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PaizoCon 2014!

The Spires of Ravenloft (Inactive)

Game Master Sean, Minister of KtSP

A Ravenloft mini-campaign, just in time for Halloween!


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Qadira

Please take a look at my mostly-swashbuckler sneak, WEXLEY.
This is, of course, banking on being able to sneak attack undead (as rumor has it that's what we'll be fighting).


I applied for acceptance, but have a question.

Do I need to own the ravenloft books or are you going to use standard PF rules an just raveloft fluff?
Cause I don't have any of them.


Well. We saw some traffic while I was at work.

First some lists, then some questions answered, and finally some comments.

Expressions of Interest
1. D-Kal *
2. Tenro *
3. flykiller
4. RainyDayNinja *
5. michaelane
6. imimrtl *
7. Ptolmaeus Arvenus
8. Calvin (GM Idyll) *
9. Bilbo Bang-Bang
10. Losk (Brian Baird) *
11. EntropyRules
12. Gronk (Kydeem) *
13. Byden
14. Joy *
15. Poxymoron
16. joerice
17. wolfman1911
18. Davor
19. Edward Sobel
20. Maktio *
21. Doomed Hero *
22. Waterhammer
23. Majestik8705
24. Brandon Harcroft (JamZilla) *
* Indicates character submission or partial submission

Character Submissions
1. Calvin the Surgeon - human witch CN
2. Jarema Krozski - human ftr/alch N
3. Losk Harunk - dwarf cleric (??)
4. Gronk de'Morcaine - 1/2 orc cleric CN
5. Kai the Crane - halfling monk LN
6. Sir Vincenzo Delaraga - suli paladin LG
7. Alucard (really?) - human inquisitor CG
8. Sir Simon Ravencourt - human ftr/monk (??)
9. Lyra Kaldean - 1/2 elf cleric NG
10. Brandon Harcroft - human alchemist LG
11. Wexley Tabberhorn - 1/2 elf cleric/rogue CG
Things in bold indicate possible problem areas that will need to be discussed before final approval.

Okay, I know there are still questions to be answered and comments to be made, however, it is almost 5:00am for me, and I need to get some sleep. Also, I need to think about how best to pick the party for the adventure, but I'm going to sleep on it.

Tomorrow, I will also probably open the discussion thread, and will likely open the play thread by the end of the weekend.


Gronk de'Morcaine wrote:

I applied for acceptance, but have a question.

Do I need to own the ravenloft books or are you going to use standard PF rules an just raveloft fluff?
Cause I don't have any of them.

Nope! Nobody needs to own any Ravenloft anything. This is the original Ravenloft module (more or less) using Pathfinder rules.


Why are we here?

That's kind of a deep question for an RPG, don't you think?

I have a couple of different possibilities for what draws the group into the adventure, depending on what the group turns out to be. I'll list some examples after I sleep.

Can I sneak attack undead?

HELLS YES! 'Cuz that's how Pathfinder rolls.


Okay, sleep now. More Ravenloft later.

Lantern Lodge

1 person marked this as a favorite.

What Alucard too out there? Lol I change change the name if you want I just thought it might be funny lol


1 person marked this as a favorite.

Suli is not a deal breaker for me and I can easily change him over to another race if you prefer.


Submitting Pikrak Ancrym, NG Human Cavalier (Luring Cavalier, Musketeer) of the Order of the Tome.

He travelled to the remote regions of Ustalav to seek out and destroy tomes of forbidden necromantic knowledge which were rumored to be located there.


Reposting Jarema Krozski, now that I have an alias for him. I also tweaked his stats a bit, dropping the Infusion discovery in favor of Precise Bombs, and changing his formula list to reflect that. His backstory is also written up, but I'll expand it once we get a bit more of the adventure hook.

Also, do you mind if I craft my own alchemical items in my starting gear, to save money? And are we worrying about encumbrance?


1 person marked this as a favorite.

Small correction, Lyra is human rather than half-elf. Changed a couple skills around and a domain as well. I'll get some more background work and an equipment list done today. Didn't have too much time yesterday since I had a rl tabletop game going on. First one I've been able to run in months.


1 person marked this as a favorite.

If selected, I can easily make Gronk Chaotic Good (doesn't hate the world quite as much) or true Neutral (not as scarred against organization) which ever works better for the group and campaign.

Osirion

I'll be posting Brellig, the Dwarf Ranger/Witch shortly, once I finish the profile. Neutral Good, going into Eldritch Knight ASAP, just FYI. Emphasis is a sort of "jack of all trades" with combat support magic.


About to type up my NG anti-undead necromancer ...he's been interesting to build.


How are you doing hit points? Shall we roll or take average?


Vincenzo as a human:
Sir Vincenzo Delaraga
Human (Varisian) Paladin (Oath Against Undeath) 5
LG Medium Humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
hp 50 (5d10+10)
Fort +9, Ref +7, Will +7
Immune fear, disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +6 (1d8+5/x2) and
. . +1 Scimitar +6 (1d6+5/18-20/x2)
Special Attacks Smite Evil (2/day)
Paladin (Oath Against Undeath) Spells Prepared (CL 2, 9 melee touch, 8 ranged touch):
1 (2/day) Bless Weapon, Liberating Command
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 16
Base Atk +5; CMB +9; CMD 22
Feats Double Slice, Improved Shield Bash, Two-weapon Fighting
Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +7, Escape Artist -3, Fly -3, Knowledge (nobility) +3, Knowledge (religion) +3, Perception +1, Ride +1, Sense Motive +6, Spellcraft +4, Stealth -3, Swim -2
Languages Common, Varisian
SQ Aura of Courage +4 (10' radius), Aura of Good, Detect Undead, Divine Weapon +1 (5 minutes) (1/day), Ghost Touch Aura, Hero Points (1), Lay on Hands (2d6) (5/day)
Combat Gear +1 Bashing Heavy steel shield, +1 Scimitar, +1 Tatami-do armor;
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Divine Weapon +1 (5 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Ghost Touch Aura (Su) At 3rd level, the paladin's armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability also applies to the paladin's shield. This abilit
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.

HP rolls if we are allowed to roll.
1d10 + 2 ⇒ (10) + 2 = 12
1d10 + 2 ⇒ (8) + 2 = 10
1d10 + 2 ⇒ (2) + 2 = 4
1d10 + 2 ⇒ (10) + 2 = 12


Arrrrrgh! The internets just ate the character profile ...time to redo it ... (this is Joe Rice).


That's more like it. Writing up the fluff now ...


Background:
Ensebullus was the seventh son in as many years of a contented elven family in a rural area of Ustilov. The only problem was the other six sons. Try as they might, the Willowcreek family could not find enough for Ensebullus to do. Though strong, he was quiet and bookish, more apt to examine a dead animal in the fields than to harvest.

He just wasn't very much like the rest of his family. They found him creepy and morbid. When his uncle came to visit from the city, the two immediately bonded. When the visit was over, Ensebullus left with his uncle, rarely thinking about the rest of his family again. His parents were relieved: inviting Weird Uncle Molloch had worked out after all.

However, it turned out that Weird Uncle Molloch was perhaps weirder than they realized. He was a powerful necromancer, but one with a particular political bent. Raising undead was far cheaper than resurrection spells. If there was a way to bypass the evil or mindless nature of such raisings, no longer would resurrection be the sole property of the privileged royalty and adventurers.

Ensebullus took to his Uncle and his teachings quickly. Night and day the two would work on magic, hoping to crack the riddle of Good Necromancy for the people. Unfortunately, only a century or so into their study, tragedy struck. While Ensebullus was out hunting for dinner (and experimentation fodder), a group of angry undead lead by a powerful vampire ransacked Molloch's home and lab. Decades and decades of study gone in a terrible fire, and Molloch murdered, burned almost beyond recognition.

Ensebullus' training was not complete in his uncle's mind, but he nevertheless has set out to continue his uncle's project, this time while hunting down the evil undead that taint necromancy so.

Qadira

Joy wrote:
How are you doing hit points? Shall we roll or take average?

I believe it was mentioned before that you can roll here or take average (as in, literally, with the ".5", not rounded).


Appearance and Personality:
Ensebullus still looks the part of the farmboy. Broad of shoulder, clean-cut, and simply dressed, he was essentially raised by an eccentric uncle who cared nothing for appearances. Ensebullus, since his uncle's murder, has begun to notice people do not suspect that he is a wizard, much less a necromancer. This suits him, as he understands the prejudice the school of magic works under. With his build and skill with a bow, he can pass himself off as a less arcane elf.

He is shy and soft of speech, preferring study to socialization, especially as he's had essentially no productive socialization in his life. Death and life are his fascinations, undeath and resurrection his passions. He tends to disdain religion, seeing evil extraplanar entities as the true source of evil undeath. He respects life and wishes to preserve it, but once a creature is dead it is merely an object of possible interest for research. Undead, whether intelligent or not, are seen likewise. When pressed, he probably could not come up with an act that would be inherently evil if performed upon malevolent undead. They are simply dead bodies cursed with otherwordly negative energy and not realized back to full sapience.


Here is Davor's submission. Let me know if you have any questions, or suggestions, and I'll try to respond ASAP.


Rolling for HP.

1d6 + 1 ⇒ (5) + 1 = 6
1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (4) + 1 = 5


Throwing my hat into the ring with Andrei Ustavatov. Crunch should be complete, I'll be working on background and other fluff next.

Basically an inquisitor of Abadar from a minor offshoot of the Ustav royal family who lost their lands to the Whispering Tyrant hundreds of years ago (they lay in modern day Virlych). This started a tradition of monster hunting that was passed down from father to son along with a sacred oath to reclaim their ancestral lands. Generations later the family eventually became affiliated with the church of Abadar in Caliphas as their goals often coincided. Since that time the Ustavatovs have served as inquisitors to the faith.

Andrei's married to a minor noblewoman in Caliphas with an eight year old daughter (unable to bear a son, wife experienced several still births). He spends his time going on monster slaying missions for the church (Van Hellsing style).


Race: Halfling
Class: Cavalier [Emissary]
Name: Red
Role:Frontliner
Background:

Red's Story:

The lands of Ustalav are a dark and dangerous place. Creatures of the night prowl the mist taking those they please as a herdsman does his flock. Vampires, ghouls,and men made fromthe partsof other men all call this place home. But, all is not lost for the average man or woman for so does Red. No one truly knows the little Halfling's real name, only the nickname they have to call her by. More than one woodsman or village has been saved from the deadly grasp of one Ustalav's nightmare creatures when Red came barreling out of the woods astride her great lupine mount. Slamming headlong into her enemies then dismounting to continue her assualt with her greataxe.

Her shining breastplate, red cape, and golden axe, a gift of a mighty woodsman, are the things of song in most villages. Always the champion of the meek, Red is always ready to place herself in the path of danger for the innocent. A noted protector of children, Red fights all the more fierce when they are about. No dark creature is safe. No shadow left on touched by her search and desire to purge her lands. Red and her big bad wolf venture out always in search of the wicked.

History: Red was left abandoned by an attack on her village by a group of bugbears whom been stalking her corner of Ustalav for some time. If it had not been for the interdicition of a massive wolf, she too would have been taken. Some believe this wolf was actually in the service of a vampire whom had taken offense to the predatory incursion of lands which belonged to him. The wolf slaughtered the cowardly bugbears then retreated into the night with the infant halfling. Raising Red alongside her pups, the mother wolf soon deposited Red upon the steps of a local monestary. Showing skill in the saddle at an early age, the girl often performed courier work for the temple of Eristal.Taking a liking to young wolf, the pair soon became inseperable.

Working her way into the temples knightly order as a squire, then finally a full fledged knight, Red was gifted with a mighty axe as thanks for her service. Able to chase threats into holes other knights could not even enter, her small size truly allowed her shine. Tasked by her order to protect the meek, Red accepted this charge with gusto. Champion of the people, scourge of the evil.

This is Red, a Little Red Riding Hood inspired Cavalier who rides a wolf. I really liked her for this one.


Jelani, we're making thematically similar characters again. :)

GM, Simon's alignment is Neutral Good. Guess I forgot to add it earlier.


Joy here, using my cleric's alias.

4d8 + 8 ⇒ (4, 1, 2, 5) + 8 = 20

Hmm, 20 total hp. Well, I was planning to be the type to hang out in back anyway and provide healing, support and lesser restoration anyway. :)


Sir Simon Ravencourt wrote:

Jelani, we're making thematically similar characters again. :)

GM, Simon's alignment is Neutral Good. Guess I forgot to add it earlier.

Great minds think alike? :P

Edit:Above link is apparently broken, here's a new one: Andrei Ustavatov


Sedroth Southstar
Sedroth's family fled Cheliax after the rise of House Thrune. They had backed the wrong side. Sedroth's parents settled on the shores of Lantern Lake, in Versex. The area was rich in old burial grounds, and they intended to rob enough tombs to raise the money for an army. Luck did not favor their plans though; Sedroth's Elven father was dragged down by ghouls.
Alone with a young son, Sedroth's mother had little choice but to give up the adventuring life to focus on raising her child.

Sedroth grew and learned quickly. His mother was an accomplished Wizard; she taught him the ways of magic. Her intention was that Sedroth should one day return to Cheliax to reclaim his family's honor and property.
Then one day Sedroth returned from the village, where he had been on errands for his mother. He found the cottage in ruins and his mother's body dead on the floor. The scattered bones of animated skeletons were scattered about. It had been a spell duel, and the necromancer had won.

Torn by grief, young Sedroth vowed revenge on all undead. The foul abominations had been the death of both his parents. Armed with his mother's spellbook he sought out Farhand Grith, a famed hunter. In exchange for hours of menial chores, the hunter taught Sedroth about the land, tracking, and the ways of studying a foe to learn it's weaknesses.

Now Sedroth has left Farhand's service, and makes his living as a trail guide, though he takes any opportunity to hunt undead that he hears about.

Appearance & Personality:
Sedroth is 6' tall and weighs 181 lbs. His eyes are dark-green. His skin is dark tanned from years in the outdoors. His slightly narrow face is framed in long, black hair, and shaded by a broad-brimed, gray felt hat.
Sedroth wears tall, travel worn black boots, dark-brown denim trousers and a pale-gray broadcloth jerkin, over a dark-blue linen shirt.

At his left hip rides a well worn longsword of finest quality, while on his back a tooled leather case holds a powerful bow and a quiverful of white fletched arrows.

Despite the early loss of his parents, Sedroth remains optimistic. He is willing to listen to the advice and ideas of others. He is kind of heart, and has sympathy for the underdog, as well as a strong sense of fair-play.

Statblock:

Sedroth Southstar
Male Half-Elf Ranger 1 Wizard 4
NG Medium Humanoid (elf, human)
Init +3; Senses Low-Light Vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 deflection, +1 dodge)
hp 41 (1d10+4d6+5)
Fort +4, Ref +7, Will +5; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light mace +5 (1d6+2/x2) and
Masterwork Dagger +6 (1d4+2/19-20/x2) and
Masterwork Longsword +7 (1d8+2/19-20/x2)
Ranged Masterwork Composite longbow (Str +2) +7 (1d8+2/x3)
Ranger Spells Prepared (CL 0, 5 melee touch, 6 ranged touch):
Wizard Spells Prepared (CL 4, 5 melee touch, 6 ranged touch):
2 (3/day) Darkvision (DC 15), Knock, Web (DC 15)
1 (4/day) Shield, Magic Missile, Detect Undead, Feather Fall (DC 14)
0 (at will) Acid Splash, Acid Splash, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 17, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 20
Feats Arcane Strike, Dodge, Scribe Scroll, Skill Focus (Stealth) (Adaptability), Weapon Focus (Longsword), Wizard Weapon Proficiencies
Traits Deft Dodger, Focused Mind
Skills Appraise +8, Bluff +1 (+3 vs. Undead), Climb +8, Handle Animal +5, Heal +5, Knowledge (arcana) +7 (+9 vs. Undead), Knowledge (geography) +7 (+9 vs. Undead), Knowledge (local) +7 (+9 vs. Undead), Knowledge (nature) +7 (+9 vs. Undead), Perception +11 (+13 vs. Undead), Ride +7, Sense Motive +1 (+3 vs. Undead), Spellcraft +11, Stealth +14, Survival +7 (+9 vs. Undead, +8 to track), Swim +8
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Bonded Object (Ring of protection +1) (1/day), Elf Blood, Favored Enemy (Undead +2), Hand of the Apprentice (6/day), Track +1, Wild Empathy +2
Combat Gear Arrows (30), Light mace, Masterwork Composite longbow (Str +2), Masterwork Dagger, Masterwork Longsword; Other Gear Alchemist's fire (3), Bedroll, Belt pouch (17 @ 0.48 lbs), Blanket, winter, Bracers of armor +2, Candle (3), Everburning torch, Fishhook (3), Flint and steel, Grappling hook, Handy haversack (37 @ 54 lbs), Holy water (4), Ink, black, Inkpen, Oil (2), Paper (5), Pot, Potion of cure light wounds (2), Potion of cure moderate wounds (2), Ring of protection +1, Scroll case (5 @ 0 lbs), Signal whistle, Silk rope, Smokestick (5), Spell component pouch, Spellbook, Tanglefoot bag (2), Thunderstone, Tindertwig (10), Torch (2), Trail rations (5), Vial, Waterskin, Whetstone
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bonded Object (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Focused Mind +2 to Concentration checks
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

I'll go ahead and make an alias, if selected.


Any idea when selections will be made?


Character is finished.
Basics:
Lawful neutral human gunslinger.

Keeping him pretty balanced between firearm specializations, might go into the shieldmarshal PRC depending on character development and how useful I think the abilities will be. Otherwise, I will either specialize in vital strike or general Gunslinger nonsense.

The backstory for him can easily change to better fit the campaign.


Updated Andrei with backstory and appearance. Also I meant to reference Soloman Kane earlier not Van Helsing. But whatever, you probably get the idea. If you have any questions or need anything from me please let me know.


Gronk de'Morcaine wrote:
Any idea when selections will be made?

I'll look over everything that's been submitted so far while I'm at work tonight and probably post my decisions later tonight. And by tonight, I mean tomorrow morning.

I'll give some weight to order of interest and order of submission, but also to character concept, flavor, and suitability for the adventure. Which means ultimately there will be a hefty bit of GM fiat involved, so please do not take it personally if you do not make the cut this time around. All characters submitted thus far but not chosen will be first up on the back bench if replacements are needed.


If anybody who has expressed interest but hasn't posted a submission still wants to try and make the first round of the draft, have your submission up by some time tonight, please. Changes in already existing submissions have been noted.

Also, I know I've probably missed some important questions upthread, but I need to head out for work again soon. If anyone has any lingering questions they want answered, also post them by tonight. However, if you're waiting for an answer before you submit, don't. Post your submission and hope for the best.


I do want to answer this question, though:

Edward Sobel wrote:
not sure if I will submit a character but was wondering if there is any chance to use a converted class from the Hero's of Light Ravenloft book from 3.5?

First, let me answer your question with a question - there's nothing in any of the various Pathfinder alternate options and abilities that emulates the class you're looking for?

Secondly, I will say that I don't have that 3.5 book, which complicates my participation/approval of such a conversion, so I would strongly prefer you find a way to make your concept work under existing Pathfinder material.


D-Kal wrote:
Joy wrote:
How are you doing hit points? Shall we roll or take average?
I believe it was mentioned before that you can roll here or take average (as in, literally, with the ".5", not rounded).

Just to be clear about this, ignore the .5 on levels when it's dangling out there (you'll never have half a hit point), but don't round it off so that it stays cumulative.

Essentially, your die results on a d8 using this method alternate between 4 and 5 - 4 on the first roll, 5 on the second. 4 on the third roll, 5 on the fourth. And so on.

Andoran

Hi Sean. I hope it wont be a problem but I wont be able to update my character (Brandon) until tomorrow at the earliest. I already have the bare bones submitted anyway so it won't be an issue to level him up once i get my laptop back from my gfs house


JamZilla wrote:
Hi Sean. I hope it wont be a problem but I wont be able to update my character (Brandon) until tomorrow at the earliest. I already have the bare bones submitted anyway so it won't be an issue to level him up once i get my laptop back from my gfs house

No worries, mate. I get the idea, he'll still be considered.

Qadira

Made some updates to Wexley. Keeping my fingers crossed on this one.


Background for Pikrak:

Background:

Pikrak grew up and was trained in Alkenstar, but later moved to Nex and served as a knight there, always ready to fight the undead armies of Geb. His knightly order was dedicated to protecting the arcane knowledge which can be used for good purposes, while at the same time eradicating forbidden occult tomes which could bring nothing but evil into the world. In Nex, even knightly orders dabble in the arcane arts, and Pikrak has eventually grew accustomed to the presence of dweomers, and learned to detect and recognize them.
When it has become known that some of Geb's agents were spotted in Ustalav in search of some kind of powerful necromantic grimoires, Pikrak was tasked by his order to visit the remote Ustalavian province of Barovia and gather whatever information he can, and if he's lucky, destroy the agents and their prized tomes. He was authorized to join forces with any locals who would agree to assist him in this task.

I also gave him an axe musket to be able to wade into melee without changing weapons, but Hero Lab doesn't seem to support such weapons properly. If that's alright, I'm going to calculate the melee attack manually. Or I can drop the idea and just give him a usual musket and a backup melee weapon if you prefer.


Sean, this is michaelane with a gnome dirge bard. I've been at a con today and have one more game coming up, but I will finish the submission later tonight.


Sean would you consider allowing me to use Dervish Dance with a rapier for purely aesthetic reasons? I cannot think of any mechanical advantage to doing so, piercing over slashing hardly seems an advantage, would have proficiency with both, etc., and would be more than happy to forfeit one should it occur. I just prefer the rapier flavorwise, and don't want to loose out on the huge boost provided by Dervish Dance. If not I'll just stick with scimitar.

I'll post Lie (Lieahsiel) now, just finishing up her crunch, but background and the main thrust are complete.

I finally went with a female elven Magus, who became a Pathfinder after being disowned by her family for becoming pregnant with a humans child. She should have an excellent AC, decent HP, and be able to hit very hard and provide a bit of versatility with her spells.

Silver Crusade

Hi GM I completed my character. It is a four armed Silver Sawtooth Sabre wielding Lycanthrope Hunter. She also has the ability to shape change into a Werelion to better hunt the Lycans. The background story is a little rush but i will flesh it out with more details later.

Potrait,Appearance,Personality:

--------------------
Character Portrait
--------------------
Character Portrait of Aluria Nightfall The Wolfbane
--------------------
Appearance
--------------------
Aluria puts you in mind of a prowling lioness. She has slanted greenish gray eyes, a byproduct from the alchemistry infused in her. Her luxurious, wavy, midnight black hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her bright silver body armor is of an medieval heritage which is a full-body field armor that combines both silver and steel components into a suit of mail with a steel backing. It includes a collapsible armored hood, as well as arm, shoulder, and thigh guards.It has a slight modification has been made to cater to her unique body build.

She has 4 arms, 2 of which is attached at the torso. Her lower left hand is wearing a Silver Light Shield with the emblem of a great five-winged angel on it signifying Ragathie. Her lower right hand rest on the jagged pommel of a Silver Saw Tooth Sabre attached on her belt with the ease of a seasoned veteran ready to whip it out in a flash. She has 2 more Silver Saw Tooth Sabre strapped across her back for easy access for her 2 upper arms to draw it.
--------------------
Personality
--------------------
Aluria is has a slightly haughty attitude towards others due to her devotion to Lycanthropes hunting. She believes she is superior to most people and are, as such, duty-bound to use her superiority to help those less fortunate. She carries a commanding presence when she speaks and she has a bright beautiful voice when she sings.

Despite all she is fiercely loyal to her friends and believes in rising up for what she think is right. She has a very strong independent streak and has a natural leadership flair.

Background:

--------------------
Background
--------------------
Aluria was born to an alchemist in a relatively unknown village. Her father Randel Vedic a human married her mother Ristil Cutlal an elf. Due to his love for Aluria, he decided to leave the city so as to spare her future society discrimination due to her mixed heritage. Aluria shows great promise and potential in alchemy as he father taught her the mysteries of chemicals. Her father told her that he is on a verge of a huge alchemy discovery that can help enhance the quality of many disabled lives.

One night on a full moon, a certain resident of the village is rumored to be bitten by a rabid wolf. It was not known what happened but after the resident was warded in the local hospital chaos took place on the next full moon. Soon the chaos was on the streets as Lycanthropes burst into Aluria's living room and started attacking Ristil's household. Alarmed, Ristil reminded of Aluria's breath mastery training and beckon her to enter into a state of death. Crying, Aluria controlled her emotions as she began to slowly cutoff her breath as her vision faded. The Lycanthropes killed the entire village and proceeded to run into the wild sparing the only survivor of the village whom they thought was dead.

When Aluria awoke, the carnage was terrible. A certain Lycanthrope hunter sent from the Church of Ragathiel came to the village and took her back to the church. Aluria took the remnants of her father's belongings including his journal containing his research.

At the church, Aluria continued to delve in her studies determine to find out more about these Lycanthropes. She completed her father's research and decided that she will try it on herself. As a result, Aluria grew 2 limbs below her upper 2 limbs on her torso. She also created an extract of a certain component. The fur of a beast whom she heard from the merchants in the city. They call it a lion and they name it King of the Beast. Determined to get her hands on the fur, she paid an exorbitant price for a handful of the lion's fur.

Now it came to past the Red Mantis require a certain assassin to be schooled in the ways of the Ragathiel Church. Even though the priest at the Ragathiel Church do not approve of their methods, business is sometimes conducted between these 2 organizations. In return, the church request that they sent a member of their church to be trained in the fighting arts of the Red Mantis.

So it was decided Aluria be sent as she will be groomed to be a Lycanthrope Hunter for the church. Along with her knowledge of alchemy and 4 limbs, she was an obvious choice. A Red Mantis weapon trainer was sent to the church to train her as she is not allowed into the Crimson Capital. Aluria learned the fighting style of the Saw-Tooth Sabre and her unique body build allow her to be particular effective with this weapon. Her trainers saw to it that she was trained with 3 Saw Tooth Sabre and a light shield. When the contract expired after 3 years of intense weapon training, the Church of Ragathiel presented her with 3 Silver Saw-toothed Sabres and a Silver Light Shield with the emblem of a great five-winged angel on it signifying Ragathiel.

By now, Aluria has also perfected her new extract which transforms her into a powerful form with a lioness-head. Her new form gave her extraordinary strength and speed, perfect for hunting the stronger Lycanthropes. After 20 years of training and preparation, Aluria took the scrolls from the High Priest mandating her to rid the world of Lycanthropes. She was named Wolfbane.

Statistics:

--------------------
Statistics
--------------------
ALURIA NIGHTFALL THE WOLFBANE (Korvosa)
Male half-elf Fighter 3/ Alchemist 2
LG Medium humanoid (half-elf)
Init +5 ; Senses Perception +11, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based)
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+7 armor, +2 shield, +3 dex)
hp 35 (2d8+3d10+5)
Fort +8, Ref +8, Will +3
Defensive Abilities Elven Immunities, Bravery
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee Mwk Silver Sawtooth Sabre +7 1d8+3 19-20/x2 Two Hand Primary
Melee Mwk Sawtooth Sabre +7 1d8+3 19-20/x2 Two Hand Secondary
Melee Mwk Sawtooth Sabre +7 1d8+3 19-20/x2 Two Hand Secondary
Melee Mwk Spiked Shield, Light +8 1d4+4 20/x2 Two Hand Secondary
Special Attacks Mutagen
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 16, Wis 12, Cha 9
Base Atk +4, Cmb +8Cmd +21
Melee Attack Bonus: +8
Range Attack Bonus: +7
--------------------
Feats
--------------------
Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Improved Shield Bash- Do not lose the shield AC after making a shield bash attack.
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Elven Reflexes- One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit You gain a +2 trait bonus on Initiative checks.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits- They gain +2 Strength.
Elven Immuities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Serpent Sense- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency(Sawtooth Sabre)
Language- Abyssal, Common, Elven, Ignan, Infernal
--------------------
Formulae List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
Beast Shape IV- Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
--------------------
Special Abilities
--------------------
Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin makingConstitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
--------------------
Fighter Special Abilities
--------------------
Favored Class(Fighter)- +3 Skillpoints
Defensive Flurry- At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Bravery- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
--------------------
Skills
--------------------
Appraise +7, Climb +7, Disable Device +4, Fly +3, Handle Animal +3, Heal +5, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (nature) +7, Perception +11, Ride +3, Sense Motive +3, Spellcraft +8, Survival +8, Swim +4, Use Magic Device +3
--------------------
Combat Gear
--------------------
Mwk Silver Sawtooth Sabre(3), Mwk Silver Quickdraw Shield+1, Light, Breastplate (Agile) +1, Masterwork Composite Longbow(Str +4),
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook, Wrist Sheath, spring loaded, Wrist Sheath, spring loaded, Weapon blanch, silver(5), Arrows(40), Arrows blanched with silver(40)
Magic Items Equipped by Slot Headband: Headband of Vast Intelligence +2, Shoulder: Cloak of Resistance +1.

Masterwork Silver Sawtooth Sabre x 3- 1065gp
+1 Silver Light Shield(Quickdraw)- 1539gp
Masterwork Composite Longbow(Str +4)- 800gp
Breastplate(Agile)+1- 1550gp
Cloak of Resistance- 1000gp
Headband of Vast Intelligence +2- 4000gp
Backpack, masterwork- 50 GP
Rope, silk (50 ft.)- 10 GP
Alchemist's Kit- 25 GP
Tools, Thieves' (masterwork)(+2 DD)- 100 GP
Flint and steel- 1 GP
Grappling hook- 1 GP
Wrist Sheath, spring loaded- 5 GP
Wrist Sheath, spring loaded- 5 GP
Weapon blanch, silver(5)- 25gp
Arrows(40)- 2gp
Arrows blanch with silver(40)- 22gp
359gp Left

Silver Crusade

Hi GM,

this is the stats for the werelion form using beat shape lV for the medium magical beast for +4 strength and +4 Natural armor.

Therianthrope, Lionwere Form:

--------------------
Profile
--------------------
Profile of Aluria The Were-Lioness
--------------------
Appearance
--------------------
This powerful creature appears as a lioness-headed. Its body is covered in white golden fur and its eyes are greenish-gray.
--------------------
Statistics
--------------------
ALURIA NIGHTFALL THE WERELIONESS (Korvosa)
Female half-elf Fighter 3/ Alchemist 2
LG Medium humanoid (half-elf)
Init +5 ; Senses Perception +11, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based), Darkvision 90 feet, Scent
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23 (+7 armor, +2 shield, +3 dex, +4 natural)
hp 35 (2d8+3d10+5)
Fort +8, Ref +8, Will +3
Defensive Abilities Elven Immunities, Bravery
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee Mwk Silver Sawtooth Sabre +9 1d8+5 19-20/x2 Two Hand Primary
Melee Mwk Sawtooth Sabre +9 1d8+5 19-20/x2 Two Hand Secondary
Melee Mwk Sawtooth Sabre +9 1d8+5 19-20/x2 Two Hand Secondary
Melee Mwk Spiked Shield, Light +9 1d4+5 20/x2 Two Hand Secondary
Ranged Mwk Longbow, Composite +5 1d8+6 20/x3
Special Attacks Mutagen, Pounce, Rake
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 12, Int 16, Wis 12, Cha 9
Base Atk +4, Cmb +8Cmd +21
Melee Attack Bonus: +10
Range Attack Bonus: +7


Sean, DarknessSMK wrote:

I do want to answer this question, though:

Edward Sobel wrote:
not sure if I will submit a character but was wondering if there is any chance to use a converted class from the Hero's of Light Ravenloft book from 3.5?

First, let me answer your question with a question - there's nothing in any of the various Pathfinder alternate options and abilities that emulates the class you're looking for?

Secondly, I will say that I don't have that 3.5 book, which complicates my participation/approval of such a conversion, so I would strongly prefer you find a way to make your concept work under existing Pathfinder material.

after asking the question i decided a whole different idea anyway.

submitting Fulito Ferrywarden the Halfling bard with wis magical harmonica

Fulito:

Fulito Ferrywarden
Male Halfling Bard 5
NG Small Humanoid (halfling)
Init +3; Senses Perception +10
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 33 (5d8+5)
Fort +3, Ref +8, Will +6; +2 vs. fear, +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Shortsword +4 (1d4/19-20/x2) and
. . Unarmed strike +3 (1d2-1/x2)
Ranged Sling +7 (1d3-1/x2)
Special Attacks Bardic Performance (standard action) (17 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 17), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +2
Bard Spells Known (CL 5, +3 melee touch, +7 ranged touch):
2 (3/day) Allegro, Mirror Image, Cure Moderate Wounds (DC 17)
1 (6/day) Chord of Shards (DC 16), Cure Light Wounds (DC 16), Solid Note, Windy Escape
0 (at will) Lullaby (DC 15), Summon Instrument, Read Magic, Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 13, Wis 12, Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Bard Weapon Proficiencies, Cautious Fighter, Extra Performance (Perform (wind instruments)), Harmonic Spell, Lingering Performance
Traits Ear for Music (Perform [wind instruments]), Free Spirit

Skills Acrobatics +9, Bluff +13, Diplomacy +13, Escape Artist +7, Fly +5, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (local) +7 (+9 on checks that deal with the local art or music scene), Knowledge (religion) +10, Linguistics +6, Perception +10, Perform (oratory) +14, Perform (string instruments) +14, Perform (wind instruments) +19, Profession (scribe) +5, Profession (cook) +5, Sense Motive +5, Sleight of Hand +8, Spellcraft +6, Stealth +11

Languages Common, Draconic, Gnome, Halfling, Orc
SQ Bardic Knowledge +2, Fearless, Lore Master (1/day), Well Versed
Combat Gear +1 Mithral Chain shirt, +1 Shortsword, Sling, Sling bullets (10), Sling bullets, sharpstone (10); Other Gear Backpack (3 @ 1 lbs), Belt pouch (empty), Circlet of persuasion, Ink, black, Inkpen, Ioun torch, Journal, Musical instrument, masterwork: Harmonica, Potion of cure light wounds (2), Potion of cure moderate wounds
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Ear for Music (Perform [wind instruments]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Extra Performance (Perform (wind instruments)) +6 rounds/day of Bardic Performance.
Fearless +2 racial bonus vs Fear saves.
Free Spirit You embody the independent spirit of the River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.
Harmonic Spell Casting spells extends duration of bardic performance
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

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

Flim-Flam
Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/x2) and
. . Unarmed strike +2 (1d3+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Perception +5, Swim +1 (+5 vs. exhaustion)
Languages
SQ Riding [Trick]
Other Gear Bedroll, Bit and bridle, Flint and steel, Mess kit, Mirror, Riding saddle, Saddlebags (empty), Soap, Waterskin
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

basic backstory:

Fulito is a free spirit looking for adventure but it didn't start that way.
Fulito started on Ma and Pa's farm where he learned to farm (not very well, read, write, and of course to make his homemade outta this world moon waffles, with or without syrup.

MA wanted Fulito to marry Ingred but she had buck teeth and almost no hair on her feet. no respectable halfling boy would marry such a girl. and luckily Pa agreed. He said that man of Fulito's stature needed go out into the world and to sow his oats.

"Whaa?!? I ain't no Farmer I said. But Pa loaded me up with my frying pan, my lucky sword and a towel, Ma always said you should always have a towel. And off I went into athe really big world.

Well I met with a group of adventuers and they said to watch what they do and learn to be something great. Well appaerntly storing lots of Orc weapons in your skull is how one becomes great, Funny that isn'r what Pa told me. anyway I managed to hide while the Orcs made some adventurer stew. but wouldn't you know it they put sticks in the darndest places these days.

Appearantyl ARRRRG ROOOG RAGGGA means get the halfling. Thatas when I learned that I can outrun an orc and duck better than them as well. more sticks in the darndest places again.

Well to make a long story longer. I wandered around and started to feel hunger. it definately ain't fun when you only get 3 meals a day. anyway I say a free bag of food just lying there with nobody looking directly at it, must be for me.

But as soon as I touched it everything went black. I awoke to some beuatiful music. I thought my Ma was singing to me so I reached out to kiss her. BONK everything went black once more.

I awoke again to see a motely dress human playing a small musical instrument. and a really bad headache. he told me that I was to work off my little crime. wouldn't you know it, they re-invented the word work becuase ha started to teach me to play the harmonica.

I became his apprentice and eventually learned all I could from my mentor Flim Flam the music man. he gave me his harmonica and said to me go where the music takes you my friend, and he disappeared. So now here I am in some new land my magical harmonica in hand ready to learn new things and meet some new friends.
harmonica is not magical it is his bardic performances that makes it magical


Okay Lie should be fully complete I believe, just finished agonizing over her equipment. Good luck everyone, I hope I get to play with you ;)

Lie: Basic Stats:

Female Elf Magus (Kensai) 1
CG Medium Humanoid
Init +7 ; Senses Perception +5
(Init: +5 dex, +2 trait)

==DEFENSE==
AC 20, touch 19, flat-footed 15 (+5 dex, +5 int)
hp 41 (5d8 +5 con, +5 feat, +5 favored class)
Fort +6, Ref +7, Will +3(+5 vs enchantment spells and effects)

==OFFENSE==
Spd 30 ft
Melee MW Scimitar +10 1d6+6/18-20x2
Ranged Longbow +8 1d8/x3

==STATISTICS==
Str 11, Dex 20, Con 12, Int 20, Wis 7, Cha 10
Base Atk +3, Cmb +3 Cmd 18

Feats: Weapon Finesse, Weapon Focus Scimitar, Dervish Dance, Arcane Strike, Toughness

Skills [30] Acrobatics +10, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Nature) +5, Knowledge (Planes) +8, Knowledge (Religion) +5, Perception +5, Perform (Dance) +2, Spellcraft +12, Use Magic Device +6

Traits: Warrior of Old +2 Init, Focused Mind (+2 Concentration)

Magus Arcana:

Wand Wielder

Class Abilities:

Magus

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su)

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.
Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Bonus Feats

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Kensai

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Perfect Strike (Ex)

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

This ability replaces spell recall.

Elven Racial Abilities::

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Languages: Common, Elven, Varisian, Kelish, Sylvan

Favored Class Magus
Favored Class Bonuses
1 +1 HP
2 +1 HP
3 +1 HP
4 +1 HP
5 +1 HP

Spellbooks:

All Magus Cantrips
1st: Shocking Grasp, Burning Hands, Grease, Shield, Unseen Servant, Vanish, Obscuring Mist, Color Spray, Expeditious Retreat, Corrosive Touch, True Strike
2nd: Cat's Grace, Mirror Image, Invisibility, Glitterdust

Spells Prepared:

0: Light, Disrupt Undead, Detect Magic, Prestidigitation
1: Vanish, Unseen Servant, Grease, Burning Hands, Shocking Grasp
2: Cat's Grace, Mirror Image

Equipment:

Spellbook x2 15gp
+1 Scimitar 2315gp
Cold Iron Scimitar 30gp
Headband of Vast Intelligence +2 4000gp
Wand of Mage Armor 750gp
Wand of Shield 750gp
Wand of True Strike 750gp
Wand of Cure Light Wounds 750gp
Cloak of Resistance +1 1000gp
Spring Loaded Wrist Sheath x 2 10gp
Spell Component Pouch x 2 10gp
MW Backpack 50gp
Bedroll 1sp
Weapon Cord x 5 5sp
Whetstone 2cp
Explorer's Outfit
19gp
3sp
8cp

Personality:

Reveling in her freedom, now she has been able put her pain behind her, Lie is easy going and undemanding. She feels overwhelmed by the fast pace of humanity, but embraces it, listening to the chatter despite often finding herself lost. She is quite partial to human men, generally those that are dangerous and dripping in testosterone, but prefers to keep such interactions cursory and brief.

Appearance:

Lie is pretty in an angular alien way, but has little care for her appearance beyond keeping clean. Her long black hair is generally pulled back in a severe ponytail to keep it out of her face, and she generally wears loose fitting servicable clothes that favor movement over style. She often has a slightly dreamy eyed expression, when not focused by danger.

Backstory::

Liahsiel was born in Kyonin to a rigidly traditionalist elven family. Her grandfather is a member of the Winter Council, and after her father was slain in a skirmish with Razmiran troops became more staunchly anti human than ever. He raised Liahsiel with a strict regime, that constantly chaffed at the naturally free spirited elven girl.

Her days were spent learning the forms of combat with scimitar and spell; her evenings in careful study of the arcane. She was forbidden to leave the city, and rarely permitted to leave home. Then she attended a ball in honor of the Andoran Ambassador, and while her grandfather was politicking, discovered wine, and a lusty young bodyguard by the name of Dietrik Kelm.

What had been the best night of her life, quickly turned sour when she realized she was with child. Her grandfather disowned her, casting her out and she fled, afraid and alone. Eventually she found a wise woman, in the half elf village of Erages, who gave her a foul tasting tea, which ended the life inside her.

Traumatized and lost she sold bought passage to Andoran, having some vague thought of finding Dietrik. But upon her arrival she found the thought of seeing him was too painful. She spent a few days getting drunk and frittering her coin away, in taverns, and heard tales of the Pathfinder Society. After this she sought out the Andoran Lodge and became a Pathfinder.

She quickly proved herself able, and deadly, in service to the Society, participating in the extermination of a Wererat outbreak in Falcon's Hollow, and then rescueing a local merchants daughter from slavery in the Shackles. Now she finds herself dispatched to Ustalav seeking the wherabouts of her old comrade Quentas Dryben, a scholar of some repute.

Silver Crusade

Hi GM just realised I overlooked something. Do ignore my Werelion form. Click on my profile for latest profile.

Appearance:

--------------------
Character Portrait
--------------------
Character Portrait of Aluria Nightfall The Wolfbane
--------------------
Appearance
--------------------
Aluria puts you in mind of a prowling lioness. She has slanted greenish gray eyes, a byproduct from the alchemistry infused in her. Her luxurious, wavy, midnight black hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her bright silver body armor is of an medieval heritage which is a full-body field armor that combines both silver and steel components into a suit of mail with a steel backing. It includes a collapsible armored hood, as well as arm, shoulder, and thigh guards.It has a slight modification has been made to cater to her unique body build.

She has 4 arms, 2 of which is attached at the torso. Her lower left hand is wearing a Silver Light Shield with the emblem of a great five-winged angel on it signifying Ragathie. Her lower right hand rest on the jagged pommel of a Silver Saw Tooth Sabre attached on her belt with the ease of a seasoned veteran ready to whip it out in a flash. She has 2 more Silver Saw Tooth Sabre strapped across her back for easy access for her 2 upper arms to draw it.
--------------------
Personality
--------------------
Aluria is has a slightly haughty attitude towards others due to her devotion to Lycanthropes hunting. She believes she is superior to most people and are, as such, duty-bound to use her superiority to help those less fortunate. She carries a commanding presence when she speaks and she has a bright beautiful voice when she sings.

Despite all she is fiercely loyal to her friends and believes in rising up for what she think is right. She has a very strong independent streak and has a natural leadership flair.

Statistics:

--------------------
Statistics
--------------------
ALURIA NIGHTFALL THE WOLFBANE (Korvosa)
Female half-elf Fighter 3/ Alchemist 2
LG Medium humanoid (half-elf)
Init +5 ; Senses Perception +11, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based)
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+7 armor, +2 shield, +3 dex)
hp 35 (2d8+3d10+5)
Fort +8, Ref +8, Will +3
Defensive Abilities Elven Immunities, Bravery
--------------------
Offense
--------------------
Spd 20 ft/x4
Melee Mwk Silver Sawtooth Sabre +8 1d8+4 19-20/x2 Two Hand Primary
Melee Mwk Sawtooth Sabre +8 1d8+4 19-20/x2 Two Hand Secondary
Melee Mwk Sawtooth Sabre +8 1d8+4 19-20/x2 Two Hand Secondary
Melee Mwk Spiked Shield, Light +8 1d4+4 20/x2 Two Hand Secondary
Ranged Mwk Longbow, Composite +9 1d8+7 20/x3 Two Handed
Special Attacks Mutagen
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 12, Int 14, Wis 12, Cha 9
Base Atk +4, Cmb +9Cmd +22
Melee Attack Bonus: +9
Melee Attack Bonus: +11
--------------------
Feats
--------------------
Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Improved Shield Bash- Do not lose the shield AC after making a shield bash attack.
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Elven Reflexes- One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit You gain a +2 trait bonus on Initiative checks.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits- They gain +2 Strength.
Elven Immunities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Ancestral Arms- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency(Sawtooth Sabre)
Language- Common, Draconic, Elven, Infernal
--------------------
Formulae List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
Bull Strength- +4 Str
--------------------
Discoveries
--------------------
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
--------------------
Special Abilities
--------------------
Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
--------------------
Fighter Special Abilities
--------------------
Favored Class(Fighter)- +3 Skillpoints
Defensive Flurry- At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Bravery- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
--------------------
Skills
--------------------
Appraise +6, Climb +8, Disable Device +4, Fly +3, Handle Animal +3, Heal +5, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (nature) +6, Perception +11, Ride +3, Spellcraft +6, Survival +9, Swim +5, Use Magic Device +3
--------------------
Combat Gear
--------------------
Mwk Silver Sawtooth Sabre(3), Mwk Silver Quickdraw Shield+1, Light, Breastplate (Agile) +1, Masterwork Composite Longbow(Str +4),
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook, Wrist Sheath, spring loaded, Wrist Sheath, spring loaded, Weapon blanch, silver(5), Arrows(40), Arrows blanched with silver(40)
Magic Items Equipped by Slot Headband: Belt of Giant Strength +2, Shoulder: Cloak of Resistance +1.

Masterwork Silver Sawtooth Sabre x 3- 1065gp
+1 Silver Light Shield(Quickdraw)- 1539gp
Masterwork Composite Longbow(Str +5)- 900gp
Breastplate(Agile)+1- 1550gp
Cloak of Resistance- 1000gp
Belt of Giant Strength +2- 4000gp
Backpack, masterwork- 50 GP
Rope, silk (50 ft.)- 10 GP
Alchemist's Kit- 25 GP
Tools, Thieves' (masterwork)(+2 DD)- 100 GP
Flint and steel- 1 GP
Grappling hook- 1 GP
Wrist Sheath, spring loaded- 5 GP
Wrist Sheath, spring loaded- 5 GP
Weapon blanch, silver(5)- 25gp
Arrows(40)- 2gp
Arrows blanch with silver(40)- 22gp
259gp Left

Background:

--------------------
Background
--------------------
Aluria was born to an alchemist in a relatively unknown village. Her father Randel Nightfall a human married her mother Ristil Austil an elf. Due to his love for Aluria, he decided to leave the city so as to spare her future society discrimination due to her mixed heritage. Aluria shows great promise and potential in alchemy as he father taught her the mysteries of chemicals. Her father told her that he is on a verge of a huge alchemy discovery that can help enhance the quality of many disabled lives.

One night on a full moon, a certain resident of the village is rumored to be bitten by a rabid wolf. It was not known what happened but after the resident was warded in the local hospital chaos took place on the next full moon. Soon the chaos was on the streets as Lycanthropes burst into Aluria's living room and started attacking Ristil's household. Alarmed, Ristil reminded of Aluria's breath mastery training and beckon her to enter into a state of death. Crying, Aluria controlled her emotions as she began to slowly cutoff her breath as her vision faded. The Lycanthropes killed the entire village and proceeded to run into the wild sparing the only survivor of the village whom they thought was dead.

When Aluria awoke, the carnage was terrible. A certain Lycanthrope hunter sent from the Church of Ragathiel came to the village and took her back to the church. Aluria took the remnants of her father's belongings including his journal containing his research.

At the church, Aluria continued to delve in her studies determine to find out more about these Lycanthropes. She completed her father's research and decided that she will try it on herself. As a result, Aluria grew 2 limbs below her upper 2 limbs on her torso.

Now it came to past the Red Mantis require a certain assassin to be schooled in the ways of the Ragathiel Church. Even though the priest at the Ragathiel Church do not approve of their methods, business is sometimes conducted between these 2 organizations. In return, the church request that they sent a member of their church to be trained in the fighting arts of the Red Mantis.

So it was decided Aluria be sent as she will be groomed to be a Lycanthrope Hunter for the church. Along with her knowledge of alchemy and 4 limbs, she was an obvious choice. A Red Mantis weapon trainer was sent to the church to train her as she is not allowed into the Crimson Capital. Aluria learned the fighting style of the Saw-Tooth Sabre and her unique body build allow her to be particular effective with this weapon. Her trainers saw to it that she was trained with 3 Saw Tooth Sabre and a light shield. When the contract expired after 3 years of intense weapon training, the Church of Ragathiel presented her with 3 Silver Saw-toothed Sabres and a Silver Light Shield with the emblem of a great five-winged angel on it signifying Ragathiel.

After 20 years of training and preparation, Aluria took the scrolls from the High Priest mandating her to rid the world of Lycanthropes. She was named Wolfbane.


Ok, finished up my equipment list and killed off her family in background. I think Lyra is all set.

Taldor

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Hey, Sorry to post that late but i would be interested in your game, Here's my submission (i didn't have time to buy all my equipment but the character is done)

Crunch:

Yorick Lightbearer, Inquisitor of Iomedae, NG (Persistance Inquisition)
Human Varisian
Stats:
Str: 18
Dex: 14
Con: 12
Int: 10
Wis: 16
Cha: 10

Feats: Power Attack, Precise Strike, Favored Judgement, Step Up, Lookout, Favored Judgement(undead), Improved Initiative

Hp = 5d8 + 5 ⇒ (7, 5, 6, 5, 5) + 5 = 33
Skills:(considering an agile breastplate)
+5 Climb, +10 Intimidate, +4 Arcana, +5 Dungeonering, +5 planes, +8 Religion, +11 Perception, +13 Sense Motive, +8 spellcraft, +6 stealth, +10 survival

Spells:
lvl0: Create Water, Detect Magic, Light, Read Magic, Sift, Stabilize
lvl1: Cure Light Wounds, Hide from Undead, Protection from Evil, Shield of Faith
lvl2: Align Weapon, Cure Moderate Wound, Knock

Background:
Yorick is an inquisitor of Iomedae from LastWall. Since his childhood, he has learned all there is to know about the great crusade of Aroden and her Holy Knight Iomedae against Undeads of Ustalav, and how her goddess succedded at stopping the Whispering Tyrant with the help of the god of Humanity. Admiring such valor, Yorick tried to learn from her, and began to train in the art of the longsword. After a some time, a Knight of Ozem discovered Yorick's talent, and decided to form him to become a great warrior of Iomedae. Now Fully trained and ready to face his first challenges, Yorick ventures into the dark lands of Ustalav, crawling with undead, to try and make a purge out of this land that was corrupted by the whispering tyrant and his past glory...

I tried to make the best out of the little of time I had left... I hope you'll consider my submission!


Fleshed out his appearance, personality and sundry gear

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