Ruined Ruins of Azlant Gestalt (Inactive)

Game Master Tiger Claw


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Ommerra wrote:
Blue Lucien, you might have trouble getting flanks with only two PCs. Maybe it's worth taking the Nature Soul/Animal Ally line to get an animal companion?

Y'know, somehow I missed that the GM's only taking two. Hmm. I think I'll try to retain a lot of this concept, but I'm going to withdraw Lucien as he's built and do some retooling.


I must say that the number of submissions for my first PbP on these boards has been truly humbling. While I appreciate all the interest in my game, but I regret that I want to stick to the 2 PC style of game.

We still have over a week for submissions, but I don't want to lose track of anyone. So this is just a roll call of submitted characters made and players who have expressed interest. If I missed someone, please bring it to my attention.

Submissions
Grial Storm Shadow - Half-orc Warpriest of Gozreh/Shaman - (Doomed Hero)
Russ Shackelford - Human UnRogue/Fighter - (Trinam)
Cale Vatay - Elf Magus/Fighter - (Lord Foul II)
Noax Gozgack - Half-orc Barbarian/Bard - (Mustachioed)
Fionna Valspar - Changeling Bard/Fighter - (FedoraFerret)
Ommerra - Undine Hydrokineticist/Sorcerer (life oracle VMC) - (eriktd)
Marvin Rodgers - Human Fighter/Inquisitor of Desna - (drbuzzard)

Interested
Ouachitonain - Blue Lucien (Brawler/UnRogue) - withdrawn to rework
Nikolaus de'Shade (hydrokineticist/sorcerer)
ExiledMimic (ranger/fighter)
hustonj - cleric of Irori/monk
PCScipio - gnome oracle/hydrokineticist
Critzible - svirfneblin ranger/shaman
GM Mowque - gunslinger/cleric of Brigh
Robert Henry
For the Night is Dark
Keyri_Khaos
TheoreticallyYours
Malkav the Maven
Agent Pierce Brosnan
DeviousDevious
Kittenmancer


Crap, some changes didn't get saved to the alias. Fionna is an elf, not a Changeling. Also worth noting is that while her first level is bard/fighter, all levels afterward will be bard/investigator.


I would like to withdraw interest. Nothing to do with this game but something else opened up!


Question: he Eagle Knight Recruit trait says:

Quote:


You begin play with a breastplate, a
longsword (or some other martial or
simple weapon), and an additional 100
gp of gear. In addition, you gain a +1
trait bonus on saving throws against
mind-affecting effects.

Since we can choose a different martial weapon, would it be possible to pick a different armor? The character I have in mind would probably be sticking to light armor.


Quote:


Since we can choose a different martial weapon, would it be possible to pick a different armor? The character I have in mind would probably be sticking to light armor.

Sounds fine to me.


Wow we can VMC in a Gestalt!?

I did not know that...


I've decided to go with an Elven Cavalier (Green Knight)/Oracle (Nature) OR Druid (Leshy Warden)

Her premise is that she has lived long enough to see the damage that human expansion and settlement does to the natural world. Her goal is to prevent the lose of natural spiritual and sacred sites in the new frontier while also trying to encourage co-habitation and sustainable practices that incorporate the environment, rather than replacing it.

I actually wanted to do a water-based character until I saw all the Undines and Hydrokineticist, so I went this route.


Yeah, I had missed the bit about only two players, too. Been mulling it over since the discussion beat me over the head with the fact it was there.

I'm not that superhuman. There are periods where I need other players wanting to press forward to help keep me motivated. I get blind spots in my thought processes, or miss a key phrase now and again (as an example . . .). I frequently enjoy the benefit of differing perspectives.

In other words, I prefer games with multiple involved payers over smaller games. Personal preference, that's all.

Seems like this one isn't really for me. Thank you, GM Clockwork, for choosing to run a game, and for choosing to run it the way you would want to play it.

I hope everyone involved enjoys themselves and has the most fun in this game (and/or others) that you can!


hustonj wrote:

Yeah, I had missed the bit about only two players, too. Been mulling it over since the discussion beat me over the head with the fact it was there.

I'm not that superhuman. There are periods where I need other players wanting to press forward to help keep me motivated. I get blind spots in my thought processes, or miss a key phrase now and again (as an example . . .). I frequently enjoy the benefit of differing perspectives.

In other words, I prefer games with multiple involved payers over smaller games. Personal preference, that's all.

Seems like this one isn't really for me. Thank you, GM Clockwork, for choosing to run a game, and for choosing to run it the way you would want to play it.

I hope everyone involved enjoys themselves and has the most fun in this game (and/or others) that you can!

I'm thinking the same. I don't think I've ever been in a game with fewer than 3 (and that was due to dropouts). I'm not sure I'm ready to take on being half the party. Maybe I'll change my mind and put something together, but as they say "expect me when you see me."


Also withdrawing interest, as my character concept would not work well in such a small party (and I am really attached to it, would not like to change it). And as hustonj mentioned, having more players involved usually makes things more interesting and creates new dynamics.

Good luck!


Critzible here working on backstory

Sczarni

Dotting for interest. I've got a concept in mind for an expert Scholarly Explorer, and all-round renaissance man.


TheoreticallyYours wrote:

Wow we can VMC in a Gestalt!?

I did not know that...

VMC just replaces half the character's feats with class abilities, so it leaves most gestalt characters severely feat-challenged. I imagine it's not recommended generally for that reason. :)


eriktd wrote:
TheoreticallyYours wrote:

Wow we can VMC in a Gestalt!?

I did not know that...

VMC just replaces half the character's feats with class abilities, so it leaves most gestalt characters severely feat-challenged. I imagine it's not recommended generally for that reason. :)

Easily solved by taking fighter as half your gestalt though... :)


Yeah, I have a serious crush on fighter gestalts. Advanced Weapon Training! Feats! BAB and hit points! And all your skills and saves covered by the other half. I'm very jealous of all the martial apps. :)

Grand Lodge

I am not immune in worrying about a 2 man party, either. My biggest concern is that amount of damage that each player would be expected to absorb would basically double as compared to a standard party, unless GM Clockwork does indeed plan on scaling the encounters. That being said, very willing to try and I like to post a lot, so I certainly can talk as much as 2 people combined. :)


I like small party games - its nice to play with a smaller group because you get to know each others characters better and there's more room for very intimate stories. :)

Still building - just need some time that isnt taken up by work!


Submitting Inarus the Wanderer. Unchained Perfect Scholar Monk of the Mantis / Sacred Attendant Cleric of Cayden Cailean / VMC Bard

He brings to the party: buffing, healing, knowledge skills (lvl 3 he gets + his level to all knowledge skills) and some pretty good tankiness. Plus, as this is gestalt, he won't be bad in a fight.

Background:

Inarus was born into a loving family in Absalom. His parents were scholars, who worked for the pathfinder society, translating ancient texts and performing research when needed. His early life was happy enough, but that changed when he hit puberty. It was then that the changes began to happen. It started with his skin changing color, and ended with spikes painfully growing out of his body. In many places within the world, such obvious deformities might have led to an early demise. Luckily for Inarus, his parents, working for the pathfinders, had seen far worse within the organization's ranks. They knew their son for what he was, a tiefling.

It was at that point that his life changed. No longer allowed outside, for fear of what might happen to him, Inarus was told to simply focus on his studies. To continue following his parents' footsteps, and to live a safe, cloistered life. But that was not the life that he wanted, and the rolling months took their toll. At first books were an escape for him from the familiar walls that held him, but his heart demanded that he travel. To see what he had read about, and to experience life first hand.

Eventually, a pathfinder and a priest of Cayden Cailean, Lucius, took pity on the tiefling. He introduced Inarus into the faith, and when he was in Absalom, allowed him to train with him. Inarus took to this with all of the passion that his heart could muster. And, when Lucius was not there, he begged and pleaded for any pathfinder he could find to teach him what they could. For to him, they were exactly what he wanted to be. To go out into the world, to explore lost places, and to experience true freedom. Despite the protestations of his parents, his heart was set on becoming a pathfinder.

Having come of age, he has finally gotten his chance. For one day, Lucius approached him, and told him about an expedition to found Talmandor's Bounty. He spoke of the remains of Azlant, and the knowledge hiding there. He also told Inarus that the Bountiful Venture Company wasn't interested in involving the pathfinder society. Which was why he wanted Inarus to apply as a colonist, and to keep his pathfinder affiliations to himself. And while there, to take note of all he saw, and to return that knowledge to the pathfinders. Inarus readily agreed, and the smiling cleric placed a pathfinder in his hand. Proof of what he would truly earn if he returned.


I also can post frequently
as mentioned character is as per written in this profile, but the traits are instead
following in the footsteps
magical leniage
power hungry (drawback)
star child

backstory draft two:

Cale's father was a stage magician for a traveling theater/carnival called the Umbral Circus (around expert 6, bard 1) his mother worked with them as a medicine woman (adept class, somewhere around Lvl 3 to 5 or so maybe with a level of alchemist) and fortune teller so because of their jobs Cale had always been fascinated with real magic, and because of the stories they would tell he always wanted to be a hero, to have his name go down in legend, often making such a proclamation while play sword fighting with his fellow circus kids, whacking each other with wooden swords.
While he was at the carnival he worked the firework display and did a firebreathing act and worked with the animals.
Ever since he found that what his father actually did for a living was mostly fake, simple slight of hand and alchemical trickery, he vowed to learn real magic and real swoedsmanship and become the greatest wizard... No... Greatest hero ever known.

He took the first opportunity he could to leave his family after that point, signing up to be a bodyguard for an elf family, in particular the daughter as a result of her awakening new and powerful Psychic magics, in exchange for watching over the young woman the family taught him magic and tactics and alchemy, and he served them for a few years before the two of them left her parents to research ancient Thasolonian magics, and Cale'anon decided to continue to act as her Bodyguard, despite no longer being taught by her parrents. Cale'anon woeked as her bodyguard and magical assistat. One day he noticed That she had been burning herself out when he heard about the festival and eventually managed to convince her to live a little and join the party.
This is what would be known as a bad idea.
The party was attacked and the town was filled with monsters. Cale and his charge assisted in the removal of said monsters, mostly out of a desire to keep themselves from being killed if the city were to fall. It was hard fought but between themselves, the town guard and a few others, they managed to win the day, but Nixis wanted nothing to do with the region after that and instead decided to rejoin her family in their research, her adventuring career more or less over, and Cale's services no longer required.
Facing unemployment, Cale decided to hunt up more work for someone of his talents, whether martial or in understanding of arcane. While he was looking for work he was in one place long enough to get a letter from his brother, telling him that his brother had found work on an expedition to the lost ruins and decided to try and sign up, figuring he'd get to see his brother again, and as a bonus it was mostly similar to what he was originally planning on doing but with the Azlant instead of Thassilon as the dead empire he'd be looking through and finding things out about.

When listing his skills he wrote that he was a skilled swordsman, a proficient hunter (who knows how to fish) and cook. He writes that he knows magic and languages and after some hesitation writes that he was a skilled researcher, telling himself that that last bit was just stretching the truth a bit.

Quirks
he taps his fingers together when excited,
he waves his arms a bit when he talks sometimes
he paces back and forth and talks to himself and/or his famiiliar when thinking hard on something in particular
he frequently flips a coin when bored
Likes:
Himself, alcohol, Fighting, Art,Learning new things, Fame/Power, flirting, hunting.
Dislikes
People who were born with wealth and/or magic that didn't have to earn it and don't work to maintain it, Liars, Gnolls, and Goblins


As I said before, please tell me if you want me to expand on this. I don't want to be piggybacking on someone else's quality.

build plans:

I will be taking the bodyguard feat chain and using that and the cut from the air weapon mastery feat with kensai's extra attacks of oppurtunity to ensure that ny allies have at +3 extra AC and I basically never get hit from ranged attacks. I am considering taking the deific obedience feat to qualify for the sentinel prestige class on my magus side I'm planning on using a debuff and intimidate focused build with enforcer and/or curmudgeon smash


Background:
Blidengulp grew up in a well guarded and protected colony of svirfneblin. He was slotted due to his natural aptitude the trained him as a scout for the colony. There he would learn to keep the enemies of his people at bay as well as the natural creatures of the Underdark.

Secretly he wanted to move up to breachgnome status, but instead of frontline fighting, they saddled him with trap duty. He trained hard at this, which when scouting a crevasse he fell in. His partner sought to free him but was attacked by the large spider that dwelt there. Blidengulp, was not one to get eaten and used his training to stay ahead of the spider. In doing so he managed to fight the spider off but took several bites. To combat the bleeding he made bandages out of some old cloak that covered a human skeleton. one which held a strange compass-like device.

As he sat clutching the compass he heard and spoke to a strange voice. One that told him of how he could get out of this and of the significance of the compass or as the voice called it a Wayfinder. As he clutched it and spoke the strange syllables that he heard, his wounds began to heal. His body still reeled from the poison, but in the end he eventually shook it off. After a week he was rescued. During that time he scavenged what he could off the dead in the crevasse. One was a set of books that spoke of the wayfinder and the pathfinders. Blidengulp had stumbled into a knew purpose. One which was first and foremost return this fallen pathfinder belongs to his lodge.

So Blidengulp left the Underdark and traveled to the world above. With aid from a benevolent wizard, the journey went swiftly as he was teleported to the nearest surface town. This town was Almas! Here he returned all but the wayfinder to the society. When he went to return the wayfinder, it protested with its metal heating the palm of the man he turned it over too. The man told Blidengulp he was chosen and that he had to finish out the original owner's mission. Which was to unearth the secrets of Azlant. This leads him to sign up for the dangerous mission of getting on a ship and transversing the ocean. Something few svirfneblin truly embrace. Still, the Wayfinder has assured him of how safe it would be. Oddly enough the crazy gnome believes the object and its strange spiritual essence.

Silver Crusade

Here is my submission: Kari Surfdancer, a female gnome nature oracle / overwhelming soul hydrokineticist.

She is good in both melee and ranged combat, and will have a full range of healing abilities. She can choose one skill check each day to be particularly good at (+10 competence bonus from Natural Divination). She is accompanied by Hrolf, her wolf Bonded Mount.

I have been playing PBP for a year (many more years of offline Pathinder/D&D). I am fully capable of meeting your posting frequency expectations, as shown by my Ironfang Invasion character (almost 600 total posts since the game started last April, advancing from 1st to 6th level).

Stats:
Kari Surfdancer
Female gnome oracle / overwhelming soul kineticist 1 gestalt
CG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d8+4)
Fort +5, Ref +3, Will +2 (+4 vs. charm and compulsion); +2 vs. illusions
Defensive Abilities bond to the land[ARG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee Kinetic Blade (Water Blast) +4 (1d6+5) or
. . brass knuckles +4 (1d2-2) or
. . dagger +4 (1d3-2/19-20)
Ranged Water Blast +4 (1d6+5)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bless, cure light wounds, shield of faith
. . 0 (at will)—detect magic, ghost sound (DC 15), guidance, light, mage hand, read magic
. . Mystery Nature
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 16, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -3; CMD 10
Feats Extra Revelation[APG], Weapon Finesse (free)
Traits expert explorer, irrepressible
Adventuring Skills Acrobatics +2 (-2 to jump), Knowledge (nature) +5, Perception +6, Ride +6, Survival +5, Swim +1; Racial Modifiers +2 Perception
Background Skills Craft (carpentry) +7, +2 Profession (fisherman); Racial Modifiers +2 Profession (fisherman)
Languages Common, Gnome, Goblin, Sylvan
SQ gnome magic, oracle's curse (haunted), revelations (bonded mount, natural divination)
Other Gear studded leather, brass knuckles[APG], dagger, belt pouch, chalk (5), flint and steel, ink, inkpen (2), journal[UE], masterwork carpentry tools, measuring cord (10 ft.) (2), paper (9), powder[APG], spell component pouch, trail rations (3), waterskin, 4 gp, 6 sp, 5 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bond to the Land (Water) +2 dodge bonus in selected terrain.
Burn Can't voluntarily accept burn. If forced to take burn, take temporary negative level instead.
Gather Power (Su) Move action to reduce burn cost of blast wild talent by 1.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Kinetic Blade (burn 1) Form weapon out of elemental matter; deals kinetic blast damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Divination (1/day) (Su) You can gain a bonus to a save, skill check, or initiative roll which must be used within 24h.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Bonded Mount:
Hrolf CR –
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (2d8+7)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Finesse (free), Power Attack (free), Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Stay, Track
Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack, attack any target, come, defend, down, stay, track
Other Gear bedroll, bit and bridle, blanket (medium), blanket (small), exotic riding saddle, feed (per day) (2), fishhook, ink, journal[UE], kit, fishing (worth 5 gp, 3 lb), paper, powder[APG], saddlebags, scroll case, trail rations (2)
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Background:
Kari grew up in a small fishing village northeast of Sandpoint. Her childhood was spent playing on the on and around the beach: collecting sea shells, examining the creatures in the tidal pools and playing various games with the other children.

As she grew older, she helped her parents on their fishing boat; she proved to have an uncanny knack for predicting the best fishing spots, based on her observations of the flight patterns of birds. She tried to explain her reasoning to her mother and father, but neither they, not anyone else, could understand how she was doing it. Other strange things started happening around her: things going missing and later being found in unusual spots, and unexplained sounds with no plausible cause.

One day, she caught sight of a 4 inch tall, winged man, making off with a spool of thread. She called after him, but he disappeared. Later, she spotted him again, putting the spool into the larder. This time, he stayed to talk, and told her that his clan was protecting her from evil spirits. Despite her protests that she didn't need protecting (she had her parents for that), the fey creature was insistant that he and his relatives continue to watch over her. Ever since then, these tiny creatures have followed her, never visible to anyone else, making her life difficult by constantly moving things, for reasons known only to themselves. Although mostly a nuisance, she learned that she could coax them into moving small objects for her, if she asked nicely.

When Kari grew into an adult, she left her home village, eager to see new places and have new experiences. She travelled north along the coast of the Varisian Gulf, fishing and foraging in the wild to feed herself, exploring sea caves and observing marine life. One day, as she travelled along the west of the Fogspear Mountains, she saw a magnificent male wolf. When she continued on her way, the animal followed her. She left some food for it, which it ate gladly, but when she tried to approach it, it retreated into the underbrush and vanished. This continued for several days, until finally the beast allowed her to come closer. She formed a bond with the animal, which seemed unusually intelligent, and named him Hrolf. Over time, she learned to ride the wolf, and he has served as her mount ever since.

Over the next few years, Kari wandered up and down the coast of Varisia, exploring wonderful untamed places, and marvelling at the ruins of ancient Thassilonian contruction. A few months ago, while visiting a town to trade for supplies, she met a merchant and got to talking. The man mentioned an ambitious attempt to establish a colony in the islands far to the west, in the partially sunken remains of the shattered Aztlanti continent. Intrigued by the opportunity to explore new lands and traces of the lost Azlant civilization, she made the long journey to Almas, to see if she could join the expedition. When she go there, she found that she had missed the departure of the first wave of colonists, but that a follow up ship was set to leave in a few weeks time. She arranged an interview, and explained to the recruiter how her diverse skills, and bond with nature. could help the new colony.


Personality:
Outgoing and fun-loving, Kari is focused on seeking out new experiences and places, almost to the point of obsession; unconsciously, fear of The Bleaching drives her forward. Despite her gregarious nature, she also needs regular periods by herself, surrounded by nature, to recharge.

Appearance:
Kari is 3'3" tall, 34 lbs, with green hair and green eyes. She fixes her locks in place with a seashell-adorned hair clip.


Still plenty of time for submissions, but I wanted to post a more current list. Again, thanks to everyone for sharing your builds, and your incredible stories.
Submissions

Spoiler:

Grial Storm Shadow - Half-orc Warpriest of Gozreh/Shaman - (Doomed Hero)
Russ Shackelford - Human UnRogue/Fighter - (Trinam)
Cale Vatay - Elf Magus/Fighter - (Lord Foul II)
Noax Gozgack - Half-orc Barbarian/Bard - (Mustachioed)
Fionna Valspar - Elf Bard/Fighter - (FedoraFerret)
Ommerra - Undine Hydrokineticist/Sorcerer (life oracle VMC) - (eriktd)
Marvin Rodgers - Human Fighter/Inquisitor of Desna - (drbuzzard)
Inarus the Wanderer - Tiefling UnMonk/Cleric (VMC Bard) - (Grumbaki)
Blidengulp Graystone - Svirfneblin Ranger/Shaman - (Critzible)
Kari Surfdancer - Gnome Oracle/Hydrokineticist - (PCScipio)

-----
Interested
Spoiler:

Nikolaus de'Shade (hydrokineticist/sorcerer)
ExiledMimic (ranger/fighter)
Robert Henry
For the Night is Dark
Keyri_Khaos
TheoreticallyYours
Malkav the Maven
Agent Pierce Brosnan
DeviousDevious

Shadow Lodge

For those of you still deciding on character concepts I would like to present what I like to cal The Ten Comandments of gestalt

spoilered for length:

1) Action Economy Is Still King 
-Full Double/Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.

2) Focus On One Theme 
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle.

3) Strengthen Each Other's Weaknesses 
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.

4) Remember Your Stats 
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats

5) Remember Your Feats 
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)

6) Dipping Is Easier 
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Monk 1-3 for feats and wisdom to AC , etc are all simple and powerful options.

7) Beware Wasting Identical Advantages 
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).

8) Active/Passive Mix is Typically Best 
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side

9) The Very Worst Classes Sometimes Aren't Bad Here 
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)

10) DM Always Has Final Word 
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."


Fenna here is my submission. Right now she's a Bard (Studious Librarian) / Swashbuckler (Inspired Blade). I'm still looking at a couple of other options on the martial side though. Basic slayer is a possibility, or Freebooter Ranger looks like it could be fun for this.

I figure with a two player campaign NPCs will take on more significant roles interacting with characters, so Fenna's character concept is built more toward the idea of colony and community. Specifically she's politically idealistic and wants to turn the new colony into a better example of Andoran's ideals.

Otherwise Fenna's pretty straightforward. Buffing, skill monkey, and party face give support and utility. She will be a good and fairly tanky martial fighter. She'll have the bard spell list of course, and limited casting from the wizard/sorcerer spell list due to archetype.

Background:
Fenna Pender lived in several places around Ardoran while growing up. Her father is a doctor, and her mother manages the logistics of shipping commodities from Andoran’s interior to its ports. Depending on the specifics of her mother’s contracts in lumber, honey, wine, and other goods, the family moved from frontier settlements to agricultural regions, to coastal cities. All of the moving around meant Fenna rarely stayed in once place long enough to make close friends. Her answer to the problem was to be quickly and aggressively outgoing when there was some potential. When there wasn’t, she substituted books for people to keep her company.

Due mostly to her father’s influence Fenna is a true child of the People’s Revolt, an idealist with unshakable faith in the equality of all people. What she witnessed as her family moved from place to place convinced Fenna that Andoran’s revolution, and the ideals that guided it, have been far from completely realized in many places.

Fenna spent her late teens in Almas, where she completed her education. She was involved in politics during that time as an agitator and occasional pamphleteer for various causes, arguing for greater power for the common people, and an end to corruption in government. Her particular cause was the abolishment of the Lumber Consortium. Fenna had lived for a couple of years in Darkmoon Vale when she was younger, and she had never forgotten the stranglehold the Consortium had on the local population. She argued in word and print that the Lumber Consortium is a relic of Andoran’s pre-revolutionary past, and still operates according to principles that the people of Andoran have soundly refused to be governed by any longer.

Her passion for the cause led 19 year-old Fenna back to Darkmoon Vale. She and Alwin, her likeminded boyfriend at the time, were determined to organize the area’s lumberjacks, sawyers, and other timber workers against the consortium. Mostly in Falcon’s Hollow, but occasionally in smaller settlements as well, Fenna reached out to the people in speech and song. On street corners, taverns, and anywhere else she could find people, she called on them to stand up to the Lumber Consortium and demand better pay and conditions with Alwin rooting her on.

The reception from the people of Darkmoon Vale was disappointing. Responses were muted to say the least, except when they involved particularly rude propositions from passersby. The people of Darkmoon Vale seemed to either have no taste for Fenna’s message, knew better than to show interest, or perhaps both. Fenna knew though, that given enough time, they could be brought around to her thinking. She and Alwin decided they must persevere, and they continued with their mission for many weeks. After a while they found that wherever they went, a rough-looking thug or two would be around to look intimidating and jeer back or shout them down. It was obvious to Fenna and Alwin that the men were Lumber Consortium lackeys. Deciding they could not be intimidated, they continued their work.

Whether the local Gavel Thuldrin Kreed acted because of concern that Fenna’s message would find some sympathetic ears, a desire to make an example of them, or both is hard to say, but act he did. A couple of months into their stay, Alwin did not come back from a trip to the store one evening. The next day he was found facedown in the river. His throat had been cut. Fenna decided that she could in fact be intimidated, and fled the town the same day. She went to Augustana, but even there she was unsure of her safety. If she and Alwin had inflicted some pain on the Lumber Consortium, as she (quite incorrectly) suspected, its people might not be done with her yet.

Fenna talked herself aboard an Andoran naval vessel, the brigantine Spectral, as a cabin girl for the captain, who found her claims of prior experience absurd, but her newfound enthusiasm for the mission of the Andoran navy impressive. Fenna actually was enthusiastic. When she first hit upon the idea, she imagined life as a Gray Corsair. She could certainly throw her support behind their cause. Especially when it would involve so much adventure and excitement.

The Spectral turned out to be part of the regular old Andoran navy unfortunately. Her enthusiasm lasted for a while, but as the newness wore off, the ship’s routine of shipping escort and anti-pirate patrols in the close Inner Sea proved fairly dull. There were a couple of minor engagements during Fenna’s stint on the ship, and her not very accurate retelling of them makes for excellent entertainment. Otherwise her only achievement aboard the Spectral was the opening of the ship’s library, which she operated. None of her other suggestions for improving the ship’s operations and the crew’s lives while aboard were ever given serious consideration by anyone After a few months beyond a year, Fenna had firmly decided shipboard discipline was not for her.

Word had gotten around the fleet of the Bountiful Venture Company’s project and Fenna found her thoughts returning to the idea of a new colony often. It came to her why Darkmoon Vale had come to such a tragic end, and why the navy was coming to an unsatisfying end for her. Both times she had tried to change institutions that were very old, entrenched, and powerful. Even the People’s Revolt had failed to significantly change the Lumber Consortium, what chance had she and Alwin had? In a new colony though, the layers of power and the weight of traditions would not be so unmovable. Fenna needed to go to Talmandor’s Bounty to make sure the rich and powerful couldn’t put their thumb on the scale of its development. Maybe it was only in a brand new place that the goals of the People’s Revolt could truly take root she reasoned.


My long promised Hydrokineticist/Sorceror is here. I took the mention of gillmen in the players guide and the 'Awakened from Stasis' trait to make Urram... He has moving tattoos and is in no way inspired by this guy You're welcome! *Shifty* Hopefully he's interesting and fun :) (In future I'd like to take the Ioun Angel prestige class from my sorceror side - it seems perfect for this campaign and this character. Hope that would be ok. :))

Crunch:
Urram
Male Gillman Impossible Bloodline Sorcerer/Hydrokineticist
NG Humanoid (Aquatic)

Init +3
Senses: Perception -1.

DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +1 natural, +3 dex)

HP 12/12 ([8 + 3 con]+1 FCB)

Fort +5 (2 base, +3 Con)
Ref +5 (2 base, +3 Dex)
Will +1 (2 base, -1 Wis)

OFFENSE
Kinetic Blast (Water): +3, d6+1+3, x2, 30ft.

Spd 30 ft / Swim 30ft.
Space 5 ft.; Reach 5 ft.

SPELLS
Caster Level: 1, Concentration +4.
Sorceror
Spell-like ability – Mage Hand (3/day)
Lvl 0 (∞/day) – Dancing Lights, Detect Magic, Message, Prestidigitation.
Lvl 1 (3+1/day) – Enlarge Person, Mage Armor.

Base Atk +0 (+0.75 Kineticist)
CMB 0 (0 BAB, 0 Str)
CMD 13 (10, 0 BAB, 3 Dex, 0 Str)

STATISTICS
Str 10 (0)
Dex 16 (+3)
Con 17 (+3) [15 base, -2 racial]
Int 12 (+1) [12 base, +1 age]
Wis 9 (-1) [11 base, -2 racial]
Cha16 (+3) [14 base, +2 racial]

FEATS
Precise Shot [Level 1]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Mage Tattoo [Level 1 Bonus]: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:

TRAITS
Resourceful (Campaign): You’ve always had a knack for building and repairing things. As a kid, you always got into your parents’ tools and tinkered with things around the house. As you got older, you started making things not only to entertain yourself but also to take in a little extra money. People have noticed your skill and have frequently come to you to make something for them or to repair a pesky device or item. Every time you’ve amazed them at how quickly you do your work and how few resources you squander in the process. Likewise, the Bountiful Venture Company noticed your skill at not only creating wonderful wares, but also how effortlessly and efficiently you work in your trade. You always seem to make do with less, often in unexpected ways. Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.
Awakened from Stasis (Regional): As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

SKILLS
Acrobatics +7 (1 rank, +3 Dex, +3 class)
Craft (Jewelry)* +8 (1 rank, +1 Int, +3 class, +1 trait, +2 tool)
Knowledge (Arcana) +12 (1 rank, +1 Int, +3 class)
Knowledge (Engineering)* +2 (1 rank, +1 Int)
Spellcraft +15 (1 ranks, + 1 Int, +3 class)
Stealth +7 (1 rank, +3 Dex, +3 class)
Use Magic Device +7 (1 rank, +3 Cha, +3 class)

Total Points: 7 [1x(4 Kineticist + 1 Int + 2 background)]
AC penalty is 0

LANGUAGES
Common, Aboleth, Aquan

EQUIPMENT
Artisan’s Tools (Masterwork) (50gp)
Dagger (2gp)
Explorer’s Outfit (8gp)
Sorcerer’s Kit: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. (8gp) [19lbs]

50 gold 20 silver 0 copper
Weight Carried: 6lbs.

SPECIAL ABILITIES
Amphibious: Gillmen can breathe both water and air.
Slimehunter: Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This racial trait replaces enchantment resistance.
Water Dependent: A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Favored Class Bonuses: 1x Hit Point

Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.
Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.
Constructs are treated as living creatures for the purposes of determining which spells affect them.
Tattoo Familiar (Turtle): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Mage’s Tattoo: At 1st level, the tattooed sorcerer gains Mage’s Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s Tattoo enhances (Transmutation).
This ability replaces her Eschew Materials bonus feat.
Bloodline Tattoo: Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.

Burn: At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusions: At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.
The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Kinetic Blade: You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Background:

Fifty years ago, a group of Gillmen came to Almas bearing a gift – the Keystone from the Arch of Aroden. This gift was not mad with solely altruistic reasons. The gillmen, lead by their chieftain – a gifted seer named Tarron – hoped to secure Andoren aid in their undersea wars against the slave bearing ships of Cheliax and, more insidiously, against the agents of the aboleths – who still roamed the darkness of the deep sea. Andoran was more than willing to accept aid against Chelish slaving operations but had less to offer in the undersea wars. Unwilling to reject the overtures of the gillmen however the People’s Council sent conciliatory replies and suggested that the gillmen settle, for the time being, in Almas at the people’s expense.

Tarron agreed to these terms and departed for the gillmen’s home, leaving behind his daughter Umarra to lead the embassy in his stead, and so the gillman delegation waited.

Twenty years later the remaining gillmen were well established in Almas. A quiet, but friendly and generally appreciated enclave, many of them had married locals or their fellows in the delegation and were busy raising a new generation of gillman children. Urram was one of the first of these, his mother having fallen pregnant shortly after her father, Tarron, left her in charge of the delegation.
As the delegation’s next generation grew they began looking around for gainful employment and began to turn their natural affinity for the sea into a profitable business by forming a salvage company – investigating wrecks along the Andoran shoreline and retrieving the cargo and other salvage. Urram was one of the companies foremost divers, his connection with the sea was deeper even than most of his gillman peers and he was often the first one to investigate wrecks, going deeper and staying longer than any of his fellows.

One day the gillmen were hired by a letter, which included a chart, details of the salvage required and half of the promised payment – which was considerably more than the company usually asked for. Given that the wreck was almost thirty miles off-shore, and in deep water, the young divers simply assumed that it was hardship money and took the commission without qualm.

When they arrived at the wreck and dived they found a ship unlike any one they’d ever seen before. It was crafted of a strange white wood, which made it almost ghostly in the water. The instructions that Urram and his fellows had were extremely accurate and they found the salvage without difficulty. The interior of the ship was as strange as its exterior – impassable doors blocked almost every route with no visible locks. Blinking displays glowed eerily in the dark waters, and in the hold the salvagers found chests of a silver metal they had never seen, untouched by rust or time.

Urram and the rest extracted the chests without incident, until Urram saw another chamber at the rear of the hold. Sending his companions ahead with the chests he went to investigate and found a strange medical chamber, containing a large couch-like object surrounded by a white force-field and clockwork machines. Almost insatiably curious he attempted to pass through the forcefield and almost at once lost consciousness.

When he woke he found himself in an upright pod, looking at the couch and the forcefield which he had attempted to pass. The strangest thing was that his body – previously unblemished was now covered in numerous, detailed and glowing tattoos, which shifted and undulated across his body as he watched. Most spectacular was a beautifully detailed turtle, which covered almost his entire chest as it swam gently across his skin. Profoundly disturbed by what had happened, despite his perfect health, Urram fled as fast as he could from the ship – barely noticing as all the ships previously locked doors opened at his touch and machines bowed as he passed.

By the time he returned to Almas Urram found a city and a delegation that had given him up for dead. Buried deep within the dead ship he had slept for almost thirty years, his mother’s sky blue hair had turned white with age, his salvage colleagues were now grown with children of their own and Urram found himself an outsider within his own family. He threw himself into study – trying to learn whatever he could about the ‘Ghost Ship’ which changed his life so significantly. Having read every book, examined every museum artifact and spoken to every expert he could Urram had learned tantalizingly little. He knew that the ship he had salvaged was an Azlanti one, and that it had been Azlanti technology which had given him the tattoos and the intelligence, the power, which resided within them.

It had in fact been the turtle, a slow and ancient intelligence named Caraid, which helped him accept what he was. Caraid taught him much of the new power which lived within him, the newfound command of magic which had somehow, impossibly, come to rest inside him but there was still so much Urram couldn’t explain – so much he and his mother didn’t know.

When the Bountiful Venture Company proclaimed their new expedition Urram was torn. The chance to explore the ruins of lost Azlant, to perhaps find answers about his own condition was enticing beyond belief but fear and uncertainty held him back from applying until the first wave of colonists had been selected and gone. Finally, with Ummara’s encouragement, Urram applied to the second wave of colonists, seeking a new life which might just produce answers to all his questions.


Presenting Breach for your consideration, a female half-orc breaker barbarian, warsighted oralce of nature with the wrecker curse. Breach can break just about anything and turn about anything into a weapon, broken or not.

Silver Crusade

Full disclosure: I am already playing in a Ruins of Azlant game; however the game started last September, and we haven't even left Almas yet (we're all Pathfinder agents sneaking onto the expedition). In other words, we haven't got to the start of the actual AP. Given the rate that campaign has been progressing (GM life issues), there's little chance of me obtaining any prior knowledge.


Last day today, right? Good luck everyone!

GM Clockwork, do you need anything else?


Posting an updated submission page. These have all been outstanding characters, in terms of both backstory and build, which will make choosing only 2 players difficult. Only a few hours left in my recruitment period, so I’m hoping everyone interested in submitting is able to get something in.

Submissions:

Grial Storm Shadow - Half-orc Warpriest of Gozreh/Shaman - (Doomed Hero)
Russ Shackelford - Human UnRogue/Fighter - (Trinam)
Cale Vatay - Elf Magus/Fighter - (Lord Foul II)
Noax Gozgack - Half-orc Barbarian/Bard - (Mustachioed)
Fionna Valspar - Elf Bard/Fighter - (FedoraFerret)
Ommerra - Undine Hydrokineticist/Sorcerer (life oracle VMC) - (eriktd)
Marvin Rodgers - Human Fighter/Inquisitor of Desna - (drbuzzard)
Inarus the Wanderer - Tiefling UnMonk/Cleric (VMC Bard) - (Grumbaki)
Blidengulp Graystone - Svirfneblin Ranger/Shaman - (Critzible)
Kari Surfdancer - Gnome Oracle/Hydrokineticist - (PCScipio)
Fenna Pender - bard/swashbuckler - (rdknight)
Urram - Sorcerer/Hydrokineticist - (Nikolaus de'Shade)
Breach - Barbarian/Oracle - Nickadeamous

-----
Interested:

ExiledMimic (ranger/fighter)
Robert Henry
For the Night is Dark
Keyri_Khaos
TheoreticallyYours
Malkav the Maven
Agent Pierce Brosnan
DeviousDevious

Grand Lodge

Phew, tough choices. Good luck in picking the best bard/barbarian selection! :D :D


Noax Gozgack wrote:
Phew, tough choices. Good luck in picking the best bard/barbarian selection! :D :D

o i c wut u did thar


Phew! I think I just made it. Only found out about this within the last hour and a half or so. Edited this post for this line as well as spoiler tag fixing. Hope you like him!

The Tale Of Archibald Tremaine:

Archie is always who they send in first. A bodyguard for a fair princess, a soldier on the front line, or even simply someone to have sort things out diplomatically, if the situation can pay, Archie will be there. His skillset is diverse, and hiring Archibald Tremaine means your job will get done. The key to his success is his history.

The son of a swordplay instructor and an enchantress, he lived a rather spoiled life, able to both study under his father, as well as have the talent of his mother. They served a rather powerful lord in the area, which meant they were well kept, and he could've lived his entire life in the walls of that castle, flirting with the young ladies and eating fine dishes, until a fateful encounter in town.

While out to market, a band of thieves attacked the shop he happened to be patronizing. Leaping to action, he managed to take down all three thieves, and that gave him enough of a taste that he realized he needed more. It wasn't long until he set out on the open road, pack over his shoulder, sword at his side, looking for adventure!

After extensive travel, he became known as an expert explorer, always having something handy for every assignment, and it wasn't long until he caught the eye of the Bountiful Venture Company. Hardly able to resist the idea of exploring not just some more of the world, but a whole new part of it, he couldn't resist. Archibald packed his pack once more and caught a boat to this new shore

The Facts:
Archibald Tremaine
Male Human Eldritch Scion Magus/Swashbuckler
CG Male Humanoid
Init+4; Senses Low Light; Perception
----------------
Defense
----------------
AC 16, Touch 13, Flat-Footed 13 (+3 Armor, +3 Dex)
HP 12
Fort +4, Ref +5, Will +2;
Defensive Abilities
----------------
Offense
----------------
Speed 30 ft
Melee Longsword +4 (1d8+3/19-20)
Ranged Dagger +4 (1d4+1 (19-20)
----------------
Statistics
Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +2/+4; CMD 14
Feats Weapon Focus, Slashing Grace
Traits Armor Expert, Expert Explorer
Skills Acrobatics 7, Climb 5, Diplomacy 7, K Arcana 5, K History 5, Perception 4, Perform Sing 7, Spellcraft 5, Swim 5

Languages Common, Azlanti
Combat Gear
Longsword
Studded Leather
Dagger

Mundane
Swashbuckler's Kit
3 Smoke Sticks
Rope

----------------
Special Abilities
Arcane Pool
Cantrips
Spell Combat
Panache
Derring-Do
Dodging Panache
Opportune PArry and Riposte


Recruitment is closed. Let me take a little time to to review the last minute submission, re-review some things, and I will have my selections up in a short while.


I again want to offer my sincere thanks to everyone who submitted a character for my game. The decision was incredibly difficult, as you all had interesting concepts, backstories, and so much to offer to the game. If anyone would be interesting in being contacted if I run another table in the future or need a replacement, please send me a PM.

Fenna Pender and Kari Surfdancer have been selected for this expedition. Please join here. I wish the best of luck in your future games to all the rest!

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