Gestalt Rappan Athuk

Game Master Diamondust

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I'm working on this guy as a submission. A lot of the crunch is there in the profile. He is a wayang Investigator (empiricist) 6 // Fighter (unarmed fighter) 1/Magus (kensai) 5.

Tae's main role would be as a rogue/scout. He has Trapfinding, with a +18 to find traps and +18 to disable devices. As a scout, he has 120' darkvision, +15 to find/follow tracks and +18 stealth. I don't think he'd be as much of a heavy hitter as the three you have now, but he should be able to hold his own and contribute. I still need to finalize gear and spells as well as some of the fluff; I'll post again when I have that updated.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Finishing a build: Slayer (Ankou's Shadow) 6 / Rogue (unchained) 3/Monk 3 (monk of the mantis)

Silver Crusade

do you have a paladin? and are you ok with guns?


Yes we do have a Paladin ;)

Silver Crusade

how would the paladin feel about another paladin? with an emphasis on firearms? (the holy gun or archer archetype?)


well there do seem a few rouge types. And I am, of course one of them, but i will throw my hat into the ring anyway.

here are the basics of my character. the back story could use a little work though.

Kayla stats:

Kayla
Female dread gnome ninja 6/slayer 6/gestalt 6 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Ultimate Combat 13)
N Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +15
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Defense
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AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection (ABP), +3 Dex, +1 size, +1 shield with two weapons)
hp 66 (6d10+6)
Fort +7 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +9, Will +5
Defensive Abilities defensive training, uncanny dodge, +1 resistance all saves (ABP)
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Offense
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Speed 20 ft.
Melee sneak attack = 5d6
. . +1 wakizashi +12/+7 (1d4+4/18-20)
. . mwk wakizashi +12/+7 (1d4+3/18-20)
. . two-weapon fighting +10/+10/+5 (1d4+1/1d4/1d4+1 / 18-20)
Ranged
. . mwk shuriken +11/+6 (1 / Rng 10’ / x2)
. . prying star +11/+6 (1 / Rng 10’ / x2)
Special Attacks hatred, sneak attack +5d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—bleed (DC 13), chill touch (DC 14), detect poison, touch of fatigue (DC 13)
Ninja Spell-Like Abilities (CL 6th; concentration +10)
. . 1 ki—shadow clone[UC]
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Statistics
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Str 10, Dex 16, Con 13, Int 14, Wis 14, Cha 19
Base Atk +6; CMB +5; CMD 19
Feats
Two-weapon Defense slayer bonus
Slashing Grace[ACG] level 5
Two-weapon Fighting slayer bonus
Weapon Finesse level 1
Weapon Focus (wakizashi) level 3

Traits hard to kill, uskwood hunter (nidal)
Skills
Acrobatics +12 (+8 to jump)
Appraise +6
Bluff +7
Climb +6
Craft (alchemy) +11 (+2 when crafting poison}
Diplomacy +2
Disable Device +14
Disguise +4
Escape Artist +10
Heal +11
Knowledge (dungeoneering) +8
Knowledge (local) +7
Knowledge (nature) +3
Knowledge (planes) +4
Knowledge (religion) +4
Linguistics +8
Perception +15
Sense Motive +6
Sleight of Hand +12
Spellcraft +4
Stealth +19
Survival +11 (+3 when tracking)
Use Magic Device +11
Racial Modifiers +2 Perception

Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Sylvan, Tien
SQ combat style (two-weapon combat), ki pool (7 points), knack with poison[ARG], light steps, ninja tricks (assassinate [DC 17] [UC], fast stealth, shadow clone[UC]), no trace +2, poison use, slayer talents (deadly range[UC], ranger combat style[ACG], ranger combat style[ACG]), track +3
Gear
oil of magic weapon (2)
potion of cure light wounds (2)
dark reaver powder
poison, huge scorpion venom (3)
poison, red tears (3)
smoke pellet[APG] (3)
smoke pellet, smog (3)
mwk mithral chain shirt ABP +1
mwk wakizashi[UC] ABP +1

mwk shuriken (20)
mwk wakizashi[UC]
prying star[UI]
cracked magenta prism ioun stone
ioun torch ioun stone [APG]
belt pouch (x2)
ceremonial tea (per cup) [UE] (10)
chocolate (per bar) [UE] (2)
fortune cookies[UE] (5)
hollow-heeled boot
ink, ink pen
masterwork thieves' tools
paper (10)
poison pill ring[UE]
poisoning sheath[UE]
poisoning sheath[UE]
scroll case
sealing wax
shinobi shozoku
signet ring
tea ceremony set[UE]
waterproof bag[UE]
wrist sheath, spring loaded (x2)
108 gp, 7 sp, 1 cp
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Special Abilities
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Assassinate (DC 17) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs. poison (+4 if accidentally expose yourself).
Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Clone (1 ki) (Su) 1 Ki: create 1d4 shadowy duplicates of self as mirror image.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) 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, damage rolls, and skill checks and to slayer 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 +3 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
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dots/concepts noted Rorek55, Fingal, Rannik, Phntm888, Azure_Zero, Kayla, Fury, JoshB, Taecuss, Saashaa

@Kevin You have an interesting character but unfortunately the party already has an 'about-to-be' dragon disciple so I wouldn't be choosing your character becasue of that. You may of course rework the character if you want and resubmit.

@Kayla That's brutal, quite interesting. You should provide a reason that she in the vicinity of Rappan Athuk or has been sent there for some reason or other. Just one thing to remember with Gestalt is that class features of the same name do not stack. You get the best one. By which I mean sneak attack in your particular case is whichever class gives the highest, which would be ninja with 3d6.


Well that's a bummer on sneak attack. But I understand why though.

I know one can be called sneak attack and the other can be called "Kayla is awesome attack"

Just joking on that btw.


Here's a character I made for a homebrew that went under. I liked him, and he worked for taldor. Plenty of reasons for him to be around. It covers rogue things (with a dip into rogue on the Gunslinger side) and fills the niche of a ranged fighter with some added flair. If guns are allowed that is.

Sczarni

Ha, I thought I had applied to this before. If I have the time to create another submission, I'll do so. What does the sorcerer do? Punch things? Cast mind-magics? Enhance their punching things?


It looks like you've 3 frontline-ish characters, yes? A dragondisciple/monk, a bard/paladin(multiclass) and a fighter/occultist.

Are any of them going for ranged builds? Would you appreciate one that was?


Mwenye alternates between punching things, enhance his punching of things, and zapping things with lightning, depending on the situation. Long-term I'm planning for him to have more utility/support kinds of spells and rely more on his melee skills for damage.

Sczarni

Respectable, catman, respectable. I'd like to throw in wizard/cleric, who focuses on blowing up mooks and buffing allies during the big showdowns. Or resurrecting allies during the big show downs, you never know.


I can check to see where I have my original submission. It was a bard/fighter iirc.


A ranged character would definitely be in the running.


OK updated everything and its all in the alias.

updated character sheet (numerous errors corrected from initial posting)

The Exchange

Korrin:

Male Urban Ranger 6 / Santified Slayer 6
LN Dwarf, 60ft Darkvision
Init +7; Perception +13
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19
hp 78
Fort +7, Ref +8, Will +9; (+2 v spells, spell-like abilities and poison)

--------------------
Offense
--------------------
Speed 30 ft.
Melee Dwarven Boulder Helm +9 (1d4+2)
Ranged +1 Composite (+2 str) Greenwood Longbow +10 (1d8+3)
Ranger Spells (CL 4; concentration +8)
Lv 1 spells prepared: Longstrider (x1), Resist Energy (x1)

Inquisitor Spells (CL 6th; concentration +10)
. . At will—Sift, Guidance, Detect Poison, Create Water, Light, Detect Magic
Lv 1 spells known (5/day): Divine Favour, Remove Fear, Remove Sickness, Keep Watch
Lv 2 spells known (4/day): Invisibility, See invisibility, Perceive Cues, Remove Paralysis

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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 19, Cha 9
Base Atk +6; CMB +8; CMD 21
Feats Point Blank Shot, Rapid Shot, Boon Companion
Ranger bonus feats: Precise Shot, Improved Precise shot
Inquisitor Teamwork Feats: Escape Route, Shake it off
Skills Perception +13, Survival +10 (+13 to follow tracks), Climb +0, Swim +0, Disable Device +15, Knowledge Local +8 (+12 to identify creatures) , Knowledge nature +8 (+12 to identify creatures), Knowledge Religion +8 (+12 to identify creatures), Knowledge Dungeoneering +8 (+12 to identify creatures), Knowledge Geography +8 (+12 to identify creatures), Sense Motive +15, Spellcraft +5

Background skills:

Profession (Fletcher) + 7, Handle animal +6

Languages Common, Dwarven, Draconic,

Traits: Magical Knack(ranger spells), Wisdom in Flesh (Disable Device)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. (+4 total)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Domain: Knowledge

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name.

This ability replaces endurance.

Favoured Enemy: Humans +2, Undead +4

Racial traits

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Other Gear
Holy symbol tattoo, Pearl of Power (Lv 1), Backpack, 1 wand of CLW, Composite Greenwood Bow (+2 Str), Efficient Quiver, 50 ft twine, 1 grappling arrow, 50 ft hemp rope, 10 day rations, 1000 arrows, 50 durable arrows, 200 cold iron arrows, 80 silver arrows, 100 blunt arrows, sap, Battle axe, Morningstar, 1 durable adamantine arrow, Masterwork Thieves tools, Spell Component Pouch, 2 Sacks, sack of soil, 5 wooden holy symbols, 2 sacks, 1 sack of fertile soil, MW Breastplate, Waterskin, 31.45 gp left

Eagle Animal Companion - Hakar

39 HP

AC 19 Touch 16, Flatfooted 17

Saves Fort +7, Ref +8, Will +5 +4 v enchantment

Stealth +12, Fly +7

Fly 80 ft.

Abilities
Evasion, Share spells, Devotion

Feats: Toughness, Weapon Finesse, Escape Route

Str 12, Dex 17, Con 14, Int 3, Wis 14, Cha 6

Feats: Attack (x2), Stealth, Come, Defend, Down, Guard, Heel, Hunt
Equipment: Masterwork Studded Leather Barding

Backstory:

Korrin used to be a libarian. Everything was predictable, ordered and fine. That is until the day that the rumor got out that the library contained some texts about lichdom. The library was attacked by a human necromancer and his army of undead, wanting to take the books. They managed to fend off the undead assault but many other colleagues and patrons of the library were not so fortunate, and were slain. The human necromancer got away - and Korrin has vowed to track him down so that he can make sure he doesn't ever attack another library again. The necromancer in question was part of the cult of Orcus - and he has heard rumors that a Cult of Orcus lies beneath Rappan Athuk. Korrin suspects that the necromancer he seeks may have taken refuge with the cult of Orcus.


Ok, someone mentioned wanting ranged.

Here's a basic build.

crunch:

Victor Freedman
Human (Taldan) fighter 6/gestalt 6/warpriest of Desna 6 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +5; Senses Perception +13
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Defense
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AC 29, touch 14, flat-footed 26 (+14 armor, +1 deflection, +2 Dex, +1 dodge, +1 shield)
hp 66 (6d10+6)
Fort +7, Ref +6, Will +9 (+2 vs. fear); +2 vs. death
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine starknife +13/+8 (1d8+8/×3)
Special Attacks blessings 6/day (Good: holy strike, Liberation: liberation), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 6 rounds/day), weapon training (thrown +1)
Warpriest Spells Prepared (CL 6th; concentration +9)
. . 2nd—bear's endurance, ironskin (2), resist energy
. . 1st—divine favor (3), shield of faith (2)
. . 0 (at will)—create water, detect magic, light, spark[APG] (DC 13), stabilize
--------------------
Statistics
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Str 18, Dex 16, Con 13, Int 10, Wis 16, Cha 12
Base Atk +6; CMB +10; CMD 25
Feats Advanced Armor Training, Advanced Weapon Training, Close-quarters Thrower[UC], Dodge, Fey Foundling[ISWG], Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ricochet Toss, Weapon Focus (starknife), Weapon Specialization (starknife)
Traits reactionary, seeker
Skills Acrobatics -1 (-5 to jump), Climb +4, Diplomacy +6, Handle Animal +9, Heal +7, Knowledge (religion) +8, Perception +13, Profession (driver) +11, Survival +8, Swim +4
Languages Common
SQ armor training 1
Other Gear mwk full plate, mwk buckler, mwk adamantine starknife, 171 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armor Specialization +4 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Close-Quarters Thrower (Starknife) Attacks with selected weapons do not provoke attacks of opportunity
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Foundling Magical healing works better on you
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Trained Throw (Weapon Training [Thrown] +1) (Ex) Thrown weapon atk using Dex mod, add double training bonus to damage.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Victor is a caravan master out of Andoran. He's fairly devoted to Desna, as she is goddess of travelers and freedom. He's been with the caravan as long as he can remember, his father being the caravan master before him. Oddly, he doesn't really remember his mother. His father says she passed away when he was very young.

The Caravan does regular runs around a trading route, picking up merchants and their goods, as well as people who just want safety in numbers. On one run Victor was on an errand away from the caravan when it was camped. Arriving back, he found the caravan laid waste. Everyone was slain, to the last pack animal. His father, his friends, his employees, all dead. Many were partially devoured. Learning of the Dungeon of Graves nearby, he decided that had to be where the trouble came from. He has made it his mission to clear the place is its evil.


Will you allow a Kineticist's blasts to qualify as weapons for Weapon Attunement?


Hi, I've never made a type of character like this before but hopefully got everything right. Beatrice is meant to be a heavy non traditional healer with lots of buffs/deduffs plus a few damaging elements. Also wanted to make someone not so outgoing as of yet. So lots of fun no matter the outcome. Thanks!

----

history,personality,bit of how she looks, and lastly why she might be where you want her:
Bea is a highly intelligent, mousy haired, socially awkward young woman. She has been recently freed from the slow suffocation of her guilt ridden, over protective father. A father she had both loved and hated in equal degrees. After grieving his death(of entirely natural causes!!), she wrapped up selling all they had owned to venture out seeking adventure.

Her introverted father, a Chelaxian tailor, somehow caught the heart of her vibrant Varisian mother, who was both hedge witch and herbalist. Her childhood was magical, full of the balance between their personalities and their mentoring of all things plant and cloth. But that all came crashing down when her mother caught a fever and died very suddenly, which was a result of her administrating to any who needed help no matter their coin or contagion. The balance was lost, and made much much worse at the utter terror her father felt at losing Bea like he did her mother. He blamed himself for not protecting her. Not forcing her to be safe for once. Beatrice became a virtual prisoner in her own house and shop.

But that is the past. The present has her signed on with a caravan to SEE THE WORLD. Her magic from her mother's cat and the skills learned from her books helped her get signed on easily enough. Unfortunately on their way a lot of BAD happened. She is alive, and at her destination, but spent in nearly her supplies and coin. Something (anything really) new is what she is seeking now.

attempts to merge a hedge witch and a chirurgeon alchemist:

Beatrice Blackborn
Human(Chelaxian/Varisian) alchemist (chirurgeon) 6/gestalt 6/ witch (hedge witch) 6
Medium humanoid (human, half chelaxian/half variasian)
Neutral Good
Init +3; Senses Perception +11
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Defense
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AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 60 (6d8+12)
Fort +6, Ref +8, Will +8; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee sickle +4 (1d6)
Ranged bomb +9 (3d6+4 fire) or
. . frost bomb +9 (3d6+4 cold) or
. . mwk heavy crossbow +8 (1d10/19-20)
Special Attacks bomb 10/day (3d6+4 fire, DC 17)
Alchemist (Chirurgeon) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—cure moderate wounds (2), fire breath[APG] (DC 16), protection from arrows
. . 1st—cure light wounds (4), identify
b]Special Attacks [/b]hexes (cackle[APG], fortune[APG], healing[APG], misfortune[APG], slumber[APG])
Witch (Hedge Witch) Spells Prepared (CL 6th; concentration +10)
. . 3rd—deep slumber (DC 17), fireball (DC 17), heroism
. . 2nd—flaming sphere (DC 16), hold person (DC 16), see invisibility, steal breath[ARG] (DC 16)
. . 1st—mage armor, ray of enfeeblement (DC 15), snowball (2, DC 15)
. . 0 (at will)—detect magic, light, message, read magic
. . Patron Elements

--------------------
Statistics
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Str 11, Dex 16, Con 13, Int 18, Wis 14, Cha 12
Base Atk +4.5; CMB +4; CMD 18

Feats Brew Potion, Extra Hex[APG], Extra Hex[APG], Point-Blank Shot, Precise Shot, Skill Focus (Heal), Throw Anything
Traits artisan, firebug

Skills Craft (alchemy) +16 (+22 to create alchemical items), Craft (clothing) +12, Disguise +2, Fly +11, Heal +16, Knowledge (arcana) +13, Knowledge (dungeoneering) +6, Knowledge (nature) +13, Knowledge (planes) +13, Knowledge (religion) +5, Perception +11, Profession (cook) +7, Profession (gardener) +7, Profession (herbalist) +7, Spellcraft +13, Stealth +7, Survival +9, Use Magic Device +7
Languages Common, Halfling, Kelish, Tien, Varisian

SQ alchemy (alchemy crafting +6), anaesthetic, discoveries (explosive missile[UC], frost bomb, precise bombs [4 squares]), infused curative, mutagen (+4/-2, +2 natural armor, 60 minutes), swift alchemy,spontaneous healing, witch's familiar (cat named Plenty), hexes (cackle[APG], fortune[APG], healing[APG], misfortune[APG], slumber[APG])

Combat Gear acid bolt (5), alchemist's fire (2), healer's kit, oil (2), smelling salts[APG] (2);
Other Gear crossbow bolts (20), mwk heavy crossbow, sickle, handy haversack, ring of protection +1, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, blanket[APG], canteen[UE], cauldron[APG], chalk (5), courtier's outfit, fine wine (per bottle), flint and steel, honey (per jar)[UE], ink, inkpen, masterwork tailoring tools, mess kit[UE], paper (5), portable alchemist's lab[APG], sewing needle (5), soap, string or twine[APG], sunrod (5), tindertwig (5), trail rations (14), 65 gp, 3 sp, 3 cp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Bomb 3d6+4 (10/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Explosive Missile Use bomb with ranged weapon.
Frost Bomb (DC 17) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+6) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

edit: Looked to see if I missed anything and saw I had. Automatic Bonus Progression. Will work on getting those inserted.


Okay, think Bea is incorporating Automatic Bonus Progression now. Sorry for having to submit again.

goodness +2 int changes a lot:

Beatrice Blackborn
Human(Chelaxian/Varisian) alchemist (chirurgeon) 6/gestalt 6/ witch (hedge witch) 6
Neutral Good
Medium humanoid (human, half chelaxian/half variasian)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+1 deflection, +3 Dex, +1 enchantment)
hp 60 (6d8+12)
Fort +7, Ref +9, Will +8; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +4 (1d6)
Ranged bomb +9 (3d65 fire) or
. . frost bomb +9 (3d6+5 cold) or
. . mwk heavy crossbow +8 (1d10+1/19-20)
Special Attacks bomb 11/day (3d6+4 fire, DC 18)
Alchemist (Chirurgeon) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—cure moderate wounds (2), fire breath[APG] (DC 16), protection from arrows
. . 1st—cure light wounds (5), identify
b]Special Attacks [/b]hexes (cackle[APG], fortune[APG], healing[APG], misfortune[APG], slumber[APG])
Witch (Hedge Witch) Spells Prepared (CL 6th; concentration +10)
. . 3rd—deep slumber (DC 18), fireball (DC 18), heroism
. . 2nd—flaming sphere (DC 17), hold person (DC 17), see invisibility, steal breath[ARG] (DC 17)
. . 1st—mage armor, ray of enfeeblement (DC 16), snowball (2, DC 16), remove sickness
. . 0 (at will)—detect magic, light, message, read magic
. . Patron Elements

--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 20, Wis 14, Cha 12
Base Atk +4.5; CMB +4; CMD 18
Feats Brew Potion, Extra Hex[APG], Extra Hex[APG], Point-Blank Shot, Precise Shot, Skill Focus (Heal), Throw Anything
Traits artisan, firebug
Skills Craft (alchemy) +17(+23 to create alchemical items), Craft (clothing) +13, Disable Device +14, Disguise +2, Fly +7, Heal +16, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (nature) +14, Knowledge (planes) +13, Knowledge (religion) +6, Perception +11, Profession (cook) +7, Profession (gardener) +7, Profession (herbalist) +7, Ride +5, Spellcraft +14, Stealth +9, Survival +7, Use Magic Device +7
Languages Common, Halfling, Kelish, Tien, Varisian, Terran
SQ alchemy (alchemy crafting +6), anaesthetic, discoveries (explosive missile[UC], frost bomb, precise bombs [5 squares]), infused curative, mutagen (+4/-2, +2 natural armor, 60 minutes), swift alchemy,spontaneous healing, witch's familiar (cat named Plenty)
Combat Gear acid bolt (5), alchemist's fire (2), healer's kit, oil (2), smelling salts[APG] (2);
Other Gear crossbow bolts (20), mwk heavy crossbow(attuned +1), sickle, handy haversack, cat burgler's boots, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, blanket[APG], canteen[UE], cauldron[APG], chalk (5), courtier's outfit, fine wine (per bottle), flint and steel, honey (per jar)[UE], ink, inkpen, masterwork tailoring tools, mess kit[UE], paper (5), portable alchemist's lab[APG], sewing needle (5), soap, string or twine[APG], sunrod (5), tindertwig (5), trail rations (14), masterwork thieves tools, traveler's clothes(Attuned +1), 65 gp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Bomb 3d6+5 (11/day, DC 18) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Explosive Missile Use bomb with ranged weapon.
Frost Bomb (DC 18) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+6) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rounds, DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


kyras has been updated with Auto progression. Ready to slay the undead and save his fellows from certian death

The Exchange

Redid Korrin.

Korrin:

Male Urban Ranger, Divine Marksman 6 / Santified Slayer 6
LN Dwarf, 60ft Darkvision
Init +9; Perception +16 (+3 to find traps)
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19
hp 78
Fort +7, Ref +8, Will +9; (+2 v spells, spell-like abilities and poison)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dwarven Boulder Helm +9 (1d4+2)
Ranged +1 Composite (+2 str) Greenwood Longbow +12 (1d8+5)
Inquisitor Spells (CL 6th; concentration +10)
. . At will—Sift, Guidance, Detect Poison, Create Water, Light, Detect Magic
Lv 1 spells known (5/day): Divine Favour, Remove Fear, Remove Sickness, Keep Watch
Lv 2 spells known (4/day): Invisibility, See invisibility, Perceive Cues, Remove Paralysis
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 19, Cha 9
Base Atk +6; CMB +8; CMD 21
Feats Point Blank Shot, Rapid Shot, Boon Companion
Ranger bonus feats: Precise Shot, Improved Precise shot, Pinpoint targetting
Inquisitor Teamwork Feats: Escape Route, Shake it off
Skills Perception +16, Survival +10 (+13 to follow tracks), Climb +0, Swim +0, Disable Device +11, Knowledge Local +8 (+12 to identify creatures) , Knowledge nature +8 (+12 to identify creatures), Knowledge Religion +8 (+12 to identify creatures), Knowledge Dungeoneering +8 (+12 to identify creatures), Knowledge Geography +8 (+12 to identify creatures), Sense Motive +15, Spellcraft +5
Background skills:
Profession (Fletcher) + 7, Handle animal +6
Languages Common, Dwarven, Draconic,
Traits: Reactionary, Birthmark
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. (+4 total)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Domain: Feather
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name.
This ability replaces endurance.
At 4th level, a divine marksman adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy.
This ability replaces all spellcasting, and the marksman is not considered to have a caster level.
A Urban Ranger adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Favoured Enemy: Humans +2, Undead +4
Racial traits
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Other Gear

Backpack, 1 wand of CLW, Composite Greenwood Bow (+2 Str), Heavyload belt, Exotic Riding Saddle (large), 50 ft twine, 1 grappling arrow, 50 ft hemp rope, 10 day rations, 1000 arrows, 50 durable arrows, 200 cold iron arrows, 80 silver arrows, 100 blunt arrows, sap, Battle axe, Morningstar, 1 durable adamantine arrow, Masterwork Thieves tools, Spell Component Pouch, 2 Sacks, sack of soil, 5 wooden holy symbols, 2 sacks, 1 sack of fertile soil, MW Breastplate, Waterskin, locked gauntlet, 800 gp left
Roc Animal Companion - Hakar
27 HP
AC 26 Touch 15, Flatfooted 21
Saves Fort +4, Ref +10, Will +3 +4 v enchantment
Linguistics -4, Fly +7
Fly 80 ft.
Abilities
Evasion, Share spells, Devotion
Feats: Toughness, Skill focus(Fly), Narrow Frame
Str 14, Dex 21, Con 9, Int 3, Wis 13, Cha 11
Feats: Attack (x2), Stealth, Come, Defend, Down, Guard, Heel, Hunt
Equipment: Masterwork Studded Leather Barding

Background:

Korrin is a bit of an odd duck. Both of his parents were killed in border skirmish, and he was more or less raised close to the barracks by his uncle. He served the dwarven army of the five kings mountains, as an archer against the orc and goblin hordes. He always felt something missing in his life, though. Then one day when he was sent to escort a trading delegation to Andoran, he realized what it was. He realized that unlike other dwarves, he preferred sleeping under the open sky then being in a cave! He met up with some of the druids in the Darkwood forest, and once he had escorted the trade caravan back, he bid his kin farewell, and went to serve the druid community in Darkwood forest as a forest ranger, fulfilling his life long dream of sleeping under the stars.

When the necromancer cult of Orcus attacked the forest to access the ancient crypt that was rumoured to hold a tome detailing how to achieve lichdom, Korrin vowed to hunt down those who had desecrated the woods with their foul magics. He has since tracked them down to Rapan Athuk.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Diamondust wrote:


@Kevin You have an interesting character but unfortunately the party already has an 'about-to-be' dragon disciple so I wouldn't be choosing your character becasue of that. You may of course rework the character if you want and resubmit.

Alright I went for something quite different... the ultimate disciple of Nethys... please read on! So I came up with a deranged notions a arcane, divine and psychic spellcaster all in one package... I must be a glutton for punishment.

Background:

Antonius Salinus always had odd things happening around him when he was young raised at his families estates. Tutors had to be let go because they walked away in the middle of lessons and when asked why just said "Oh he needs to play now" as if it was the most natural thing in the world Other odd events seemed to happen around him. It was identified he had a knack for magic and his parents had him trained in the arcane arts.

Antonius also began studying a variety of other fields and one topic stood out to him on the subject of Theology, Nethys. Antonius found Nethys intriguing and found studying other forms of magic interesting as well. His family were exasperated feeling he was stretching himself too thin but somehow he was able to manage it.

Most recently he found a journal fragment of a Cleric of Nethys called Tarbul from the height of the Taldane Empire in which Tarbul detailed a discovery of some kind in what would now be the south of Taldor near the border. As to what it is he is uncertain but has decided to visit the region for the moment to see if he can uncover more.


Character Sheet:

Str 11, Dex 12, Con 13, Int 20, Wis 14, Cha 16
Human Cleric 3 (CL 6), Wizard: Universalist (Arcane Crafter) 3 (CL 6), Mystic Theurge 3, Mesmerist 3 (CL 5)
HP: 63, Fort: +6, Ref: +6, Will: +8
AC: 14, FF: 12, Touch 12
Initiative: +5
Traits: Magical Knack (Mesmerist), Reactionary (Combat)
Feats: Skill Focus (Spellcraft)-Focused Study Alternate Racial, Toughness, Noble Scion (Scion of War), Eschew Materials, Craft Wondrous Items
Domains: Rune, Magic

Skills:Bluff 12=6+3+3, Diplomacy 12=6+3+3, Disguise 7=1+3+3, Escape Artist 7=3+1+3, Fly 6=2+1+3, Intimidate 12=6+3+3, Knowledge-Arcana 14=6+5+3, Dungeoneering 10=2+5+3, Local 10=2+5+3,Religion 14=6+5+3, Perception 11=6+2+3, Sense Motive 11=6+2+3, Sleight of Hand 5=1+1+3, Spellcraft 17=6+5+3+3, Stealth 10=6+1+3, Use Magic Device 7=1+3+3

Appraise 9=1+5+3, Heal 6=1+2+3, Engineering 8=1+5+3, Geography 9=1+5+3, History 9=1+5+3, Nobility 9=1+5+3, Planes 9=1+5+3, Linguistics 13=5+5+3

Languages: Common, Osirion, Kelish, Thassilonian, Azlant, Skald, Undercommon, Giant, Pathfinder Sign Language, Goblin, Draconic

Wizard Spellbook
1st- Mage Armour, Shield, Magic Missile, Burning Hands, Invisibility Alarm, Snowball, Floating Disc, Air Bubble, Grease, Secluded Grimoire
2nd- Book Ward, Protection from Arrows, Glitterdust
3rd- 4 Haste, Resist Energy Communal, Fireball, Spider Climb Communal

Mesmerist Spells Known
0-Detect Magic, Light, Ghost Sound, Detect Psychic Significance, Haunted Fey Aspect, Daze
1st Beguiling Gift, Aversion, Mental Block, Psychic Reading 4/Day

Cleric Spells Prepared
0- Create Water, Guidance, Purify Food and Drink, Enhanced Diplomacy
1st-Bless, Detect Demon, Hide From Undead, Shield of Faith, [Identify]
2nd-Lesser Restoration, Aidx3, [Secret Page]
3rd-Dispell Magic, Prayer 2, [Dispell Magic]

Wizard Spells Prepared
0- Acid Splash, Ray of Frost, Prestidigation, Mending
1st- Secluded Grimoire, Shield, Burning Hands, Magic Missile, Floating Disc
2nd- Book Ward, Glitterdust x2, Protection from Arrows
3rd- Haste x2, Fireball

Gear: Ceremonial Silken Robes, Ring of Sustenance-Bonded Item, Mwk Cold Iron Sword Cane, Handy Haversack, Cleric Kit, Light Crossbow (20 Bolts), 32gp


Kyras would be in the area hunting down the threats to the town. He's a bit a or a thrill seeker, so would definitely join a group he met going into that dangerous tomb. Especially one well meaning enough to detour to help the people.


This is Bea from above. Made an alias so if I discover errors or need to elaborate it will be easier. Plus summarized the stats a bit since hero lab is a bit jumbled in its output at times.


Except for some minor purchases, Taecuss is ready. His crunch is in the profile, and I've included his description and background here as well.

Description:
Barely topping three feet tall, Taecuss could probably be mistaken for a halfling were it not for his shadowy grey skin and pupil-less eyes. He is garbed in a silken coat and breeches that are stiff from their thick layering. With only a backpack, a couple of pouches and a thick-bladed kukri tucked in his belt, he appears to be woefully unprepared to be beyond the bounds of civilization, though his alert eyes and confident stance speak to abilities not readily visible.

Background:
Taecuss was born on the plane of shadow and was thrust into the brightness of Golarion when he was little more than a child. He has adapted to this new world and even thrived; he has found he enjoys it more than his dim memories of shadow. It has been lonely, however. He knows there are other wayang on Golarion, but they are few and far between. He hatched a plan to draw them together. He would garner such fame, wealth and power that word of him would spread and bring his kind together as a community. Taecuss fixated on the legends of Rappan Athuk and before long, no other conquest would do. All he needs to do now is find the right compatriots to tackle it with him.


Dotting as a Geokineticist/Brawler.


Submitting Eryn Quint, Aasimar Cleric/Ranger of Erastil. He provides some buffing, some battlefield control, and a whole lot of archery.

Crunch:

Eryn Quint
Male cleric of erastil 6/ranger 6
LG Medium outsider (native)
Init +3; Perception +16; darkvision 60 ft
Favored Class: Cleric
FCB: +1 Skill point
----------------------------------------------------------------------
DEFENSE
AC 21, touch 14, flat-footed 18 (+7 armor +3 Dex +1 Deflection)
HP 66
Fort +7, Ref +9, Will +10
Special Defenses bramble armor (1d6+3, 6 rounds/day), resist acid 5, cold 5, electricity 5
---------------------------------------------------------------------
OFFENSE
Speed 20 ft
Melee longsword +8/+3 (1d8+2, 19-20/x2)
Melee morningstar +8/+3 (1d8+2, x2)
Melee dagger +8/+3 (1d4+2, 19-20/x2)
Ranged +1 darkwood composite longbow (+2 Str) +10/+3 (1d8+3, x3, 110 ft)
Ranged dagger +9/+4 (1d4+2, 19-20/x2, 10 ft)
Special Attacks channel energy 3d6 (DC 15, 8/day), favored enemy (vermin +4, human +2), touch of good (+6, 8/day), wooden fist (+8/+3, 1d4+3, 8/day)
Spell-Like Abilities (CL 6th)
1/day – daylight
Cleric Spellcasting (CL 6th, Concentration +11)
3rd level (3+1/day) – bestow curse (DC 18), daylight arrow, magic circle against evil (D), prayer,
2nd level (4+1/day) – aid, barkskin (+3) (D), burst of radiance, hold person (DC 17), lesser restoration,
1st level (5+1/day) – bane (DC 16), bless, entangle (DC 16) (D), liberating command, shield of faith
0-level (4) – enhanced diplomacy, guidance, purify food and drink, stabilize
Ranger Spellcasting (CL 3rd, Concentration +8)
1st-level – abundant ammunition, aspect of the falcon, gravity bow
---------------------------------------------------------------
STATISTICS
Str 14, Dex 16, Con 12, Int 11, Wis 20, Cha 15
Base Atk +6/+1; CMB +8; CMD +21
Traits Deadeye Bowman, Toxophilite
Feats AP (light, medium, shields), Deadly Aim, Endurance, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, WP (simple, martial)
Skills (ACP -3) Climb +6, Craft (bows)* +7, Diplomacy +13, Heal +10, Knowledge (geography) +7, Knowledge (history)* +7, Knowledge (nature) +6, Knowledge (religion) +6, Perception +16, Sense Motive +14, Stealth +9, Survival +11 (+14 to track)
Languages Common, Celestial
SQ Aura (LG), Combat Style (Archery), domains (Good, Plant), favored terrain (forest), hunter’s bond (allies), orisons, spontaneous casting, track, wild empathy
ABP Armor Attunement (masterwork agile breastplate) +1, Deflection bonus +1, mental prowess +2 Wisdom, Resistance bonus +1, weapon attunement (darkwood composite longbow (+2 Str) +1
Combat Gear 2 oils of bless weapon, 2 potions of cure light wounds, 1 potion of lesser restoration, 2 potions of sanctuary, wand of cure light wounds (50 charges) Other gear darkwood composite longbow (+2 Str), longsword, morningstar, dagger, 40 arrows, 20 blunt arrows, 20 cold iron arrows, 20 silver arrows, masterwork agile breastplate, cleric's kit ( backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin), silver holy symbol (Erastil), efficient quiver, traveler’s any-tool, 321 gp

Backstory:

Eryn was born in a small community in the north of Taldor. Untouched by the troubles in the capital of Oppara, it was an idyllic life with the majority of the town’s religious direction coming from the Temple of Erastil. Eryn was clearly not of standard human stock, as his brilliant amber eyes and pure white hair demonstrated, along with an almost supernatural glow and an abnormal sense of calm. For reasons unbeknownst to the boy, he felt himself drawn to the Temple of Erastil. He would aid the priests there in their endeavors, and studied the ways of Old Deadeye. Eventually, Eryn was ordained a priest of Erastil.

Eryn wasn’t happy with small-town life. He felt something call to him, a higher purpose. His father had taught him a great deal about hunting and surviving in the wilderness, so Eryn packed his belongings, left the sleepy little village, and began wandering the nation of Taldor, helping travelers and other small communities solve their problems, whether wild animals attacking the flocks, or bandits preying upon their livelihoods, or even giant vermin.

Now, he finds himself in southern Taldor, near the Qadiran border. He’s heard rumor of bandits and a kobold tribe in the area, preying on innocent villagers. He plans to find them and disperse them, by negotiation if possible, or by the bow if necessary. Either way, he intends to continue his work of protecting those who can’t protect themselves – and if Erastil be willing, he will continue to do so. Still, it would be easier to deal with these threats if he had some companions. And should they prove to be of good intent, perhaps he will even stick with them.


My submission is moving forward.

The crunch is almost done.

Background should be added soon.

Jaska Dilan


any ideas when recruitment will close?


All right, all the pertinent info should be here except for equipment.

Fluff:
Raised by humans, the hobgoblin known as Joseph "JJ" Jericho is something of an enigma. His adoptive parents were warned repeatedly that a hobgoblin would be a monster no matter who raised it, but as he grew, he was completely untouched by the evil that defined much of his race. His parents instilled in him the strong moral values of their human society. It was these values that eventually led to conflict with members of his own race. He had been somewhat ostracized in his home settlement despite being a model citizen, but after he helped the militia to defeat a goblinoid raiding party, he was lauded as a hero. This was only the beginning for JJ, however.

After trouncing the raiding party, the militia began to plan a counterattack. A small group of the strongest combatants were chosen to undertake the quest, and JJ was one of them. It was no meager undertaking, but the group managed to find the enemy encampment and slay the hobgoblin warlord. Along the way, JJ attempted to convince any gobliniod that would listen to abandon their evil ways and tread a righteous path, but none were swayed. After each one rejected his offer, JJ showed them no mercy.

Now, JJ has heard of the great evil growing in the depths of the tunnels, and, hoping to help thwart it, he has traveled to Mistthorne to find some allies.

Crunch:
STR 13 (+1) Base 13
DEX 18 (+4) Base 15, Race +2, 4th level +1
CON 18 (+4) Base 16, Race +2
INT 12 (+1) Base 12
WIS 14 (+2) Base 14
CHA 11 (+0) Base 11

BAB 5

FORT 9 Base 4, Constitution +4, Resistance +1
REF 9 Base 4, Dexterity +4, Resistance +1
WILL 7 Base 1, Wisdom +2, Iron Will +2, Carefully Hidden +1, Resistance +1

HP 75 HD +10/level (+50), Constitution +4/level (+20), FCB +1/level (+5)

AC 20 Base 10, Armor +3, Dexterity +4, Brawler +1, Armor Attunement +1, Deflection +1
Touch 15
FF 15

Adventuring Skills: Acrobatics +12, Knowledge (dungeoneering) +9, Perception +10, Stealth +12, Use Magic Device +8
Background Skills: Craft (armor) +9, Handle Animal +8

Traits: Bullied, Adopted (Carefully Hidden)

Feats: Weapon Finesse, Power Attack, Iron Will

Kinetic Blasts: Earth Blast (3d6+7)
Utility Wild Talents: Basic Geokinesis, Kinetic Cover, Elemental Whispers
Infusion Wild Talents: Kinetic Fist, Extended Range, Entangling Infusion
Bonus Combat Feats: Agile Maneuvers, Combat Reflexes


Background added, I think everything is there. Now is the waiting game to see who gets picked.


Working on adapting this character to the current build rules - he is a kinetic knight/paladin. Will post again when he is fully updated.


I may make a decision in the next 2 or 3 days. I've had a crazy few days and i need to update my games first.


Diamondust wrote:
I may make a decision in the next 2 or 3 days. I've had a crazy few days and i need to update my games first.

Ok, cool


Diamondust wrote:
I may make a decision in the next 2 or 3 days. I've had a crazy few days and i need to update my games first.

been a crazy week for myself, and it won't be stopping anytime for at least another week...


OK, fully updated crunch and backstory. Hopefully got it updated in time! Here is the info, though it is also in my profile:

Crunch:

Morgan Vestalis
Male Idyllkin aasimar telekineticist 6/paladin (chosen one) 6/gestalt 6
LG Medium outsider (native) humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +10
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 shield)
hp 96+12 (18NL) (6d10+48)
Fort +15, Ref +11, Will +11; +2 vs. death
Defensive Abilities fortification 15%, resolve 2/day; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 3/day (DC 17, 3d6+1), kinetic blast, smite evil 2/day (+4 attack and AC, +6 damage)
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—summon nature's ally II
Paladin Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 5th; concentration +9)
. . 1st—divine favor (2)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—blade rush, bowling infusion, kinetic blade, kinetic whip, pushing infusion
. . Blasts—telekinetic blast (+14 3d6+9)
. . Utility—basic telekinesis, kinetic healer, self telekinesis, telekinetic haul
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 20, Int 11, Wis 12, Cha 18
Base Atk +6; CMB +10; CMD 22
Feats Fey Foundling, Power Attack, Weapon Focus (kineticist blast)
Traits blessed touch, magical knack
Skills Acrobatics -5 (-9 to jump), Diplomacy +13, Handle Animal +15, Intimidate +13, Knowledge (nobility) +9, Perception +10, Sense Motive +10, Survival +3; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common
SQ burn (2 points/round, max 8), divine guidance, domain influence, elemental bastion, elemental blade, elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, lay on hands 7/day (3d6+1), lay on paws, mercies (sickened, staggered), share will
Combat Gear wand of cure light wounds; Other Gear mwk full plate, mwk heavy steel shield, ring of feather falling, hemp rope (50 ft.), masterwork backpack[APG], trail rations (5), wooden holy symbol of Sarenrae, 175 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Bowling Infusion Blast also trips foes.
Burn 2/round (6 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Healing Domain Influence (Sp) Familiar can use Rebuke Death once per day
Elemental Bastion (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +2/+4 (Max +2, +2 STR, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Telekinetic Blast (Sp) Level 3; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Kinetic Whip Form a kinetic blade with reach.
Lay on Hands (3d6+1 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 3d6+1 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +11) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (2/day) (Ex) Your resolve can remove effects or reroll saves.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.

--------------------

Alexander
Thrush (Pathfinder RPG Ultimate Magic)
LG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 48 (1d8-2)
Fort +3, Ref +7, Will +7
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +6; CMB +4; CMD 9
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Diplomacy +4, Fly +12, Handle Animal +4, Intimidate +4, Perception +14, Sense Motive +11
Languages Common
SQ domain influence, improved evasion, share will
--------------------
Special Abilities
--------------------
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Domain Influence (Healing, 1/day) (Sp, Su) Familiar can use Rebuke Death once per day
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

Background:

Morgan was raised as an orphan. For what felt like the longest time, he had no idea who his parents were or what happened to him before he was found at the age of six, curled up and cold in the street. He still has no memory of that time, but he knows a bit more about it now, thanks to Alexander.

The tiny bird showed up one day, when he had just come of age, standing above an old, battered looking wand. The bird had an oddly captivating gaze, and just stared at him for a minute, as if taking his measure. Then it began to speak. It told him that Morgan came from a long line of defenders, people who upheld the ideals of Sarenrae and dedicated their lives to living out her principles in the heat of battle. Many generations ago, one of his ancestors was one of the group that destroyed the Temple of Orcus and disappeared in the chase after the wizard Zelkor. Throughout the generations, those with the angelic blood that runs in his veins continued to fight for Sarenrae. Some tried to unravel the secrets of the well, and discovered what happened to their ancient ancestor. Others simply fought for Sarenrae in other ways. Time and time again, though, those of his blood risk all in this service.

His mother was one of these, a paladin of Sarenrae who was a fierce warrior and a merciful healer. The old wand had belonged to her. The wand could provide healing, but in the right hands it can be so much more - it can be a great and varied weapon. If Morgan was willing, the bird said it could train him, show him how to access the same abilities that his mother had, and fulfill his destiny as a chosen one of Sarenrae. The evil from the Well was rising, and his service was needed.

Naturally, upon hearing all of this, Morgan assumed he had lost his mind. One too many drinks last night, clearly - he had told Oscar that they were going too far, but he insisted on continuing their celebrations. You only come of age once, he said. Calls for more ale, he said. Now he was hallucinating a bird talking to him. As the days passed, though, and the bird didn't go away, he came hesitantly to the decision that he had not in fact gone crazy. If this bird really had known his mother, and this wand really was an artifact of hers, it was more than he had ever hoped he would learn.

So he began training with the bird, who taught him how to access his abilities, both as a paladin and a telekineticist. The wand he carried with him everywhere, always recharging it rather than getting a new one, and through the wand he could manifest a mighty blade formed out of pure aether.

He began adventuring, wanting to expand his abilities before risking the dangers of the Well. He wanted to discover what was down there, and what had befallen all those who tried their luck there, but Alexander assured him that he wasn't ready. So he went about, helping those in need, giving his healing touch wherever it was needed, and learning everything he could from his avian friend.

Now the evil was gathering. He had heard the rumors, heard of the problems at the Well, and had been making his way there. Alexander still cautioned against it, said that there was still time to prepare, but Morgan was done waiting. It was time to fulfill his calling, and venture down into the Well. He would join up with whatever allies he could find, but one way or another he was going. It was his destiny.

About the Build:

Going for a very tanky build, someone able to bring a lot of staying power to the field, as well as pack a pretty solid punch. As a telekineticist kinetic knight, he needs to form a kinetic blade out of an object held in the hand, so I thought it was a neat idea thematically to use the wand as that object - essentially, the wand becomes the hilt of the aether blade that he forms when he attacks. Even though technically he can form a kinetic blade out of any hand held object, in-character he will believe that there is something about the wand itself that allows him to form his blade. He could potentially discover down the road that the wand itself doesn't matter to his blade, but at least at first he has no idea. My hope is to simply reuse the same physical stick every time I run out of charges and have to buy a "new" wand; if that isn't acceptable, I can always tweak the story a little bit to take that part out.

Appearance and Personality:

Morgan is a large and strong man, lots of muscles, and a fair number of scars. He has clearly seen a lot of battle before. Yet despite that, there is a kindness and an understanding in his eyes. He is a conciliator at heart, always trying to resolve issues diplomatically, but certainly not against a good battle if the need arises. He had a rough childhood, and that has led him to have a somewhat cynical personality, but he actively chooses to try to overcome that natural tendency and act in a way more fitting to his position as a champion of Sarenrae.


Just a bump to refresh interest


I don't know if it's too late, but I'm writing up the statblock for a Zen Archer/Relic Hunter of Erastil (or maybe Bolka, if I decide to make him a Dwarf). If I missed the boat, I understand, otherwise he'll be submitted this evening.


dotting,
Will adjust soon


Here's Thaddeus Crint, Farmer-turned-wandering Proselytizer of Erastil. There will be a background story written about him tomorrow, but I wanted to at least get this submitted so you could have a look at what I have in mind, since it's close to deadline.

Statblock:

Male Human Monk (Zen Archer) 6//Inquisitor (Sacred Huntsmaster) 6
LG Medium Humanoid (Human)
Init+10; Senses Perception +14

Defense
AC 18, Touch 18, FF 11 (+5 Wis, +1 Dex, +1 Deflection, +1 Monk)
hp 66 (6d8+12 +6 FCB)
Fort +8, Ref +7, Will +12
Defensive Abilities Resistance +1, Indomitable Faith, Barkskin (1 Ki)

Offense
Speed 50 ft.
Melee Unarmed Strike +7 (1d8+3)
Ranged +1 Longbow +11 (1d8+6/x3) or
Flurry of Bows +11/+11/+6 (1d8+6/x3)

Conditional/Situational Modifiers:
Ki Pool (8/day) - Spend 1 Ki, get 1 additional attack at highest bonus
Perfect Strike - Roll twice, take highest (6/day)
Reckless Aim - +2 Attack, -1 AC, if I roll a 1, hits adjacent ally
Point-Blank - +1 Attack, +1 Damage
Deadly Aim - -2 Attack, +4 Damage
Coordinated Shot - +1 attack if teammate threatening, +2 if flanking
Enfilading Fire - +2 attack if teammate flanking

Special Attacks
Inquisitor Spells/Day 1st – 6/6, 2nd 4/4
Inquisitor Spells Known (CL 6th; concentration +11)
0 – Guidance, Light, Detect Magic, Read Magic, Stabilize, Brand
1st – Cure Light Wounds, Divine Favor, Protection from Evil, True Strike
2nd – Restoration (Lesser), Resist Energy, Invisibility, See Invisibility

Statistics
Str 16, Dex 13, Con 14, Int12 , Wis 20, Cha 11
Base Atk +4; CMB +7; CMD 18

Feats
1 - Point-Blank Shot
2 - Precise Shot
6 - Improved Precise Shot
3 - Weapon Focus (Longbow)
3 - Weapon Specialization (Longbow)
1 - Perfect Strike
1 - Rapid Shot
1 - Improved Initiative
3 - Reckless Aim
5 - Deadly Aim
3 - Coordinated Shot
6 - Enfilading Fire
Traits Deadeye Bowman, Indomitable Faith

Skills (48 ranks)
Perception +14 (6 ranks +3 class +5 Wis)
Heal +10 (2 ranks +3 class +5 Wis)
Intimidate +14 (3 ranks +3 class +3 Stern Gaze +5 Wis)
Knowledge (Arcana) +14 (5 ranks +3 class +1 Int +5 Wis)
Knowledge (Dungeoneering) +14 (5 ranks +3 class +1 Int +5 Wis)
Knowledge (Nature) +14 (5 ranks +3 class +1 Int +5 Wis)
Knowledge (Planes) +14 (5 ranks +3 class +1 Int +5 Wis)
Knowledge (Religion) +14 (5 ranks +3 class +1 Int +5 Wis)
Sense Motive +17 (6 ranks +3 class +3 Stern Gaze +5 Wis)
Spellcraft +7 (3 ranks +3 class +1 Int)
Survival +11 (3 ranks +3 class +5 Wis)

Languages Common, Elven

Special Qualities
Domain Conversion Inquisition (Wis instead of Cha for Bluff, Intimidate, Diplomacy)
Animal Companion Like a Ranger
Monster Lore - Wis to Knowledge in addition to Int for identifying creatures
Stern Gaze - +1/2 level to Sense Motive and Intimidate
Cunning Initiative - Add Wis to Init in addition to Dex
Detect Alignment - Detect Chaos/Evil/Good/Law at will
Track - 1/2 level on Survival to follow tracks
Hunter Tactics - Automatically share teamwork feats with animal companion
Coordinated Shot - +1 to attack if ally threatens enemy, +2 if flanking
Bane - 1 round/level/day, swift action to activate
Discern Lies- as the spell, rounds/level/day
Enfilading Fire - +2 attack if enemy is flanked by an ally with this feat
Precise Shot - No penalty for firing into melee
Flurry of Blows - Full attack with 1 additional attack, as if full BAB, -2 penalty on all attacks
Perfect Strike 6/day - Roll twice, take highest for 1 attack
Unarmed Strike - 1d8 damage
Point-Blank Shot - +1 Attack and Damage within 30'
Way of the Bow - Weapon Focus + Weapon Specialization (Longbow) (+1 Attack, +2 Damage)
AC Bonus - +1 AC
Fast Movement - +20' movement speed
Zen Archery - Wis instead of Dex to hit with bows
Point-Blank Master - Can make ranged attacks in melee without provoking
Ki Pool (Magic) (8/8) - Can spend 1 point to make an additional attack at highest BAB, increase speed by 20' for 1 round, +4 Dodge bonus to AC for 1 round, or increase range increment of bow by 50' for 1 round
Slow Fall 30' - reduce falling damage as if 30' less if a wall is nearby
Barkskin - 1 ki, Spell-Like Ability
Improved Precise Shot - Ignore concealment or cover (total concealment/cover still apply)
Deadeye Bowman - If only a single creature is providing soft cover, negate soft cover +4 AC
Indomitable Faith - +1 Will Saves


Dotting.

Thinking of a Suli Ranger/Oracle.


I just saw that this was back up. Here is Benny Hopper from the initial recruitment still hoping to join the party.


Dang, maybe shouldn't have bumped this. My chances are getting lower now.


@Kayla That's what I was thinking. Now you made my job harder.

Check back in 4 or so hours guys and I should have made my decision.


I am sorry, it was not my intention to do that. I was just trying say I am still interested.


GM Diamondust: It's not clear from your posts if you are still accepting applicants.

I doubt it, but in case you are, I would like to submit Layith Al-Anhara, a ranger/oracle of life, for your consideration. Both a melee combatant (with a two handed vital strike combat style) and healer oracle. He has a cheetah animal companion named Sirocco.

I am not sure where Rappan Athuk is located on Golarion, so I could fix up the background a bit, but overall Layith is a former medic and soldier from the Imperial Army of Kelesh. He became disgusted with the church of Sarenrae for forgiving the atrocities of the local Rovagug cultists of the Windswept Wastes when those cultists surrendered, only to have them commit more atrocities when they got the chance. So he converted to Gorum, believing that he had to be cold and hard to fight them. He was eventually kicked out of the army for being too hard on prisoners.


Sorry Layith I had already made a decision before I came back and saw your submission.

I have decided to invite Jaska Dilan to join the game. Please post in the discussion thread when you can.

Recruitment is closed for now.

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