The Fulcrum of Ages

Game Master Tech5bb

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I have an idea... since you're allowing psionics, is Path of War permitted as well? *crosses fingers*


Nomad Pixie, She's the breaker into places, truckers of fools, who can be down right pan-nish-us,,,

But the forms must be adhered to, a deal must be made, you may never get just what you asked for, but will that's fey for you.


In alignments allowed, did you mean to say no Chaotic? because you just said no CE and no Good, which leaves CN in a weird limbo of not being on the allowed list, but not being forbidden.

Silver Crusade

CN is allowed.

@treno i wasnt saying you should submit a melee class it was a more general statment.

Another general statement - has anyone thought about heals?


Hi Tech!

adsapiens here :) Here's my drow hunter, adapted for this adventure. I love the character, and I hope you like him too! Although he has some spells (even healing spells, restoration, etc.) he's more of a big muscle guy, definitely a melee character. Let me know your thoughts. The concept and background (sorry if it's a little big! I like telling the story) are in the profile, as well as the sheet.

Cheers to all my friends here! Maybe we'll see each other in the Fulcrum of Ages ;)


@Johnny Panic,

I don't have the class feature telepathy - that's the hero lab listing for the discipline. (however, my psicrystal does have telepathy)

As for the DC's, you are correct that they are off. They are too low. The formula is 10+Power level+Stat. However, I have a Psionatrix of Telepathy that increases my saves, and I have Kitsune Magic that increases my saves for enchantment spells. Where they talk about conversion, effects that modify enchantment also modifies telepathy.

@everybody, If it's needed i could have an idea for a healer or meleeist.

Silver Crusade

yep your right

The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Arr
I see your Psicystal is the telepath got us.


I believe when he says muscle he means somebody with a high strength score who knows how to throw their weight around. Sometimes there's no substitute for just being able to punch through a wall or physically throw hostages around, or more importantly stand toe-to-toe with guards if something goes wrong.

I'm far from a primary healer, but I can prepare a good number of healing extracts if the need arises.


Tech5bb wrote:

@Arachnofiend

We are using Golarion Deities and yes you were correct about the Automatic Bonus Progression.

as for your first question about stealth or gun's blazing.

Well that depends on your group. This is a group heist.

Do i expect every character to be stealthy? No! a well rounded group will have several people who are good at different things for example;

1. The safe cracker
2. The muscle
3. The Mastermind
4. The escape artist
6. The con man/woman (aka the face)
7. The gadget guy
8. The guy who knows somebody that get get they thing you want
9. The explosives expert
10. The Fence
11. The Cat burglar

These are all just ideas of roles your character might play, whats important to me is;

A) a Rich and enticing backstory - Why are you here, how did you get here ect..

B) Stats and the role your character will play

In that order :)

Thanks so far to all those that have submitted a character, i'm definatley looking forward to getting this started.

was reading this and this show popped in my head

Silver Crusade

@Edward Sobel

Hahaha perfect!


OK, have a sniper slayer build worked up. Not sure if that is needed given present submissions, but it makes sense in my head, so I'll stick to it.

Rufus the assassin background:

Rufus grew up a house slave of the Sarini House in Cheliax. The Sarini clan is well known for it's cruel sense of humor, and there were none who felt its bite more than their slaves, particularly the little people.

Rufus grew up in the harsh environment. Always the butt of physical and psychological abuse, he developed a talent for keeping out of the sight of his masters whenever possible as it was the only way to mitigate the abuse.

This didn't spare him completely, since if he didn't show up for appointed tasks, they would hunt him down, and it was often worse. Hence, he mostly kept just out of sight, but ready to respond when called.

Needless to say, Rufus never developed any faith in the existence in the milk of humanoid kindness. In fact, he took on a rather rough outlook on the world. It was a dog eat dog world, and he didn't want to be eaten, so he wasn't really free with the caring about others.

His life changed when on a sea voyage with his master Orlan, to visit family in Korvosa. The vessel was taken by Andoran pirates out to free slaves. This shook his world view. The Andorans didn't boss him around. They didn't demand service, or repayment. They just let him go free. Maybe there were good people in the world?

He went back to Andoran with the pirates and eventually signed up with the captain (Williams) helping to free other slaves in the Inner Sea region. Learning to hand out in the rigging and snipe away with a bow, Rufus became a valuable part of the crew, freeing many Chelaxian slaves.

However, something kept nagging at him. He couldn't make it through a night's rest without some nightmare about the abuse he endured for most of his life. He could not get the monkey of house Sarini off his back.

Eventually, despite his good work with the Privateers(they did technically have letters of marque) he became obsessed with revenge against those who wronged him. Using his newfound skills he hired himself out as an assassin. He was, though, selective. He would only kill slavers or members of the major Chelaxian houses. Over time, a substantial reputation was built up, and the name Rufus became one mentioned only in nervous whispers in the wrong circles.

Rufus Stats:

Rufus the assassin
Halfling slayer (sniper) 8 (Pathfinder RPG Advanced Class Guide 53, 120)
CN Small humanoid (halfling)
Init +5; Senses Perception +18
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 13 (+2 armor, +5 Dex, +1 size)
hp 96 (8d10+16)
Fort +10, Ref +13, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 kukri +10/+5 (1d3+1/18-20)
Ranged +1 seeking longbow +15/+10 (1d6+1/×3)
Special Attacks sneak attack +2d6, studied target +2 (2nd, swift action)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 12, Wis 10, Cha 13
Base Atk +8; CMB +7; CMD 22
Feats Deadly Aim, Improved Precise Shot, Point-blank Shot, Precise Shot, Rapid Shot, Signature Skill
Traits indomitable faith, successful shirker
Skills Acrobatics +16 (+12 to jump), Bluff +11, Climb +10, Disguise +5, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (local) +6, Perception +18, Sense Motive +7, Stealth +30, Survival +11, Swim +10; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Goblin, Halfling
SQ accuracy, combat style (archery), deadly range, favored terrain (urban +0), slayer talents (ranger combat style, ranger combat style, terrain mastery), stalker
Other Gear +1 silken ceremonial armor, +1 kukri, +1 seeking longbow, cloak of resistance +1, efficient quiver, eyes of the eagle, handy haversack, ring of chameleon power, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 1,007 gp
--------------------
Special Abilities
--------------------
Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Range (Ex) Add slayer level to damage vs. unaware targets in first range increment.
Favored Terrain (Urban +0) (Ex) +0 to rolls when in Favored Terrain (Urban).
Fearless +2 racial bonus vs Fear saves.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.

Construction
Requirements: Forge Ring, disguise self, invisibility; Cost 6,350 gp
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Successful Shirker You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.

It should be noted that he is capable of sniping with no stealth penalty at all. Coupled with the ring of chameleon power, he can hide in plain sight and snipe.

Silver Crusade

The legend sobel hehe Johnny is waiting

Dark Archive

Tech5bb wrote:

Ok Submissions so far;

Eysterlun Macros - Wayan Umbral Shadow Sorceror/8 - Hit Man for the decimvirate

Actually more of a scout/spy type


@Carl, I got that message too. I'm working on an alternate that would definitely say "Brute Squad"

Dark Archive

just my opinion but you need a barbarian. everyone needs a barbarian.


I think I'm going to make a Fighter (Eldritch Guardian). How do you feel about Improved Familiars taking the Mauler archetype?

Dark Archive

i made a barbarian! hes a halfling too.

Spoiler:

Unnamed Hero
Male halfling barbarian (invulnerable rager) 8 (Pathfinder RPG Advanced Player's Guide 79)
NE Small humanoid (halfling)
Init +2; Senses Perception +13
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
hp 128 (8d12+32)
Fort +10, Ref +5, Will +3; +2 vs. fear
DR 18/lethal, 9/—; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 furious silversheen falchion +11/+6 (1d6+8/18-20)
Special Attacks rage (21 rounds/day), rage powers (animal fury, dragon totem, dragon totem resilience, intimidating glare)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +8; CMB +8; CMD 24
Feats Cautious Fighter[ARG], Diehard, Endurance, Stalwart[UC]
Traits highlander (hills or mountains), providential passenger
Skills Acrobatics +12 (+16 to jump), Climb +8, Intimidate +11, Knowledge (nature) +4, Perception +13, Ride +5, Stealth +10 (+12 in hilly or rocky areas), Survival +6, Swim +8; Racial Modifiers +2 Perception, highlander (hills or mountains)
Languages Common, Halfling
SQ fast movement
Other Gear +1 mithral breastplate, +1 furious silversheen falchion, belt of physical perfection +2, campfire bead, ioun torch ioun stone, versatile vest, 180 gp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Totem +2 (Black Dragon [Acid]) (Su) While raging, +2 to Perception and saves vs. fear, paralysis, and sleep effects.
Dragon Totem Resilience (Acid 4) (Su) While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem - acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her cu
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus vs Fear saves.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Providential Passenger +1 step to starting attitude of ship captains, caravan leaders, etc...
Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stalwart Forgo dodge AC bonus for equivalent DR
Versatile vest (empty) This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each) to the vest by holding them to it and speaking a command word. You can retrieve any of these items as a move action.

In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.

Construction
Requirements Craft Wondrous Item, create food and water, prestidigitation, secret chest; Cost 1,000 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

i like the thought of a former slave halfling who enjoyed his life (after he snapped and burned the house and everyone in it to the ground, of course)of traveling with various caravans and ships, fighting banits for better suplies, occasionally stealing some of the nicer things.untill he meets up with these guys


@Jarred Henninger - How did you manage to get such high DR? Invulnerable Rager normally gives 4/- (doubled against nonlethal) at level 8, and I can't find anything else in your sheet that raises your DR.

Liberty's Edge

I'm not applying for this game - just answering CC's question.

He's stacking DR via cautious fighter and stalwart. Stalwart gives him additional DR equal the AC he would get from fighting defensively (that being +5 in his case).


Ah, for some reason I remembered Stalwart as doing something else. However the math is still a little bit off, because fighting defensively normally gives +2 to AC (enhanced to +4 with the Cautious Fighter feat). Using Stalwart to transform the AC bonus into DR would therefore give him an additional 4 DR for a total of 8, not 9. Also he can't list that DR as the normal amount because he won't always be fighting defensively. Sometimes he will lose initiative or be retreating or doing other actions that are not fighting defensively, so he shouldn't list numbers that are dependent on actions.

Liberty's Edge

I'm guessing he has 3 ranks in acrobatics. That bumps the bonus to +5.


Adventure Path Charter Subscriber

Dotting this for Ilya Latt, a Dhampir Bard, who will be the face (with knowledges and intimidate and good acrobatics and buffs, but not so much with actual combat "Whatever you do, don't scar my face!")


Feral wrote:
I'm guessing he has 3 ranks in acrobatics. That bumps the bonus to +5.

I had absolutely no idea that the acrobatics skill did that. You're correct, and I'm guessing by his high acrobatics modifier that he has at least 3 ranks in it.

However I stand by my point that he shouldn't list DR 9 as always up since he won't be fighting defensively 100% of the time.

Liberty's Edge

I tend to agree but that's up the DM to rule on.

I've done my part. Best of luck guys!


Lets not overextend myself...
I bow out... Good luck everybody!


CampinCarl9127 wrote:
Ah, for some reason I remembered Stalwart as doing something else.

Inquisitors (and some 3pp stuff) define Stalwart as being able to ignore partial effects when you make a Fortitude or Will save. It's one of those terms that gets reused.


Philo Pharynx wrote:
CampinCarl9127 wrote:
Ah, for some reason I remembered Stalwart as doing something else.
Inquisitors (and some 3pp stuff) define Stalwart as being able to ignore partial effects when you make a Fortitude or Will save. It's one of those terms that gets reused.

Homonyms are truly a curse.

Dark Archive

your probablly right but about not always fighting defensivly but its says its mostly combat, so i put my primary combat stats.

Also thank you Feral for explaining everything!


updated some stuff


If we need muscle, I have Lucas Blackthorn. He was bred for fighting. In this case, quite literally. He and his brothers were created as warriors for an infernal army in Cheliax. One with great physical might, but smarter than most brute races. As their Lieutenant, Lucas was given the opportunity to sign an infernal pact to show his loyalty.

Sadly, opposing forces came in and slaughtered them all. Lucas was attacked by a paladin and knocked unconscious with a holy blade. But he was not killed and one of his brothers pulled him away.

With this plan ended, he still needed to serve his master. Furthering infernal ends was what he was made for. He accepts that his soul is forfeit at his death, but he intends to prove that he is worthy to serve as more than a simple damned soul. This has brought him to a group furthering his master's plan. He knows not how, but he will give his all to this.

crunch:

Lucas Blackthorn
Immolation-bound half-giant fighter 4/aegis 3 (Pathfinder RPG Bestiary 4 56, Ultimate Psionics 28)
LE Medium humanoid (giant)
Hero Points 3
Init +1; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +15
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +4 natural)
hp 94 (7d10+24); regeneration 5 (good spells, good weapons)
Fort +12, Ref +5, Will +8 (+1 vs. fear); +4 vs. poison, +2 racial bonus vs fire spells and effects.
Defensive Abilities form astral suit, improved armor; DR 3/—; Resist acid 5, cold 5, fire 30
Weaknesses contract bound
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (good)
Melee (L) +1 keen falchion +15/+10 (3d6+14/15-20 plus 1d6 acid) or
. . (L) dagger +14/+9 (1d8+7/19-20 plus 1d6 acid)
Ranged (L) +1 adaptive composite longbow +9/+4 (3d6+8/×3 plus 1d6 acid)
Special Attacks powerful build
Spell-Like Abilities (CL 7th; concentration +7)
. . 3/day—fire shield, fireball (DC 15)
. . 1—summon
Psi-Like Abilities (CL 7th; concentration +7)
. . 1/day—stomp (DC 11)
Aegis Powers Known (power points 6, ML 3rd; concentration +4)
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 24, Dex 12, Con 16, Int 12, Wis 14, Cha 11
Base Atk +7; CMB +15; CMD 25
Feats - Custom Feat -, Cleave, Cleaving Finish[UC], Fiendskin, Intimidating Prowess, Power Attack, Psionic Talent, Soulless Gaze
Traits armor expert, bandit (river kingdoms), bred for war (shoanti)
Skills Acrobatics +3, Craft (tattoo) +6, Craft (weapons) +7, Fly +10, Intimidate +25, Perception +15, Profession (soldier) +7, Stealth +5, Survival +10, Swim +9; Racial Modifiers +4 Survival
Languages Common, Infernal
SQ armor training 1, astral armor, astral repair, augmented weapon, brawn, brawn, flexible suit, flight, flight speed (+20'), hero points, improved damage, improved damage reduction, invigorating suit, overprotective, reconfigure (1/day)
Combat Gear deliquescent gloves, oil of darkness (2); Other Gear +1 adaptive composite longbow, +1 keen falchion, dagger, brooch of blending (half-orc), cloak of resistance +2, eyes of the eagle, head piercings (minor), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, trail rations (5), waterskin, 187 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Astral Armor When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and th
Astral Repair (Ps) Restore 2 HP to damaged object touched.
Augmented Weapon The astral suit coats the aegis's weapon. The weapon is treated as if it was one size category larger for damage purposes. The aegis does not suffer any penalties for wielding the weapon. This ability does not stack with effects that increase the aeg
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Brawn The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancemen
Brawn The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancemen
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Flexible Suit The aegis's armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).
Flight (50 feet, Good) You can fly!
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Armor The astral suit thickens and strengthens, increasing the aegis's Armor bonus by +1. This customization can be taken once for every five levels the aegis possesses and stacks with any Armor bonus granted from the astral suit itself. The aegis must be
Improved Damage The aegis's melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit.
Improved Damage Reduction The aegis's damage reduction from his astral suit increases by 1. This customization can be taken once for every five levels the aegis possesses Its effects stack. The aegis must be at least 5th level before selecting this customization.
Invigorating Suit (Su) An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid no
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Psionic Talent Gain 2 or 1 extra power points.
Reconfigure (1 customization points, 1/day) Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Regeneration 5 (good spells, good weapons) Heal HP quickly and cannot die.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Soulless Gaze Otherworldy dread infuses your gaze.
Summon (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr

Silver Crusade

Are we using hero points gm?

Silver Crusade

O I like the idea of a flying evil half giant, but, I think his back story may be contradicted by this abiulty
Why would he be worried about dying and his soul going to hell when.

Regeneration 5 (good spells, good weapons) Heal HP quickly and cannot die.

I think that may be over simplified by hero labs haha.

Silver Crusade

I dont mind the idea of hero points. I'm happy to award them during play for outstanding RP or combat actions and flare. I think however everyone will start with 0 hero points.


Out of Curiosity, What is our Starting gold?


Oh, Jonny, You should learn to not trust Hero Lab's summaries.

Anybody who can do more than 8 points of damage a round (5 if it bypassed DR) and who has a waterskin can kill him. Or a pillow.

And Lucas is not worried about his soul going to Hell when he dies. That is inevitable. He's concerned that he won't have proved himself worthy of a high enough position.

Silver Crusade

@sirona we are using Average WBL so it will be 33,000gp for lvl 8

Silver Crusade

undated some more


Adventure Path Charter Subscriber

Here he is...

Ilya Latt, Dhampir Bard 8:

STR 10
DEX 15
CON 10
INT 14
WIS 10
CHA 22

HP 43
Speed 30
INIT +2
AC 20 Tch 13 FF 18

Fort 4 Ref 10 Will 8
BAB 6
CMB 6
CMD 18

Spiked Gauntlet +6/+1 1d2 20/x2
Shortbow +8/+3 1d6 x0/x3

Languages:
* Common
* Aklo
* Celestial
* Giant
* Draconic
* Aquan
* Auran
* Ignan
* Terran
* Sylvan
* Undercommon

Traits: Dangerously curious and Charming

=== Skills ===
Acrobatics (8 ranks) 13
Appraise 2
Bluff 17
Climb 0
Diplomacy 17
Disguise 6
Escape artist 2
Fly 2
Heal 0
Intimidate 17
Knowledge Arcana (1 rank) 10
Knowledge Dungeoneering (2 ranks) 11
Knowledge Engineering (3 ranks) 12
Knowledge Geography (3 ranks) 12
Knowledge History (3 ranks) 12
Knowledge Local (3 ranks) 12
Knowledge Nobility (3 ranks) 12
Knowledge Planes (2 ranks) 11
Knowledge Religion (1 rank) 10
Linguistics (8 ranks) 13
Perception 2
Perform Oratory (8 ranks) 17
Perform Comedy (8 ranks) 17
Ride 2
Sense Motive 17
Stealth (8 ranks) 13
Survival 0
Swim 0
Use magic device (8 ranks) 18

=== Gear ===
+1 Mithral Chain shirt
+1 Mithral Buckler
Headband of Alluring Charisma +2
Belt of Incredible Dexterity +2
Aegis of Recovery
Ring of Feather Falling
Ring of Protection +1
Cloak of Resistance +2
Spiked Gauntlet
Shortbow
Arrows (20)
Extend, lesser, Metamagic rod
Ioun torch
Handy haversack
* Swarmbane clasp
Wand of Inflict Light wounds (2 with 50 charges each)
Wand of Faerie fire (50)
Wand of Magic Missiles (50)

=== Abilities ===
Dhampir
* +2 vs disease and mind-affecting
* No penalties from energy drain
* Detect Undead 3/day
* Darkvision (60 ft)
* Light sensitivity (Dazzled in bright sunlight or Daylight spell)
* Negative energy affinity
Bard
* Bardic performance 24/day
** Inspire courage +2
** Inspire competence +3
** Suggestion (DC 20)
** Dirge of Doom (DC 20)
* Versatile Performance (Oratory and Comedy)

=== Feats ===
Battle Cry 6/day
Lingering Performance
Spell Focus Enchantment
Greater Spell Focus Enchantment

=== Spells ===
Concentration: 1d20+14
Spells per day
* 1st: 6
* 2nd: 6
* 3rd: 3

=== Cantrips ===
Daze (DC 18)
Light
Open/Close
Prestidigitation
Message
Mage Hand
=== 1st level ===
Unseen servant
Hypnotism (DC 19)
Hideous Laughter (DC 19)
Charm Person (DC 19)
Confusion lesser (DC 19)
=== 2nd level ===
Glitterdust (DC 18)
Invisibility
Mirror Image
Silence (DC 18)
=== 3rd level ===
Glibness
Invisibility Sphere
Haste


@Edward Sobel, I love that show. I've got the RPG, but haven't found anyone to run it.

Silver Crusade

Alright People 24 hours to go!

Submissions so far are;

Eysterlun Macros - Wayan Umbral Shadow Sorceror/8 - Hit Man for the decimvirate

Maldrek Kasidra - Fetchling Investigator (Mastermind) 7/Master Spy 1 - Self made crime lord

Miss Alvilda Sckold - Pixie CR4/ Psion Nomad /4 - Ex- Familiar gone rogue

Zikamiri - Fetchling Ninja/8 - rogue ninja thief recruited by the council of thieves

Jiyoki - kitsune psion 7/rogue (unchained, kitsune trickster)/1 - gypsy?

Krayn La'jal - Noble Drow Hunter (Divine Hunter, Primal Companion) 8 - Self Exiled Drow, with a grudge against the goodly races.

Rufus the assassin - Halfling slayer (sniper) 8 - Freed Chelaxian Slave with a vengeance against slavers and chelaxians

Jarred Henninger - halfling barbarian (invulnerable rager) 8 - former slave now traveler

Lucas Blackthorn - Immolation-bound half-giant fighter 4/aegis 3 - sold his soul to a devil, failed and now serving said devil

Ilya Latt - Dhampir Bard 8 - Story TBA

Please let me know if i have missed someone. Dont worry to much about the little descriptions next to your character names, i will be re-reading all of your backstories before deciding


dropping out of the running. didnt have the time to put forth a quality submission.


Oo the antic..i..pation


I have two characters for your perusal - since I see you've accepted multiple submissions from others, I'll try my luck with two different muscle-types. Eleanora is more of a straight-up damage dealer,picking one opponent and focusing on them, while Vladislaus is a controller, darting around, stacking defuffs on multiple enemies, and slowly bleeding them dry.

Eleanora Aldori, Scarlet Throne warlord:

Eleanora Aldori
Female angel-blooded aasimar (angelkin) warlord 8 ( [PoW], Pathfinder RPG Advanced Race Guide 84)
LN Medium outsider (human, native)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 23, touch 13, flat-footed 20 (+7 armor, +3 Dex, +3 shield)
hp 104 (8d10+24)
Fort +8, Ref +5, Will +2
Defensive Abilities fortification 25%; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee duelist's kiss +12/+7 (1d8+17/19-20+1d6)
Ranged mwk composite longbow +12/+7 (1d8+5/×3)
Special Attacks 1 circular stance, 1 scarlet einhander, 1 scything strike, 2 defending the pride, 2 garnet lance, 3 dazing attack, 3 golden commander stance, 3 strike of defeat, 3 unfettered movement, 4 noble blade, 4 weeping scarlet razor
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—alter self
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Statistics
--------------------
Str 20, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Base Atk +8; CMB +10; CMD 26
Feats Combat Reflexes, Exotic Weapon Proficiency (aldori dueling sword), Power Attack, Scarlet Throne Dignity, Scarlet Throne Style, Weapon Focus (aldori dueling sword)
Traits mercenary, vigilant battler
Skills Diplomacy +14 (+16 when negotiating payment for a quest or a service that you provide), Heal +2, Intimidate +3 (+5 when negotiating payment for a quest or a service that you provide), Knowledge (martial) +11, Perception +11, Sense Motive +12 (+14 when negotiating payment for a quest or a service that you provide, +14 on opposed rolls to counter a feint in combat); Racial Modifiers +2 Heal
Languages Common
SQ battle prowess, dual boost, force of personality, gambits (brave gambit, duelist's gambit, unbreakable gambit, victory gambit), indomitable presence, rallying presence, scion of humanity, tactical assistance, tactical flanker, tactical presence, warleader, warlord’s gambit
Combat Gear acid, acid (2), air crystal, alchemical solvent, alchemist's fire (2), alchemist's fire, alchemist's kindness (5), alkali flask (2), alkali flask, antiplague (2), antitoxin (2), bottled lightning, bottled lightning, holy water (2), holy water, liquid ice, liquid ice, padzahr, smelling salts, tanglefoot bag, tanglefoot bag; Other Gear +1 fortification (light) mithral breastplate, duelist's kiss, mwk composite longbow (+5 Str), belt of physical might +2 (Str, Dex), handy haversack, absinthe (per bottle), bandolier, bedroll, belt pouch, coffee beans (ground) (worth 0.16 gp, 2 lb), coffee pot, flint and steel, hemp rope (50 ft.), ink, black, inkpen, jewelry, journal, light kit, mess kit, pot, sealing wax, signet ring, soap, trail rations (5), waterskin, whetstone, 2,495 gp, 4 sp, 8 cp
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Special Abilities
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1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Scarlet Einhander (Ex) Stance - +2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon.
1 Scything Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
2 Garnet Lance (Readied, 1/Encounter) (Ex) Strike: Melee attack inflicts an additional 2d6 points of damage and ignores damage reduction.
3 Dazing Attack (Readied, 1/Encounter) (Ex) Stance: Make a melee attack, strike inflicts +2d6 points of damage and may daze enemy.
3 Golden Commander Stance (Ex) Stance: All allies within 30ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.
3 Strike of Defeat (Readied, 1/Encounter) (Ex) Strike: Make a melee attack against a foe, deals additional damage based on current hit points.
3 Unfettered Movement (Ex) Stance - Gain an additional +10 ft. to base speed, +4 bonus to AC vs. attacks of opportunity.
4 Noble Blade (Readied, 1/Encounter) (Ex) Boost: +5 to attack roll and +2d8 to damage roll on a single melee attack.
4 Weeping Scarlet Razor (Readied, 1/Encounter) (Ex) Stance: Arterial strike that inflicts an additional 4d6 points of damage and grants the bleeding condition on the target.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Battle Prowess +1 (Ex) The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial discipline training. When the warlord is in a martial stance and wielding a weapon that is a member of a weapon group associated with that martial st
Brave Gambit Risk: The warlord attempts to make a successful charge attack against an opponent.

Reward: The warlord's actions embolden his allies and sets his spirit alight with courage; the warlord and his allies gain a morale bonus to damag
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dual Boost (1/day) Knowledgeable in the ways of making the best of any situation through pluck and verve, the warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per day the warlord may initiate two boost type maneuvers as part
Duelist's Gambit Risk: The warlord attempts to successfully use the disarm maneuver against an opponent.

Reward: The warlord's opponent is disarmed of a weapon and then the warlord may make an immediate attack of opportunity against his foe and g
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Force of Personality (Ex) At 3rd level, the warlord's forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with e
Fortification 25% You have a chance to negate critical hits on attacks.
Indomitable Presence At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30 ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Chari
Mercenary +2 on Diplomacy, Intimidate, and Sense Motive checks made while negotiating for your pay.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rallying Presence The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or comp
Scarlet Throne Dignity Noble training has enabled you to withstand attacks that would harm those of lesser breeding.

Prerequisites: Scarlet Throne Style, Sense Motive 7 ranks

Benefit: You can expend a readied maneuver as an immediate action to make an o
Scarlet Throne Style Your skill with a single blade allows you to strike with the same force as those much stronger than you.

Prerequisites: 1 or more Scarlet Throne stances, Sense Motive 3 ranks

Benefit: When wielding your weapon one handed with noth
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Tactical Assistance At 8th level, the warlord's gift for helping his allies in combat improves. The character may use the Aid Another action for any single ally within 30 ft. of his position as a move action, and he uses his Charisma modifier for the bonus he grants to
Tactical Flanker (Ex) The warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord's Charisma modifier
Tactical Presence (Ex) At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move-equivalent action, and only one presence may be maintained at any
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. Unlike other gambits, this one can be attempted as an immediate action instead o
Victory Gambit Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.

Reward: The warlord and his allies gain a bonus on attack ro
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.
Warleader (1/day) The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus fe
Warlord’s Gambit (Ex) At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two g
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Eleanora was born into the Orlovsky noble house of Brevoy, quickly gaining numerous suitors as she grew older. Possessed of a strange force of personality, she had no trouble picking up on the subtleties and intricacies of noble dealings, easily negotiating political waters. However, her heart was in the study of swordplay, and in her youth, she left home for the fabled Aldori Dueling Academy.

She took to the study of swordplay with natural ease, quickly gaining a reputation for her decisive disarms and her slim profile stance. However, she found herself craving adventure more than reputation, so she left again, this time for the world beyond.

Around Taldor, she found herself in a mercenary band, the Golden Claws. While she had little opportunity to duel there, she learned to fight with a team, to support her allies, and to hone her skills. She rose through the ranks of the company, and when the leader retired three years later, she took over, renaming the group - the Crimson Blades.

After leading the Crimson Blades to wealth and glory, she grew bored again. While the structure of the group was nice, she found the burden of leadership tiresome, and joined a smaller group of adventurers capable of keeping up with her. She's been there since, a stern figure, but a loyal one.

Eleanora stands at five feet, eight inches tall, with a severe, muscular figure. She has strong arms and shoulders from her life of swordplay, short black hair which she wears slicked back in a severe style, and golden eyes. Her waist and hips are narrow, and she wears a mithral breastplate engraved with the symbol of her mercenary band - a clawed hand clutching a dueling sword - with sturdy boots and gloves. She carries no shield, relying on her own agility to defend her.

Vladislaus Mitrovich, Crimson Count Harbinger:

Vladislaus Mitrovich
Male tiefling harbinger (crimson countess) 8 ( [PoWEx], Pathfinder RPG Advanced Race Guide 168)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 22, touch 14, flat-footed 19 (+5 armor, +1 deflection, +3 Dex, +1 natural, +2 shield)
hp 88 (8d8+24)
Fort +10, Ref +7, Will +8
Defensive Abilities fortification 25%; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 distracting greatsword +13/+8 (2d6+7/19-20)
Special Attacks 1 breaking glass strike, 1 doppelganger dance, 1 stutter strike, 1 touch of the witch, 2 mockery, 2 word of retribution, 3 curse of the twisted reflection, 3 infinity mirror stance, 4 persecution, accursed will (attack rolls)
Spell-Like Abilities (CL 8th; concentration +7)
. . 1/day—darkness
Harbinger Spell-Like Abilities (CL 0th; concentration +0)
. . At will—magic aura
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +6; CMB +12; CMD 24
Feats Advanced Study, Combat Reflexes, Cursed Razor Plague, Cursed Razor Style, Shattered Mirror Style
Traits artisan, fencer
Skills Acrobatics +13, Bluff +12, Craft (glass) +19, Knowledge (arcana) +15, Knowledge (martial) +15, Sense Motive +11, Spellcraft +15, Stealth +15; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Daemonic, Draconic, Elven, Infernal
SQ crimson claim, dark claim, elusive shadow, grim news, ill intentions, massacre, sanguine empowerment, sorcerous deception
Combat Gear acid (2), air crystal, alchemist's fire (2), alchemist's kindness (3), bottled lightning (2), holy water (2), liquid ice (2), tanglefoot bag (2), unholy water; Other Gear +1 fortification (light) chain shirt, +1 distracting greatsword, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, handy haversack, headband of vast intelligence +2, ring of protection +1, absinthe (per bottle), bandolier, bedroll, belt pouch, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), flint and steel, hemp rope (50 ft.), leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork artisan's tools, mess kit, metal polish (0.3 lb), pot, sewing needle, snuffbox, bone, soap, soft cloth (0.1 lb) (2), tobacco (worth 1 gp), torch (10), trail rations (5), waterskin, 1,829 gp, 5 sp
--------------------
Special Abilities
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1 Breaking Glass Strike (Readied, 1/Encounter) (Su) Strike – Make a melee attack; struck opponent becomes dazed and dazzled.
1 Doppelganger Dance (Su) Stance – Follow when opponents make 5-foot steps.
1 Stutter Strike (Readied, 1/Encounter) (Su) Make a melee attack, target suffers 25% failure on spells with verbal components, -4 penalty on language-based skill checks
1 Touch of the Witch (Su) Stance [Curse] - Opponents struck in melee become cursed
2 Mockery (Readied, 1/Encounter) (Su) Strike – Melee attack deals an additional 1d6 damage, improves to 3d6 against cursed opponents.
2 Word of Retribution (Readied, 1/Encounter) (Su) Counter - Make a Spellcraft check against a cursed opponent that damages you; if you succeed, deal equal damage to that opponent.
3 Curse of the Twisted Reflection (Readied, 1/Encounter) (Su) Strike [Curse] – Make a melee attack, struck opponent becomes confused and cursed.
3 Infinity Mirror Stance (2 images) (Su) Stance – Create mirror images of yourself.
4 Persecution (Readied, 1/Encounter) (Su) Strike - Attack deals +4d6 damage, increases to +8d8 against cursed opponents.
Accursed Will (Attack Rolls) (Ex) Add 1/2 your INT bonus to attack rolls as an insight bonus.
Advanced Study (Harbinger Maneuvers Readied: 6 of 6) You've delved deeper into your martial learning to find new skills.

Prerequisite: Must be a martial disciple of 4th level or higher.

Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crimson Claim 2d4 (Su) Claimed creatures take damage each round
Cursed Razor Plague Your curses spread amongst your enemies.

Prerequisites: Cursed Razor Style, Spellcraft 7 ranks

Benefit: Whenever you cause an opponent to become cursed by an effect other than this feat, you may select an additional opponent withi
Cursed Razor Style (+6 bleed damage) You persecute those under the influence of your dark power.

Prerequisites: 1 or more Cursed Razor stances, Spellcraft 3 ranks.

Benefit: Whenever you damage a cursed creature with a melee attack, that creature suffers an additional
Dark Claim (4 creatures, 4 rounds, 45 Feet) (Su) Claim a creature to know its position and use other Harbinger abilities against it
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elusive Shadow (Ex) +2 to AC and Ref saves when you move 10 feet or more
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fencer +1 to hit with dagger or sword AoOs.
Fortification 25% You have a chance to negate critical hits on attacks.
Grim News (1/Encounter) (Su) Move up to 2x your speed as a swift action
Ill Intentions (Su) Foes get -2 to skills and saving throws when you flank them
Massacre (1/Encounter) (Ex) Initiate a strike as an immediate action when you kill a foe
Sanguine Empowerment (Su) You gain a pool of Vitae, and several abilities that use it
Shattered Mirror Style You are skilled in the art of reflective combat.

Prerequisites: 1 or more Shattered Mirror stances, Craft 3 ranks

Benefit: When wielding one or more Shattered Mirror discipline weapons, increase your shield bonus to AC by +2 (even
Sorcerous Deception (Sp) Use magic aura at will
--------------------
Vladislaus Mitrovich was born in the mists of Ustalav, to peasent Varisian parents. Not having it in their hearts to abandon the boy, they kept him secret from the town, still ashamed of his presence. Vladislaus was thus brought up feeling like a burden, and resentment seeped into his very blood.

As soon as he was old enough, he left his parents behind, attending Lepidstadt University, where he was subjected to scorn and ridicule. However, he found ease in the study of philosophy, and in his hobby - stained-glassmaking. He constructed elaborate crafts showing the nature of mankind's darkness, drawn from his literary and philosophical studies - and delved into tomes of forgotten magic, of the powers that lurked in blood.

He studied swordplay with his fellows, finding he preferred a heavier blade to the rapiers and longswords preferred among the student body. Yet when he dueled at the time of his graduation, he was struck with the scar on his cheekbone against his first opponent. Furious, he slew the offender, fully embracing his tainted lineage - before melting into a pool of blood and slipping off the edge of the cliff.

He stole away from Lepidstadt that night, never looking back.

Vladislaus has been adventuring for some years now, and the regular exercise has honed his demonic physique. He is whiplash thin, but tightly-muscled, standing at six feet tall. Ramlike horns curl back from his skull, and his eyes are blood red from corner to corner. He wears his black hair in dreadlocks, pulled back from his rough, almost scaly skin, and his fingers and toes alike lack nails, coming instead to small points.

He wears a glimmering mithral chain shirt between layers of aristocratic clothing, enjoying the irony of dressing so finely in what was denied him earlier in life, and grins when overcome with the bloodlust of battle. He hasn't yet figured out how to trigger what he called his 'sanguine transformation', but his powers have grown, allowing him to create twisted mockeries of his foes, and to curse them with the darkness he carries inside.

Vlad, as he is known to his few friends, is a cruel, somber person. He is fond of philosophy, but prefers to quote it rather than discuss it, and tends to darkness more than light. While he trusts his friends, he doesn't trust anyone outside his circle, and has little interest in learning to do so.


I'm SCKnightHero1 btw but I'll be posting my stats and background of my faultspawn monk Zaci today.


Snap! My boss had me clocked in the moment I walked in the door. But I should be able to post everything today around 7:30 pm est. sorry about that.


That is so annoying when your boss doesn't see that you have important things to do.

Of course there's always this option.


Philo Pharynx wrote:

That is so annoying when your boss doesn't see that you have important things to do.

Of course there's always this option.

Lol! That would get me fired! And I don't usually mind them asking me to start early. I need the money. But yeah I should be able to still get it posted by 5:30 pm est. I go on break at 4:30 pm est.


please consider my cleric 8 of Asmodeus. He would be support and secondary face, as well as summoner and giver of aid for ac during enemy attacks using bodyguard. A full buffer and support player who is invisible and using non detection during most battles.

Will finish profile shortly by tomorrow


Here we go! Again sorry for taking so long.

Stats:

Zaci
Female Tiefling (Asura-Spawn) monk 8
LN Medium outsider (native, asura-spawn)
Init +7, Senses darkvision (60 ft.); Perception +11
=================================================
DEFENSE
=================================================
AC 23, touch 19, flat-footed 19 (+2 armor, +3 Dex, +1 dodge, +2 natural, )
hp 79 ((8d8)+15)
Fort +9, Ref +11, Will +11, +2 trait bonus on saving throws against fear effects, +2 vs. enchantment spells and effects
Defensive Abilities evasion, still mind, Immunities disease, Resistances cold 5, electricity 5, fire 5,
=================================================
OFFENSE
=================================================
Speed 50 ft., Fast Movement, High Jump, Slow Fall
Melee flurry of blows +9/+9/+9/+4 (1d10+3)
Special Attacks Flurry of Blows, Ki Pool, Stunning Fist,
Innate Spell-Like Abilities hideous laughter (DC 14,1/day),

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 16, Con 12, Int 12, Wis 16, Cha 14,
Base Atk +6; CMB +11 (+13 trip); CMD 28 (30 vs trip)
Feats Armor of the Pit, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Tiger Style
Skills Acrobatics +11, Climb +9, Diplomacy +5, Escape Artist +9, Intimidate +13, Knowledge (History) +7, Knowledge (Religion) +6, Linguistics(Draconic) +2, Perception +11, Profession (Innkeeper) +10, Sense Motive +10,
Traits Courageous, Candidate for Perefection
Languages Common, Draconic, Infernal, Vudrani
SQ ac bonus, asura-spawn spell-like ability, darkvision, fast movement, fiendish language, fiendish resistance, high jump, maneuver training, prehensile tail, purity of body, slow fall, wholeness of body,
Combat Gear rations (trail/per day) (5), potion of cat's grace, potion of cure moderate wounds (5), potion of cure serious wounds (2), potion of displacement, potion of good hope, potion of spider climb,
Other Gear headband of alluring charisma +2, bracers of armor +2, sash of the war champion, outfit (monk's), belt of giant strength +2, cloak of resistance +2, sandals of the lightest step, bag of holding (type i), waterskin (filled), bedroll, flurry of blows, 96.4 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus (Ex) When unarmored and unencumbered, you add +5 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Asura-Spawn Skilled Asura-Spawn tieflings have a +2 racial bonus on Appraise and Knowledge (local) checks.

Asura-Spawn Spell-Like Ability Asura-Spawn tieflings can use hideous laughter 1/day as a spell-like ability.

Candidate for Perfection You have begun training to enter one of the Houses of Perfection, and have honed your body, mind, and spirit into one well-trained weapon. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fast Movement (Ex) You gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make two additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

High Jump (Ex) You can adds +8 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.

Immunity to Disease (Ex) You are never subject to disease effects.

Infernal

Ki Pool (Su) You have a pool of 7 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 7 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic, cold iron and silver weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.

Maneuver Training (Ex) A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Monk Bonus Feat

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Purity of Body (Ex) You are immune to all diseases, including supernatural and magical diseases.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Slow Fall (Ex) You can use a nearby wall to slow your descent. If you are within arm's reach of a wall, you can use it to slow your descent. You take damage as if the fall were 40 feet shorter than it actually is.

Still Mind (Ex) You gain a +2 bonus on saving throws against enchantment spells and effects.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat. You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, or sickened for 1 minute. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.

Tiefling (Asura-Spawn)

Wholeness of Body (Su) You can heal your own wounds as a standard action. You can heal 8 hit points of damage by using 2 points from your ki pool.

Background:

Zaci and her brother Krama were born in the Impossible Kingdoms of Jalmeray, where tieflings are viewed as members of the untouchable caste. The two asura-descended tieflings were lucky enough to find a job working at a tavern. It was a hard life, but it was a way of living. Then, one day, a master from one the Houses of Perfection was passing by. When he saw a young Zaci defeat several armed men, who were more skilled than she was, using only her bare hands, he saw something that he couldn’t explain. While most wouldn’t dream of training a tiefling, the master was willing to give her a chance. Zaci agreed to come train but onluy if her brother came along as well. The master agreed to her condition.

For many years, both faultspawns trained long and hard, even more so than the other students. Being the only family either one had, the two tieflings developed a strong bond with each other. Their training also benefited them in other ways as well, so as earning experience to better defend themselves and money to pay passage to leave Jalmeray. The two siblings eventually travelled around before finally settling down in Westcrown. Zaci and Krama had always wanted to start a tavern of their own. But, sadly, Krama soon became addicted to pesh. While she did the best to help her brother break his addiction, he would sooner or later relapse. Zaci worked both as a pit fighter and a hired bodyguard, using her skills to earn money, which was soon eaten up by her brother’s pesh addiction. Then one day, her brother was found dead, the victim of a suicidal overdose of pesh and mead. Zaci knew her brother could not have killed himself for the night he died he was heading to the docks for a night shift job. Zaci knows that someone murdered the only family she ever had. And now, she’ll find out who killed him. Money has a strange way of turning evil upon itself, and what better and more ironic form of revenge than getting the killers’ leader to turn upon them?

Description:

Zaci is an asura-descended or faultspawn tiefling. She has grayish-red colored scaled skin, bat-like ears, a forked tongue, fanged teeth, and a prehensile rat-like tail. Where her eyebrows should be, there are instead bony ridges. Her eyes are a mustard yellow color and her hair is a shiny black, almost the color of a starless night sky. The faultspawn also casts no shadow, giving her an unnatural presence. She wears a dark maroon, dark teal, and blackish-blue colored sari as well as a blood red heart shaped jewel in the center of her forehead. One final note should be made about her hands: she has an extra thumb on her right hand, in addition, her hands are clawed like a tiger. Whether the claw-like natural is a result of her training in the tiger style or her being a tiefling, not even she knows the answer to that question.

Personality:

Zaci is trustworthy, but only to those she deems as close friends, which there are few actually. Having had a hard life growing up, she could only rely on her brother. Now that he’s dead, she has become a pragmatic and hardhearted person. She does care about others, but not so much. She is greedy, but only as long as it gets her closer to her two main goals: getting revenge for her brother’s death and opening up her own tavern which she plans to name the Inn of Krama’s Memory, in honor of her beloved brother.


No longer a Pixie [Way to over powered,] now a Fey Gnome.

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