Hey there runelords! How's it with the rising? (Inactive)

Game Master william Nightmoon


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Sovereign Court

Hello one, hello all! I have recently come apon this fine Champaign and have desided to DM(on this site) the first officaly published Champaign! So this recruitment will be for newcomers and old faces alike, I just want to see how I do with a pre-made adventure.

Creation Rules!:

Race: ANY! Officially published races, including groll and lizardfolk. Also I may allow one of my custom races upon inquiry, some are unfinished so keep that in mind. this is galorian, and it's diversity after all, however I'm gonna say no to any of the "noble" versions of any race, including drow, Dugaur, and deep gnomes. Note! any commonly monstrous races will be treated as such, or at best with suspicion. Goblins will have the brunt of the hate.

Class:ANY! Officially published classes and archetypes. You are limited one per class.

Traits: one Champaign from the anniversary handbook, and any other one non-Champaign. You may have annother of you take a drawback, but it will be used to exploit you and you have to remember what it is or face penalties.

Stats:2d6+6, or a 20 point build, whichever is higher.

3pp: NO!

Starting level and gold: lvl 1, and roll or average, whichever is higher.

Keep track of any animal companions, for they will be a thing and you will need to keep an eye on them.

If there are any questions just let me know ^-^

I will be looking for a balanced group of at least 4, at most 6 (which means i will pick 6 unless no-one wants to play). So I will look for two casters (one arcane, one divine), a melee/tank, a skill/stealth, and a support. The extra will be someone who impresses me.


Dotting


dot, thinking druid. Haven't had the chance to play this AP, hear its one of the better ones.

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13

Sovereign Court

Thanks chess, remember I can't PM you, so your gonna have to let me know things here.

Also, for everyone else, I am in the mood for some oddballs, yet you must also understand I will not pick a whole group of uncommon/featured races. However I like the androids and other obscure races so...


well, I also have an idea for a goblin alchemist that likes to rhyme a bit.

I'll have a think.

hehehe! This will be a blast! explode them longshanks reel good!

Now everyone sing with me!

Spark spark and kaboom it goes
Keeping the goblins on their toes!
Longshanks run and longshanks flee
From the Bombs of Mr. biggs you see!
Fires spit and mixes bubble
Goblins be needing trouble
In the dark or bright sunlight
These bombs set towns and homes alight
So Goblins dance in the flames
Cuz it’s all just for fun and games!

Of course, he would now be, ahem, reformed. So, no exploding random Longshanks, Sarenrea bless him. But still lots of trouble.


Study Dwarven Cleric is in the works...

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12

Dotting...and preserving those rolls!

Perfect for a monk...

Str (18) Dex (17) Con (16) Int (12) Wis (18) Cha (14)

Now that's what I'm talking about. :)


that's a realistic monk statline! I'd almost say go for a dex based monk with those! jabbing style ftw.


2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12

Been dieing to play a counterfeit mage. Perhaps this will be my chance...and looks like 20pt buy.

By the way, would you be ok with the archetype being applied to an Unchained Rogue template?

Starting Gold?: 4d6 ⇒ (6, 2, 2, 4) = 14x10=140
Ouch...time to trade out dice...Least it's average :-P

Grand Lodge

dotting

rolling: 2d6 + 6 ⇒ (2, 4) + 6 = 12
rolling: 2d6 + 6 ⇒ (1, 1) + 6 = 8
rolling: 2d6 + 6 ⇒ (1, 6) + 6 = 13
rolling: 2d6 + 6 ⇒ (5, 6) + 6 = 17
rolling: 2d6 + 6 ⇒ (3, 5) + 6 = 14
rolling: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Grand Lodge

that is exactly a 20 pt build ahah

Silver Crusade

2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10

Silver Crusade

Using a 20 pt buy, then.


2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 6) + 6 = 15

Uhh, wow. That's...incredible. Best I've ever rolled. I could do just about anything with this.


Hello! Dotting this, though I have to say that I have applied in other RotR game and am waiting for the result of the selection . if I'm picked, I'll have to withdraw.

2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16

Silver Crusade

Starting Gold: 3d6 ⇒ (6, 1, 1) = 8

Using Average gold: 105 GP


Lubella Heathertoes Sings at the Swallowtail Festival!
The Desert Rose of Katapesh will Enchant you with Songs of Romance and Adventure!

PCScipio here. This is my submission: Lubella Heathertoes, a halfling Dawnflower Dervish Bard and Eager Performer.

She is an arcane caster (lite), a melee/tank , and a skill/stealth. Of all these, I would say her primary role is melee/tank.


Damn! With these stats there are so many options for a good character. Gah!

Maybe even a Tengu Cult Leader Warpriesr? 3x natural attacks with those stars would be pretty fun.

Maybe an elven monk/sacred fist warpriest? Grew up in Sandpoint, and watched the humans who raised him grow old and die. Saw his wife grow old and die. Watched his children grow up and move out. Feels like time has forgotten him. Has become a devout follower of Irori, as he feels that the only way to honor those who passed on is to use his "eternal youth" to the best of his abilities. And that means to seek perfection. Would be great RP, and I could afford the stat hit. Hell, it's even make it "fairer" to have the Con penalty. Plus Str (18) Dex (18) Con (14) Int (16) Wis (17) Cha (12) is still a good point spread. Just not broken. Tag on "breadth of experience" and suddenly he really can be a 100 year old elf (+5 all professions and +5 all knowledge skills). Name a job and he has done it, be it a musical instrument, juggling, or carpentry. He's not an expert, but he's passable in just about anything you could ask of him. It's just that he's new to this adventuring thing...

A Dwarven Warpriest? That 12 Dex is all he'd need in fullplate. Would make him Str (18) Dex (12) Con (18) Int (14) Wis (19) Cha (14).

What to do...


Hey waz up! What about background skills?


Dotting as well! Weee!


Heres my Gobo alchemist. Mr. Biggs Sparklefeet. Along with a rough idea of his crunch.

background for Mr.Biggs:

Mr. Biggs, the goblin alchemist, grew up bullied and beaten by other, much stronger goblins in his tribe. However, he took to mixing potions, at first it was food broths, drinks and the like. Then he started just throwing things together. When something worked well, he immediately memorized it. When something didn't he stowed the knowledge away for later use. Eventually, he used his bombs as a means to gain prestige in his tribe. However it was soon taken out by a party of adventurers. Luckily for Mr. Biggs, he was smart enough to know when he was beaten, and a cleric of Sarenrea took pity on him. He was taken back to the monostary where he eventually overcame his fear of words, and learned a lot about "civilized" creatures society. He became intrigued by humans. He still found elves extremely boring, but humans, they were unpredictable, and always gave him a good laugh. He's been traveling sense he was "released" he has been travelling around and experiencing different events and the like in human society, where he was allowed, which was surprisingly many places. Once he showed them his papers from the church of Sarenrea.

Sit! Sit sit sit! Mr. Biggs tell you Mr. bigg's story. It all start when Mr. Biggs born. YES, From born to now you nitwick! Now shush before I throw bomb at you! Anywayz. Mr. Biggs was born with big head, biggest head around! Mr. Biggs was able to do things goblins 3 years older can no do. SHUT UP! MR. BIGGS TALKING! as Mr. Biggs saying. Mr. Biggs mixing prodegy! Mr. Biggs Grew up outcast. "Mr. biggs head so big!, Mr. Biggs so weak! Mr. Biggs should be Mr. small!" HOW YOU FEEL NOWZ! MR. BIGGS BOMBZ YOU! ahem... Pardon Mr. Biggs, Mr. Biggs bring up bad memory, anyways. Mr. Biggs stay home, and make mixes. Mostly just food and drinkses. But one day. Mr. Biggs mix things and it go BOOM! Mr. Biggs laugh lots! Then Mr. Biggs show it to the other gobos, suddenly Mr. Biggs very popular because he make things go BOOM! and fire everywhere. Mr. biggs go to other, bigger, stronger gobos home. Mr. Biggs blow them up! Big explosions! They Say sorry to Mr. Biggs. Mr. Biggs forgive them, but Mr. Biggs make them work! He make them get things for Mr. Biggs. Shinies, mixies, and other things. Anyways. Mr. Biggs bigshot now! Mr. Biggs now told you story of how Mr. Biggs showed other gobos his creations!.

Heh, heh, This'll be a blast!
Biggs says as me mixes a strange potion together in front of the other goblins, who are watching mostly because of the shiny and sparkly things he is using.

Totally safe! Full-proof the goblin gaurentee! hehehehe.
finally he picks of a sphere shaped device and begins to toss it around with glee.

Mr. Biggs finally did it! HEHEHEHE. he throws the bomb and it explodes infront of the other goblins, the fire causing all of them to jump in glee.

Later, after his, ahem, rehabilitation.
Mr. Biggs turns towards you, holding a bomb shaped device.
see? this look dangerous to you? Then ingests one of the bombs, you hear a muffled explosion from his stomach then smoke wafts from his mouth.

Now everyone sing with me!

Spark spark and kaboom it goes
Keeping the goblins on their toes!
Longshanks run and longshanks flee
From the Bombs of Mr. biggs you see!
Fires spit and mixes bubble
Goblins be needing trouble
In the dark or bright sunlight
These bombs set towns and homes alight
So Goblins dance in the flames
Cuz it’s all just for fun and games!

Crunch:

[spoiler=Statistics] Male Goblin Alchemist 1
N Medium Humanoid (Human)
Init +5; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC: 18, touch 15, flat-footed 13(+3 armor, +5 dex, +0 shield)
hp: 11 (1d8+3)
Fort: +4 Ref: +7, Will: +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Horse Choppa: +2
-Damage: 1d8+3

Mutagen Horse Choppa: +4
-Damage: 1d8+6

Ranged
Bomb!: +7 (5/day)
Damage: 1d6+5

Blowgun: +5
Damage: 1d2+ poison (varies)
------------------------------
STATISTICS
------------------------------
Str 14, Dex 20, Con 15, Int 18, Wis 12, Cha 09
Base Atk +0; CMB +0; CMD 10
Traits Accelerated drinker, Goblin learnin' (Goblin Watcher)
Drawbacks
Feats
1- Point blank shot, throw anything, brew potion
Skills (8 points; 4 class, 4 INT)
Craft(Alchemy): 1
Acrobatics: 1
Stealth: 1
Know. Arcana: 1
Know. Nature: 1
Sleight of hand: 1
Perception: 1
Appraise: 1

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, goblin, Draconic, Dwarven, Orc, Gnome
------------------------------
SPECIAL ABILITIES
------------------------------
Bombs: 6/day

------------------------------
Extracts
------------------------------
1st level: 3/day
Bombers Admixture-1
Reduce Person-1
Cure light wounds

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: blowgun, studded leather, Horse Choppa, ???

Alchemical Items: Alchemist's fire x5, Acid flask x3, Skyrocket Firework x1

Backgpack, Belt pouch, Bandolier, 50ft rope, waterskin
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 1 GP 5 SP 0 CP


Interested. I will start contemplating a character. Currently applying to another campaign so if I get into the first one I'm going to withdraw my interest from this one. I will know by this Friday or Saturday.


2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13

doting,

Let's see what I can do with this ...

Dark Archive

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 4) + 6 = 11

Going to go with 20 point buy, lulz. Be back later.


Custom races of yours? I am always on the hunt of some of those.

Mind giving a, brief description? Stats can be given later if you wish, as I am interested on their flavour and culture to know which class and such fits them better.

Also dot, thinking the tank, support or "Impress me" roles.


Dotting for now. Will see what i can come up with


2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16

I can work with this


While I study -hahahahahahahaha- I will think about my submission. And for that purpose I'll need stats to work with.

So... LO AND BEHOLD AS I FACE THE DREADED RANDOMUS NUMBRA GENERATRIX!

Stats: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stats: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stats: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stats: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stats: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15

16-15-15-14-13-12. Those... those are freaking great, to be honest. What is MAD? I know nothing of it, or to better put it, I don't care about it.

Man, I could even pull off a TWF Paladin with ease.


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14

Hmm, not too bad. Pretty good actually.


Okay. Can i be a pure blood azlanti? Want to go ninja. Havnt played one in ages


Here is a rough cut of my character offering

Wisp Silvereyes:

Wisp Silvereyes
Sorcerer (Djinni bloodline), Halfling, female
Str 8
Dex 16
Con 14
Int 12
Wis 12
Cha 19
HP 8
Combat
Initiative +5
CMB -2 CMD 12
AC 15 T15 FF 11
Fort +3 REF +4 Will +4
Dagger -1 1d3-1
Lt crossbow +3 1d6
Ray (lightning) +3 1d6+1

Feats
Dodge
Skills
+3 Perception 0+1+2
+5 Know arcana 1+1+3
+5 Spellcraft 1+1+3
+8 Use magic device 1+4+3
+7 Stealth 0+3+4
+4 Diplomacy 0+4
+5 Know planes 1+1+3

Languages
Common
Halfling
Varisian

Traits
Reactionary: +2 initiative

Racial traits
30ft move
+2 perception
+1 saves
+2 vs fear
Spells
Lv 0 (infinite)
Detect Magic
Read Magic
Light
Lv 1 (4/day)
Mage Armor
Colour Spray


Question: Do you want us to use the campaign traits in the players guide?


Gold: 4d6 ⇒ (2, 6, 2, 3) = 13
140 it will be then


Submitting another question: is Variant Multiclassing allowed?


2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
Not bad. Consider this my dot.
What's your opinion on Words of Power? Do you allow them?


How long will you be keeping recruitment open?

RPG Superstar 2012 Top 32

I have a character I've been wanting to run through this for a while... he could be melee/tank or a skills guy. Let's see what the dice have to say about it...

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16

well, that'll certainly do! I'll have to do some rebuilding but I'll be posting something within the next couple days.


2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14

I'll roll anyway... can always switch to 20pb if it's terrible.

... Or not. Good rolls, I like it even with the odds. Let's see what I can put together.

Grand Lodge

@ DMWazup

I have a funny question, do you plan to enfore that if we roll and it is greater or equal to 20 pts BUT there are negative values that we have to use it?

My rolls had an 8 and a 9, others I have seen are probably more than 20 pts but already have a negative value in them and people are opting to not use them. Just a ruling on that matter please?


2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9

Hmm, 15 point buy there, better with 20 obviously.

I'll probably default to tank as usual.


5d6 ⇒ (6, 2, 1, 5, 1) = 15 For gold - I might end up using less dice, but will use in this order. Considering the low numbers, I'll probably go with average

Are your half-ogres available? Do they count as ogre for feats etc.?


I'm new to these things, what do people here mean by "dot" or "dotting."

Rolls for Dr. Rowan Strayts, the Alchemist:
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12

Wow... those are very high for Rowan...
I might just go with the 20 point buy because this character typically has lower stats and I couldn't roleplay him right with these.

Also, forgot starting gold: StartingGold: 3d6 ⇒ (2, 6, 3) = 11
barely better than average, I'll take it

Grand Lodge

So you can see when people ping the thread, so you know what thread you were looking at as well.

Grand Lodge

background skills?

Sovereign Court

Raltus wrote:

@ DMWazup

I have a funny question, do you plan to enfore that if we roll and it is greater or equal to 20 pts BUT there are negative values that we have to use it?

My rolls had an 8 and a 9, others I have seen are probably more than 20 pts but already have a negative value in them and people are opting to not use them. Just a ruling on that matter please?

Olay, there is alot to reply to! First, you can choose to take the 20pt build of you don't like your rolls (even if the rolls are higher).

Yes, the standard array of background skills, but remember that perform is not a background skill for bards. And alchemy is not a for alchemists/investigator.

My custom races are on my page, save for the "half" races and a few of those on the top, the finished ones have some flavor text. You may also find some on my non-DM alias. The half ogres and half minotaur are both open. As is the dragonborn and a few others.they all count as their subtypes for fears and such, so yes they count as ogres.

I never use words of power, but if you understand them enough to use them, go ahead!

Yes, unchained versions can take archetypes, as long as they have the things Being replaced.

Quote:
Okay. Can i be a pure blood azlanti? Want to go ninja. Havnt played one in ages

No, this is basically the "noble" of humans and I said I won't allow any "noble" races.

At the rate of submissions now, I will give it to next friday (not tomorrow the Friday after)


This will be nate lange's submission. Fluff is done but mechanics have a ways to go. He's a stealth/skills and melee/tank guy. Starting at 2nd he'll have trapfinding too, and I may move towards switch hitting with a longbow as I pick up the combat style talents. As a human he'd also be one of the 'normal' characters that anchors the party.

Out of curiosity, was there ever a ruling on variant multiclassing.

Sovereign Court

Oh, ah... I'll give it a yes, but you can't archetype the second class.


Here is my entry. My roll is good enough that I didn't feel the need to pick a race which works for the class. Instead, choosing to make a character that I always wanted to play, but couldn't because the race/class combo didn't work. I mean...when else can I play a monk whose race gives him +2 Dex, -2 Con and +2 Int? Really lousy trade unless you roll bonkers on stats.

Crunch:
Name: Inarus the Wanderer
Race: Elf! Age 46
Class: Unchained Monk
Languages: Common, Elven, Thassilonian, Varisian, Azlanti, Sylvan
Alignment: Chaotic Good
Traits
* Quain Martial Artist (+1 unarmed damage)
* Monster Hunter (Perhaps you came to the Varisian
Gulf in search of the Sandpoint Devil, or maybe you
followed fisherman’s tales of Old Murdermaw—
regardless, you’ve ventured through Varisia to hunt
down famous monsters. While they have all eluded you
so far, you made it to Sandpoint to research and restock
before heading back out into the wilderness. Because
of your training, you gain a +1 trait bonus on attack
rolls and weapon damage rolls against aberrations and
magical beasts)

Str (18) Dex (18) Con (15) Int (16) Wis (16) Cha (12) HP (13) Fort (+4) Ref (+6) Will (+3) Initiative (+4)

AC: 18
Touch: 18
Touch: 13

Combat when Flurrying
To Hit: +5/+5 (+6 vs monsters and abberations)
Damage: 1d6 + 1d4 + 5 / 1d6 + 1d4 + 5 (+6 dmg vs monsters and abberations)
CMB: +5
CMD: 18

Ranged
30ft
To Hit: +5
Damage: 1d8 + 4

Equipment
* Monk's Kit (backpack, belt pouch, blanket, rope, soap, 10 torches, 5 days trail rations, waterskin)
* Elven Clothing
* 7x Chakrams (30ft range, 1d8 dmg, x2 crit)
* 20 gold

Feats
* Bleeding Attack (+1d4 bleed damage from unarmed strikes) Lvl 1 feat
* Dodge (+1 AC) Monk lvl 1 feat
* Stunning Fist (You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.) Monk lvl 1 feat

Skills
* Perception: 1 skill point (+10)
* Stealth: 1 skill point (+8)
* Acrobatics: 1 skill point (+8)
* Sense Motive: 1 skill point (+8)
* Intimidate: 1 skill point (+5)
* Diplomacy: 1 skill point (+5)
* Bluff: 1 skill point (+5)

Background Skills
* Knowledge History (+8)
* Craft Alchemy (+8)

Flurry of Blows
* At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Racial
* Keen Senses (+2 perception)
* Darkvision (Darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.)
* Lightbringer (Immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.)
* Fey Thoughts (Diplomacy and Bluff as class skills)

Plan
* Lvl 2: Combat Reflexes (4 attacks of opportunity per round), Evasion
* Lvl 3: Weapon Focus-unarmed strikes, Fast Movement, Ki Strike
* Lvl 4: +1 Con (Con 16...with an elf!), Qigong Power (barkskin), Still Mind
* Lvl 5: Dragon Style (+2 damage on first strike and other little bonuses), Shattering Punch (ignore any DR on first hit)
* Lvl 6: Improved Disarm, Silk to Steel
* Lvl 7: Dragon Ferocity (+4 damage on first strike, +2 on subsequent strikes, plus other small bonuses)
* Lvl 8: +1 Wisdom, Gaseous Form
* Lvl 9: Improved Critical (unarmed crit 19-20), Spin Kick, Improved Invasion
* Lvl 10: Medusa's Wrath (Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.) - Great when combined with stunning fist!, Shadow Step
* Lvl 11: Persuasive (+4 diplomacy and intimidate)
* Lvl 12: +1 Wisdom (Str18 Dex18 Con16 Int16 Wis18 Cha12!), One Touch, Diamond Body
* Lvl 13: Power Attack
* Lvl 14: Improved Feint, Diamond Soul
Etc etc

Background:

Inarus is a young elf from the Mierani Forest. Naturally gifted in magic, his family wanted him to follow in their footsteps and to become a mage. The most socially respectable position within elven society. Inarus, though, was far too rebellious. Knowing little more than the most basic of cantrips, to say that he was a disappointment would be an understatement. Tempering their expectations, they forced him to take on an apprenticeship as an alchemist, hoping that his talents could still be put to use.

Rather, in his youthful arrogance, Inarus believes that his natural magical ability can instead be used to infuse his own body. That instead of learning how to cast spells, like his father, mother and sister, he can instead control it. To make his fist as hard as steel. To make blades break when they hit his body. To become a weapon that will cleanse his people's forest. To be a hero!

In pursuit of his ideal, Inarus has trained for the majority of his short (by elven standards) life. And, to the surprise of all, he has begun to make progress. Using his innate magical talent and his alchemical training, already his body has become infused with magical energy. Through a mixture of magic and training he has become as strong as the mightiest of warriors, and his speed rivals that of the scouts of his people. Coupled with his ability to punch with the power of a hammer, Inarus now believes that his beliefs are correct, and that he can indeed make himself into a living spell. Little does he (or any oin his community) realize, but what he has actually "discovered" is Ki.

His parents though, still saw him and his efforts as being not only a waste of time, but an embarrassment. That while he did indeed train and work with passion and dedication, if he put even a fraction of that into his studies he could have been a socially respected apprentice, well on his way to becoming a mage.

Everything came to a head after one explosive argument. Literally. Inarus punched through a table after his father cast explosive runes in the "training manual" that Inarus had been writing. Words were said which could not be forgiven. Eyebrows were singed which...would grow back...eventually.

Inarus left his home that night, leaving behind a note explaining that he would return after he had perfected his art. He told his parents that he would prove his father wrong by becoming a great monster slayer, and that after he had killed a beast worthy of legend with his bare hands, he expected an apology from his father. His parents, upon finding the note, immediately went out looking for him. But when it became clear that he had already left the forest and wandered off, they were forced to admit that he was gone. His parents have already held his funeral, as they expect that he won't last a week out in the world of men.

Inarus, boldly and blindly stumbling through the foreign culture of mankind, has heard of the Sandpoint Devil and Old Murdermaw. Wisely concluding that taking either on alone would lead to a crippling injury at best, he now seeks to find a group of like minded individuals to hunt them down with. Preferably with at least someone who knows healing magic.

Personality and Appearance:

Inarus is a tall, muscular elf with short cropped blond hair and blue eyes. He wears the traditional clothes of his people, something which he has come to realize makes him stand out. He would change into something more local, but he has thus far been too self conscious.

He is generally an agreeable person, though his confidence and naivety can rub people the wrong way. While he generally wants to do the right thing, his main goal in life is to get out there and train in his own personal form of magic. Proving himself to his family and society is of the utmost importance to him.

Because he is so new to being in the realm of mankind, he still finds the sight of old people to be shocking. And quite sad. He has learned to keep this to himself though, as he has found that expressing his sympathy, or pity, tends to make the shorter lived races mad.

And that's that for now. Hope I get a chance to play this character. :)

Grand Lodge

I'm interested. Rolling

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13

Aaand, twenty point buy.

Looking at making an Inquisitor, hopefully will get it up in the next day or two.


Background skills added.

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