GM The Clockwork Regent's Zeitgeist Campaign

Game Master Divinitus


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Sovereign Court

giving him the shielded fighter archtype, because he is meant to be defensive.


This is Trawets71 submission. He is a Half Giant Machinesmith/Mechamage following the technologist theme. He is a technical specialist for the RHC having expertise in technology and the arcane.

I still need to pick one craft. Does anyone have any suggestions on what would go well with the technology theme? I already have craft (machinery)


posting to check to see if the thread is locked or not...

Also will create an alias soon-ish

The Exchange

Edited the fluff to be a little more coherent and changed the oracle mystery to Lore as opposed to Lunar. Hashmal is now all core (not that that means anything).

Updated Fluff:

Brave adventurers. Noble Warriors. Crafty Magicians. He knew them all. Dying wives, mourning fathers, love, loss, pain, and revenge; he knew them as well. He told their stories, but he had never seen them.

Hashmal the Wanderer -- or Hashmal the Lame, was a vagrant fancying himself more of a poet than shaman — a storyteller who lived through the borrowed greatness of others. Ever since he was young he was able to hear the undying voices: bards and poets of the Eladrin speaking through the ages to him. He was able to speak before any of the other children his age. Rather than stumble through rudimentary sounds and syllables, he spoke in full sentences. He could recite the greatest literature of people with ease. Whether Stories, songs, or poems; epics, folklore, or elegies, he held fast the lore of the ancients.
Half born to a dying people, half born to the dominant race on the continent, Hashmal lived a life divorced from both. Though he knew their stories, he never quite knew them. The Wanderer spent his days shambling about Flint, telling stories and making coin here and there. He spent his nights in Bohemian dwellings, smoking pesh and dreaming of white beasts stalking the moon. His own story was mundane, his life inconsequential– easy even, until They came for him.

They — the ominous they — ripped him from his sleep, took him into the dreaming and showed him its nightmares. He saw the fall of Srasama. He watched men and their gods ravage her, her lands, and his people. He learned their dark hope for revenge as the ruin of Elfaivar laid at his feet. As his ruin at Elfaivar laid at his feet. The ruin of those who brought this to his people hung high above his head, just out of grasp. Though there was a process, he knew on that day that he had been initiated. He was a Vekeshi Mystic. A dreaming scion of both a dying race and an ascendant one. Veiling himself in prophetic armor he returned to the streets of Flint, made anew and ready to fulfill his life’s purpose. His was an ancient race, one that knew revenge was best served by living, by striving in spite of extinction. He, now a noble scion of his people’s endurance, would secure their legacy and create their future. Just as Vekesh intended.

Updated Crunch:

Hashmal the Lame
Half-Elf Barbarian (Urban Barbarian) 1/Oracle 1/Gestalt 1 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Ultimate Combat 0)
CG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 14 (1d12+2)
Fort +4, Ref +4, Will +1
Weakness oracle's curses (lame)
--------------------
Offense
--------------------
Speed 20 ft.
Melee elven curve blade +4 (1d10+4/18-20)
Special Attacks rage (6 rounds/day)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—dream
Oracle Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—cure light wounds
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 15, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +4; CMD 14
Feats Extra Revelation[APG]
Traits fate's favored, magical lineage
Skills Diplomacy +8, Knowledge (history) +8, Knowledge (local) +8, Perception +5, Spellcraft +4; Racial Modifiers +2 Perception, revelations (lore keeper, sidestep secret)
Languages Common, Elven
SQ controlled rage, crowd control, dreamspeaker, elf blood, mysteries (mystery [lore])
Other Gear chain shirt, elven curve blade, 30 gp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Fate's Favored Increase luck bonuses by 1.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm whipping up an alchemist/tinker, Technologist theme. Probably going to repurpose an old alias and hope for the best. (For my character's inspiration, see here.)


Finally finished my submission (well I could do more with the fluff we'll see what i can do.

Rosealita Englasias:

Rosealita Englasias ("Rose", AKA "Black Rose")
Female Human Gunslinger (Pistolero) 1 / Alchemist (Grenadier) 1
CG Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+2 armor, +5 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +2 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . handaxe +2 (1d6+1/×3) and
. . unarmed strike +2 (1d3+1 nonlethal)

Ranged
. . "The Petal" +6 (2d6 20/×4 rng 40')
. . "The Thorn" +6 (2d6 20/×4 rng 40')
. . "Petal and Thorn" +4/+4 (2d6/2d6 20/×4 rng 40')*
. . bomb +7 (1d6+4 Fire / range: 20'/ x2)
. . m1914 grenade (concussion) +6 (3d6+1, Rng 20', 20'radius DC 15)
. . m1914 grenade (fragmentation) +6 (4d6+1, rng 20', 15'radius DC 15)

(*The Man with Two Guns Is God feat)

Special Attacks grit 4/day, bomb 5/day (1d6+4 fire, DC 14)

Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +5):
. . 1st—cure light wounds, longshot[UC]

--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 18, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 18

Feats Dodge, Extra Grit[UC], Gunsmithing[UC], Point-Blank Shot, The Man with Two Guns Is God, Throw Anything

Traits firebug, hard to kill, strong arm - supple wrist

Skills

  • Acrobatics +9
  • Craft (alchemy) +8
  • Craft (firearms) +8
  • Knowledge (arcana) +8
  • Knowledge (local) +8
  • Perception +6
  • Profession (gardener) +6
  • Spellcraft +8
  • Stealth +6
  • Survival +6

Languages Common, Elven, Undercommon, Primordial, Dwarven, Draconic
SQ deeds (gunslinger's dodge, quick clear, up close and deadly), power-hungry

Gear mutagen, leather armor, handaxe (x2), The Rose, The Thorn, alchemy crafting kit, artisan's tools (firearms), gunsmith's kit, Leather armor, handaxe (x2), m1914 grenade (concussion) (2), m1914 grenade (fragmentation) (2), metal cartridge (90 or 6 clips), bandolier (x2), tindertwig (9), waterproof bag, wrist sheath, spring loaded (2), 12 gp

--------------------
TRACKED RESOURCES
--------------------
Grit (4/day) - 0/4
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Strong Arm, Supple Wrist (1/round) - 0/1
Bomb 1d6+4 (5/day, DC 14) (Su) - 0/5

--------------------
Special Abilities
--------------------
Firebug +1 to attack rolls with thrown splash weapons.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
The Man with Two Guns Is God (Theme Feat) You have discovered the coolest-looking fighting style in the world.
Benefit: You can draw and attack with firearms as if you had the Quick Draw and Two-Weapon Fighting feats. If you attack with a firearm in the same turn you draw it,
the attack doesn’t provoke attacks of opportunity. Additionally, you can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.

Deeds

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

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

her custom pistols:

a matched pair of "Fabbrica d'Armi M9" semi automatic pistols.

She calls them "The Petal" and "The Thorn"

the grips are aluminum engraved with this design

stats: each pistol fires a metal cartrdige round, fed from a 15 round "clip" it is a swift action to change a clip in a each pistol.

to reload an empty clip with new rounds usually cannot be done in combat.

weapon: range 40', damage 2d6 crit 20/x4, touch attack first range increment (per normal Pathfinder advanced firearms rules), misfire - 1

both of these weapons are considered to have the broken condition when wielded by someone other than Rose.

for a cost of 600 gold these weapons can be upgraded to masterwork as per the gunslinger rules for inital firearm

_________________________________________

Rosealita Englasias ("Rose", AKA "Black Rose")

she was raised an orphan and ended up enlisting in Risur's military. her natural ability with technology got her noticed by a noble that was forming an elite fighting force of guerrilla commandos. She fought in the 4th Yerasol War. where she ended up a prisoner of war.

she was tortured and beaten and raped in the prison camp. and she was abandoned by her fellow comrades.

Eventually she found her freedom she was sent to recover on the R.N.S. Impossible, where she ended up befriending Captain Rutger Smith.

after the war, she took on the role of Captain Smith's personal house servant, where she tended to his family. she also took it upon herself to be his personal bodyguard as needed.

during her imprisonment Rose had a Daughter (Fabiola) but the child was taken at birth and Rose always assumed the child died or possibly killed.

she discovered old records from the prison in Capt. Smith's study giving clues that she may still be alive.

her tattoo on her lower back

her calling card


I'm feeling increasingly better about not going for my original magic gunner plan, since firearms seem to be very popular in the submissions here. XD They DO have a certain appeal, though... especially in settings like this one.


Rednal wrote:
I'm feeling increasingly better about not going for my original magic gunner plan, since firearms seem to be very popular in the submissions here. XD They DO have a certain appeal, though... especially in settings like this one.

I'm sorry rednal if I had anything in your decision, you should apply with what you want to play.

Rose is a character I have been toying around with for a while, just necver had a game that I could actually play her the way I had envisioned her.

I had to make a custom weapon, so the model I mentioned isn't in any book. I took the stats from d20 modern and re-tooled for this game, giving it a unique name.

funny though, I used the actual name of the Italian company that makes Berretta.


No, no, I made that choice BEFORE we had a lot of other guns submitted. XD Don't worry about it!

(Actually, a big part of the reason was saving the idea for another game...)


HEEEEEEEY! Princey told me to let everyone know recruitment is closed in approximately 12 hours and 32 minutes! I'll try to get my big bad golemoid done soon, but he knows what my submission i! ^_^


is Princey still having trouble posting?


Well, Jasper Varmine (not Jasmine, Xentik!) doesn't look to be undergoing any changes. Inspite of the great appeal of guns and of that Steamwright class. Those custom pistols of Rose's didn't help! It made me go back and take a hard third look at it all. Especially to find those Grenades in the Reign of Winter adventure path (which explodes at the beginning of your next turn, a hazard in my eyes from previous experience).

Though it doesn't mean that all that research won't go to waste. Steamwright will show up a tiny bit, in the Alchemist Discovery (probably level 2) for one of the Steamwright Inventions will show up. Whether for a Thundershot (if Firearms prove to be completely superior to Bows in Jasper's mind), or for a Magnet Glove to deal with said Guns and other weapons. Probably the Magnet Glove for utility.


Eddie, noppers, he was just sick for a while with his blood sugar yoyo'ing around. He's recovered though. He just didn't want to post while his thoughts were all weird.


Heres my first submission, I have ideas for another two i have been working hhopefuly iw ill be able to get them done before cutoff.

Still need to look up what new equipment is available but that should be the only thing I would have to update for Milah.

Theme is martial Scientist.

Crunch:

N Medium Humanoid (Catfolk)
Slayer 1, Magus (spellblade) 1 (Martial scientist)
Init +5, Perception +8(low light, Scent)

---------------------
DEFENSE
---------------------
AC 18, Touch 14, Flat-footed 14
HP 12 (1d10+2)
Fort +3 Ref +6 Will +3

--------------------
OFFENSE
--------------------
Speed 30 ft.
Masterwork,Cold iron Scimitar +6(+4)(1d6+4/18-20x2)
Dagger +3 (1d4+2/19-20 x 2)
----------------------
STATISTICS
-----------------------
STR 18,DEX 18, CON 14,INT 18, WIS 12,CHR 10
Base Attack +1 CMB +5 CMD 19(20vs trip)

--------------------------
Special Abilities
--------------------------
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Favored Target (Ex): At 1st level, 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 against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses 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 lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action. Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.

Senses Racial Traits

Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.

---------------------
Traits
---------------------
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Arcane Temper: +1 to Concentration and iniatitive

Axe to grind +1 to damage rolls if only you threaten the creature.

Meticulous: -2 to untrained skills
-------------------
Feats
-------------------
Two Weapon Fighting, Catfolk exemplar (scent), Martial Studies.

-----------------
Skills
------------------
Acrobatics +8(+7)
Stealth +10(+9)
Spellcraft +8
Survival + 7
Perception +8
Disable Device +6(+5)
Knowledge arcana +8
Knowledge planes +8,
Craft weapon +8
Craft armor +8
Climb +8(+7)
Swim +8(+7)

------------------
Gear
------------------
Masterwork Cold Iron Scimitar 110gp crafted
dagger .34gp
Masterwork chain shirt 83.34gp crafted
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
74gp 2 sp 2cp


Backstory:

Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight. One day her tribe was attacked by a clan of orcs. Milah hid under the bodies of her slain kinsfolk, watching in horror as her friends and family were slaughtered.

Milah lived the next seven years alone in the wilderness. As chance would have it she encountered a wandering swordsman from Flint. The gentleman was intrigues on how milah was able to weave both swordplay and magic in combat and recruited her to join the war college in Flint.

While other students harbored negative feeling towards her for bewing a catfolk, she did not allow this to get in the way of her studies. Between her natural talents and drive to learn she was able to distinguish herself from her peers and drew the attention of the RHC.

Thisss battle will be my masterrrpiece


Jasper Varmine wrote:

Well, Jasper Varmine (not Jasmine, Xentik!) doesn't look to be undergoing any changes. Inspite of the great appeal of guns and of that Steamwright class. Those custom pistols of Rose's didn't help! It made me go back and take a hard third look at it all. Especially to find those Grenades in the Reign of Winter adventure path (which explodes at the beginning of your next turn, a hazard in my eyes from previous experience).

Though it doesn't mean that all that research won't go to waste. Steamwright will show up a tiny bit, in the Alchemist Discovery (probably level 2) for one of the Steamwright Inventions will show up. Whether for a Thundershot (if Firearms prove to be completely superior to Bows in Jasper's mind), or for a Magnet Glove to deal with said Guns and other weapons. Probably the Magnet Glove for utility.

just to note, Rose's custom guns. are not 100% approved by the GM, most of it was, but there may be needed tweeks later. I did a quick conversion from d20 modern.

I am posting this in case anyone has a concern regarding the weapons. My primary goal is to balanced as well as viable in combat situations.

the biggest problem I have with Rose was I never have enough skill points to get ranks in all the skills I want.


I'm so, so close to finished. Just typing up the page of random notes I scribbled at work.

EDIT: And done!

Crunch:
Dr. Victarian Nikolai Caligori
Human Alchemist/Tinker 1, Gestalt, Technologist
CN Medium humanoid (human)
Init +3; Senses Perception +4
Aura Master's presence (30 ft)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +4 (1d6+5 Fire)
Special Attacks bomb 6/day (1d6+5 fire, DC 15), deploy automaton 1/day
Alchemist Spells Prepared (CL 1st; concentration +6):
. . 1st- cure light wounds, enlarge person (DC 16), shield
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 20, Wis 11, Cha 8
Base Atk +0; CMB +3; CMD 16
Feats Brew Potion, Disposable Simulacrum, Extra Innovation, Martial Weapon Proficiency (longsword), Throw Anything
Traits fast-talker, meticulous concoction
Skills Appraise +9, Bluff +3, Craft ((clockwork)) +9, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +5, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Linguistics +9, Perception +4, Spellcraft +9
Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Primordial, Sylvan
SQ alchemy, blueprints, directives, innovations, mutagen, scribe invention
Other Gear 180 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Meticulous Concoction (1/day) Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Favored class bonuses:
1st - 1/6 of an innovation (tinker)

Tinker class features:

Blueprints: Victor has 2 blueprints, the mechapede and the enforcer, which can contain a total of 1 build point (BP) each.

The Mechapede: The mechapede is Victor's first (and favourite) blueprint, with a serpentine base form and various tiny protuberances acting as legs, giving the automaton the overall appearance of a four-foot-long, somewhat flat, centipede. Unless he plans otherwise, the mechapede's default invention is responsive programming, allowing it to make attacks of opportunity against a target it has been issued an Attack directive for.

The mechapede has a BAB of +1, Fort, Ref, and Will saves of +0, 10 Str and Dex, and 25 hit points. Its AC is 11 (10 base +1 size). In addition, the amount of time Victor has spent with the mechapede has given it a small semblance of intelligence - it displays signs of personality rather than shuffling and staring awkwardly when idle.

The Enforcer: The enforcer was Victor's attempt at creating an automaton more suited for frontline combat than his mechapede (which showed more potential for being a nuisance). The chassis of the enforcer is more humanoid, with two clumsy legs and two clumsy arms. Unless Victor plans otherwise, the enforcer's default invention is brute design, increasing its attack damage at the cost of accuracy.

The enforcer has a BAB of +0, Fort, Ref and Will saves of +0, 10 Str and Dex, and 20 hit points. Its AC is 11 (10 base +1 size).

Invention book: Contains the following inventions:
1st level: arms, brute design, bulky design, intimidating design, precise design, repair kit, responsive programming, stout design

Deploy automaton: Victor can have 1 active automaton at a time. He uses experimental alchemical reagents and products as a power source for his automatons. He can deploy an automaton once per day.

Directives: Victor can give his automatons various directives. The DC to interpret a directive with a Spellcraft check is 15.

HALT!: Victor can clear all directives given to his automatons as a free action, returning them to an idle state.

Innovations: Victor knows the following innovations:
Favoured blueprint (Mechapede) - All automatons built from Victor's mechapede blueprint receive +1 hit die. This benefit carries over should the mechapede blueprint be rewritten.

Master's Presence: Any of Victor's automatons within 30 feet of him use his base saving throw values to calculate their own saving throws (Fortitude +2, Reflex +2)

Scribe invention: Victor can make copies of inventions for distribution. Attempting to copy from a source other than his own invention book destroys the original source due to various annotations, ink spills, and "corrections".

Backstory:

Victor has lived most of his life in the city of Flint. Showing mechanical aptitude from a young age, he left home a the age of sixteen for study, wanting to learn more about not the natural world, but the manufactured one - the world of steam, of smoke, of the machines that made the new world go round. In his free time, he examined the workings of the large machines, and applied them on a smaller scale, experimenting with the clockwork to make tiny things that seemed possessed of their own life force.

When it broke out, he was quickly snapped up for the Fourth Yerasol War, set to work creating war machines, mighty steam and blackpowder-powered weaponry. While war gave him the hence to explore new boundaries, create new things, it also broke something in his mind. While he had always been incredibly bright, his sanity started to ebb away, the trauma of war eroding the optimism he'd always possessed.

When the war ended, Dr. Victarian, as his completed studies and service had now named him, was a changed man. He retreated back to his home in Flint, locked himself in his basement, and took up alchemy.

Alchemy was a welcome retreat, and he learned the importance of one's physical form, learned to brew potions and extracts, concoctions that would change him. Perfect him. He created an explosive jelly that would immolate on impact, showering liquid fire all around (and lost his eyebrows more than once while working on it). He worked with poison, something he would never have considered before the war. His basement began to look more and more like the laboratory of a madman - which it now was.

When the Royal Homeland Constabulary contacted him as an 'outside expert', he laughed them off. When they offered a higher sum, he accepted. His knowledge of mechanics and engineering was unmatched, and his alchemical studies weren't far behind - such talents proved useful in various investigations he conducted for the RHC. With the newfound confidence, he began tinkering again - he picked up the scraps of wood and metal that had been his first automaton, his beloved mechapede, as a boy, and set to work rebuilding. Perfecting.

Appearance:

Victor is a man in his mid-30s, awkwardly proportioned with long limbs. His fair hair is short and messy, tugged into place and streaked with engine oil as he often forgets to wear gloves. It is sometimes tinted with various alchemical reagents, also as a result of his bare-fingered tendencies, meaning his hair can have a rather colourful appearance depending on the day.

His face is forgettable - he has no overly distinguishing facial features, not particularly handsome or ugly. His eyes are a little far apart, his mouth a little small, but the overall effect is of almost painful averageness.

Though he looks awkward, Victor is in his prime. His days as an army engineer and mechanic have kept him fit, with little fat on his body. Standing at about 5'10" (give or take an inch, he's never bothered to measure exactly), and well-toned, he nonetheless doesn't take much pride in his appearance. He's healthy, and that's what matters.

His eyes are perhaps the only distinguishing thing about him - pale brown, and holding an unnervingly piercing gaze. In conversation, his movements can be almost as robotic as those of his automatons, as he makes plenty of jerky gesticulations and tilts his head at odd angles. While many suspect the Doctor is going mad, the keen intellect in his eyes is often enough to dissuade such rumours.

Victor doesn't pay much mind to his manner of dress, and as a result, tends to wear a mismatch of clothing. Usually, this consists of a buttoned shirt (not always with the buttons lined up), simple trousers, heavy boots reinforced with meta plates, odd socks, unmatched gloves (when he bothers to wear them at all) and the coat and cap from his days as a military engineer. He throws contrasting (faded) colours together with little thought, as time spent choosing clothes is time spent not tinkering - in other words, time wasted.

Personality:

Dr. Victarian Nikolai Caligori, as he introduces himself, is highly intelligent, and well aware of it. Able to speak eight languages and remember large amounts of information, he possesses a superb working memory and capacity for logical reasoning. He uses plenty of polysyllabic words and technical jargon, becoming frustrated when others don't understand, as adjusting his manner of speech is almost physically difficult.

While highly intelligent, the doctor isn't so gifted regarding other people. The years of working with machines have eroded the precious few social skills he had, causing him to speak to other people as if they were machines  - ie, to boss them around. This isn't out of arrogance or feelings of superiority; he simply forgets from time to time that he's talking to people, and not mindless automatons.

Victarian is a very driven man. When he focuses on something, he does so to the exclusion of everything else - even eating and sleeping. So lost is he in such states that he isn't likely to notice something is wrong until it blows up in his face (often literally).

Despite all of his flaws, Victarian is a good enough man. He's too caught up in his inventing to be horribly bothered by moral quandaries and grey areas, but given a choice between an obviously good or an obviously evil act, he's likely to lean towards good. On matters of regulations, he knows that no progress was ever made b following rules to the letter, and he tends to do what he knows is best - not what someone else tells him.


Here is Eleazar Wheelock. I still need to change his equipment around a little as with Milah.

Yerasol Veteran
Warpriest/ Magus (War Warden)

Crunch:

NG Medium Humanoid (Human, Dual Talent +2Str/+2Dex)
Init +3, Perception +3
Warpriest 1, Magus (War Warden) 1. Yerosol Veteran
---------------------
DEFENSE
---------------------

AC 20, Touch 13, Flat-footed 17
HP 8 (1d8)
Fort +4 Ref +2 Will +5

--------------------
OFFENSE
--------------------

Speed 20 ft.
Melee Rapier +5 (1d6+3/18-20, x2)

----------------------
STATISTICS
-----------------------

STR 16, DEX 14, CON 14, INT 16, WIS, 16, CHR 14
Base Attack +1/0 CMB +4 CMD 16

--------------------------
Special Abilities
--------------------------

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: A warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

A war warder is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). He can cast magus spells while wearing light armor, medium armor, or a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a war warder wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass war warder still incurs the normal arcane spell failure chance for arcane spells received from other classes.

This replaces the normal magus weapon and armor proficiency feature.

Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made.

SpellsA warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance. A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.

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

Blessings (Protection, Magic): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Hand of the Acolyte (minor): At 1st level, as a standard action you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.

Increased Defense (minor): At 1st level, as a standard action you can gain a +1 resistance bonus on saving throws or a +1 enhancement bonus to your armor’s AC for 1 minute. Multiple uses of this blessing (to gain a bonus on saves and AC) have no effect. The bonus increases to +2 at 5th level, and +1 for every 5 levels after that

Aura of Protection
At first level, the war warder learns how to harness his arcane pool to protect himself and his allies. As long as there is at least one point left in the war warder's arcane pool, he projects an aura of protection around him. Any ally, including the war warder, within 10 feet of the war warder gains a +1 dodge bonus to AC. At 8th and 14th level, this bonus increases by +1 and the range of the aura increases by +10 feet. If the war warder is killed, paralyzed, stunned, or knocked unconscious, this aura is disrupted. Whenever the condition that disrupted the aura is removed, the aura returns. A war warder can spend one point of their arcane pool to grant this bonus to the saves of all allies in the aura for a number of rounds equal to their Intelligence modifier.

This ability replaces the bonus feat gained at 5th level and the Heavy Armor ability normally gained at 13th level.

Arcane Pool

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

At 1st level, a war warder can use his arcane pool to grant an enhancement bonus to his armor as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add any armor or shield special properties. The maximum bonus possible is equal to half his war warder class level.

This functions as Arcane Pool in all other aspects.

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

---------------------
Traits
---------------------

Dispelled Battler: When deprived of magic, you fight harder. You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect's success or failure in dispelling your spells and magical effects.

Arcane Temper: +1 Init and Concentration

-------------------
Feats
-------------------

Weapon Focus: Rapier
Combat Casting
Display of Heroism

-----------------
Skills
------------------

Knowledge Arcana +7
Knowledge religion +7
Survival + 7
Spellcraft +7
Diplomacy +6

------------------
Gear
------------------

Rapier, four mirror armor, light shield, Spell component pouch, Back pack, Silver holy symbol, Bedroll.


BackStory:

Eleazar firmly believes that the only limits on what one can do are the ones they place on themselves. Eleazar believes that through perfecting himself he can better aid the progression of society. His devotion to this belief allows him to cast divine magic using himself as a conduit.

Eleazar was a war hero in the Yerasol war. He never retreated and would never allow any of his falleen comrades fall into enemey hands. When retrieving fallen soldiers his platoon was ambushed by a battalion,Eleazar valiantly led his platoon from the front and for every 1 soldier, the enemy lost 20.

His valor in war has attracted the attention of the RHC, and wish to have him join knowing his reputation would be a great boon.


Need to work on crunch but her the idea for my third character.

Technologist
Brawler/ Gearhead

Caitlyn grew up in poverty and had to steal to survive. She joined a local gang at an early age. The gang focused on salvaging technology. Caitlyn enjoyed the heists and the opportunity to tinker with what they looted. She would be even more overjoyed if their was a good brawl mixed in.
However over time she started question the morality of what she is doing.

On one heist at a mining facility, The mine began to collapse andshe had to decide whether to exit to safety with their ill gotten equipment or save the trapper miners. Caitlyn fought off the rest of her gang and rigged a pneumatically powered contraption to break throught the rubble and rescued the miners. After wards Caitlyn decided she would solely target other criminals for future heists.

The RHC has offered Caitlyn the chance to repay her debt to society. Caitlyn gladly agreed especially since she now gets the oppurtunity to fight criminals with permission from the law.


Well I made my alias for Rosealita

I won't post with her unless selected, that way I can delete her later.

link to alias/profile


Ok, finally got around to finishing Sophia.

Sophia Reinhart, Aasimar(Musetouched) Swashbuckler/Bard(Dawnflower Dervish), Martial Scientist

I re-flavored Dervish Dance as a battle-dance using the rapier developed from Sophia's background training in the Arts and her formal training in the Martial Sciences.

Background and Appearance:

Appearance
Sophia in Dueling Garb

Personality
Sophia carries herself with the bearing and poise expected of a minor noble. While her parents don't have titles, they are well within the upper crust of society, and she was taught proper ettiquite as a child. In her days at the Ballet before leaving for Danor, she was known by her friends as a warm and cheerful sort. Her personality since returning from Danor is significantly more somber and withdrawn. While such a personality would have been a drawback when she was a member of the Royal Ballet, it is barely noticable among the other professors of the Martial Sciences at Banhaman Academy.

The loss of Anya in Danor and the emotional turmoil that has accompanied it has driven her to focus her energies on her studies. While she still visits a few close friends from time to time, she feels little desire to socialize anymore. In fact, the offer of a joint position at the RHC and Banhaman Academy provided a perfect opportunity to increase her work load to further distract her.

Story

Born the only daughter of a retired Colonel and a renowned Opera Singer, Sophia was raised from birth to follow in her mother's footsteps. As early as six she was enrolled in ballet and singing classes, and was classically trained on various instruments. Her childhood, like all those raised in the upper classes, consisted of private lessons on various subjects, including the afforementined arts, and socializing at the various parties her mother and father threw. When she became a teenager, her impressive natural talent in singing and dancing had earned her a place at the Royal Academy of the Arts in Slate. As was expected of her, she entered the Academy and had great success while there. Her abilities attracted the attention of a recruiter for the Royal Ballet, and when she graduated she was offered a position there immediately.

Having finished school and started at the Ballet, Sophia moved out on her own. She spent her time practicing or out partying with the other performers, and became good friends with many of them. After a few years, however, Sophia found herself bored with her profession. While she enjoyed performing, she found the regimen tiring and longed for something more exciting. On a whim she decided to start taking fencing lessons, something her father had given her a brief introduction to when she was a child. She took to it quickly, finding the combat exhilarating. At the lessons she met Anya, a half-elf from Flint who was trying to gain entry to Jierre Sciens d'Arms in Danor to study the Martial Sciences. The two became close in the following six months, and when Anya was accepted to study, Sophia talked her father into calling in some favors so she could study there as well. When Sophia was accepted as well, Sophia's friends at the Ballet threw the two of them a farewell party to see them off.

After arriving in Danor, Anya and Sophia devoted themselves to their studies, both physical and mental. While of the professors were skeptical, especially of Sophia and her background in the arts, the two earned their place in the class. By the end of the first year the two were vying for the top spot in the class, displacing the former number one student, a tiefling named Jorai. In their time alone, the two girls spent time duelling each other, and began experimenting with various new duelling techniques. It was in one of these duels, when the two were more playing around than fighting seriously, that Sophia first concieved of the battle dance. After a few attempts that went poorly, Sophia figured out how to make it work in combat, and she and Anya began developing the style seriously. Due to the experimental and novel nature of the combat style, the two practiced entirely in secret. Together they developed the techniques in general, each adding their own stylistic elements in combat.

In their third year at the school, when Sophia's preliminary exam came around, she demonstrated the style for the first time to devastating effect on Jorai. The humiliation he suffered at her hands earned his enemity, and he vowed that day to get revenge on her. Both her dissertation on the topic and Anya's were accepted, and the two were widely acclaimed by the faculty as up and coming researchers in the field. When time came to defend their dissertations, Sophia again demonstrated her techique flawlessly, defeating several opponents using the battle dance. When Anya's defense came up she was similarly efficient in dispatching her foes, but as she finished, sheathing her sword, a man rushed out of the crowd of onlookers, stabbing her in the back with a dagger. Sophia rushed to Anya's aid as others pulled the man off her, and Sophia held Anya as they waited for a priest to come aid them. Unfortunately for Anya the dagger had been coated with a virulent poison; by the time help arrived, she had already passed away in Sophia's arms. Completely lost, Sophia sat there with Anya well after they'd pronounced her dead, cradling her until they came to carry her to the morgue.

Both she and Anya had been offered tenure-track positions at Banhaman Academy, making them the youngest in Risur to have been granted a Professorship. Instead of making plans for an apartment she now had to deal with arranging Anya's burial and writing a letter to her parents informing them of the news. In the meantime the local investigators had managed to tie the man who had murdered Anya to Jorai. Jorai had apparently offered the poor man an exorbitant sum for his family in exchange for the service. Unfortunately by the time the investigators had found that connection, the tiefling had gone to ground.

In the aftermath Sophia returned to Slate where she took up her position at the Academy. She found solace in her studies, her combat style being the last link she had to Anya. She focused exclusively on her work from then on, and within two years managed to achieve tenure, again setting a record for the youngest full Professor in the Academy's history. Looking for a means to get more field experience for her research, Sophia talked to her father who, after consulting with various of his contacts, directed her to approach the RHC. After a brief back and forth with the RHC, it agreed to create a joint position the Academy and RHC, allowing her to continue her research while becoming an active member of the Constabulary.

Plot Hook
Jorai the Tiefling vanished after successfully arranging the murder of Anya. Jorai remains a fugitive and may still be motivated to take further revenge on Sophia. While Sophia is not interested in vengeance, she would not turn down an opportunity to see him jailed, and she still watches over her shoulder so as not to be caught offguard if he ever returns.

Statistics:

Female Aasimar (Musetouched) Bard(Dawnflower Dervish)|Swashbuckler 1
NG Medium Outsider (native)

Init +5; Senses darkvision 60 ft.; Perception +4

Defense
AC 17, Touch 15, Flat-footed 12 [2 armor + 5 dex]
HP 11/11
Fort +1, Ref +7, Will +2
SR 6/Evil

Offense
Speed 30 ft.

Melee Rapier +7 (1d6 + 5, 18-20/x2)
Mods Fencer (+1 vs AoO), Battle Dance: Courage (+2 hit/dam)

Special Attacks
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):
1/day -- glitterdust

Spells Known
1st (3/day) - tap inner beauty, saving finale
0th (at will) - dancing lights, mage hand, mending, prestidigitation

Statistics
Str 10, Dex 20, Con 12, Int 18, Wis 10, Cha 20
Base Atk +1; CMB +4; CMD 14

Feats (theme) Martial Scientist, (class) Swashbuckler's Finesse, (class) Dervish Dance, Weapon Focus (Rapier)
Racial Traits Exalted Resistance, Scion of Humanity
Traits Fencer, Bard of the Society
Drawback
Skills Acrobatics +5, Appraise +4, Bluff +5, Diplomacy +7, Know(History) +7, Know(Geography) +7, Know(Nobility) +7, Linguistics +8, Perception +4, Perform (Dance) +11, Perform (Oratory) +11, Perform (Act) +11, Spellcraft +8, Stealth +9, Use Magic Device +9 Racial Modifiers +2 Perform, +2 Diplomacy
Languages Primordial, Common; +4
SQ
Limited Use Bardic Performance (9/9), Panache (5/5)

Combat Gear Rapier
Other Gear Fighter's Kit
Treasure None

Special Abilities (Race)

Special Abilities (Swashbuckler)
Panache (Ex): Gain Panache points equal to your Cha mod. Killing or Crit'ing a target generates 1 panache, not exceeding your maximum.
Opportune Parry (Ex): (1 pp, AoO) Make attack roll vs opponent's attack, -2 for each size category larger the opponent is. If attack roll is greater than attacker's roll, the enemy's attack misses. (min. pp 1, 0 pp, imm. act.) After successfully parrying, attack enemy whose attack was blocked.

Special Abilities (Bard)
Bardic Performance: (12 rnds/day, std act.)
Countersong (Su): Counter sound-based spells with song. Allies within 30' may use perform check instead of saving throw.
Distraction (Su): Counter visual (figment/pattern) spells. Allies within 30' may use perform check instead of saving throw.
Fascinate (Su): (Will DC 16) Cause creatures within 90' to become fascinated (-4 skill checks including perception).
Inspire Courage (Su): +1 morale sv vs Charm and Fear, +1 competence bonus to hit/dam.
Battle Dance: (as Bardic Performance, mv. act.) inspire courage, inspire greatness, and inspire heroics affect self only and bonuses are doubled.

Gear Abilities

Ability Score Calcs:

Str: 12 = 12 point buy
Dex: 20 = 18 point buy + 2 racial
Con: 12 = 12 point buy
Int: 18 = 16 point buy
Wis: 10 = 10 point buy
Cha: 20 = 18 point buy + 2 racial

Attack Calcs:

Melee Rapier [+7 (+1 BAB + 5 dex + 1 Wp Focus; 1d6 + 5 (5 dex), 18-20/x2]

Favored Class (Bard):

1: +1 skill

Gold Calcs:

Starting: 300
Spent:
Remaining:


Hello?

what's up


I'm here and waiting. I think I managed to sneak Dr. Caligori in just before the deadline.


It's Thursday, which is TSP's game day. He won't post anything until tomorrow.


Actually, TSP asked me to post! Would anyone like me to open the envelope, so to speak, or would you prefer him to?


I'm certainly ready! I say go for it.


Please tell us. XD I, too, would like to know.


go ahead I say..

as long as TSP gives the OK


Pick me, pick me, pick me! :D


I say go for it.


Interested to know here as well!


*WALKS OUT IN SEQUINED GOWN*

NOW EVERYONE, IT'S TIME FOR THE PC SELECTION AWARDS! The winners of the coveted spots are, drumroll for the prospects please...

Edward Sobel- Rosealita, Gunslinger/Alchemist

Trawets71- Isaac, Machinesmith/Mechamage

Xentik- Sophia, Swashbuckler/Bard

Uncle Taco- Hashmal, Barbarian/Oracle

WOLead- Jasper, Alchemist/Artisan

Rednal- Selene, Sorceror/Wilder

Looks like a few of my PCs got selected! ;)

Those who didn't get selected, you have my condolences! If it's a consolation prize, I'm opening a Razor Coast campaign later! Princey wanted to play a while back, but couldn't and my undead campaign won't be ready for a while anyway. Those interested, keep watching this thread for a linkey! :3


Sweet! o wo~ I'll whip up an alias sometime soon, then, and work on expanding the backstory and all.


Oh and I didn't get selected, BECAUSE I AM NOW CO-GM FOR THE DAYS PRINCEY DOESN'T POST! >:D


Hmmm, interesting mix of characters. Strangely enough, only one Gun user in the lot for now (Jasper will grab the Thundershot(Rifle) at level 2 from the Steamwright class with this group, with his bow being regulated to a backup/silent weapon at that time).

Though on Isaac ... wow. I'm down right jealous as its a similar concept in some ways, but the mechanics seem to pull it off better not to mention more potently.

Anyways, I'll see ya on game time.

The Exchange

Whoa. My bow-legged hippy actually made it in? Well. Shit dog I need to make that alias.


Grats to everyone who made it! Looking forward to starting the game.


Yayy best get posting

Have stuff to do first will post later

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