Of Monsters and Men, Carrion Crown Gameplay

Game Master Red Velvet Tiger


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Rednal wrote:
Well, that one's on the list, so... ^^ Not forgotten?

Yaaaaaaaay! Not forgotten this time! I've been forgotten by so many GMs....it STINKS!! Glad you didn't forget me.

:)


Nate: If you're still interested in the guardian/ward concept, I need your character info/background for the ward so I can finish up my background.

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

Ok, here's technically my second concept, a Half-Fiend Magus (Bladebound/Kensai) /Inquisitor (Sanctified Slayer) of Sarenrae. Still have some shopping to do, but otherwise should be complete.

Let me know if the half-fiend template is alright. I'm assuming I'll be sacrificing a level at 6 and 11 when the template increases in cost.

Background and Appearance:

Appearance and Personality

Mi'isha's philosophy in life can be summed up by the Varisian saying her mentor taught her when she was still a child, and from which she draws her last name:

"O ushalin zhala sar o kam mangela"

which translates as "The shadow moves as the sun commands". These words express her knowledge that not darkness is the tool of evil, as well as the belief that her life belongs to her goddess, Sarenrae. While she truly believes in redemption and the teachings of the Dawnflower, she knows her lot is to pursue the demons and undead who threaten the innocent. In pursuit of this goal she is willing to use deception and subterfuge, as well as to ally with those whose motives might not always be the purest.

Mi'isha spends much time thinking about the past and the future. Her heritage often makes her a target of unthinking do-gooders, and more than once she has had to flee to avoid a confrontation with a Paladin who would not heed her words. Still, she takes it in stride, knowing that not everyone will grant her the second chance that her goddess has. As a devout adherent of her goddess' teachings, she hopes to one day be able to call upon her powers to assist others, as well as to aid in her battles against foes of the church.

Dressed in simple garb with a few fittings marking her as a warrior, Mi'isha seems to carry little else with her. Her most obvious possessions hang at her sides, on one hip a holy tome bound in red leather and decorated with black horn, and on the other a scimitar bearing an ominous looking ebon blade covered in runes inlaid with the same onyx material as the book. Mi'isha was blessed with her fathers looks, sporting perfect cream colored skin and copper color hair, brilliant orange eyes, and a body that is quite shapely. Her mother, however, left her mark as well. Two onyx horns jut from her head, one seemingly cut down to a stub, and the other curling around before heading towards the back of her head. Her hands, when not gloved, end in sharp claws, and her smile is a bit more jagged than one would expect of a human. Her inheretence from her mother is finished off by her tail and wings, which any scholar in planar lore might identify as belonging to a Succubus.

Mi'isha's Childhood

Mi'isha was born of the union of a fallen priest of Sarenrae and a woman cultist possessed by a Succubus. The succubus, An'sta-asi, had built up a cult in an attempt to be summoned into the world, and to birth a child for use in a ritual to gain power for her master. The cult went unnoticed for some time, and during this time she plotted to ensnare a priest of the Dawnflower by taking the body of his then paramour. Once she had assumed the role of his lover, she slowly poisoned his belief and whittled away at his morals until he had fallen and joined the cult as its head priest.
For many years the two continued growing the cult slowly, and during that time An'sta gave birth to a daughter, Mi'isha.

Mi'isha remembers little of that time save for brief glimpses of her mother's cruelty, and the day her mother decided to teach her the joy of murder. When she turned six, her mother began the work of corrupting her properly, letting her kill her first person, a man held transfixed by her magic. She was too young to understand what was happening at the time, but the look of terror on the man's face still haunts her to this day. More terrifying than the image, however, is the sensation of joy that accompanied it at the time, a reminder that on some level she was no different than her mother.

Before her mother could corrupt her further however, the Dawnflower Inquisition arrived, their agents having finally found the cult's base of operations. In the ensuing battle, both Mi'isha's father and mother were slain, along with the remaining cultists. When it was all said and done, the girl stood alone in her mother's chambers, standing before a half dozen paladins and inquisitors, and one old gray-haired priest and his aid. The group argued, with a majority arguing that the girl, who clearly bore signs of demonic heritage, needed to be killed immediately. The old priest listened quietly, remaining silent on the issue until his assistant spoke up, timidly at first asking why the child should die. When the crusaders were unable to answer the question with anything beyond "she's demonic", the old priest silenced them all. The priest shamed the warriors, quoting from Sarenrae's book various passages on redemption. The old man knelt before the girl and explained very clearly to her that she would stay with them and study until her twenty-first birthday, and that then she was free to go. His explanation was more than just a promise, however, as the words wove a spell as he spoke. The old priest had placed a Geas on Mi'isha forbidding her to leave the temple until she reached that age.

Recent Events
Mi'isha's life in the temple had been hard at first, but eventually the page and the old priest wore her down the hatred and anger that dwelled inside her. Eventually she came to enjoy her stay there, and spent much of her time studying the teachings of the Dawnflower. Due to her unique heritage, she asked to join the Inquisition when she came of age. The inquisitors used lay members as spies, infiltrators and warriors quite often, sending them on missions along with priests to hunt various threats, including undead. When she was accepted, as a sign of devotion she cut off one of her horns and had it cut and carved up to decorate both her holy text (which doubles as her spell book), and her blade, which had once belonged to her mother, but had been consecrated and showed no signs of being anything more than a well crafted scimitar crafted of unusually dark steel.

It was during her first mission that Mi'isha met the Professor. She and her two teammates had gone to track down a priest who had been summoning undead to attack towns on the border of Ustalav. In the middle of the crypt they found many townspeople tied up and paralyezed, along with the Professor. Mi'isha and her companions fought off the ghouls and ghasts that had brought them there at the cleric's command, and freed the captors. When the Professor was able to move, he (along with the townsfolk) thanked Mi'isha profusely. At least until she removed her hood, at which point the townsfolk cursed her. The Professor, however, swore to her that he would repay the debt some day, regardless of her heritage.

Almost a decade later, Mi'isha has recieved a note calling her to Ustalav to pay her respects to the Professor. Packing her things and doing her best to disguise her origin, she headed off to attend the funeral, not sure what awaited here there.

Statistics:

Female Half-Fiend Human Magus (Kensai, Bladebound) 1/Inquisitor (Sanctified Slayer) 0
NG Medium Outsider (native)

Init +7; Senses darkvision 60 ft.; Perception +6

Defense
AC 18, Touch 17, Flat-footed 11 [6 dex + 1 int + 1 natural armor]
HP 9/9
Fort +3, Ref +6, Will +7
DR 5/magic SR 12
Resist fire 10, acid 10, cold 10, electricity 10; Immunity poison

Offense
Speed 30 ft.
Speed (fly) 60 ft. (good)

Melee Masterwork Scimitar +8 (1d6 + 6, 18-20/x2)
Melee Masterwork Scimitar (Spell Combat) +6 (1d6 + 6, 18-20/x2)

Special Attacks Smite Good
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):
3/day--darkness

Spells Memorized (CL 1):
1st (2/day) -
0th (at will) - light, arcane mark

Statistics
Str 10, Dex 22, Con 12, Int 20, Wis 20, Cha 18
Base Atk +0; CMB +0; CMD 16

Feats Weapon Finesse, Weapon Focus (Scimitar), Slashing Grace
Race Traits Silver-tongued
Traits Magical Lineage (Shocking Grasp), Chance Savior, Flame of the Dawnflower
Drawback Shadow-scarred
Skills Acrobatics +6, Appraise +5, Bluff +7, Diplomacy +6, Fly, Intimidate +4, Know(Arcana) +9, Know(Religion) +6, Perception +6, Sense Motive +6, Spellcraft +9, Stealth +6, Survival +6, Use Magic Device +8
Languages (Base;Bonus;Linguistics) Common; Infernal, Abyssal, Celestial, Varisian, Osiriani;
SQ Smite Good
Limited Use Smite Good (1/1), Arcane Pool (6/6.25)

Combat Gear Masterwork Scimitar
Other Gear Leather-and-Horn-Bound Holy Book, Traveller's cloak, Explorer's Outfit, Small Backpack
Treasure None

Special Abilities (Race)

Silver Tongued: +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.

Special Abilities (Magus)

Arcane Pool (Su): 6 points/day [1/3 lvl + int]; (swift act., 1 pt) Grant +1 enh bonus for one minute to weapon. Increase by +1 every 4 levels beyond first. Bonuses stack with weapon's bonuses up to +5.
Spell Combat (Ex): (Full rnd act.) May cast spell with cast time of 1 std act as part of full attack by having empty offhand. May choose order of casting/attacks. All attacks at -2 penalty to hit. May gain bonus to defensive casting by taking a penalty up to int on attack, and adding that to concentration check.

Special Abilities (Inquisitor)

Gear Abilities

Spellbook:

Level 0
All
Level 1
Shocking Grasp
Shield
Color Spray
Silent Image
Unseen Servant
Grease
Floating Disk
Infernal Healing

Ability Score Calcs:

Str: 10 = 10 - 2 buy + 2 half-fiend
Dex: 22 = 10 + 6 buy + 2 racial + 4 half-fiend
Con: 12 = 10 + 2 half-fiend
Int: 20 = 10 + 6 buy + 4 half-fiend
Wis: 20 = 10 + 6 buy + 4 half-fiend
Cha: 18 = 10 + 6 buy + 2 half-fiend

Attack Calcs:

Melee Masterwork Scimitar [+8 (0 BAB + 6 dex + 1 WF + 1 enh); 1d6 + 6 (6 dex), 18-20/x2]
Melee Masterwork Scimitar (Spell combat)[+6 (0 BAB + 6 dex + 1 WF + 1 enh - 2 spell combat); 1d6 + 6 (6 dex), 18-20/x2]

Skill Calcs:

Acrobatics +6 [6 dex]
Appraise +5 [5 int]
Bluff +7 [1 rank + 4 cha + 2 racial]
Diplomacy +6 [4 cha + 2 racial]
Disguise +5 [1 rank + 4 cha]
Intimidate +4 [4 cha]
Knowledge(Arcana) +9 [1 ranks + 3 class + 5 int]
Knowledge(Religion) +6 [1 rank + 5 int]
Perception +6 [1 ranks + 5 wis]
Sense Motive +6 [1 ranks + 5 wis]
Spellcraft +9 [1 ranks + 3 class + 5 int]
Use Magic Device +8 [1 rank + 3 class + 4 cha]

Favored Class Choices (Magus):

1 (Magus): +0.25 Arcane Pool

Gold Calcs:

Starting: 1000
Spent: 325
Remaining:

Masterwork Scimitar [315 gp]
Masterwork Holy Book [10 gp]


Xentik wrote:
Nate: If you're still interested in the guardian/ward concept, I need your character info/background for the ward so I can finish up my background.

sorry, i do still think that's a cool idea but i kind of fell in love with the concept for this guy... he would totally work with a divine guardian but we'd have to consider how they fit together... it would only take a small tweak to his background to add a guardian after he got kicked out of the house- if you still want to have your guy raised by Sarenrae we'd probably have to go with the "protect him and try to turn/guide him to good" angle. of course, he's neutral so you could do the same thing with an evil god who wants you to corrupt him. if you're still planning on having started as an undead hunter, there wouldn't be much connection there... we could go with that idea we talked about before where you killed his previous guardian after mistaking it for undead and were cursed to take its place?

@GM- a lot of his stuff his vaguely psychic in flavor (detect thoughts, telepathy, etc.) so i took uncommon element [force] for his major ascendency thinking/hoping that when he uses that the spells would manifest as basically a telekinetic blast.


No worries! Lemme think about it, will probably require some tweaks to make it work, but I bet I can come up with something that will fit Zagathoth's theme.


Does anyone know when recruitment should end?


I've got no clear idea.
(Then why am I posting this?)

Dark Archive

So while I thought the Warlord/Skald I threw together is neat, I think I'd really just rather stick to Jorn as my entry. :)


We're just waiting for RVT to get back, I think. ^^ It seems like most people who plan on submitting have, so...


Sorry for the lack of posting... I've been busy with all the MtG prerelease stuff! I think after looking through everything, I'm staying mono-white, because those new cards from Khans of Tarkir are amazing! Outlast on some of those cards are absolutely ridiculous! Admittedly they wouldn't see the light of day in a modern tournament, but who cares! ^_^

Seranov, same as any other undead: replace CHA for CON regarding HP and rage and stuff! Also, Monkey is correct and Path of War is allowed!

Rednal, I likes me some robots! ^_^

Pura, a mix of the two. It would be advisable to be prepared for nearly any environment, except like tropical or arctic obviously.

Nate, since it's a unique gestalt circumstance, just get both lineage domains and use whichever you prefer, but be sure to specify! And no worries about the pandering! Most people would if they could get past the psychological need to not look vulnerable in any way, even if it's just for a game!

Sarpadian, yes you get darkvision. And where's the background for the character? That's the most important part!

Stalwart, Ashlyn's stat block lists her as a ranger, but your concept, if I recall, was Erinyes/Paladin. Typo?

So Ony, you intend to be a tried and true 'regular person'? I never expected that, given the options available! Still, it's interesting to see!

RECRUITMENT IS CLOSED! THOSE WHO HAVE POSTED MAY CONTINUE TO DO SO, BUT SELECTIONS ARE NOT UNTIL FRIDAY, SO EVERYONE IRON OUT THOSE CHARACTERS! ^_^

Silver Crusade

Can I haz info on the Executed bloodline and other nice goodies nao plz?


THE RYSKY GETS BACK IN THE CAGE AND WAITS! Sorry, was in-character for GM Mistress of the Abyss. I will post it laterz! ^_^

Silver Crusade

I would BUT YOU'VE GOT SOME OTHER SCHLUB IN THERE HOGGING ALL THE SPACE!

*flais*


He will shake the towers of the dead with his fists of vengeance!

I've got a soft spot for playing 'normal' people in gangs of monsters and mages. This serves a two-fold purpose. On one hand, I love playing plain old humans who can be more monstrous than monsters, usually due to a twisted sense of pragmatism.

On the other hand, I also think it is a good narrative for stories that include a gang of supernatural ubermensch running around and fighting a fight for the sake of normal people everywhere, whether intentionally or not, to include a normal-ish person. There needs to be a representative of what is being fought for in the ranks to help prove they are worth fighting for and who has stakes in the conflict above a level of self-interest.

It is a theory I sorted out while examining my fondness for characters like Batman, the Punisher, Green Arrow, etc, etc.

Martial Artist is also my favorite Monk archetype and it will be fun to have him straight up ignoring DR on a regular basis as he hammers his foes. It was also chosen for survivability as it gains resistances to some of the nastier stuff undead tend to do and unfortunate status effects in general. I'm using the fighter levels and Martial Flexibility as an excuse not to super specialize in a particular method of combat and take feats that should improve general survivability. The Pummeling Style feats should allow him some very vicious flexibility as well.

So I hope I have a hyper flexible combatant with excellent saves all around, pseudo-full BAB, the ability to ignore DR for a round with a good roll or power through it on a bad one, what should develop into excellent AC, excellent mobility, and a mean-streak a mile wide.


Ony the Dog wrote:

He will shake the towers of the dead with his fists of vengeance!

I've got a soft spot for playing 'normal' people in gangs of monsters and mages. This serves a two-fold purpose. On one hand, I love playing plain old humans who can be more monstrous than monsters, usually due to a twisted sense of pragmatism.

On the other hand, I also think it is a good narrative for stories that include a gang of supernatural ubermensch running around and fighting a fight for the sake of normal people everywhere, whether intentionally or not, to include a normal-ish person. There needs to be a representative of what is being fought for in the ranks to help prove they are worth fighting for and who has stakes in the conflict above a level of self-interest.

It is a theory I sorted out while examining my fondness for characters like Batman, the Punisher, Green Arrow, etc, etc.

Martial Artist is also my favorite Monk archetype and it will be fun to have him straight up ignoring DR on a regular basis as he hammers his foes. It was also chosen for survivability as it gains resistances to some of the nastier stuff undead tend to do and unfortunate status effects in general. I'm using the fighter levels and Martial Flexibility as an excuse not to super specialize in a particular method of combat and take feats that should improve general survivability. The Pummeling Style feats should allow him some very vicious flexibility as well.

So I hope I have a hyper flexible combatant with excellent saves all around, pseudo-full BAB, the ability to ignore DR for a round with a good roll or power through it on a bad one, what should develop into excellent AC, excellent mobility, and a mean-streak a mile wide.

Right... but can you carry me on your shoulders? With my little legs, I get tired easily.


GM Lady of Dark Whispers wrote:
Sorry for the lack of posting... I've been busy with all the MtG prerelease stuff! I think after looking through everything, I'm staying mono-white, because those new cards from Khans of Tarkir are amazing! Outlast on some of those cards are absolutely ridiculous! Admittedly they wouldn't see the light of day in a modern tournament, but who cares! ^_^

OMIGOSH!!! You like MtG TOO!?!? And I thought I was the only one who liked that stuff! (I'm still into the Black Mana decks....yes indeedy...I am a goth-ish player!)


Until Friday, eh? XD Ah, the agony! But no, I'm relatively satisfied with where both of my submissions are at, so I suppose it's back to waiting.


I've got a character idea for a half-celestial cambion ranger/bard that RVT ok'd for me to submit. His father and mother met on the material plane and he was born in the abyss. I know she posted recruitment is closed but I've been PMing her and she's oked this. Will have an alias up in the next day or two.


Hey, i've spoken to GM Lady of Dark Whispers. She said it was ok for me to post as i had messaged her sooo.

This is my Barbarian/Alchemist vivisectionist. I still need to work out his race/template but i've speced him up as a human for now. All the crunch seems to be done(apart for Race) Currently finishing up the backstory/ polishing a few bits.

---

Embry crumples the letter in his hand, he never liked letters they always brought bad news. My old friend, we never did meet again a shame our reunion should be at your funeral. Looking around the room he makes a note of everything he should take. "I haven't traveled in so long, I had better hurry if i'm to make it."

He throws the ball of paper across the room, as he pulls out a vial from his apron. Reaching down to a bucket on the floor its contents dark and think as he submerges a via to fill. "I'm going to need this for my journey, but I'll thank you again for everything you've given me. I've learnt a lot and isn't knowledge the greatest gift you can give someone. It's a shame what did you, she was a pretty girl but we all meet our fate sooner or later and you are better to be than in a jail." He says to the dead body on his operating table, wrists cut, blood draining into buckets. I spent more time hurting you then you did on her, maybe you got more than you gave but we can't be picky. He thinks to himself before packing his bag and heading off to the coach house.


Yes, that was a mistake. Changing it now.


Pura Guile wrote:
Right... but can you carry me on your shoulders? With my little legs, I get tired easily.

Considering you probably weigh less than 50lbs and I have no gear other than a sack full of holy weapon balms, probably


Ony the Dog wrote:
Pura Guile wrote:
Right... but can you carry me on your shoulders? With my little legs, I get tired easily.
Considering you probably weigh less than 50lbs and I have no gear other than a sack full of holy weapon balms, probably

Yay! Now with my gear, and riding dog (he has short legs too)... we should weigh probably 40 lbs!


GM Lady of Dark Whispers wrote:
Nate, since it's a unique gestalt circumstance, just get both lineage domains and use whichever you prefer, but be sure to specify!

i'm not 100% certain that i understood this correctly, but i think you're saying i can use Wis or my casting stat for all domain abilities as long as i state which option i'm choosing and am consistent with it? if that's the case, i choose Int (my casting stat) for all domains, and will probably change my first domain.

please let me know if this is correct.


Oh! I've also planned to take the Vengeance story feat at first level. Seemed to be the most straight forward to work into the campaign.


Pura Guile wrote:
Ony the Dog wrote:
Pura Guile wrote:
Right... but can you carry me on your shoulders? With my little legs, I get tired easily.
Considering you probably weigh less than 50lbs and I have no gear other than a sack full of holy weapon balms, probably
Yay! Now with my gear, and riding dog (he has short legs too)... we should weigh probably 40 lbs!

I can see it now, six feet of mean carrying what appears to be an orphan and a very fluffy dog on each shoulder as he strides over the still gnashing teeth of broken and beaten zombies.


Ony the Dog wrote:
Pura Guile wrote:
Ony the Dog wrote:
Pura Guile wrote:
Right... but can you carry me on your shoulders? With my little legs, I get tired easily.
Considering you probably weigh less than 50lbs and I have no gear other than a sack full of holy weapon balms, probably
Yay! Now with my gear, and riding dog (he has short legs too)... we should weigh probably 40 lbs!
I can see it now, six feet of mean carrying what appears to be an orphan and a very fluffy dog on each shoulder as he strides over the still gnashing teeth of broken and beaten zombies.

Nice image. I can see him walking along with the haunted visage of a fallen angel as they exchange a glance then move on.


Ony the Dog wrote:
Pura Guile wrote:
Ony the Dog wrote:
Pura Guile wrote:
Right... but can you carry me on your shoulders? With my little legs, I get tired easily.
Considering you probably weigh less than 50lbs and I have no gear other than a sack full of holy weapon balms, probably
Yay! Now with my gear, and riding dog (he has short legs too)... we should weigh probably 40 lbs!
I can see it now, six feet of mean carrying what appears to be an orphan and a very fluffy dog on each shoulder as he strides over the still gnashing teeth of broken and beaten zombies.

And as you do that, I could unleash shadowy doom while giggling in glee and calling you "Mr. Bubbles"!


@GM- do you have any idea what the posting rate for this is gonna be like? I was just invited to another PbP and am debating withdrawing my application here... this campaign sounds awesome but if everyone is gonna be posting more than 1-2/day i might have trouble keeping up (and i definitely don't want to slow or stall a game...)


In one of RVT's games? ...I don't think the rate of posting will be a problem for you. XD Trust me, you can handle it.


Ashlyn Farwynd wrote:
Nice image. I can see him walking along with the haunted visage of a fallen angel as they exchange a glance then move on.

While he might indulge in scowling and brooding, there will be little toleration of it in his traveling companions.

"Ach, give us smile fer once lass. I'd beam but me mug looks like an awlbear's scratchin post and nary a one o'ye wants to revisit their lunches, eh?"

Pura Guile wrote:
And as you do that, I could unleash shadowy doom while giggling in glee and calling you "Mr. Bubbles"!

Just be sure to get a good grip because by level 6 he'll be able to sprint as fast as a horse.

"Magic? Why do ye think I let this creature grab me ears and bop me croon? If she weren't useful I'da dumped her inna barrel of tar two toones back and let the locals sort her, wee beasty that she is."


well, i guess if my new GM says i'll be alright with the posting frequency you can consider my application still submitted, lol.


Here is my submission Nathan Bonfire. Still need to tweak a few things.

Thanks for your consideration.


So selections are today... I for one, am slightly nervous.


As am I... but hoping they occur on time, and very interested to see what happens. XD If nothing else, I got to have fun making the characters.


YE CANNAE RUSH THE TIDES O'DESTOONY

This is the first time I have decided to use a thick accent with a PBP character.


BWAAHH I'M LATELATELATE, terribly sorry it took me so long, hopefully I'm not neglected even though my chances are pretty slim at this point.

This is Rysky presenting Rohme for your consideration Mistress.

Character Sheet

Samurai (Errant Swordsman):

Kenshi ronins/errant swordsmen are self-taught warriors wandering the land, sometimes selling their skills at arms or trying to gain the attention of a master through learnt to deflect blows.

Weapons and Armor Proficiency
Kenshi ronins are proficient with all simple and melee martial weapons, plus the katana, naginata, wakizashi and the bastard sword. They are not proficient with any armor or shields.
This replaces the samurai's weapons and armor proficiencies.

Challenge (Ex)
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Way Of The Sword (Ex)
At 1st level, the kenshi ronin may improve his swordsmanship by focusing upon his senses and internal energy. This is a free action, and the kenshi ronin may focus for a number of rounds at a time equal to his Wisdom modifier. When focusing this way, the kenshi ronin emanates a deadly aura providing him with a +1 bonus to Intimidation checks. At 5th level, and every five levels thereafter (10th, 15th, 20th), this bonus to Intimidation increases by +1.
In addition, as long as he is focusing, the kenshi ronin grants to one melee weapon (or one end of a double weapon) he currently wields a +1 bonus to damage. At 4th level, he grants instead a +1 bonus to attack and damage. For every four levels beyond 4th (8th, 12th, 16th, 20th), the weapon gains another +1 bonus to attack and damage, to a maximum of +5 at 20th level. Beginning at level 4, the kenshi ronin may sacrifice part of this bonus to emulate the benefits of one of the following weapon properties : agile*, defending, dueling*, guided, keen, ki focus, merciful, mighty cleaving, wounding, speed, vorpal. (*Paizo’s Pathfinder Society Field Guide)
These properties are of extraordinary origin and thus cannot be dispelled or suppressed.
Adding these properties consumes an amount of attack and damage bonus equal to the property's enhancement cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. The bonuses and properties granted by this ability are determined when the kenshi ronin starts focusing, and cannot be changed until he releases his attention and focuses again.
A kenshi ronin can use this ability once per day at level 1, plus an additional time per day at level 4 and every four levels later (8th, 12th, 16th, 20th), up to 6 times per day at level 20.
This ability replaces mount.

Resolve (Ex)
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Overwhelming Resolve (Ex)
This ability acts as a samurai's resolve ability in every way, except that a kenshi ronin may also use this resolve in the following fashion while using way of the sword.: While he is focusing, the kenshi ronin has the ability to spend one use of his resolve to perform an Intimidate check against his enemies as a full-round action, as per the Dazzling Display feat. Enemies suffer a -2 penalty to attack rolls against the kenshi ronin as long as they remain shaken by this ability.

Armorless Combatant (Ex)
At 1st level, a kenshi ronin, often by lack of wealth to buy training gear, is adept at fighting without wearing armor, using his uncanny senses to dodge lethal blows instead. When unarmored and unencumbered, the kenshi ronin adds his Wisdom bonus (if any) to his AC and his CMD. In addition, he gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kenshi ronin levels thereafter (8th, 12th, 16th, 20th), up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the kenshi ronin is flat-footed. He loses these bonuses if he is immobilized or helpless, he wears any armor, he carries a shield, or a medium or heavy load.
At 4th level, as long as he is threatened by at least two enemies, a kenshi ronin also gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
This ability replaces the mounted archer ability.

Uncanny Agility (Ex)
At 1st level, a kenshi ronin gains Dodge as a bonus feat.
He loses the benefits of this feat and all other feats using Dodge as a prerequisite if he loses his Wisdom bonus to AC provided by the armorless combatant class feature.

Investigator (Spiritualist):

While most investigators look to the physical world to gain their knowledge, there are those who seek out knowledge beyond the pale. Those who think that the dead tell no tales are quickly proven wrong by the spiritualist. Instead of toying with chemicals and reagents to find clues, he talks directly to the spirit world to uncover the ways and means of skullduggery and the desperate acts committed in the heat of dark passions.

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Commune with Spirits (Sp)
Instead of relying on alchemical research to find clues, a spiritualist relies on communion with the world beyond death. At 1st level, a spiritualist gains the ability to use comprehend languages, detect secret doors, and identify, but each has a casting time of 1 minute, as the spiritualist needs to consult with the spirits of the dead that dwell in his area or that are somehow attached to him in some way. The spiritualist can use this ability a number of times per day equal to his investigator level + his Wisdom modifier.
As he goes up in level, the spiritualist gains the ability to use other spells with the casting time as above. At 5th level, he can use augury. At 7th level, he can use speak with dead and locate object. At 9th level, he can use legend lore. Each of these requires one use of this ability.
This ability replaces alchemy. A spiritualist cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Feats & Traits:

Making Good on Promises
At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you’d never have to follow through on your end of the bargain. When you received word of the professor’s death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro.
Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

The Volk:

Although made in the similar way to Carrion and Flesh Golems A Volk occurs when bits of the soul of the former owners of the various components may ignite and unify, resulting in a living creature that is at once man and and man-made. The glimpse of Death seems to spur most Volk on, having them try to make the most of their new life with their horrific, yet quite enhanced physical bodies. Although Volk can come from any sort of humanoid races (or races) they most often come from the same race, to better be comfortable in their "skin" so most crafters that intentionally seek out to make them tend to use parts of similar build, shape and ethnicity. Most Volk are therefore comely made with a combination of Human and their descended counterparts (Half-elfs, Hald-Orcs, Dhampirs, etc.)

Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half- construct race has the following features.
• Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
• Half-constructs cannot be raised or resurrected.
• Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

Immortal (Ex) (1 RP): Volk do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a volk as normal.

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP): The race has a base speed of 30 feet.

Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. +CON, +CHA -INT

Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Deathless Spirit (3 RP): Prerequisites: None; Benefit: Members of this race gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Dual-Minded (1 RP): Prerequisite: Humanoid with two subtypes or race with half-construct or half-undead subtype; Benefit: Members of this race gain a +2 bonus on all Will saving throws.

Unnatural (2 RP): Prerequisites: None; Benefit: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal.

Backstory:

Born, in a manner of speaking, behind closed doors in Kaer Maga as the fruits of labor of the combined efforts of a Necromancer and an Ardoc Golem worker in a blasphemous attempt to create life, far beyond the threshold of what is allowed by mortals. Alas any plans, hopes, or other machinations they had for their Creation was snuffed out when the city's Pharasmins became aware of the creature and forcibly confiscated him, with little opposition from the city's other Necromancers or the Ardoc Brotherhood.
While in custody though the priests found themselves in a predicament concerning their new charge. Neither animated nor dead what they had before them was a living sentient creature. Consulting amongst themselves and contacting agents of their Goddess they agreed that despite his origin the creature himself had not broke any laws, that of the city or their Goddess. Of the few outside agents they contacted, one Proffessor Lorrimor answered their summons with haste and stood steadfast in the defense of the creature, without his aid it is very likely the priest's decision would not have gone so benign.
Although not quite comprehending the gravity of the situation he was in the Creature was nonetheless grateful to the stranger that had been kind to him, he was the first person in fact to treat him as a person, rather than an object.
That was many years ago and the creature, having "grown" up in the city of strangers, developed A rather erudite outlook on life, trying his chances at exploring the secrets of the city and studying and learning anything of theoretical or philosophical weight.
His sheltered existence ended finally with the arrival of a letter, though it struck more like a knight's spear piercing a dragon's heart. And so for once in his existence he dared set foot outside the Asylum Stone, to return a favor long overdue, to someone who needed it most now more than ever.

Apperance:

Appearance
Hiding a body composed of scars and pieces not wholly belonging to him underneath some secondhand Aristocratic clothes, he adds onto this with heavy shod boots and a thick traveling coat accented with a scarf reaching past his waist despite being wrapped about his neck multiple turns.
While his skin runs the gamut of colors, ethnicities, and nations reflective of their "donors" his head bears the least amount of scarring and work, the face and scalp masterfully harvested from the the body of a pale Chelaxian Noble adorned with slick dark hair in seemingly one procedure that required minute amounts of cutting or destruction of the face's natural attraction or musculature.


lol- good luck rysky... rohme might be too late though (since GM said announcement would be today). it seems like you were a part of this thread from the beginning... did you submit a different character earlier (if so you may have a better chance with that one)


today is selection, so you got it on time I guess. Luck to you all.

Silver Crusade

Zagathoth wrote:
lol- good luck rysky... rohme might be too late though (since GM said announcement would be today). it seems like you were a part of this thread from the beginning... did you submit a different character earlier (if so you may have a better chance with that one)

No but me and Mistress had PMed back and forth so she is aware of this character. Entirely my fault though for not posting him earlier though, couldn't find the quite the right words for the backstory.

Regardless good luck to everyone! ^w^


Here is the alias for sarpadian's toad faux familiar.


being patient is the worst


Bites nails


Chews on screws.


I'm still interested in this! My teachers have been particularly cruel of late. Just this week 5 tests, 1 essay and 2 presentations. I've been a might busy.


Question. Although the Wild Rager is not a Bloodrager archetype, may I take it because it only modifies abilities that the Bloodrager already has?


pops head in, waves and points at said head indicating it hasn't fallen off the planet


My bad guys! I switched to TSP's phone plan and cut my internet, then went WAY over on his data! Went 6 GB over, so I owe him $90 on the phone bill/internet bill lolz! I wanted to try that Forsaken World MMORPG, because a good bit of people seem so obsessed with it, but it was like 22 GB in download and patches... so whoopsie! I can show you all my messages, if you want to see the message about how bad I went over the data usage! Thankfully, he's a sweetheart and didn't get uber-mad about it, so I've been trying not to use too much. He said I could let you all know the circumstances, since I was sort of squirming wanting to let everyone know what was up. The data resets at the end of the month, so only a few days delay!

Time to answer any queries about stuff you all have posted!

Saresh, yeppers, we like out MtG!

Zagathoth, you are correct. Also, I think using Zag as a nickname is hilarious! XD Also

Ony, yes Vengeance is VERY appropriate!

Sallozadeh, you may!

Selections when I return!

Silver Crusade

Ruh roh Zaggy!


GM Lady of Dark Whispers wrote:
Ony, yes Vengeance is VERY appropriate!

VENGEANCE!


Ony the Dog wrote:
GM Lady of Dark Whispers wrote:
Ony, yes Vengeance is VERY appropriate!
VENGEANCE!

HEART!

... Wait, this is horror themed...

HEART!


I'm going to have to withdraw. I don't have any time!

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