon Instrument

1 Level - Sleep, Disguise Self

FEATS
Obscure Lore (Complete Adventurer)
Lingering Song (Complete Adventurer)
Skill Focus (Perform: Wind)

TRAITS
Classically Schooled +1 Spellcraft
Mathematical Prodigy +1 Knowledge:Arcane and Engineering
Bastard (Medvyed, Campaign) - +1 Will save, -1 Charisma based checks when dealing with Brevoy Nobility

SKILLS
Acrobatics: +2
Appraise: +4
Craft(Calligraphy): +10
Diplomacy: +8
Disguise: +4
Escape Artist: +2
Fly(Dex): +2
Heal: +2
Knowledge(All)(Int, Bardic Knowledge +1, Obscure Knowledge +4):
>>Arcane: +14
>>Engineering: +10
>>Dungeoneering: +9
>>Geography: +13
>>History: +13
>>Local: +9
>>Nature: +13
>>Nobility: +9
>>Planes: +13
>>Religion: +9
Linguistics(Int): +8
Perception: +6
Perform (Wind): +11
Profession(Wis):
Ride: +2
Sense Motive: +6
Sleight of Hand:
Spellcraft(Int): +9
Stealth: +2
Survival: +2
Swim: +0
Use Magical Device: +8

LANGUAGES
Common, Elven, Draconic, Celestial, Fey, Dwarven

SPECIAL ABILITIES
Favored Class: Wizard +1 Skill
Arcane Bond: Medvyed family ring
Arcane school (Illusion) Prohibit (Necromancy, Enchantment)
Wizard Cantrips
Scribe Scroll
Bard Cantrips
Bardic Music (8 rds/day)
Countersong
Bardic Knowledge +1
Distraction
Fascinate
Inspire Courage +1

Items
Spellcomponent Bandolier
Cold Weather Outfit
Leather Armor
MW Flute
MW Artisan Tools
Rapier
Winter Blanket
Dagger
Shortbow
40 Arrows
Backpack
Waterskin x3
Spellbook x5
Quill x4
Ink well x3
Chalk x5
Flint and Steel
20 Paper
2 lbs. Sealing Wax
100 ft. Silk Rope

106.45 Gold


I would like to present Iacamo Cymbol, the younger son of a lesser noble sent into the wilderness to be rid of for his odd ways. I see him a a secondary fighter with some utility "spellcasting" specializing in fear effects.

If I could be bold enough to make a request. I'd love for Iacamo's special object to be a masterwork darkwood klar carved to resemble a drake skull, with the blade made of cold iron. This would have been made to exacting specification dictated to the weapon smith by Iacamo from Tohte, Iacamo's spirit guide.

Background and Stats:

"He is an odd boy." These were the first words Iacamo Cymbol could remember hearing, and they were repeated an uncountable number of times as he grew up. He always heard voices whispering. He always felt the prick of presences beyond his family and servants. But he learned quickly to quiet his 'oddness' around others. He never spoke of the drowned boy he befriended by the lake, even when his history lessons lied about how the boy died. He never spoke about the little men he caught tiptoeing through the kitchens stealing milk from the cat. He especially never spoke of the shadow that hovered around and whispered to his Uncle Steben - the cruel one.

He knew no one would understand, and he learned well the lesson of Great Aunt Iliandya; the screams and cries from her attic room kept him from sleeping some nights. She wasn't allowed out, and everyone pretended it was the dogs when company came. He didn't want to end up like her. So Iacamo was silent.

But still they alway muttered, always out of hearing of his father, "He is an odd boy." He couldn't keep his shadow from biting at the servants. It would not behave, so he tried to remain in the dark. But that was odd too. He couldn't always help answering when his name was called, even if no one else heard. He couldn't avoid stepping aside when something was in his path, even as others walked blithely through the same space. He tried to pretend it was a game, but even so, it was such a very 'odd' game.

The only one who understood was the old Shoanti guard, Tohte, father brought back from his travels far to the East, back in his adventuring days. Tohte spent most of his time at Father's side, but what little time he had left was spent with his friend's odd son. Tohte laughed at the stories of little men and dead boys, and grew grim as he learned of the shadow. He became Iacamo's only friend. Iacamo was proud to share such a friend with his father. That is until Tohte died.

Then Iacamo did not have to share. Tohte was always there when he needed him. For advice, as a teacher, as a warning to never mention the shadow to anyone again. Tohte taught the odd boy how to speak to those who weren't or shouldn't be there. He taught him to be a man, taught him the weapons and skills of the Shoanti. And when the boy, now a young man, had Shoanti tribal markings inscribed on his chest neck and arm, Iacamo was encouraged to take his hammer and elaborately carved shield, his weighted cords, and most importantly his oddness away to seek a better fortune in the Stolen Lands. The spirits followed.

Iacamo Cymbol
Male human (Covenant)medium1/(Pact Magic)occultist1

NG medium humanoid (human)
Init +2, Perception +6, Sense Motive +6

_____STATISTICS_____
Str 15, Dex 15, Con 14(18t), Int 10, Wis 14, Cha 18(22t)

_____DEFENSE_____
AC 16(15), touch 12, flat-footed 14(15) (+2[Dex] +4[Armor] (+1[Shield]))
HP 11(12t) (1d8 +2(4t)[Con] +1[fav])
CMD 14 (10 +0 [BAB] +2 [Str] +2[Dex])

Saves
Fort +4 (+2[base] +2[Con])
Ref +2 (+0[base] +2[Dex])
Will +4 (+2[base] +2[Wis])
+1 trait bonus on saves vs fear effects
+1 trait bonus on Will saves vs fey spells and supernatural abilities

_____OFFENSE_____
Speed 30ft. Space 5ft., Reach 5ft.
CMB 12 (+0 [BAB] +2 [Str])

Melee masterwork earthbreaker +4 (2d6+3b; x3)
Melee klar +3 (1d6+2s)
Ranged brutal bola +2 (1d4+2b&p or trip; 10ft. range)

_____FEATS_____
[1st] Two-Weapon Fighting
[Human bonus] Weapon Focus (earthbreaker)
[Game bonus] Weapon Focus (klar)
[3rd] Thunder and Fang

_____TRAITS/DRAWBACK_____
Disturbing (social) [Pact Magic Unbound Vol.2]
Favored: Al'kra the Operated (faith) [Pact Magic Unbound Vol.2]
Noble Born: House Medvyed(campaign)
Shoanti Tattoo (race)

Umbral Unmasking

_____SKILLS_____
Bluff +8(1 [Rank] +4 [Cha] +3 [Class])
Diplomacy +8(1 [Rank] +4 [Cha] +3 [Class])
Intimidate +9(1 [Rank] +4 [Cha] +3 [Class] +1 [trait])
Knowledge: History +4(1 [Rank] +0 [Int] +3 [Class])
Perception +6(1 [Rank] +2 [Wis] +3 [Class])
Sense Motive +6(1 [Rank] +2 [Wis] +3 [Class])
Survival +3(1 [Rank] +2 [Wis])
+2 trait bonus on Diplomacy checks dealing with fey

Languages: Common, Abyssal

_____SPECIAL ABILITIES_____

Bind Spirits

Constellation Aspects

Spirits Known
[2nd] Al'kra the Operated
[1st] Cave Mother, Sorceress of Secrets; Forash, Prince of Spirits; Sevnoir, the Meandering Mastiff

Spell-like Abilities
3/day: disrupt undead, guidance, haunted fey aspect, mage hand

Influence: Restless Souls

Spirit Guide

Spirit Boon: Psychic Assault(su) (1d8 Will DC14(16t) for half) (4/day)

Trance: (8 rounds)
+4 Con and Cha
guidance effect (1/trance)
Spell-like Abilities: touch of fatigue (1/trance)
Covenant: Frightful Violence

_____EQUIPMENT_____
Explorer's outfit 0gp
Chain shirt 100gp
Klar 12gp
Earthbreaker, masterwork 340gp
Brutal Bola x2 30gp
Backpack
-Pathfinder's Kit 12gp

Occult ceremony pouch (spell component pouch) 5gp

1 gp (for luck!)


Aqua-Thor wrote:

I would like to present Iacamo Cymbol, the younger son of a lesser noble sent into the wilderness to be rid of for his odd ways. I see him a a secondary fighter with some utility "spellcasting" specializing in fear effects.

If I could be bold enough to make a request. I'd love for Iacamo's special object to be a masterwork darkwood klar carved to resemble a drake skull, with the blade made of cold iron. This would have been made to exacting specification dictated to the weapon smith by Iacamo from Tohte, Iacamo's spirit guide.

** spoiler omitted **...

Whats the legendary tag you've added to your character? I thought aside from the legendary Kingmaker addon the DM will be using for kingmaker, character stats were pure Pathfinder?


Do you allow the Unchained Monk to take the Master of Many Styles Archetype?


Shady_Motives wrote:
Aqua-Thor wrote:

I would like to present Iacamo Cymbol, the younger son of a lesser noble sent into the wilderness to be rid of for his odd ways. I see him a a secondary fighter with some utility "spellcasting" specializing in fear effects.

If I could be bold enough to make a request. I'd love for Iacamo's special object to be a masterwork darkwood klar carved to resemble a drake skull, with the blade made of cold iron. This would have been made to exacting specification dictated to the weapon smith by Iacamo from Tohte, Iacamo's spirit guide.

** spoiler omitted **...

Whats the legendary tag you've added to your character? I thought aside from the legendary Kingmaker addon the DM will be using for kingmaker, character stats were pure Pathfinder?

Hey cousin! Iacamo always liked you. You never made fun of me. Real shame about what happened, but I know a guy who says you might still have a shot at the redhead.

About [legenday], that's the company that printed the version of medium I'm using. I couldn't figure a better way to label it. Hmmm. Maybe [covenant]?


Ah. And yeah, I put in the redhead for plot hook that once we (if chosen) get established, maybe she'll come down to say "F*** those guys, let's get married!"

Or something.


GM Kingslayer wrote:

The recent storms that blew through the East Coast downed the servers at out local Charter, so I have been without the Internet until today. Sorry for the wait! I should have a post up in 2-3 hours. I am about to fix some salmon and mac'n'cheese!

Shivatha- You may stat up Shivatha according to these guidelines. Your Eidolon side must be your 'set class' and it will follow the progression on the Eidolon table, but with statistics matching what it would have been without the HD being removed at said levels.

Sorry to hear about your downed internet, that sucks.

The salmon & Mac'n'Cheese sounds worse though to me (blech, I hate salmon).

Here's Shi'Vatha rebuilt using your guidelines. I re'fluffed the campaign trait 'brigand' to be instead church oriented (+1 with clergy instead of thieves). Made more sense given Shi's background. Speaking of which, I'll get you an updated background that works for Kingmaker.

I think, what you mean above about 'statistics matching what it would have been without the HD being removed' means that at level 4, he still gets his evolution pool boost, but, his Hit Die, saves, and so on come from the other half of the gestalt, since his eidelon half has none. I'm perfectly fine with that.


Roonfizzle Garnackle- You are correct on the ability scores question. And, in case you are curious, I do allow players to use Bleachlings, so if you want to use one, or become one, feel free! I assume that you are familiar with Bleachlings?

Cuan- You may pick one if you make that racial substitution.

JDPhipps- I do not mind at all! There's even a nation in the River Kingdoms that is filled with Galtan expatriots and exiles.

Moon Papa- I surmised as much! I will definitely allow PCs to build distillaries and will even allow for the kingdom to produce high quality/magical alcohol as a trade good, should people choose to go that route!

Aqua-Thor- I will allow that as your starting item.

JonGarret- I do!

Mdt- You are correct!


May I present Ciana

Thank you for your consideration.

Spoiler:

Ciana Andu
(Picture)

Gnome, Cleric of Desna / Bard (Gesalt Level 1)
Chaotic Good, Small Humanoid (gnome)
Initiative +2; Senses Perception +6
Languages: Common, Gnome, Sylvan.

Hit Points: 9 (1d8 = 8 + 1 con )

Armor Class: 21 = 18 +2 dex +3 armor + 2 shield +1 size
Armor Class Touch: 13 = +10 +2 dex +1 size
Armor Class Flatfooted: 16 = +10 +3 armor +2 shield +1 size

Fortitude: +4 = +2 class +1 con +1 trait
Reflex: +4 = +2 class +2 dex
Will: +5 = +2 class +3 wis

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 25 ft (20 ft base +10 ft domain, medium load)

BAB: +1 = +0 class +1 size
CMB: -1 = +0 BAB +0 str -1 size
CMD: 11 = 10 +0 BAB +0 str +2 dex -1 size

Melee
Long Sowrd +1 (1d6 / 19-20, x2)
Starknife +1 (1d3 /x3)
Dagger +1 (1d3 /19-20, x2)

Ranged
Light Crossbow +3 (1d6 /19-20, x2) (40 bolts)
Starknife +3 (1d3 /x3)
Dagger +3 (1d3 /19-20, x2)

Other Abilities
• Channel Positive Energy (1d6, 6 times per day)
• Bit of Luck (Sp) (Any time the target rolls a d20, he may roll twice and take the more favorable result) (6/day)
• Agile Feet (Su) (ignore all difficult terrain for 1 round) (6/day)

Spells
• Raical (1/day + 1 use of 1 spell per day)
dancing lights, ghost sound, prestidigitation, and speak with animals

• Cleric (Luck and Travel Domains)
0-level (3; DC 13): create water, detect magic, stabilize
1st-level (1+1+d; DC 14): shield of faith, summon monster, longstider(d)

• Bard
0-level spells: message, know direction, mage hand, prestidigitation (at will)
1st level spells: grease, silent image (2 of 2 spells slots)

----------------------- Ability Score -----------------------
Strength 10 (+0) (2 pts) -2 racial
Dexterity 14 (+2) (5 pts)
Constitution 12 (+1) (0 pts) +2 racial
Intelligence 12 (+1) (2 pts)
Wisdom 16 (+3) (10 pts)
Charisma 16 (+3) (5 pts) +2 racial

----------------------- Skills -----------------------
Skill points 10 = (+6 class +1 int +2 camapaign +1 favored class) x1 class

Skills Total Rank CS Ability ACP Misc

Acrobatics n/a = +0 rank +2 ability -1 acp
Appraise +1 = +0 rank +1 ability
Bluff +3 = +0 rank +3 ability
Climb +0 = -1 rank +0 ability -1 acp
Diplomacy + = +1 rank +3 cs +2 ability
Disguise +4 = +0 rank +3 ability
Escape Artist +1 = +0 rank +2 ability -1 acp
Fly +3 = +1 rank +2 ability -1 acp
Handle Animal +3 = +0 rank +3 ability
Heal +3 = +0 rank +3 ability
Intimidate +3 = +0 rank +3 ability (-4 vs larger targets)
Knowledge (Arcana) +6 = +1 rank +1 ability +3 class +1 bard
Knowledge (Dungeoneering) +2 = +0 rank +1 ability +1 bard
Knowledge (Engineering) +2 = +0 rank +1 ability +1 bard
Knowledge (Geography) +4 = +0 rank +1 ability +1 bard
Knowledge (Local) +8 = +1 rank +1 ability +3 class +2 racial +1 bard
Knowledge (History) +2 = +0 rank +1 ability +1 bard
Knowledge (Nature) +4 = +0 rank +1 ability +1 bard
Knowledge (Nobility) +6 = +1 rank +1 ability +3 class +1 bard
Knowledge (Planes) +2 = +0 rank +1 ability +1 bard
Knowledge (Religion) +7 = +1 rank +1 ability +3 class +1 bard +1 trait
Linguistics +7 = +2 rank +3 cs +2 ability
Perception +6 = +1 rank +3 ability +2 racial
Perform (Oratory) +4 = +1 rank +3 ability +3 class
Ride +1 = +0 rank +2 ability -1 acp
Sense Motive +7 = +1 rank +3 ability +3 class
Sleight of Hand +1 = +0 rank +2 ability +2 improvisation -3 acp
Spellcraft +5 = +1 rank +1 ability +3 class
Stealth +9 = +1 rank +2 ability +3 class +4 size -1 acp
Survival +3 = +0 rank +3 ability
Swim +0 = -1 rank +0 ability -1 acp

----------------------- Traits -----------------------
Naturally Gifted For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Zealot You gain a +1 trait bonus on Knowledge (religion) checks, and that skill is a class skill for you. As long as you remain completely faithful to the tenets of your faith (as determined by the GM), you never suffer from the Bleaching.

Rostlander Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

----------------------- Feats -----------------------
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (3 targets may be selected not to receive channeling)

Arcane Strike You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

----------------------- Racial Abilities -----------------------
• Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
• Slow Speed: Gnomes have a base speed of 20 feet (base speed 30 ft due to Travel Domain)
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
• Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day — dancing lights, ghost sound, prestidigitation, and speak with animals. (Caster level 1; DC 11)
• Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
• Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
• Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial Traits.
• Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

----------------------- Class Abilities -----------------------

Cleric:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Faint)

Spells: 3 0-level (DC 13); 1+1+d 1st-level (DC 14);

Channel Energy (Su): 1d6 (DC 14) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (6 times/day)

Domains:

~ Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6 times per day)

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

~ Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6 times per day_

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Bard:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: (6 rounds per day) A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Countersong (Su):
• Distraction (Su):[/b]
Fascinate (Su): (Will Save DC 12) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su): +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

----------------------- Equipment -----------------------
Starting gold 500 gp

Studded Leather Armor - 10 (25g)
Darkwood Heavy Shield - 2.5 (207g)

Long Swoard - 2.0 (15g)
Dagger - 0.5 (2g)
Starknife - 1.5 (24g)
Light Crossbow - 2.0 (35g)
(10 Bolts x4) - 2.0 (4g)

Silver Holy Symbol - 1.0 (1g)
Spell Component Pouch - 0.5 (5g)

Backpack - 0.5 (2g)
Pouch, Belt - 0.25 (2g)
Waterskin - 1 (1g)
Bedroll - 1.25 (1sp)
Chalk (10) -- (1sp)
Flint and Steel - 0.0 (1g)
Rations (4 days) - 1 (2g)
Expoerer's Outfit - 0.0 (0g)
Healer's Kit - 1.0 (50g) (10 uses remaining)
Holy Water - 1.0 (25g)
Ioun Torch - 0.0 (75g)

Map of the Stolen Lands (Currently only borders and small outskirts from other River Kingdoms)

Coins
23 gp
9 sp

Current load: Medium (28.0 lbs)
Encumbrance
22.5 lbs. / 45 lbs. / 67.5 lbs.

----------------------- Description -----------------------

Race: Gnome
Gender: Female
Age: 54
Height: 3 ft
Weight: 33
Hair Color: red-brown
Skin Color: lightly tanned
Personality: Happy go lucky. Looking to see what the world and Desna have to offer and who she can help along the way.

----------------------- Background -----------------------

Ciana (chee-AHN-ah) was born to Jevyn Andu a veteran ranger and Loriceli Andu a priestess of Densa. Once Loriceli became pregnant the pair of gnomes settled in a small village several days travel from Restov. The villagers came to thank whatever gods they woshiped that the gnomes did settle as their skills were a great help and boon and help to those in the small region.

Ciana was a restless child always wanting to explore and see more. She grew up on her parents tales and those of the villagers of the swordlords. As she became older she heard the call of Desna and needed to travel. She left home as a young gnome, against her parents’ wishes and found herself in Restov. There was much to see and learn but also many dangers. It was not a month before she returned home, humbled by the experinces, but determined to learn more before she would set out again.

Ciana would travel with her parents through southern Brevoy where she was first taught and learned what it was to be a choosen of Desna. She latched on to that calling becoming a devout priestess. She also found that she had a knack for minor arcane magics and seemed to be inspire those around her with the stories she learned in her travels.

Once she was old enough Ciana left with her parents blessings and begane to wander and travel. She would use her skills to help those in need and her stories of old and new made sure that she never went without a roof over her head or food to fill her belly.

It was only recently that a call went forth offering a charter those who would explore and make safe the lands to south of Rostland, the Stolen Lands. Eager to help Ciana signed on with a motley crew of adventures who would see to just that.


Background, Shi'Vatha:

Shi'Vatha, which in the Celestial tongue means 'Seeker of Evil', Warden Archon of the 7th Tome Zaphkiel was never a very good Warden Archon. Or rather, he was a very good Warden, and little escaped his notice.

But he was not stoic and stone faced like the other Warden Archons. He enjoyed listening to stories, he smiled at things the others found no more important than a stray breeze.

So when Iomedae came seeking an entity willing to form a bond with one of his chosen Paladins, not as a spirit companion, nor even an animal companion, but as a lowly summoned creature of little power, Shi'Vatha thought for only a few minutes before grinning at the god and stepping forward.

Iomedae was not sure of this choice, but it would be dishonorable to turn down one who had volunteered to give up so much. And so Shi'Vatha gave up the power he had and bonded to Casarina Methaila, a valiant Aasimar Summoner Paladin of Iomedae.

Shi'Vatha was not as strong as most eidelon's, due to his summoner's primary path being that of a Paladin, however, he was an excellent scout, his small feline form allowing him to sneak through places Casarina could not and ferret out information for her.

The two were quite the well known pair in the Church of Iomedae, and got many of the most dangerous assignments. They were well respected, even though the two had something of an odd couple feel to them, for Shi had a wicked sense of humor, while Casarina had no sense of humor at all.

The church respected the pair, none-the-less, for they were especially well known for tracking down dangerous artifacts and destroying them, wherever they might be hiding (or hiden!). However, they were also very good at investigating mysteries as well.

It was on one such assignment that the team met a horrible ending of their pact. Casarina had been tasked with investigating the sudden betrayal by a priest of his flock, and subsequent sacrificing of many of them to some unknown entity.

The pair did as they normally did, Shi'Vatha scouting ahead (although close enough not to lose his life force from being too far separated from his partner), and Casarina dispatching foes with the occasional assistance from Shi'Vatha.

Unfortunately, they fell into a trap devised by those who had turned the priest. The two were captured, and taken to an evil cave where blood was spilled in a horrifying magical rite. Casarina's mind was broken with fell magic, and her former good and right nature turned to chaos and evil. Casarina awakened and began to walk the path of an anti-paladin summoner.

The ritual did not go as expected though, for it had not been performed on someone who was both a Paladin and Summoner before. Casarina's tie to Shi'Vatha was rent assunder, both gaining a burning rune on their forehead as the bond was rent. Casarina could not summon a new eidelon, and Shi'Vatha could not return to his home.

Casarina was afraid to kill her former ally, for fear her ability to summon, or use summoner magic, would also be destroyed permanently. So she locked the catlike eidelon in a steel cage and tortured it when bored.

After several months of such treatment, amazingly, Shi'Vatha's shattered mind began to reform, the madness induced by the destruction of his bond receding, and his original good and upright nature returning. Finding himself suddenly able to control his own evolution, he waited for Casarina to depart on a murder spree, and evolved an upper torso, turning himself into a taur. Using his newfound hands and skills, he used a bent nail from the wooden floor of his cell to pick the lock and flee back to the church to tell them what had happened.

The church of Iomedae is nothing if not loyal, and Shi had shown such loyalty as few have for the church. However, his manners and mannerisms were not... exactly what they expected of either a paladin or a paladin's creature. And his newfound (and understandable) attitude of Antipathy toward Paladins was also something of an embarrassment.

So while the church is still very friendly toward Shi, and accords him a priest of Iomedae, he is not sought after often to go on missions. Indeed, while he's still accorded all priestly ranks and favor, Shi has officially gone on 'sabbatical'.

The church, wanting to do right by Shi'Vatha, has asked the Brevoy lords who are mounting an expedition to the Stolen Lands to employ Shi'Vatha in their group. They feel getting him away from church politics and the Paladin training grounds would be good for both the church and their loyal priest in absentia.

Also, I picked a small MW longbow for the free MW weapon. Shi's proficient with all martial and simple weapons (outsider). I figured since he's not likely to ever need melee weapons, a ranged weapon made most sense. I spent 200gp in starting funds to add the +2 STR bonus to the MW bow.


Pathfinder Lost Omens Subscriber
GM Kingslayer wrote:
Bandw2- Zartana is correct. Don't worry, I'm not one of the GMs who shies away from newer players! Also, based on the fact that your class is reasonably balanced, does nothing over the top, and is, essentially, a hybrid class, I will allow it.

sweet, thanks. :D

also, man you really go all out.


Bandw2- What do you mean?


Awesome! I'm aware of Galtran, but that's still full of... well, full of people from Galt. He's grown immensely disillusioned with what's going on around him, as he realizes the Gray Gardeners are more agents of chaos than of order. As a man of many principles, he eventually realizes that Galt is a poison and that it's one he wants no part of.

He'd likely have the Pioneer trait, at least until I could think of something else fitting for him.


Pathfinder Lost Omens Subscriber
GM Kingslayer wrote:
Bandw2- What do you mean?

i mean, replying to everyone, reading my class and the other stuff for other people, it's impressive.


My fluff needs to be redone, but this is my submission. His crunch should be all finished. I'll let you know when his background and gear is complete.


Well, took me a bit longer than planned, but I've actually gotten two characters together. The first is a character I never really got the chance to take the places I wanted to go due to real life springing up, the second is mostly a character concept I'm polishing up as the first can only function in a group that's... progressive? So, first off, introducing Lineera Vonnarc, Drow Oracle/Witch, who's heard the call of otherwordly beings teaching her of a new good, a new way to help people, by being a necromancer with a heart of gold... well, maybe not gold, but better than most necromancers. :P She was originally conceived as an answer to a question sarcastically asked as to who would actually worship a death god like those in DnD and the like in real life? My best answer was basically the type of person who would think that organ donors are a great idea, but lives in a society that doesn't have medical technology, and instead has necromancy.

The Crunch:
Lineera Vonarc
Drow Oracle of Bones 1/Witch (Gravewalker) 1
TN Medium humanoid (elf)
Init +2; Senses darkvision 120 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +0, Ref +2, Will +4; +2 vs. enchantments
Immune sleep; SR 7
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee short spear +0 (1d6/x2) or
Ranged Sling +2 (1d4/×2)
Spell-Like Abilities (CL 1st; concentration +8)
. . At will—detect magic
. . 1/day—dancing lights, darkness, faerie fire, feather fall, levitate
Oracle Spells Known (CL 1st; concentration +8)
. . 1st (5/day)—Tap Inner Beauty, Bless, Cure Light Wounds
. . 0 (at will)— Create Water, Enhanced Diplomacy, Purify Food and Drink, Virtue
. . Mystery: Bones
Witch Spells Known (CL 1st; concentration +8)
. . 1st (2/day)—Blood Money, Burning Hands, Carrion Compass, Comprehend Languages, Enlarge Person, Mage Armor, Nature's Paths
. . 0 (3/at will)— Arcane Mark, Bleed, Dancing Lights, Daze (DC 14), Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Patron: Healing
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 20
Base Atk +0; CMB +0; CMD 18
Feats Drow Nobility[ARG], Command Undead, Spell Focus (Necromancy)
Traits Talented, Focused Mind, Birthmark, Pioneer (Ride)
Drawbacks Hedonistic
Skills Bluff +9, Diplomacy +9, Intimidate +9, Knowledge Arcana +8, Knowledge History +8, Knowledge Religion +8, Perform Sing +10, Sense Motive +6; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon, Celestial, Draconic, Dwarven, Infernal
SQ imbued shot, poison use, silver tongue
Combat Gear
Large Wooden Shield, Cestus, Shortspear, Sling
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).

Drow Immunities - Sleep You are immune to magic sleep effects.

Command Undead - As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Spell Resistance (7) You have Spell Resistance.
--------------------
Equipment
--------------------
Large Wooden Shield,
Cestus,
Shortspear,
Sling,
Parasol,
Entertainer's Outfit,
Cleric's Vestments,
Courtier's Outfit w/ Jewlery,
Royal Outfit,
Chronicler's Kit,
Paper x5,
Ink,
Inkpen,
Sealing Wax,
Signet Ring,
Grooming Kit,
Soap x10,
Perfume,
Shaving Kit,
Collapsible Bathtub,
Small Tent,
Blanket x2,
Bedroll,
Riding Saddle,
Saddlebags,
Bit and Bridle,
Light Wagon,
Cards,
Dice,
Small Chest, 31 GP, 6 SP

The Fluff:
Alignment:
TN "(In character) I believe in protecting the welfare of all the peoples of the world. People tend to want to add terms like "good" or "evil" to people, but I personally think this just gets in the way. While many in the church do much great work, often times tenets or bureaucracy or restrictions can get in the way of this.

Not to say that these don't serve their purpose, but people from all walks of life can do good deeds. If we hold that one way of doing things is inherently better than the other without exception, then we not only deny ourselves from seeking out the best path, but we dismiss the great acts done by others.

But um, sorry, I'm getting off track. I seek to help all people, live fulfilled lives, and when the time comes as it does to all people, help them greet their deaths with peace instead of anxiety. Sometimes doing this requires doing things some find unsavory, but for the good of the people, it's a small price. Uh, does that explain it?"

Appearance:
Lineera stands a modest 5'8" and weighs in at 126lbs. With the typical brown hair and green eyes of her line, Lineera fails to stand out in the crowd with exception to her blithe smiles.

Her hair, which loose would fall to the small of her back, is generally tied up in elaborate, half up, braids. Every day, she baths thoroughly, applying perfumes and oils afterwards. In terms of clothing, she has alas taken to wearing clothing that leaves little to the imagination as one further step in her stubborn rebellion. Attempts to blend into society at large (which may well frown upon this) has led to her typically being covered head to ankle in a long, black, hooded cloak. But as not a full Robe, the loose fastenings tend to give the average viewer an understanding that not that much else lies beneath. On her right arm, she wears a wooden shield bound in leather and rimmed with steel with the markings of a skull, which she appears to have attempted to make smile.

Most would view Lineera as a quite attractive women, but as always, matters of taste can change this opinion substantially.

Lineera Vonnarc Example

Personality:
Chipper would be an exageration, but Lineera is generally surrounded in an infectious state of relaxed happiness. Those in her company usually find her be peaceful and uplifting to be around, assuming of course that they're not attempting to take advantage of her or find her beliefs abrassive.

Depending on who you ask, Lineera may be seen as either a pacifist or a constant aggressor. She is indeed equipped for and thoroughly prepared for a fight in most circumstances, but she typically chooses to try to avoid conflict verbally, and disarm her opponents should that fail. All that said, assuming she sees or hears of something she views as an afront to good folk, she'll go charging after whomever it is to attempt to give them a stern lecture (which then often leads to a fight). But even when delivering such a lecture, she typically comes off as friendly, and calming, as her demeanor seems to not let her do much besides.

Her religious views bring her into conflict with many due to her views on undeath, which views them as a way to honor the dead, by allowing them to continue to serve their living family and the good of mankind, as their souls enjoy the afterlife. As such, Lineera still views sentient undeath as an abomination.

Lineera typically has a hard time relating to people when it comes to her pechant for dressing and acting somewhat creepy. As a priestess shrouded in black robes, sometimes followed by a small throng of undead, and then acting like it's merely a nice day for a stroll, tends to unnerve people. Her attempts to not unnerve people have been an ongoing, but always failing.

Ten Minute Background:
Background Elements:

#1. Grew up underground in a large, primarily human city, far in the cold north of city. Populace was far more traditionally Chaotic Evil than Lineera. This society greatly disapproved of undeath despite this. This in large part led Lineera to her conclusion that undeath wasn't that bad by disassociation from where she grew up.

#2. Was born into a noble family in the underground before fleeing to pursue more selfless goals than her family. Wishes to keep heritage a secret.

#3. Used to belong to the church of Pharasma, but left on bad terms due to Lineera's lenient views on undeath. [Following depends on class taken, whether or not EoM is used, etc.] Currently, either follows Charon, or has gone rogue as a sorceror who practices necromancy/healing magicks, but still worships Pharasma personally. Has traveled the land, helping people whenever she can and attempts to spread her beliefs in this way.

#4. Lineera seeks companionship, as her upbringing, religious views, and traveling lead her to being near constantly alone, and even with company rarely forming close friendships.

#5. Lineera has a love of alchohol, though rarely does it delve into extreme excess, but she views it as another way to ease the suffering of people. Personally, she tends to prefer hard liquors, though will normally only drink one to two shots.

Goals:

#1. Lineera wishes to return home someday to convince people of the error of their ways. However, due to her disbelief that she could convince them of such, has distant dreams of one day returning as a conqueror... perhaps.

#2. Lineera wishes to marry someday, though hasn't generally given it much thought and only expects to actively pursue such matters in the distant future.

Player Goal:
#3. Personally, I want to see Lineera shake up the religious landscape with her beliefs. Maybe in the end she gets branded a heretic and gets burned at the stake (kinda hope not on that part), or maybe she manages to found her own religion. Or perhaps end up exchanging some serious words with Pharasma herself, maybe convincing her of her views, maybe not. All I know is that as a player, that's what I want to see for her.

Secrets:

#1. Lineera's departure from the church of Pharasma was only in part due to her conflicting beliefs. In truth her primary motive was to evade her family, who she's learned is looking for her.

#2. Despite actively pursuing and maintaining an altruistic lifestyle, Lineera always feels the pull of her ancestry to act in a purely selfish manner.

#3. Lineera's father, who is actively hunting her right now, is actually doing so to ally himself with her. As opposed to drag her back in chains or worse as she fears.

People:

#1. Relonar Vonarc, Lineera's father. Constantly looking for her, Lineera avoids him with all her being for fear of punishment or being taken back to her home city. Unbeknownst to her, he actually shares much of her morality, and used searching for her as an excuse to escape the Drowish city himself (and his wife).

#2. Legault Moore, Lineera's mentor in the church of Pharasma. Initially, Legault took this starry-eyed youth under his wing with her pleas to hide her from her family. But as the years came and went, this human priest eventually came to regret it, as Lineera's off-colored views of undeath came to reflect badly on him. While the church put up with her as a nuissance for some time, he was ultimately happy to see her go.

#3. Robert "Ol' Thatcher": A rustic and aging man from a small fishing and farming community, Ol' Thatcher served as both a village elder and general repairman for the community. Robert stepped in for Lineera as during her travels, he found her on the verge of being ran out of town for her necromancy. Willing to hear her offer, he made the inroads for her to help the community attending to recently injured and ill farmers with her magic.

In return, Robert provided her with food and board during her stay, and listened to her own philosophy on life and death. While he listened, and certainly appreciated what Lineera was attempting to do with necromancy, he still believed her to be naive and misguided about the practice, but the two parted on good terms.

Quirks:

#1. Lineera tends to bite her lip when she's nervous, but quickly stops if she notices someone looking at her. A result of her mother's stern discipline.

#2. Lineera loves spicy food, and while she'll typically (and poorly) attempt to hide her enthusiasm, she's willing to pay far more than the food is worth to obtain it.

#3. Lineera's afraid of thunder and lightning, due to never being exposed to it as a child, due to living underground. As such, she tends to shun mages who dabble or otherwise practice any form of lightning magic.

#4. Her view of necromancy as a good thing, makes her comfortable around corpses, regardless of the state of decomposition. The smell can still get to her though.

#5. Lineera remembers her departure from her home city. She'd left officially on a raid to capture slaves to help the city's (and more importantly, her family) economy. Once clear of the city, she rode with several others for days, until one night she stole one of their mounts and fled until it died from exhaustion. Then ran until she stumbled upon Legault, begging Sanctuary of him.

#6. Sometimes Lineera wishes she could return to the Temple of Pharasma that she came from, but the barely hidden smile that was on Legault's face the day she left tells her to just stay away.

Prose Background:
Lineera was born and raised in the city of Zirnakaynen of the Darklands as part of one of the great noble houses. She was trained in courtly manners and dances and the like, but was regardless the blight of her mother's eye. Lineera was one of those pesky children who always asked why. Why must slaves be treated poorly? Why must I learn to dance? Why do the Gods require sacrifice? Lineera eventually learned to keep her mouth shut as eventually every question that even began with the word "why" was met with a harsh retribution.

Life continued like this through Lineera's childhood and adolesence, until her constantly disappointed mother decided that she was to attend and assist a slaver raid to the surface world in hopes of toughening the girl up. Lineera quietly obeyed and followed the group to the surface until the group stopped to make camp after reaching the surface. Then, Lineera stole the nearest steed and ran. She ran, and ran, until the beast simply died out from under her, then she continued to flee on foot. This continued until she ran into Legault, a priest of Pharasma, whom she begged for help. Giving her sanctuary within the small, rural temple he lived and worked in, Lineera was reborn as a priestess of the goddess of life and death.

Lineera took to the life of a priestess with zeal, enthralled and loving a world in which she was allowed to live a peaceful, charitable life. Yet quickly, there arose a problem. Lineera's upbringing had led to her view of the world to be a warped and confused thing. In the culture of her upbringing, Necromancy had still been considered a lowly, base form of magic to be distained. Why bother killing your enemies to just raise them from death? Yet her rebellion from this culture quickly warped into her rebelling from this as well. Pharasma teaches that undeath is an abomonation, that all things must come to their natural end. Lineera agrees, with sentient undeath. But the lower forms of undeath are another matter in her mind. Why can the dead not allow their bodies to continue to serve the land they came from, while their souls enjoy whatever afterlife they are in?

This line of thinking lead to constant debate and discussion of the matter between Lineera and Legault, and any other priest or priestess who happened to hear her heretical philosophies. This continued for years until despite her pleasant demeanor and calming nature, she was despised by all her fellows in the temple life.

Eventually, a Drowish man who came for information clearly looking for Lineera. Weary of her presence, but commited to the promise of protection he had offered her, he turned the man away, professing no knowledge of her. When she learned of this the next day, Lineera realized the description given was that of her father. Lineera once more turned to the road, apologizing for leaving, but leaving to the general sigh of relief of the temple.

Once more on the road, Lineera fled north from Andoran, the location of the temple, through Druma, Kyonin, the River Kingdoms, the west into Ustalav. During this flight, Lineera still felt the calling. The temple was wrong, Pharasma did not despise all undeath, just the soulful kinds like liches. She could help the world with necromancy if the world would just listen. So a new goal besides flight took form during her journey: spread the teachings of Pharasma as they were meant to be taught.

Lineera's travels spreading her heretical teachings usually led to her being driven out of town. Nowadays, Lineera takes all the comforts of home with her, living on the road, but as a traveling noble would like to do. Her necromancy is largely self taught, learned by the whispers of... something. Many would claim this was learned by the dark powers, Lineera claims Pharasma herself is teaching her these things. Nonetheless, her skills are currently fairly weak in Necromancy at the moment.

Lineera's wandering travels have taken her to Brevoy, where she hopes in the charters offered of the Stolen Lands, that maybe she can find a home, ears to listen to her message, and the power to keep her safety, and maybe bring her enlightenment back home.

But again, while I love the character concept to death, she's not exactly a good fit for any group, so if you decides that a more palatable character would be better, I do have a second idea I can get rolled out fairly quickly. It's a Cavalier (Standard Bearer)/Bard, who's main party role would be that of a support/buffs caster, but of the entirely non-magical, just a motivational speaker/tactical support kind of guy. Though, obviously from the Cavalier leg of things, a pretty solid ability to bludgeon peeps to death too. Assuming that you'd prefer everyone stick to one app Kingslayer, I'll wait on submitting until Lineera is a definitive no in terms of concept due to bad group dynamics or the like. But he should be ready to go in fairly short order.


Well, I'm gonna back out of this one. I'm going on vacation, and I don't have time to put it together properly and finish everything else I'm doing. Have a great game.


Trait. Noble - orlovsky. Thats all


Forgot to add what I intend with Alazendi if chosen. First off I designed him for multiple roles within the KM campaign (Ruler, Magister, Grand Diplomat, Councilor) and would be happy in any of those. Secondly on the wizard side he will be a builder, using his magic to build walls and roads and buildings and then doing cool but mundane things like enchanting the roads and walls so they never freeze over in the winter time.


What is your view on creation feats? For example the wizard creating magical items for the party and so on, as well as golem creation?


Just need to finish the back story on this Strix Ranger paladin and i am good to go.


On one hand, Bleachling fits well, on the other, I think, he'll be a bit more excitable than most bleachlings, but less so than many young gnomes. I will consider it, but regardless of the decision, I'm not going to age him up past 120, (Next age category is 150). I don't see that as fair.


@ bob
If we both get chosen our characters could be twins(drow)? Might be fun to see how that goes


Bandw2- That's just part of being a good PBP GM, at least in my opinion. For that matter, it's a good life skill to have. After all, if one is going to do something, to do it as well as they can.

Duderlybob- I have no issues with either character. Necromancy may be a hot button issue for some people, but not with me. To me, necromancy is simply using what materials you have on hand in order to accomplish your goals. Maybe to the Church of Pharasma it is evil, but that's somewhat hypocritical, since Pharasma punishes some of the evilest people by sending them back as undead who are often worse than when they still drew breath and can terrorize the innocent in new, more. I imagine that in the River Kingdoms, however, the practice may be viewed in a slightly more positive light, so long as you only utilize the corpses of foes or the willing. Of course, I am a bit biased since one of my favorite books from my 3.X days was Hollowfaust: City of Necromancers, which covered the city of the same name. Said city has several 'guilds' of necromancers, each focusing on some aspect of it. They acquired dead bodies through honest purchase upon a citizen's death and took the bodies of criminals as well. The city actually thrived despite being at the edge of a desert due to several undead tilling farms and such that would have exhausted normal people.

Zartana- Ah, okay. I seemed to have forgotten about it!

Shady_Motives- Funny you should say that, because I've got some rules for those types of items.

Ren Ashbell- Item crafting is allowed in-game although, due to the nature of crafting items, you must wait until you reach a 'safe area' before doing so. Kind of hard to carry crafting equipment around with you in the field anyway.


Surasshu sits at the bar, drinking the finest wine the bar holds. You hear him boast from across the room how he is the victor of 6 duels. Every one of his opponents downed from a single strike from his curved blade. "Ours is the Right!" He shouts out before downing the rest of his wine. He orders some more and continues his tale.


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List of applications, newest first. Please forgive me if I missed someone.

Hammer
Surasshu - Barbarian|Samurai
Zartana - Fighter|?
Roonfizzle Garnackle - Rogue|Aegis
Kree Dera - Ranger|Paladin
Jonathan Haykes - Swashbuckler|Slayer
Shi'Vatha - Unfettered Eidelon|?
Killari Nightshadow - Warder|Ranger
Ra'hl Rogarvia - Ranger|Bloodrager
Adolpho Fiel - Swashbuckler|Magus
(HighonHolyWater) - Gunslinger|Inquisitor
(Wondering_Monster) - Inquisitor|Shaman
Kaalik Coaltongue - Sorcerer|Oracle
(Gigar) - Mindchemist|Ranger
"Owl" - Slayer|Bard

Arm
Lineera Vonarc - Oracle|Witch
Ciana Andu - Cleric|Bard
Unnamed Hero - Oracle|Sorcerer

Anvil
Alazendi Greysilk - Wizard|Bard

Are FCBs restricted to races as per RAW, or any race can take any FCB? How many favored classes does one select in gestalt, and how many boni per level does he get?


Sorc/Fighter

=^^=


@Zartana: I'm all for making background ties, we can certainly try to work something out. Will probably take some work for us to actually act like we're twin sisters, as your character apparently joined a noble house, mine fled into the wilderness for many years, yours is LE, mine is TN. Our characters obviously latched onto rather divergent paths in life for at least some time, to the point I'd wonder if they'd even realize the other is still alive. All that said, feel free to shoot me a message and we can start hammering out brass tacks.

@Kingslayer: Groovy, I just figured it needed stating upfront since due to Golarion's setting, and our general lack of divine spellcasting types, the party runs a serious risk of Lineera becoming the High Priestess of the kingdom, meaning that the group would have to at least in some ways be willing to look at Lineera and say "So... you want to make the state religion in our burgeoning nation heretical apostasy to Pharasma, and you, a heretical apostate Drow is going to head this thing up? ...Yeah, I can't imagine any political ramifications to this, carry on!" So yeah, assuming you think Lineera can find herself a good home on the border of the River Kingdoms, and the party is willing to have a bit of a quirky necromancer in the party, I'll stick with this application and see where we go. :)


Nyaa wrote:

List of applications, newest first. Please forgive me if I missed someone.

Hammer
Surasshu - Barbarian|Samurai
Zartana - Fighter|?
Roonfizzle Garnackle - Rogue|Aegis
Kree Dera - Ranger|Paladin
Jonathan Haykes - Swashbuckler|Slayer
Shi'Vatha - Unfettered Eidelon|?
Killari Nightshadow - Warder|Ranger
Ra'hl Rogarvia - Ranger|Bloodrager
Adolpho Fiel - Swashbuckler|Magus
(HighonHolyWater) - Gunslinger|Inquisitor
(Wondering_Monster) - Inquisitor|Shaman
Kaalik Coaltongue - Sorcerer|Oracle
(Gigar) - Mindchemist|Ranger
"Owl" - Slayer|Bard

Arm
Lineera Vonarc - Oracle|Witch
Ciana Andu - Cleric|Bard
Unnamed Hero - Oracle|Sorcerer

Anvil
Alazendi Greysilk - Wizard|Bard

Are FCBs restricted to races as per RAW, or any race can take any FCB? How many favored classes does one select in gestalt, and how many boni per level does he get?

Missed me!

Iacamo Cymbol - covenant medium/pact magic occultist. (anvil with a bit of hammer)


Pathfinder Lost Omens Subscriber

I think you missed me D: Nyaa, though mine are url links not spoilers, so it's understandable.

(Bandw2) - Weapon-Meister/Wizard (hammer or arm depending on what's needed, so probably put me as arm... although i could also be a tiny bit of anvil, but still put me as arm)


Nyaa wrote:

List of applications, newest first. Please forgive me if I missed someone.

Shi'Vatha - Unfettered Eidelon|?

Shi'Vatha - Unfettered Eidelon| Unchained Rogue


Nyaa, I appreciate the time you took to collate that. A thought, is you might want to list or sort by some of the leadership roles people are suited for as well, or instead, or at least each character's primary 1-2 stats. I know there is A LOT of interest in the Dex roles, primarily spymaster/royal enforcer. (Kinda glad I am general enough to fit more than a couple of the slots)

Edit

Potential Roles from the base list, in alphabetical order: Grand Diplomat (Int, 2ndary Stat), Marshal (Dex, Primary Stat), Royal Enforcer (Dex, Primary Stat), Spymaster (Dex, Primary Stat), Treasurer (Int, 2ndary Stat). (Dex 20, Int 18)


Originally spymaster. But with gestalt,
Now open to a few others.

Primary stats : CHA+5/DEX+5

But being a Drow... well. Thats up to the rest of people. This is taking into account she's chosen =^^=


Hmm. Golden Lion stuff should let Killari pull double duty as arm a lot of the time - mainly be providing extra movement, helping melee characters get in position to full attack, and put down various "aura" like effects that buff defensive and offensive abilities.

I'd love for her to be a spymaster, but I see there's a lot of interest for that, and she could easily be a Magister, Marshal, Treasurer or even Grand diplomat instead. (In descending order of how well I think the roles would fit her.)

Edit: Dex/Int.


Shi'Vatha's two biggest are Dex/Int

Based on skills/stats he'd be good for :

Grand Diplomat
Magister (eventually he'll have some spellcasting ability)
Marshal
Royal Enforcer
Spymaster
Treasurer
Viceroy

As he levels up, his Str will go up, so he'd also be good at :

General
Warden

Basically, he'd be good at anything other than Ruler after a few levels. That makes Shi an easy to transplant character.

Note, his DEX is +5 bonus, and will go up, so that would be the best fit in some way, so Marshal, Royal Enforcer and Spy Master.


Just had a look again
Zartana would fit almost every roll except
Treasurer or Warden


Iacamo, oddly enough seems best suited as High Priest, probably serving as an emissary of the 'old ways,' communicating directly with local spirits, fey and planar spirits as well.

Potentially diplomat as well, especially if there are lots of fey in the region.


Lineera is mostly made to gun for High Priestess, but she could also fill the role of Grand Diplomat, Councilor, Magister, or Ruler if pressed, but it's not really her goal. The ones that whether or not stats agree, Lineera would be no way a good spymaster or treasurer.


Two Drow sisters as Rulers... hahaha


Duderlybob- All things considered, people in the River Kingdoms are relatively egalitarian regarding religious freedom. The only religions that get widespread scorn are Gyronna, Asmodeus, and, in some places, Hanspur. Other than those three, you can pretty much believe what you want. Followers of Gyronna are hated because they're pretty much universally evil and have a code that puts them at odds with the people of the River Kingdoms. Worship of Asmodeus is shunned because he is the God of Tyranny and his teachings violate pretty much all of the Six River Freedoms. And some people just plain don't like Hanspur the River Rat, possibly because he's a giant, deific rat.

Liberty's Edge

Hello!

I am somewhat new (read first time) in PBP, I hope that I get everything right. I am interested in playing. I don't have any immediate questions, reading the intro and everyone else's posts has been pretty helpful at answering any I had. I might have missed it but just to double check, will Skill Unlocks be allowed?

This is a rough skeleton of the character I would be playing, his name is Atamar Gorrin. He is a Half-Orc Inquisitor (Sanctified Slayer) mixed with an Unchained Rogue (Scout).

Character Background:
Atamar originally heralds from a land not of Brevoy where he lived with his father and mother. The land where he came from was one not like Brevoy where Half-Orcs are tolerated and he faced a great deal of bullying as a child. During one such bullying Atamar lashed out against the perpetrators and injured a young girl by accident leading to problems for him and his family in their local community, who were already wary of the young Half-Orc and his father. Deciding it was time to leave his parents had heard that the lands of the River Kingdoms were more tolerant of his kind and so they fled in the middle of the night via ship.

Once arriving in Brevoy, Atamar and his parents ended up in Rostland, the home of the Swordlords, where they managed to make a small life for themselves. Growing up in Rostland, Atamar find himself befriending and eventually joining in with worshipers of Desna. He enjoyed the freedom that the worshipers extolled and took it as a sort of Divine Providence that Desna must have been watching over him to end up in the company of such positive folk.

Atamar over the years became renown among his community for his devotion to Desna and for his highly skilled nature in surviving the wilderness of the land. He became an accomplished slayer of beasts, helping to stave off wild animals more than once, and has participated in numerous expeditions exploring the local land and helping to guide others.

Hearing of an expedition to help chart and reclaim the Stolen Lands, Atamar could not help by apply for this position as it seemed like a once in a lifetime opportunity. He hopes to help the group he travels with survive the perils of the wilderness, both in their more animate forms and against the natural hazards. He also hopes that, if they are successful, he can use is claim to the land to help establish a strong following of Desna in the area, and to help keep the land free from slavery and persecution.

Character Personality:
Atamar by nature is a cheery fellow who wishes nothing more than to make friends with those around him. By his troubled time as a youth, and his experience dealing with beasts, bandits and other unsavory beings from the Woodlands has taught him that often one must bring the force of fear into their opposition in order to make them see reason.

As a follower of Desna he takes great effort to uphold her ideals, deeply valuing freedom and the ability to explore new areas. He tries when he can to show others the great virtue of Desna, but will not force his ideology on others if they do not seem interested.

Atamar takes a interest in natural world around him, and the various beings that inhabit the various realms, and is a natural scholar of them, learning both for pleasure and for survival. While he does not enjoy the unnecessary killing of any living thing, he will not hesitate to do so if he believes that it is necessary.

Character Mechanics:
Being an Inquisitor/Unchained Rogue Atamar is naturally at home in the "skills" department. Intimidate, Monster Identification, Survival, Perception, Disable Device, Sense Motive, Stealth (eventually) are all areas in which he excels at. He will also be somewhat proficient in things such as Climbing, Swimming, Spellcraft, Diplomacy, Bluff, Heal, and Acrobatics.

He uses his natural cunning in place of his lower charisma for Diplomacy, Bluff, and Intimidate.

Combat wise he focuses on the standard TWF that most Rogues tend to follow, trying to generate sneak attacks (both from Rogue and Inquisitor side) through flanks, flat-footed opponents, and charges. He also will be able to add the utility of Debilitating Injury and I might take him down the Power Attack-> Corrungun Smash-> Shatter Defenses route and mix that up with the skill unlock for Intimidate as a source for powerful debuffs.

Of course he can and will supplement both his skills and combat prowess through the spellcasting that Inquisitors get.

That's all I got, if you (or any other applicants) have any questions for me, I'd be happy to answer them.

Cheers!
-Jim


This is Owl's main profile. After a few days I realize I have a smaller chance of a DM even allowing a werewolf in the party so I will go with that. So no Owl. I will go with Cassandra Lupin, Slayer 1/Natural Werewolf 1. I assume Latin isn't a language so none in the realm would make the connection with the name.

Crunch so far. Working on backstory and items.

Cassandra Lupin:

Female Human Slayer 1/Natural Werewolf 1
CG medium humanoid (Human/shapechanger)
Init +5; Senses: Low-Light Vision, Scent Perception
--------------------
Defense
--------------------
AC 18(20 with shield), touch 15, flat-footed 13(15) (+3 Armor 5+ Dex +2 Shield)
hp 12 (1d10+2)
Fort +5, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged: Longbow +7 (1d8)
Ranged+PB+ST: Longbow +9 (1d8+2)
Melee:
Melee+ST:
--------------------
Statistics
--------------------
Str 16, Dex 20(+2), Con 14, Int 14, Wis 14(+2), Cha 10(-2)
Base Atk +1; CMB +4; CMD 17
Feats: 1st Point-Blank Shot, Precise Shot, Weapon Focus (Longbow)
Traits: River Lander, Regional Recluse, Denial of Fate
Languages Common
SQ: Change Shape, Curse of Lycanthrope, Lycanthropic Empathy (wolves, dire wolves), Studied target, track

Skills:

ACP: -1 Armor
(6 class + 2 Int + 1 Human + 2 DM + 1 FC) x 1 = 12
(1) Acrobatics (Dex) +9
() Bluff (Cha)
(1) Climb (Str) +7
(1) Craft (Bower) (Int) +6
(1) Disguise (Cha) +4
(1) Heal (Wis) +6
() Intimidate (Cha)
(1) Knowledge (Dungeioneering)(Int) +6
(1) Knowledge (Geography) (Int) +6
() Knowledge (Local) (Int)
(1) Perception (Wis) +6 (+7 Night)
() Profession () (Wis)
() Ride (Dex)
(1) Sense Motive (Wis) +6
(1) Stealth (Dex) +9
(1) Survival (Wis) +7
(1) Swim (Str) +7

Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Traits and Feats:

River Lander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Regional Recluse: You gain a +1 trait bonus on Survival checks and a +1 trait bonus on Perception checks made at night.

Denial of Fate: Once per day while you are below 0 hit points, at the start of your turn you can choose to stabilize without needing to succeed at a Constitution check.

1st Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Werewolf Special Abilities:

Change Shape (Su): All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

Curse of Lycanthropy (Su): A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex): In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Slayer Special Abilities:

Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

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