Samnell's Barbaric, Gestalt Iron Gods (Inactive)

Game Master Samnell

Step into a strange world of savagery, super-science, and sorcery. Be the heroes that burst their bonds to fight against all the hated workers of the Dark Arts! Rar!

Current Battle Map

Loot spreadsheet


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How do you feel about Kineticists for this game? They are rather primal I'd say and would work in a barbarian world.

Toying with two ideas right now. One of them is the kineticist. The other is a Gnomish Titan Fighter who more or less forced himself into a Kellid tribe. They tolerated/allowed it because he's a nice, guy, he pulls his weight and he fights like someone at least twice his size.

EDIT: Not sure on the other end of the gestalt for either.

Sczarni

Greldik Heavy-Axe:

Spoiler:

Greldik Heavy-Axe

Male Dwarf Fighter/Ranger 1

LG Medium humanoid (dwarf)

Init: +2; Senses: Perception + ;darkvision 60’

Speed: 30, Languages: Dwarven, Hallit,

DEFENSE

AC 22 (Armor +6, Dex +3, Shield +3) Touch 13 FF 19

HP 12 (1d10+2)

Fort +4 Ref +5 Will +2 [+2 vs Poison, Spells, SLA’s

OFFENSE

Melee: dwarven waraxe +5 (1d10+3 20/x3)

Ranged: javelin +4 (1d6+3) Range 30, Ammo: 4

BAB 4 CMB +4 CMD 17 (+4 vs Bull Rush / Trip when standing on ground)

STATISTICS

Abilities: Str 16 Dex 16 Con 15 Int 10 Wis 14 Cha 8

SQ: Favored Class (Fighter), Hatred, Slow & Steady, Favored Enemy (Humanoid: Human), Track, Wild Empathy, Defensive Training, Greed, Stonecunning

Feats: Weapon Focus (Dwarven Waraxe), Shield Focus (Heavy Shield)

Traits: Armor Expert, Robot Slayer (+1 to hit robots, +1 AC vs robots)

Skills: Climb +7, Craft (brewing) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Perception +6, Stealth +7, Survival +6, Swim +7 [ACP: -2/-4]

Combat Gear: oil flask (10)

Potions:

Equipment: dwarven waraxe, morningstar, dagger, javelins (4), heavy steel shield, breastplate, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin

Coin 26gp

Description: Greldik is a bit shorter than the average for a dwarf, standing just 4’1” tall, weighing in at 170 lbs. His hair and beard are a deep chestnut brown, and he wears both tied up in braids, capped with simple leather cords. His dark skin is heavily weathered from his time in the wilds of Numeria, and he seems to squint on a regular basis. He speaks in a gravelly voice, preferring his native Dwarven, but fluent enough in Hallit to speak with the locals.

Background:

Greldik originally hails from the Five Kings Mountains, a decent distance away from Numeria and Torch. He set out a while ago to investigate the wilds of Numeria, after hearing stories of the fantastic and bizarre occurrences from that place. He travels through the plains now, pack on his back and weapons at the ready. He “settled” into the area around Torch, bringing the salvage he turns up or parts of the robots he’s slain for trade from time to time.


I'm interested in this game.
Question: Prestige still a thing as well? I kinda want to do an Android Fighter/Sorceror and eventually transform into a Dragon Disciple. I have this image of a partially mechanical dragon I have to work out xD


baja1000 wrote:

I'm interested in this game.

Question: Prestige still a thing as well? I kinda want to do an Android Fighter/Sorceror and eventually transform into a Dragon Disciple. I have this image of a partially mechanical dragon I have to work out xD

Prestige classes are fine when the time comes.

Liberty's Edge

Half of it's not on your approved class list, but I was envisioning a Brawler(Shield Champion)/Magus(Skirnir) with a sort of She-Ra flavor/aesthetic to her could be really fun. How do you feel about that?


Orannis wrote:
Half of it's not on your approved class list, but I was envisioning a Brawler(Shield Champion)/Magus(Skirnir) with a sort of She-Ra flavor/aesthetic to her could be really fun. How do you feel about that?

Magus is definitely out, sorry.

Liberty's Edge

Understood. Thanks for the swift response!


On consideration I withdraw my dot. But can I recommend Eldritch Scion as a reasonable Magus route?


Almost done with the crunch, gonna start working on the fluff.

Thinking about taking the Trait

Against the Technic League

is the trait okay? just asking before i go ahead with the idea i have

The Exchange

I've always been obsessed with the wandering healer monk, and a gestalt monk/cleric of Erastil is specifically what I had in mind. I assume you'll say no to this because you don't want either of the classes, but I thought I'd make my case for an Erastil devotee being a wild walker, and not some cloistered cleric or librarian monk. I'd imagined him as simply a keeper of a strict and traditional religion passed down by his forefathers; a guadian of the natural world and protector of life. So, in essence, a druid. But mechanically, a monk/cleric. Plant & Animal domains.


I've finished the crunch of my female 1/2 Orc (Mystic), Druid(Feral Shifter), / Witch, but it's too late to configure it and post. I'll get this done tomorrow, along with a background.


OK DBH here with my initial try of a Brawler/Alchemist (Beastmorph).

Karek Redhand:

Karek Redhand.

Male Human (Kellid) brawler/Alchemist (Beastmorph) 1. CG medium humanoid (human)

Init +2; Senses Low-Light Vision, Perception +4,

Languages Hallit, Skald, Talden.

AC 15, touch 12, flat-footed 13, hp 12 (1HD), Fort +4, Ref +4, Will +0
Speed 30 ft. (6 squares)

Base Atk +1; CMB +5; CMD 17
Melee unarmed strike +6 (1d6+4)
Melee handaxe +5 (1d6+4/x3)
Ranged javelin +2 (1d6+4)
Melee dagger +4 (1d4+4/19-20)
Ranged dagger (thrown) +2 (1d4+4/19-20)
Ranged bomb +3 (1d6+2)

Abilities Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10

Special Qualities Alchemy, Bonus Feat, Brawler's Cunning, Brew Potion, Discoveries, Formulae, Low-Light Vision, Martial Flexibility, Martial Training, Mutagen, Skilled, Weapon and Armor Proficiency,

Feats Brew Potion, Hamatulatsu, Improved Unarmed Strike, Throw Anything, Weapon Focus (Unarmed Strike)

Alchemist: Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:12+spell level) Known: 1st - Cure Light Wounds, Endure Elements

Skills
Acrobatics +5,(1)
Appraise +2,
Climb +7,(1)
Craft (Alchemy) +6, Craft (Alchemy) (Create item) +7 Craft (Untrained) +2,(1)
Disable Device +6,(1)
Knowledge (Dungeoneering) +6,(1)
Knowledge (Nature) +6,(1)
Perception +4(1)
Survival +4,(1)
Swim +4,

Possessions unarmed strike; studded leather; outfit (explorer's); handaxe; alchemist's kit; javelin (x4); dagger (x2); formula book; bomb;

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Blood of Dragons: Low light vision.

Bomb (Su) You can use 3 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+2 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (3). Those caught in the splash damage can attempt a DC 12 Reflex save for half damage.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Discoveries The following discoveries complement the beastmorph archetype - feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification**, spontaneous healing**, tentacle**, and wings**.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Local Ties (Disable Device) You have ties to a prominent local in the town of Torch-the missing wizard Khonnir Baine. If you're a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you're of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character's background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 12 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

For combat he likes to soften his enemies up with javelins, drink his mutagen (+4 to str), then charge in and tear them apart with his hands.

Planned advancement. Feral mutagen, Greater mutagen and Grand mutagen for more strength, claws and fangs.

Backstory:

Karek’s tribe had for years tried to find the secrets of their enemies strengths through the traditional method of eating defeated creatures. It took a wandering Alchemist named Samsil Grenedy from Numeria who introduced the tribe to the method of brewing extracts and mutagens to transform themselves into bestial warriors.

He also introduced them the the joy of explosions, and setting your enemies on fire while you laughed. Something the entertainment starved tribesmen took to with relish.

Already regarded as not quite right in the head the tribe was soon regarded as completely insane due to the explosions, scars and missing body parts from the constant experiments to find bigger and better ways to transform themselves.

Like many of his tribe Karek has chosen the young man’s custom of wandering off to strange lands looking for ingredients to experiment with, and strong enemies to fight. Something Numeria has in great quantities.

Finding his way to Torch Karek had some initial problems dealing with more civilized people. Thankfully Ulfar Burnhands recognised the signs of a young tribesman out of his element and gave him good advice and guidance, something Karek is profoundly grateful to him for.

Karek is a hulking young Kellid man, with thick black hair and a scarred face from his initial experiments with brewing extracts and bombs. Since receiving advice from Ulfar Burnhands he has toned down his tribes habit of looking at everything to see if he should either tear it apart for ingredients, or fight it to learn it’s strengths. He can now function in a town or city without the watch being called constantly.

Torch, and the surrounding area is a happy hunting ground for Karek, he’s found many strange and exotic ingredients in the caves and ruins. His hunting has been called off though, as Ulfar Burnhands has called for Karek to aid him with a grave matter. Karek has responded with speed, feeling he owes much of his success to Ulfar’s wise words.

Any questions or things you feel need changing, please let me know.


Dotting

This looks like a good place for a feral child/superstitious barbarian.


Cuàn wrote:

How do you feel about Kineticists for this game? They are rather primal I'd say and would work in a barbarian world.

Toying with two ideas right now. One of them is the kineticist. The other is a Gnomish Titan Fighter who more or less forced himself into a Kellid tribe. They tolerated/allowed it because he's a nice, guy, he pulls his weight and he fights like someone at least twice his size.

EDIT: Not sure on the other end of the gestalt for either.

Sorry to be so long getting back to you; I was thinking it over. The gnome is fine but I don't think the kineticist would quite mesh with what I'm going for.


Archae wrote:

Almost done with the crunch, gonna start working on the fluff.

Thinking about taking the Trait

Against the Technic League

is the trait okay? just asking before i go ahead with the idea i have

The trait is ok.


Dotting.

I'm thinking of a Skald/Slayer. Now I just need to decide Human or Half-Orc.


D-Kal wrote:
I've always been obsessed with the wandering healer monk, and a gestalt monk/cleric of Erastil is specifically what I had in mind. I assume you'll say no to this because you don't want either of the classes, but I thought I'd make my case for an Erastil devotee being a wild walker, and not some cloistered cleric or librarian monk. I'd imagined him as simply a keeper of a strict and traditional religion passed down by his forefathers; a guadian of the natural world and protector of life. So, in essence, a druid. But mechanically, a monk/cleric. Plant & Animal domains.

That's not going to work out, sorry. I'd be open to an Erastil-flavored druid or oracle, though.

Also: the roster should be up to date again.


Important question: I'm making a Skald, and the background skills page lists Perform as a background skill. Since I am making a Skald, should I count that as an adventuring skill, instead?


Phntm888 wrote:
Important question: I'm making a Skald, and the background skills page lists Perform as a background skill. Since I am making a Skald, should I count that as an adventuring skill, instead?

Don't worry about it. Bards have the same skill trick and they don't have to claim it as an adventuring skill.


Ok I think the crunch is mostly done. Still need to finish shopping, which I'll do if selected.

I'm reading the Players Guide tonight, and should get the background posted shortly there-after.


Background up...


Khajuna wrote:
Background up...

And Khajuna is on the doc now.


This is Ilir from earlier on the prospective profile. If selected, I will flesh-out the inventory and familiar/companion.

Do let me know what you think. Criticism is welcome from GM and players alike!

Background:
Part of a small Kellid tribe in the Northern lands, Quen Gladegazer was an old soul in a young-spirited community. While he espoused many of the practices outsides might have considered "primitive" - such as paying homage to spirits of the land, living in crude tents, and befriending the wildlife - he did not fully fit the barbaric reputation of his peers. While it was true they all held great distain for the autocracy in Torch despoiling the land and dispelling any footholds the shamanism might have had on the populace, Quen wasn't quite so certain the mechanical studies of the Technic League were sacrelige. It was true those in the league were often the worst sort of people - slavers, despots, prideful bastards. But the topic of study?

A two-spirited man of his tribe, Quen was fast-tracked on the path to being one of the tribe's spiritual leaders. Conflict with the more "civilized" settlements on the outskirts of their territory in Numeria had thinned their numbers; Quen lost both his parents as well as his love interest in such conflicts. His strong, but small, circle of friends cheered him as he passed his rites and became a shaman proper, but his loneliness left him seeking something more...

An omen if there ever was one then, the spirits manifested themselves in the form of a heavenly fox, Brightstar, whose fur was as white as the snow. The otherworldly canine got along well with Quen's best friend, his wolf, Silvermane. Sometimes the trio would hunt with the other men, but they did fine alone, and their lower profile allowed them to get closer to Torch.

Brightstar had the lure of the heavens, and he could float slowly through the air. Quen was clever, using this voyeur to see what was not meant to be without getting captured. It seemed metalmen and the like were objects of fancy for the Technic League. And special types of metal? Hmmm.

Though his tribe was adamantly opposed to him associating with such concepts, Quen couldn't help but remember Brightstar came from the heavens, and the skymetal that Torch was fascinated with was too. What if excluding one was an affront to the spirits? What if neglecting this new thing pushed them away from making contact with the ancestors? He was determined to find out...

Personality:
Patient and private, the seer of the northerners is one with the land around him and the spirits that inhabit it. He listens, watches, and feels the cycle of life in motion around him. Quen embarks in in-depth conversations with his few friends about how best to see to the next season's hunts and crops or which manner of leathers would be most suitable for new terrain, but he is not a fan of small talk. He chooses his words carefully and means what he says. A small compliment from him means much.

The loneliness in his small band as a two-spirited man has left him time to explore, and Torch seems like a dangerous temptation. The slavery was disappointing, and the Technic League insulted the land with their disregard for it. Yet some of these delvings they performed ... they were not of man or land. The usually introspective spirit guide was driven out of his shell by this recent activity, becoming more outgoing than usual, more willing to test the boundaries of tradition.

Appearance:
His human heritage reigning strong, Quen's beard matches his chestnut hair, though it's kept short by a dagger's edge. The same dagger keeps his mane to shoulder length, and he is fit as a fiddle. The ears and slender frame for someone of his height give away his Elven heritage though, and his lime eyes hold gazes well, so many people miss much else.

Those especially perceptive would notice the young man's legs are much more powerful than his arms. Though able draw a bowstring just fine, it's his insight where the real skill lies; as the youngest shaman of his tribe, Quen looks to avoiding issues before they get to the detail of the warriors. This Technic League and their investigations could well be one of those situations.


What would you say about the Galvanic Hunter archetype?


Jereru wrote:
What would you say about the Galvanic Hunter archetype?

Go for it.

Also: Roster updated again.


Link to Profile

Should be completed, need to buy stuff but that can come if selected...Not that i really need much anyway , my weapon is with me at all times and i don't need armor.


Here is Phntm888's submission, Rikal Elkhorn. Please let me know if anything is missing.


Samnell wrote:
Also: Roster updated again.

But no link! ;)


Here it is.

Roster


Rikal Elkhorn wrote:
Here is Phntm888's submission, Rikal Elkhorn. Please let me know if anything is missing.

He's on the roster, looking complete at first blush.

And naturally the roster is both updated and a link omitted as my perversity is both excellent and fabulous.


Hm. I'm stupid busy this week, but this intrigues me. Let's see if I can cudgel my poor tired brain into coming up with something.


So here is Bron, the non-divine non-arcane gestalt... yes, we can!


Bron Frostbreath wrote:
So here is Bron, the non-divine non-arcane gestalt... yes, we can!

He's on the list.


Dear dangerous parasite which has hollowed out Samnel,

Just wanted to say this game looks awesome. I’d totally throw in a submission, but I’m already a bit over my pbp’ing bandwidth. Still … freaking awesome-looking game.

Just thought some encouragement might be worthwhile. Have fun gaming, guys. Good luck to the supplicants.


Eben TheQuiet wrote:

Dear dangerous parasite which has hollowed out Samnel,

Just wanted to say this game looks awesome. I’d totally throw in a submission, but I’m already a bit over my pbp’ing bandwidth. Still … freaking awesome-looking game.

Just thought some encouragement might be worthwhile. Have fun gaming, guys. Good luck to the supplicants.

Encouragement is always welcome. Thanks. :)


Samnell wrote:
Eben TheQuiet wrote:

Dear dangerous parasite which has hollowed out Samnel,

Just wanted to say this game looks awesome. I’d totally throw in a submission, but I’m already a bit over my pbp’ing bandwidth. Still … freaking awesome-looking game.

Just thought some encouragement might be worthwhile. Have fun gaming, guys. Good luck to the supplicants.

Encouragement is always welcome. Thanks. :)

almost done with my submission.... just need to do the background

The Exchange

I agree this looks like an awesome game. I'm not certain I can love another concept though. Still thinking. Say Samnell, or shell of, what would you say to Shillelagh + greatclub? Not raw, of course, but kinda makes sense. Plus, rule of awesome.


D-Kal wrote:
I agree this looks like an awesome game. I'm not certain I can love another concept though. Still thinking. Say Samnell, or shell of, what would you say to Shillelagh + greatclub? Not raw, of course, but kinda makes sense. Plus, rule of awesome.

So a medium greatclub would go up to a Huge, 3d8+1 damage. Plus 1.5x your str bonus. That's pretty good, but it also eats up one of your spells.

Ok, go ahead.


I'm planning on taking an overlarge greatsword using Titan Fighter, because big swords are cool. Would you allow me to take the Giant-Blooded trait as a feat? Obviously, since it's a campaign trait, it would normally not be usable as a trait...plus for this build it's pretty damned powerful. But wielding a huge slab of Spaceship hull as a sword is too fun to pass up.


JonGarrett wrote:
I'm planning on taking an overlarge greatsword using Titan Fighter, because big swords are cool. Would you allow me to take the Giant-Blooded trait as a feat? Obviously, since it's a campaign trait, it would normally not be usable as a trait...plus for this build it's pretty damned powerful. But wielding a huge slab of Spaceship hull as a sword is too fun to pass up.

That sounds very fitting to me. Go for it.


Just a few hours left.


Samnell wrote:
Just a few hours left.

Dear Samnell, I didn't get into your last game, time to try to waters to get into this one!

Character will be done before 2 hours are out.


Here's my submission, trying for a Last of the Mohicans vibe.

Alren Stormseeker Background:
Long are the memories of the people. When the darkness came and the people went to the distant and light filled lands, some remained. Many turned to the protection of the earth, but in the deeps they changed and turned toward the dark. Some remained in the lightless lands, and here they found the tribe. The people who remained took the tribe under their protection and the tribe and the people became one, became the clan. The clan wandered the fields and forests, the long-lived and the short-lived, together. When the light returned so too did the people, but the people of the clan and the people returned had grown apart. The long-lived could not reunite with their cousins. So, the long-lived stayed with the clan. With the rise of the the great cities of men, the short-lived made overtures to their cousins but they too had grown apart. The short-lived could not return to the realms of men; so, they too stayed with the clan. When then the great light fell and the star metals rained over the lands of the clan, we knew it was a great moment. Our path was set by the stars. We remained nomads, hunting game and gathering from the fields, but now we traded with newcomers to the land. The tribes of men and the clan had long been at peace, then the new men came. They called themselves the Technic League and they made war on the clan. Our numbers, always few, withered. Finally, the League stopped making war on the clan, we were too weak to care about. Now the last of the clan wander and seek our destiny. I am among the long-lived, my wife was short-lived. I have outlived my wife, my son, and one day I shall outlive my grandson. I will find my children a place of peace, where they may flourish without the threat of the League. I will fight.

Alren is tall and lean, long black hair frames a face weathered by hard living. His pointed ears are studded with bone jewelry and his nose had been broken at least once. Dark armor and cloak help to conceal his frame and make it harder to distinguish him against the wasteland. When fighting he carries a curveblade and bow and covers his face with black stripes of war paint.

Alren Stormseeker Stats:
Male Elf Ranger 1// Rogue (unchained) 1
N medium humanoid (elf)

Str 13, Dex 18, Con 12, Int 14, Wis 14, Cha 10
Base Attack +1, CMB +2, CMD 16
AC 1, Touch 1, Flat-footed 1
Fort +4, Ref +6, Will +2
HP 11 (1d10 + 1)
Speed 30ft
Init +4

Attacks: Curveblade (+5, 1d10+1, 18-20/x2)
Shortbow (+5, 1d6, x3, 60ft)
Branched Spear (+5, 1d8+1, x3, reach, brace)
Dagger (+5, 1d4+1, 19-20/x2, 10ft)

Feats: Power Attack, Weapon Finesse(b)

Traits: Forlorn (+1 to Fort), Stargazer (campaign)

Skills: Acrobatics +8 (1 rank + 3 class + 4 Dex), Disable Device +6 (1 rank + 3 class + 2 Int), Knowledge(Local) +6 (1 rank + 3 class + 2 Int), Knowledge(Nature) +6 (1 rank + 3 class + 2 Int), Perception +8 (1 rank + 3 class + 2 Wis + 2 racial), Ride +8 (1 rank + 3 class + 4 Dex), Stealth +8 (1 rank + 3 class + 4 Dex), Survival +6 (1 rank + 3 class + 2 Wis), Swim +5 (1 rank + 3 class + 1 Str), Use Magic Device +4 (1 rank + 3 class)
Background: Handle Animal +4 (1 rank + 3 class), Knowledge(Geography) +9 (1 rank + 3 class + 2 Int + 3 trait), Knowledge(History) +3 (1 rank + 2 Int)

Languages: Common, Draconic, Elven

Special Attacks: Sneak Attack +1d6

Special Qualities: Desert Runner, Elven Immunities, Favored Enemy (Human +2), Low-Light Vision

Combat Gear: Elven Curve Blade, Dagger x2, Studded Leather Armor, Shortbow, 20 arrows, Elven Branched Spear

Other Gear: Explorer's Outfit, Light Horse (Riding Kit), Ranger's Kit, Dungeoneering Kit, 25 gp

Special Abilities: Finesse Training, Keen Senses, Track +1, Trapfinding +1, Weapon Familiarity, Wild Empathy +1


Almagafor wrote:

Here's my submission, trying for a Last of the Mohicans vibe.

** spoiler omitted **...

You're on the doc now.


Best of luck to all who applied! Eagerly awaiting judgment day, I am.


Blood for the Blood Gods, Krunch for the Khorne Flakes:

Izzak Strongbrow, of the Blades of Aaramor
Male human (Kellid) fighter (two-handed fighter) 1 (Pathfinder RPG Advanced Player's Guide 108)
Human (Kellid) barbarian (numerian liberator) 1 (Pathfinder Campaign Setting: People of the River 6)
Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 19 (1d12+7)
Fort +5, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Earth breaker +4 (2d6+9/×3) or
Falchion +4 (2d4+9/18-20) or
Switchscythe +4 (2d4+9/×4)
locked gauntlet [Can't be used for attacks when locked]
spiked gauntlet +4 (1d4+6) or
unarmed strike +4 (1d3+6 nonlethal)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats: Power Attack, Raging Vitality[APG], Toughness

Traits: against the technic league (weapons), muscle of the society

Skills
Acrobatics +1 (+5 to jump),
Climb +7,
Diplomacy -1 (+1 vs. people from chosen country),
Intimidate +3 (+5 vs. people from chosen country),
Perception +4,
Stealth +5,
Survival +4,
Swim +7

Languages Common, Hallit, Orc

Combat Gear barbarian chew; Other Gear parade armor[UE], earth breaker[UE], falchion, locked gauntlet, spiked gauntlet, switchscythe, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], pot, snuffbox, bone[ACG], soap, torch (10), trail rations (5), waterskin, 56 gp, 6 sp, 7 cp
--------------------
Tracked Resources
--------------------
Barbarian chew - 0/1
Pilum - 0/5
Rage (7 rounds/day) (Ex) - 0/7
Torch - 0/10
Trail rations - 0/5

--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Crunch done, biography coming up next, as well as creating an alias


1 person marked this as a favorite.

and done!!! under the wire!!!


Blood for the Blood Gods, Krunch for the Khorne Flakes:

Izzak Strongbrow, of the Blades of Aaramor
Male human (Kellid) fighter (two-handed fighter) 1 (Pathfinder RPG Advanced Player's Guide 108)
Human (Kellid) barbarian (numerian liberator) 1 (Pathfinder Campaign Setting: People of the River 6)
Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 19 (1d12+7)
Fort +5, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Earth breaker +4 (2d6+9/×3) or
Falchion +4 (2d4+9/18-20) or
Switchscythe +4 (2d4+9/×4)
locked gauntlet [Can't be used for attacks when locked]
spiked gauntlet +4 (1d4+6) or
unarmed strike +4 (1d3+6 nonlethal)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats: Power Attack, Raging Vitality[APG], Toughness
Traits: against the technic league (weapons), muscle of the society

Skills
Acrobatics +1 (+5 to jump),
Climb +7,
Diplomacy -1 (+1 vs. people from chosen country),
Intimidate +3 (+5 vs. people from chosen country),
Perception +4,
Stealth +5,
Survival +4,
Swim +7

Languages Common, Hallit, Orc

Combat Gear barbarian chew; Other Gear parade armor[UE], earth breaker[UE], falchion, locked gauntlet, spiked gauntlet, switchscythe, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], pot, snuffbox, bone[ACG], soap, torch (10), trail rations (5), waterskin, 56 gp, 6 sp, 7 cp
--------------------
Tracked Resources
--------------------
Barbarian chew - 0/1
Pilum - 0/5
Rage (7 rounds/day) (Ex) - 0/7
Torch - 0/10
Trail rations - 0/5

--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

The Parasite that has taken over Samnell demands story time, so shall it be!:

I can remember growing up to the north, there wasn't much to do beyond what some would call boring guard duty. But those were the people that simply didn't know what could come out of the north. There were times that monsters threw themselves at the walls nonstop for days or weeks at a time, othertimes it was merely a single strong monster that wanted through. No matter what though we stopped it, that was until the current Black Soverign decided that he wanted to extort more gold from the crusaders that were going through our gateway.
This however didn't sit well with me or with many of the other tribes members. Something had to be done, but oaths had been sworn by the leaders of the tribes. That however didn't mean that we couldn't do something ourselves, so like a few of the young men I set out to make a name for myself and to gather like minded people so that one day I could over throw the weakened Black Soveriegn and put an end to the technic league.
My travels took me many places, but Torch was the last stop before the great adventure began. There was a man there, named Ulfar Burnhands, he has held the position of Shaman and Wise Man for longer than I have been alive. He has asked that I attend to him for soemthing grave has occured, this aboce and beyond what I was doing must be done. I can become Black Soverign later, but this Wise Man needs my help now, and so I will attend to him.

The man known as Izzak Strongbrow stand before you, clothed in the Blades of Aaramor ceremonial armor. Leather Armor, with chain reinforcing the shoulders, wrists, as well as knees. The boots are high, and made to be just as useful for riding as for long forced marches. There is a large fur that is being used as a Cloak, and it is easily identifiable as a Woolly Mammoth. He carries on his back an Earthbreaker. The head of which resembles a roaring dragon, with the flames coming from its mouth being the sharp spikes. Laying the oppisite direction on his back is a Falcion, its Dark and shimmering blade clearly crafted to remind wielder and foe of rushing water, as well as swift movement. The walking stick he carries seems out of place for a man of war such as he, but on closer inspection you can see a switch that when pushed will extend a scythe head from the long walking stick.

The mans hair is black, with silver flecks along the sides of his head, his teeth are stained red from over use of barbarian chew, his muscles ripple as he walks, as if he has trained every day of his life, and the simple act of walking shows something deeper than what is supposed to be let on. His eyes however catch your notice as they are a brilliant blue, like that of a perfect sapphire, there are laugh lines around them, but also they could just as well be worry lines.
When you look back for a second look you notice that all of the metal has been dulled to not shine, all of the leather black with greys, and deep blues patched in, the helm attached too the backpack has even been dulled with some form of soot or other material. If this was some High Court you might call him a Black Knight a man who fights without showing his name, or who fights for a reason that only he is privy too.


Bavmorda and Izzak go on the list.

The Exchange

Ah, just noticed it was eastern time. Welp, have fun folks.

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