The Worldwound Incursion.

Game Master Akinra

Wrath of the Righteous, Part I of VI.

MAP


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Sczarni

Soo..

* I work 60-80 hours per week. I do my best to post 2-3 times/day. I generally try to post on weekends, but I am often traveling so I make no representations about weekend posting at all.

* If I am outpacing you, I will have to boot you just because there are so many fine, amazing, talented players on these forums, and if you are unable to keep up with my pace, then I need someone who can. It is not punishment, it is just how it has to be to maximize group fun.
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Character Creation Rules:
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1) NO guns.
2) Core Races.
3) 20 pointy buy.
4) Average starting gold.
5) 2 traits, one of which must be a WotR campaign trait.
6) No 3PP.
7) NO evil alignments.

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Application:
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Spoiler 1 -> Background
Spoiler 2 -> Crunch
Spoiler 3 -> Projected path for levels 1-5.
Spoiler 4 -> Animal Companion or Familiar if applicable

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Notes:
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Please be aware that this AP covers Mythic materials, so please do at least preliminary research into the various Mythic paths.

Please be reasonably concise on the backgrounds.

Although it is important to develop the character of your character, it is also important to master brevity without sacrificing impact.

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Finally:
==================
This AP was designed for 4 players, and I intend to run it as such.


Considering the Advanced Class Guide playtest launched today, what are your thoughts on using the material?

Sczarni

I have not yet read through the ACG, so I don't yet have an opinion on the classes. I hope to print a copy tomorrow at work, and review later in the evening as time permits. I will reserve judgment until I have actually read through them all.

Liberty's Edge

Do you want everything in the post? Or is the profile OK? This is a characther of mine I've submitted to other WotR recruitment threads and he hasn't made the cut.

Thanks for running this in advance.

If you need anything more or changed please let me know.

Edited to Refelct my own errors:
... nuts ... I just realize that Heinrich was created for a recruitment that allowed max gold so I'm going to have to get rid of 130gp of gear ...

Chain shirt to studded leather +75gp, armor class down by one, weight down by 5 lbs

Longbow to shortbow +45gp, weight down by 1 lb

Masterwork backpack to normal backpack, +48gp, weight down by 2lbs, but carrying capacity before med. encumbrance reduced by 10 lbs.

so +38gp

Sczarni

The entire application must be in this thread, formatted per the first post, so I can access and compare all in the same place.


Posting my interest.

Getting things sorted.

Most likely a half-elf oracle (possibly Hierophant path) or a half-orc paladin (possible Guardian path).

Crunch is stats and the profile right?
Background is more story focused?

Liberty's Edge

Got it will make changes.

Sczarni

JustJacqui wrote:

Posting my interest.

Getting things sorted.

Most likely a half-elf oracle (possibly Hierophant path) or a half-orc paladin (possible Guardian path).

Crunch is stats and the profile right?
Background is more story focused?

Background is your characters background story

Crunch is the mechanics (e.g. stats, feats, traits, etc.)

The background and the crunch should match.


Doting. Will have something in a couple of hours.


I will generally be able to post 2 or 3 times each day. I am busier during the weekends. I am familiar with mythic rules.

Thank you for your consideration, and I present to you... Eulalia, a mercenary and unwitting champion of the Lady of Graves, Pharasma.

Certain material from the Advanced Players Guide [APG] and Pathfinder Companion, Cheliax: Empire of Devils [Cheliax].

The Fluff:
"Halt, stranger. Lower your sword if you want to walk away with it, alive."

The source of the voice, with a hint of a Chelish dialect - Egorani, even - is a woman about a foot shorter than her mark, cloaked and hooded as she emerges with eerie quiet from the brambles of the Whisper Woods. Under her hood is a mass of brown hair, and a large scar across her tanned right cheek. She is holding a longbow with the poise and calm of someone who seems to have stood up other travelers before, in a similar manner.

"The Woods are dangerous, from both the demons and the Hellknights. You don't seem to be an Asmodean nutter, so... Where are you headed?

"The Worldwound? By Pharasma's bones, what a coincidence; so am I. Why, you ask? Well, I heard there's good looting and prestige to be had, if you're willing - even if the bucketheads that call themselves 'knights' or 'paladins' of some sword-toting nutter want to say otherwise. 'Oh no, this is a sacred duty?' I know how to swing a sword, and that's good enough, I say! Besides, I'm sure I have more experience dealing with these monsters than half their green recruits, anyhow. And there's no-one in Cheliax who'd hire an ex-Hellknight like me, even though there's probably plenty who would like my head on a platter for... 'resigning' like I did."

As she clambers onto the cart and helps herself to some rations, the woman pats the driver on the shoulder. "But what's done is done, and now my fate is mine once more. The thrill of a frest start! Say, I'll protect you on your way to Mendev if you'll let me ride along. Name's Eulalia, but you can call me Yulie. What do you say, stranger?"

Eulalia is from Egorian, Cheliax - she is an orphan, and had to take care of her two siblings, Ionas (2-year-old brother) and Eleiana (7-year-old sister). She served in the Order of the Pike, hunting demons and runaway slaves in the Whisper Woods until she realized the amorality of the absolute law that the Hellknights preached; she then left, entrusted her siblings to the Bellflower Network, and became an outlaw and mercenary. She seeks riches, as well as the chance to secure a name for herself.

Eulalia also goes by 'Yulie'. She is free-spirited to a fault, and her irreverence for authority of any kind - a minor, personal rebellion against the expectations of the Hellknights that she grew up with - can get her into trouble. She is open-minded and kind-hearted, but is closed about her emotions and seldom entrusts people with them. She keeps the fact that she has visions of Pharasma's servants in her dreams as a secret, and tries to research into the matter by herself discreetly.

Used to putting her life on the line so she could put food on the table, Eulalia enters combat with grim efficiency reminiscent of the Hellknights, although she will do what she can to save people from death's clutches. She uses her special ability [cure light wounds, Touched by Divinity] with care not to be discovered.

The Crunch:
Eulalia
Female human ranger (infiltrator [APG]) 1
CG Medium humanoid (human)
Init +4 (+6 vs. evil outsiders); Senses Perception +6

Defense
AC 18, touch 14, flat-footed 14 (+4 armour, +4 Dex)
HP 12 (1d10+2)
Fort +4, Ref +6, Will +2
Defense Abilities +1 dodge bonus to AC vs. evil outsiders

Offense
Speed 30 ft.
Melee short sword +5 (1d6+1, 19-20), or dagger +5 (1d4+1, 19-20)
Ranged longbow +5 (1d8, x3)
Spell-Like Abilities (CL 1st): cure light wounds, 1/day
Special Attacks favoured enemy (evil outsiders +2)

Statistics
Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Attack +1; CMB +2; CMD 16 (17 vs. evil outsiders)
Feats Favoured Defense (evil outsiders) [APG], Weapon Finesse
Skills Diplomacy +0, Handle Animal +3, Intimidate +3, Heal +6, Perception +6, Sense Motive +3, Stealth +6, Survival +6; Trait +2 to Survival to track evil outsiders
Languages Common
Traits Touched by Divinity (Pharasma), Whisper Woods Hunter [Cheliax]
SQ track +1, wild empathy +0
Combat Gear chain shirt, common arrows (20), dagger, shortbow, short sword
Other Gear explorer's outfit, silver holy symbol (Pharasma), 32 gp

The Plan:
The plan is to continue to be a two-weapon fighting and archery ranger. If through the course of the adventure she realizes her divine patron and receives some miraculous calling, she may multiclass into cleric [crusader]; if she receives recognition, she may look more favourably on becoming a cavalier.

The Companion:
Will hold off until level 4, but will probably be a bear.

Liberty's Edge

Here you go, made the needed equipment changes in the crunch.

Background:
Heinrich has never veiwed himself as either extrordinary or as a hero and has never had the desire to be seen by others as such. Raised in a rural villiage in central Taldor he expected to follow in his mother's footsteps as the town's fletcher (his oldest sister planning on taking over the town's inn from his father, his oldest two brothers taking over farms owned from his grandfather and uncle), however his frequent dreams and visions of the goddess Shelyn brought him to the attention of the villiage preist, and her brother both retired Pathfinders.

The two saw that there was more to Heinrich then even he knew and mentored him from his childhood onward in langauges, history, religion, and anything else the two could teach the growing young man. The two secured an appointment the Pathfinder training academy in Absalom for Heinrich when he truned 18.

At the academy Heinrich studied hard because not trying your best is a concept that is as foreign to his nature as east is from west. He had nearly completed his training when his dreams of Shelyn intesfied and he simply knew that he had to make his way to Kenabras.

He hasn't quite finished his Pathfinder training, but as he reaches Kenabras, he knows that whatever he has been preparing for his whole life is about to begin. He just hopes that an ordinardinary man is up to the task.

Character History Notes: 1) A tangle with a ghost haunting an old farmstead (which was primarily dealt with by his mentors) when he was a teen turned his hair white and revealed to him his ability to us protection from evil.
2) He has seven brothers and sisters, all of whom think he a little insanse for leaving the villiage he grew up in.

List of Siblings

1.Hans, 35, Farmer
2.Marta, 33, Innkeeper
3.Peter, 31, Farmer
4.Susanna, 25, Hunter
5.Gloria, 25, Sheriff
6.Gregor, 20, Fletcher
7.Greta, 13, Student

Crunch:

Heinrich Fletcherson
Male Human (Taldan) Fighter (Lore Warden) 1
LG Medium humanoid (human)
Init +3; Senses Perception +1
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +1
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Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20) and
morningstar +3 (1d8+2)
Ranged shortbow +4 (1d6/x3) and
chakram +4 (1d8+2)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD 16

Feats
Deadly Aim,
Point-Blank Shot,
Precise Shot

Traits
muscle of the society,
touched by divinity

Skills
Acrobatics +2, Climb +1, Craft (bows) +5, Escape Artist +2, Fly +2, Intimidate +5, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Ride +2, Stealth +2, Survival +1 (+3 to avoid becoming lost when using this), Swim +1

Languages Common, Thassilonian, Varisian

Combat Gear Weapon blanch (silver) (2); Other Gear Studded Leather Armor, Chakram (4), Cold Iron Arrows (50), Longbow, Longsword, Morningstar, Artisan's tools (Craft [bows]), Backpack, (15 @ 17.62 lbs), Compass, Flint and steel, Grappling arrow, Holy symbol, silver (Shelyn), Signal whistle, Silk rope, Torch (4), Trail rations (2), Wandermeal (2), Waterskin, Whetstone, 41 GP, 1 SP, 2 CP
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Muscle of the Society +2 bonus to strength checks to break doors or lift portcullises.
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.
Touched by Divinity (Shelyn) 1/day may cast Protection from Evil
--------------------
Special Weapon Notes

1) Heinrich has honed each of his arrowheads with his whetstone so they do +1 point of damage.

2) Heinrich has already applied Silver Weapon Blanch to 20 of his arrows, those arrows will count as both cold iron and silver when used.

Future Characther Development:
He will getting a composite longbow with a strengh modifier when he can afford it.

2nd level Ranger (wand of gravity bow if available)
3rd level Ranger
4th level Monk(Zen Archer)
5th level Monk(Zen Archer)

6th level+ Figher(Lore Warden) maybe a few more levels of monk or ranger if approiate

Future Mythic Path: Trickster perfered, Guardian or Champion if needed by the party


Presenting Tessara Bereleniel, an elven synthesist summoner, which I'll be representing as a symbiotic relationship with a celestial spirit.

Background:
Tessara Bereleniel lived for many years in her elven homeland of Kyonin far to the south. A noble princess, she was poised to become an attendant to the queen's closest advisors. But, as Tessara came of age, an unusual manifestation exerted increasingly frequent control over her mind and body. Kyonin's healers struggled to understand this condition, and her family paid handsomely for divinations to discern its origin. To everyone's surprise, they learned she served as a conduit for the divine power of Iomedae, fused with a possessing spirit from the celestial realm, a celestial eidolon named Valor. Despite this revelation, even visiting priests from the goddess' church failed to discern the eidolon's purpose. As a result, Tessara became a curiosity, feared by those who misunderstood her powers and annoyed by those who obsessively watched over her every action.

In time, Tessara set aside her intended station, becoming an envoy and ambassador so she could strike out on her own and find her purpose. Journeying to strange new lands enabled her to ascertain the commonalities in all forms of spiritualism. But only after reaching the Worldwound did she finally feel a sense of belonging. Valor has strengthened with each new conflict against the demons. And the followers of the Iomedae have aided her in better understanding the eidolon's purpose. Finally assured of her place in the world, she presents a compelling figure on the battlefield — a warrior capable of summoning the divine might necessary to turn back the Abyss.

Appearance:
Tessara is one of the more distinctive elves serving in the crusades, having traveled extensively enough to pick up lots of unique fashion and gear from around the world. She wears a unique suit of masterwork leather lamellar from the exotic lands of Tian Xia and wields a long curve blade from her homeland. A dagger and longbow completes her weapon ensemble, and she always wraps herself in a long, green traveling cloak. While Tessara's countenance is among the most beautiful of the elves, her long, white hair and violet eyes are often lit from within by the icy blue radiance of the fused eidolon inside her, as its radiance shrouds her body in ghostly mail. This Spirit of Valor fuels her vigor on the battlefield, lending her small frame more physical might than she could ever generate on her own. At 142 years old, Tessara is of average height for an elf, but can look most men in the eye at 5-feet, 11-inches tall. Her meager frame, however, weighs just 115 lbs.

Peronality:
Tessara has a split persona, exhibiting the typical demeanor of a carefree elf until she summons her fused eidolon. Then, she becomes more serious, facing down threats which would quail the hearts of ordinary men. Practiced with bow and blade, she’s equally comfortable in melee or when sniping, using her magic to augment herself and her companions. An avid collector, she also enjoys accumulating various bits of gear and lore from foreign lands, particularly items of extraplanar origin as she continues to study her eidolon’s connection to the celestial realm.

Crunch:
Female Elf Summoner (Synthesist) 1
CG Medium Humanoid (Elf)
Init +3; Senses: Low-light Vision; Perception +2
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10
Fort +1, Ref +3, Will +2; +2 vs. enchantments
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OFFENSE
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Speed 30 ft.
Melee Masterwork Elven Curve Blade +2 (1d10+1/18-20)
Melee Dagger +1 (1d4+1/19-20)
Ranged Composite Longbow (+1) +3 (1d8+1/x3)
Ranged Dagger +3 (1d4+1/19-20)
Spell-Like Abilities (CL 1st; concentration +3)
1/day — Comprehend Languages, Detect Magic, Detect Poison, Read Magic, Shield of Faith
Summoner Spell-Like Abilities (CL 1st; concentration +3)
5/day — Summon Monster I
Summoner Spells Known (CL 1st; concentration +3)
1st (2/day) — Lesser Rejuvenate Eidolon, Shield
0 (at will) — Acid Splash, Daze (DC 13), Light, Mage Hand
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STATISTICS
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Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats: Martial Weapon Proficiency (Elven Curve Blade)
Traits Rich Parents, Touched by Divinity (Glory)
Trained Skills: Knowledge (Arcana) +5, Knowledge (Geography) +5, Perception +2, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven, Celestial
SQ Envoy, Fused Eidolon (3 points), Fused Link, Rich parents, Weapon Familiarity
Gear masterwork leather lamellar, masterwork elven curve blade, dagger, composite longbow (+1 Str) w/ 20 arrows, backpack, bedroll, silver holy symbol, spell component pouch, trail rations (5 days), traveler's outfit, waterskin, whetstone, 96 gp, 3 sp, 8 cp

Predictions:
Tessara will remain a summoner. I plan on boosting abilities to buff her party members through spells like Enlarge Person and Haste while branching out into other skills like the various Knowledges, UMD, and Perception. Valor will become stronger and tougher as I make his natural attacks more powerful and add resistances. When Mythic tiers become available, I could see Tessara going Champion or Archmage.

Eidolon:
CG Medium Outsider (Biped Base Form)
Init +1; Senses Darkvision 60 ft.
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DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Natural)
hp 10 (plus 1d10+1 temporary)
Fort +1, Ref +1, Will +2; +2 vs. enchantments
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OFFENSE
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Speed 30 ft.
Melee Masterwork Elven Curve Blade +6 (1d10+6/18-20)
Melee 2 Claws +5 (1d4+4)
Ranged Composite Longbow (+1) +2 (1d8+1/x3)
Ranged Dagger +2 (1d4+4/19-20)
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STATISTICS
--------------------
Str 18, Dex 12, Con 13, Int 13, Wis 10, Cha 15
Base Atk +1; CMB +5; CMD 16
SQ Evolutions (Ability Increase [Str]), Claws, Improved Natural Armor, Limbs [Arms], Limbs [Legs]

If you have any questions or concerns, please let me know. And thanks for any consideration! :)


Somehow, I am incapable of editing my own post, so I'll just revise my future plans here.

Eulalia will probably progress as a ranger until level 4. Once she qualifies for it, she may progress into Chevalier [Pathfinder 14: Children of the Void]. More Pharasma means more likelihood of becoming an Inquisitor, probably; more martial prowess and recognition for bravery means she will probably become a Cavalier of the Order of the Cockatrice.

As for mythic tiers, she will probably become a Champion, and barring that, an Hierophant of Pharasma.


Quick question:
How are we working out skills because I though level one characters only got 3 points to put towards training skills?


Crunch:

Female Half-Orc Paladin 1
CG Medium Humanoid (Half-Orc)
Senses: Darkvision
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DEFENSE
--------------------
AC 17, touch 10, flat-footed 17
hp 12
Fort +4, Will +4;
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Scimitar (1d6 +2) (18-20/x2)
Smite Evil (Su): Swift Action; 1/day
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 14, Int 12, Wis 13, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats: Armor Proficiency (Light, Medium, Heavy); Shield Proficiency; Martial Weapons Proficiency (Scimitar)
Traits: Indomitable Faith +1 bonus on Will saves; Exposed to Awfulness
Trained Skills: Diplomacy +7, Sense Motive +5, Intimidate +9
Languages: Common, Orc
Gear: Backpack, Bedroll, Blanket (winter), Flint and Steel, Grappling Hook, Mug/Tankard, Pouch (belt), Rations (for 14 days), 50 ft. Rope (silk), Signal whistle, 0.1lbs of soap, Sack (empty), Waterskin, Whetstone, Holy Symbol (silver), Manacles, Mirror (small steel), Explorer’s Outfit
Money: 6g 8s 2c
Equipment: Scimitar, Scale Armor, Heavy Steel Shield

The reason she's carrying all this into battle was she was expecting to set up camp near the Worldwound and head out further.
She uses the manacles, holy symbol, mirror and signal whistle as tools to covert evil-doers and convince them to repent.
Having grown up on the streets and being homeless for most of her life before discovering Sarenrae and her Paladins, she likes treating herself to the simple pleasures of being fed, watered, warm, and clean.
She carries a flint and steel for the convenience of others, since she can see in the dark, but doesn't bother carrying torches, lanterns or otherwise.
Her casual clothes are that of and Explorer, durable and comfortable.
The streets also explain her skills, being able to see the intent behind a person's words and actions, and if she couldn't talk her way out of or into something she could defiantly get in through intimidation.


When is the submission deadline?


Hm, almost ready with the character, but honestly I am having a bit of the problem for Average starting wealth. Could I "gently nudge" the DM to allowing Maximum gold maybe instead? Everything is so bloody expensive yet needed for the poor cavalier :-(

Liberty's Edge

JustJaqui:
I think you got some of stats in your Crunch wrong, if I'm right I got some good news and some bad news for you.

Good news first. I think you forgot to assign your favorite class bonus, maybe you added 1/3rd point to confirm smite evil (something half orc paladins can do) and that's why I can't find it. If you did forget you can either a hit point or a skill point (or the already mentioned 1/3 pt to confirm smite evil).

It also looks like you spent a feat on Martial Weapon Scimitar, the good news their that it is included in Martial Weapons Proficiency. You get Martial Weapons Proficiency and Simple Weapons Proficiency for just for being a paladin. In short unless there's something going on I don't know about you get to pick another feat.

You are also missing a language, your Int entitles you to another starting language.

Now the bad news. Unless there's something to boost your movement score I haven't noticed your speed is 20 not 30. Scale mail is medium armor and automaticly slows a person down even if she hasn't reached medium or heavy encumbrance by weight carried yet.

That's about it altough in your in your equipment I noticed a few things that might be worth a mention. First manacles without a lock, I remember reading somewhere that manacles don't come with a lock automaticly - you might want to check with the GM. Second no missle weapons, maybe its a role play choice but maybe you just forgot.

I hope I helped, and not offended.

Good Luck


Fluff:

BACKGROUND
Growing up in the small riverside milling town of Gristport, Niesen suffered from a safe and boring childhood. Always feeling that Gristport was just too small of a place for a youth of his size, he signed on with a merchant caravan as a guard the moment he came of age. That caravan was betrayed, through no fault of Niesen, and found itself within the borders of the Worldwound. When cultists attacked the caravan, Niesen did his best but was forced to flee into the wilderness in the end. He spent several days behind enemy lines until, starving and partly delirious, he was rescued by a mysterious woman, who brought him out to safety.

Determined that the life of a caravan guard was not for him, as soon as he arrived in Kenabres, he fell in with a disreputable crew of burglars and thieves who were able to fool the naive young country lad with promises of wealth and excitement. Unwilling to hurt people, despite the insistence of his "friends", Niesen learned how to knock out his marks without causing any permanent harm, and although he is not a man of any great intelligence, he taught himself a few basic tactics, on which he relies heavily.

When tensions between Niesen and his fellow thieves (mostly over Niesen's squeamishness to hurt people) rose to an unbearable level, Niesen disappeared into the night and left town, roaming the countryside looking for some way to repay some of the harm he had done. Remembering his rescue from the Worldwound, he made his way back to Kenabres, keeping quiet, and looking to join up.

DESCRIPTION
Niesen towers over most men at 6'3", with arms, legs, and a neck the size of small tree trunks. He keeps his hair shorn so short as to be bald and his skin is tanned and lined from so much time outdoors. In his mid-twenties, he is reasonably good-looking, though he often appears slightly puzzled and confused. He carries a wrist-thick quarter staff and wears studded leather armour, with a barbed vest over that.

Niesen is trusting and loyal. He is not very smart and knows it, so he readily depends on others to tell him what the right thing is to do. He forgets things easily, so carries a small notebook in which he writes down little details, such as names and dates. That little notebook contains plenty of incriminating evidence about his former thief friends, though he hasn't realized it.


Crunch:

NIESEN KURCH

Male human Rogue (Scout/Thug) 1
LG Medium humanoid (human)
Init +3; Senses Perception +5

DEFENSE
AC 15 (Dex +2, studded leather armour +3), touch 12, flat-footed 13
CMD 16
HP 11 (1d8+2+1) (FC)
Fort (0) +2, Ref (2) +4, Will (0) +1
Defensive Abilities barbed vest: attacker hitting with unarmed or natural attacks must make Reflex save DC 15 or take 1 point of damage
Immunities None
Resistances None

OFFENSE
Speed 30 ft
Melee
Single Attacks
quarterstaff +4 (1d6+6; 20/x3; B; lethal or non-lethal)
quarterstaff non-lethal sneak attack +4 (1d6+6+1d6+2; 20/x3; B; non-lethal)
sickle+4 (1d6+4; 20/x2; S)
dagger +4 (1d4+4; 19-20/x2; S or P)
Ranged
sling +2 (1d4+4; 20/x2; 50 feet; B)
dagger +2 (1d4+4; 19-20/x2; 10 feet; P)
Special Actions
sneak attack: [/i]+1d6 against flanked or flat-footed opponents (+2 for non-lethal bludgeoning damage)
frightening: Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

STATISTICS
Abilities Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 12 (+1)
Base Attack +0; Melee Touch +4; Ranged Touch +2
CMB +5

Feats
Sap Adept (human): when using a bludgeoning weapon to deal sneak attack damage, add (2) (twice the number of sneak attack dice) to the total
Bludgeoner (1): use a lethal bludgeoning weapon to deal non-lethal damage with no penalty

Traits
Bred for War: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
The campaign trait where he got saved by a mysterious woman (don't have the player's guide at work)

Skills
Acrobatics (1) +6-1
Bluff (1) +5
Climb (1) +8-1
Disable Device (1) +6-1
Intimidate (1) +6
Perception (1) +5
Stealth (1) +6-1

Languages
Common

COINS
PP – 0
GP – 27
SP – 3
CP – 5

EQUIPMENT
Carrying Capacity: Light – 100 lbs; Medium – 200 lbs; Heavy = 300 lbs; Current – 93 lbs (Light)

Weapons – quarter staff (0 gp, 4 lbs), sickle (6 gp, 2 lbs), sling (0 gp, 0 lbs), sling bullets (0.1 gp, 5 lbs), dagger (2 gp, 1 lb)
Armour – studded leather armour (25 gp, 20 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – explorer's outfit (-- gp, 8 lbs), bedroll (0.1 gp, 5 lbs), belt pouch (1 gp, 0.5 lbs), waterskin (1 gp, 4 lbs), silk rope - 50 feet (10 gp, 5 lbs), hooded lantern (7 gp, 2 lbs), 3 x Oil (0.3 gp, 3 lbs), backpack (2 gp, 2 lbs), thieves' tools (30 gp, 1 lb), grappling hook (1 gp, 4 lbs), rations x 4 (2 gp, 4 lbs), crowbar (2 gp, 5 lbs), caltrops x 2 (2 gp, 4 lbs), pitons x 5 (0.5 gp, 2.5 lbs), barbed vest (10 gp, 4 lbs), drill (0.5 gp, 1 lb), chalk x 5 (0.05 gp, 0 lbs), ear trumpet (5 gp, 2 lbs), saw (0.2 gp, 4 lbs), notebook (1 gp, 0 lbs), pencil (0.1 gp, 0 lbs)


Progression:

His next level will be Rogue, picking up Offensive Defense as a talent, then two (the only two) levels of Weapon Adept Monk, focusing on quarterstaff, then the rest as Rogue. He'll head towards Sap Mastery and in combat will be able to charge into battle, hamper the enemy by inflicting shaken and sickened conditions and negating AoOs. He has no special abilities with traps, but he will keep his disable device up to snuff.

Companion:

Nope, nada, zilch. He's all alone in this big, harsh world.


Tiefling abyssal sorcerer

All sorceror headed for archmage and CG alignment if possible.

Level 3 feat augment summoning.


Planning to submit Mori Fallenoak, Druid-Errant (a Half-Elf Wild-Caller/Synthesist). Exiled from her home circle until she's proven herself, she is guided to Kenabres by her dreams and decides to take up residence in the surrounding wilderness.

She'll be a tank type focused on battlefield control and taking the Guardian mythic path. Will also be picking up Verdant bloodline and Divine Source to get the plant domain for extra flavor.

Will post full fluff/crunch for Mori tonight when I've got time.


I would like to submit Kevril, a Half-elf Paladin whose primary goal is to be a leader.

Background and Appearance:

Background

Kevril is the son of an Elven veteran in the Knights of Ozem. His father Diaz Silverkin is a veteran of multiple crusades, having participated in both the Third and Fourth Crusade much was expected of Kevril even from a young age. His Father decides to wed and give birth to a half-elf under the stories of old. The previous herald of the Knights of Ozem was Arazni an immortal however her defeat spelled a possible end to the knights but they found a new power in a then mortal Iomedae. Diaz believes that by birthing a son of a long lived race and that of a very short lived race he would grow to understand the two worlds that the Knights of Ozem have protected.

Kevril was born by a human mother in Castle Everstand, his mother was also a crusader at the time and had served with her husband Diaz in the Fourth Crusade. From a young age Kevril was taught the heritage of both his parents understanding the responsibility he would one day hold as a Knight himself. He trained hard under them as well as the many knights of Castle Everstand. However he was an unusual sort of knight, he did not like mounted combat nor was very good at it. He did not specialize in the lance. Instead he specialized in axes, which is odd for any knight but his brethren accepted this odd quirk as he kept all their teachings to heart.

However that isn’t to say he was different in mentality to other knights, he would still charge headlong into a fight with axe held high and golden armour shining. He was a successful new recruit when he reached 16 out in the field battling Orcs that attacked from Belkzen. His promise finally came to light when he lead his rookie squad when their captain was wounded, unlike many new knights he had overflowing charisma and a talent for leading. This while good worried his Father and other knights, he had learnt the fight, and he had learnt how he must be but not why.

This started to change however one fateful day when the boy was 20 years old he was on his way back from Castle Overwatch he travelled through Fangwood with his squire. He happened upon a young white lion that was wounded, he was unsure of what to do at first but he remembered his knightly honour. Seeing such a regal and powerful creature he tended to it, even though he might have his head bitten off at any point he thought it best that such a proud creature was left to flourish. Throughout the year he came back to visit the lion to see how it was doing, the lion grew accustomed to Kevril’s presence. Though Kevril would never approach close to the lion he would talk to it from afar. Kevril would talk to it about little things, troubles, aspirations and love. Kevril never expected a reply but he found comfort in the animal.

Kevril returned when he turned 22 to see the lion once again with some of his brothers-in-arms. Kevril had told them all about the lion plenty of times before but none would believe him so they came on his birthday to indulge the young half-elf. Unfortunately for him the lion was under attack by Dryad’s that had been affected by Darkblight when Kevril arrived. Kevril immediately sprang into action, taking foot into an unrelenting charge, batting away the fey creatures. His friends came to his aid and defended the lion with him. However the battle was a slippery slope to their demise so his friends eventually retreated. Kevril was bade to follow them however he did not budge from his position, defending the animal. Unbeknownst to Kevril’s friends this is because he found a reason to fight, he knew why he fought, he knew the courage he had inside, it was his right, his duty to defend those he held dear. Without valour in combat, the knighthood he wore was naught but a title. Kevril fought to an inch of his life killing the remaining fey that assailed his crestfallen companion. Sadly, it was the end for the lion, they were not able to staunch the wounds of the creature. Then and there, with his friends as his witnesses Kevril took his axe, knelt in front of the corpse of the white lion and swore upon the code of valour.

”I, Sir Kevril Silverkin, will abide by the code of Valour. I will accept any challenge to combat if given honorably, regardless of my opponent. If I know combat to be the best course of action, I shall not let an enemy discourage me from it with a threat of overwhelming force. Once battle is a forgone conclusion, I will be among the first of my allies to charge and engage our foes. I shall not willingly succumb to fear. If retreat is a necessity, I will be among the last of my allies to leave the field of battle. I will not leave any of my allies on the field, nor will I abandon them while they are in immediate danger. I will be a knight of valour, courage be my shield!”

Under his new code, he took the lion with him. His friends did not know the reason why but it was clear when they returned to Castle Everstand. Kevril took the lion to a skinner and asked him to make a cloak from his friend, his friends were at first appalled by this but Kevril explained.

”I failed my friend, I failed my duties, I will wear him as a reminder of my failure. He will see the battles I will fight. He will see the man I am to become. I will carry him so that he may see that I am better and I that will NOT fail again.”

Now three years later, our story begins as Kevril enters Armasse

Appearance:

Kevril is a half elf that is quite young compared to his elven father anyway. At about 25 years old. He is a relatively slender half elf but muscular nonetheless, it is needed to heft his axes. Kevril is a knight above all but fights in a very different manner to his brethren. Kevril holds an air of grace and nobility with his back always upright and well groomed hair. Despite the battles he has fought in he tries to show that he can be a cut above the rest. Appearance is everything in that regard to him, so even if he is bleeding from his chest he will maintain the grace needed of his heritage.

He sports a customary golden chestplate of the Knights of Ozem. He has brown hair down just past his shoulders. He has a pair of piercing green eyes. Lastly his most defining characteristic, he sports a cloak made of a white lion that he wears on his back. The head of the lion resting upon his right shoulder. He is very proud of this cloak and despite offers to sell it keeps it with him at all times.

Crunch:

------------------------------------------
STATISTICS
------------------------------------------

Paladin of Iomodae, Divine Defender, Hospitaler, Warrior of the Holy Light (undecided on WotHL since it uses LoH in the errata, I will think on it) w/ Variant Channeling (Justice)

LG Half Elf, Kevril Silverkin
Low-light
+2 saving throws vs enchantment.

Base stats: Str 15 (7), Dex 10, Con 13 (3), Int 12 (2), Wis 8 (-2), Cha 18 (10)
+2 Cha from Half-Elf

BAB +1, CMB +3, CMD 12

Feats:
• Dual Minded (Half-Elf): +2 to will
• Weapon focus (Level 1): +1 to hit.

Traits:
Campaign:
Child of the Crusade: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Normal:
Contagious Mettle: +1 to will saves vs fear, +1 morale bonus to allies vs fear. (Downside, Must follow the Code of Valour)

Skills (3 per level):
Diplomacy (1): +7, Perception (1): +5, Intimidate (1): +7

Languages: Common, Elven, Orcish
Gear: Breastplate (200gp), Battleaxe (10gp), Shortbow (30gp), 20 arrows (1gp), Heavy Steel shield (20gp) Backpack, Bedrolls, Tent (15gp), Waterskin, Rope 50ft, 3 Torches , Rations, Whetstone, Flint and steel.
Cash: 10gp

------------------------------------------
OFFENSE
------------------------------------------
Speed: 30 ft.
Melee: Battleaxe +4 (1d8+2 /x3)
Ranged: Shortbow +1 (1d6)

------------------------------------------
DEFENSE
------------------------------------------
AC 18 (+6 Armour, +2 Shield) Touch 10, Flat-Footed 18 (+6 Armour, +2 Shield)
HP = 12 (10+1+1, Favoured class)
Fort +3 Ref +0 Will +1(+2 vs fear)

------------------------------------------
SPECIAL ABILITIES
------------------------------------------

Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Plans from 1-5:

Just sticking to Paladin through 1-5. I wish to move into Marshal and provide buffs to my allies. His own powers as a paladin will focus on granting beneficial aids, he will be weak on his own comparatively but hopefully make up for it by making everyone else better.

Just one question that might influence which archetypes I take. Can I take Warrior of the Light as if it was pre-errata? Before it was just take a standard action to give a bonus to your allies, now you have to use up a lay on hands as well. This went from to decent to crap as I have to give up all my spellcasting for it. (I want to be a spell-less buffer basically)

Companion:

I have none being a paladin.


Leto V. Derexhi at your service!

Backstory:
Leto V. was born into the noble Derexhi family under an unlucky star. Thrambur Derexhi, who married into the Derexhi family, was crusading around for many years instead of doing his noble duties. Already his father in law was uncontent with him, as he had not given an heir to the family yet. All the while Amelinde Derexhi was at home, doing the duties of her husband but getting a bit bored. Untill one day a very charismatic halfling bard came along. Those were days of joy for Amelinde, since the halfling bard whose name is unknown was a good sport in many ways. Untill one day she came down with a child. The poor halfling bard got the better of it and vanished, understandabely. Amelur, Amelindes father, was furious, but at least he had an heir now, not knowing that it would be a halfling. Then one day Thrambur came back home from successful crusades, very amazed about having a several years old son. He had a harsh welcome and no chance as to accept the son. Untill they had another child and it became somewhat clear that leto would not grow to a full mans size. Now being in a stepson and bastards position, Leto learned the principles of knighthood and fighting, but became cast out, being a shame to the noble Derexhi family. He was taken in by goodwilling and truly noble halfling knights, who finished his education to one of the famous wolf riders of the order of the paw. Now he is back and searching for ways to prove himself.

Crunch:
Male Halfling Cavalier (Gendarme) 1
CG Small humanoid (halfling)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19 (+6 armor, +2 shield, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee heavy shield bash +4 (1d3+2) and
. . lance +4 (1d6+3/x3) and
. . longsword +4 (1d6+2/19-20)
Special Attacks challenge
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Mounted Combat, Ride-by Attack
Traits adopted, alabaster outcast, animal friend, lessons of chaldira
Skills Acrobatics -4 (-12 jump), Climb -4, Diplomacy +4, Escape Artist -4, Fly -2, Handle Animal +6, Knowledge (nature) +4, Perception +3, Ride +2, Stealth +0, Swim -4; Racial Modifiers +2 Perception, ride mount
Languages Common, Halfling
SQ fearless, orders (order of the paw), paw's skills
Other Gear Breastplate, Heavy wooden shield, Lance, Longsword, Banner, complex, Noble's outfit, Sealing wax, Shield sconce, Signet ring, Silent whistle, Tabard, Torch, Waterproof bag (empty), 27 GP, 3 SP, 9 CP
--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Fearless +2 racial bonus vs Fear saves.
Lessons of Chaldira (1/day) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paw's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 dodge bonus while threatening target.
Paw's Skills Use mount's speed to determine tracking penalty.
Ride-by Attack You can move - attack - move when charging mounted.
--------------------
Drawback: Pride

You can’t abide challenges to your dignity, authority, or honor.

Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Projected path for levels 1-5. :

Leto has 3 traits and a drawback. Can be removed of course, just a leftover from an old application.
Progression will be spirited charge, wheeling charge and other riding feats, since he wants to focus on charging.
Mount blackpaw will probably stay medium and take agile maneuvers and overrun feats, except it proves possible to use him as a large mount in this AP.
Mythic Path will be champion. Fleet charge, titans bane or charge through and some further riding back up.

Animal Companion:
Blackpaw
Male Wolf (Charger)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 20 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Power Attack
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+12 jump), Climb -1, Escape Artist +0, Fly +0, Perception +5, Ride +0, Stealth +0, Swim -1; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, mounted challenge
Other Gear Lamellar (leather) armor, Bit and bridle, Dandy brush, Riding saddle, Saddlebags (empty), Waterskin
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +0 (Charger) +0 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

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'd like to submit Vargash Thundran for consideration.

Background:

Vargash's parents were members of the Crusade from the moment the Worldwound opened, volunteering with the first expeditionary force that ventured out into the twisted lands beyond Mendev's borders to deal with the new demonic threat. While they survived and returned to Nerosyan, both were injured and unfit to march out with the next crusade. Still, they remained committed to the cause and passed what experience they could onto new recruits, serving at the barracks as training officers.

They instilled a deep sense of responsibility in their son once he was born, at times treating him more like a raw recruit than as their child. The lessons of his youth and the constant presence of guards and crusaders under his parents' tutelage left Vargash with a deeply ingrained sense of connection to the Worldwound. While he didn't feel particularly fit or heroic or capable of marching into the blasted lands the demons had claimed, the older he grew the more he saw the importance of serving along with a desperate need of capable trainers like his parents.

It was with such inward conviction that Vargash left his parents behind when he grew into adulthood and moved to the frontier city of Kenabres where he promptly joined the city militia. He has served in this capacity since his arrival a decade ago, and has developed into a rather capable trainer in his own right. He serves with pride and honor, though there remains deep inside him an ember of desire to serve as his parents did: by forging into the contested lands beyond Kenabres' walls and fighting the demons directly.

Crunch:

Vargash Thundran
VAR-gash THUN-dren
Dwarf Monk [ki mystic sensei of the four winds] 1
Ht: 4'8" // Wt: 130 lbs // Age: 47
Favored Class: Monk (+1 hp/lvl)
Alignment: Lawful Good
Languages: Common, Dwarven, Undercommon
Senses: Darkvision (60ft)

==============STATS=============
Str: 14 (+2) // Dex: 12 (+1) // Con: 15 (+2)
Int: 12 (+1) // Wis: 16 (+3) // Cha: 11 (+0)
================================

Base Stats (20 pt buy)
Str 14 (5 pts)
Dex 12 (2 pts)
Con 13 (3 pts) +2 racial
Int 12 (2 pts)
Wis 14 (5 pts) +2 racial
Cha 13 (3 pts) -2 racial

Combat Info
HP: 11
BAB: +0
CMB: +2
CMD: 16 (+4 vs bull rush/trip)
Initiative: +1
Speed: 20

AC: 16 (15 T / 14 FF) (+1 shield, +1 dex, +3 wis, +1 dodge)
Fort: +4 (+2 base, +2 con)
Ref: +3 (+2 base, +1 dex)
Will: +5 (+2 base, +3 wis)

UAS: +2 (1d6+2 x2)
Quarterstaff: +2 (1d6+2 x2)
Sling: +1 (1d4+2 x2) [50 ft increment]

Gear
Quarterstaff ... free
Sling ... free
Sling bullets (20) ... 2sp

Backpack ... 2gp
Bedroll ... 1sp
Coffee pot ... 3gp
Cooking kit ... 3gp
Flint and steel ... 1gp
Monk's outfit ... 5gp
Rope, silk (50 ft) ... 10gp
Sewing needle ... 5sp
Shovel, common ... 2gp
Thread (50 ft) ... 1cp

Starting Gold (average): 35gp
Spent: 26.61gp
Remaining: 8.39gp

Monk Class Abilities
Advice: A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Elemental Fist: At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Traits, Feats, and Skills
Traits: Child of the Crusade (campaign), Militia Veteran (regional)
Feats: Improved Unarmed Strike (Mnk 1), Dodge (Mnk 1), Elemental Fist (Mnk 1), Snapping Turtle Style (Lvl 1)
Racial Traits: darkvision, slow and steady, greed, hatred, hardy, stability, stonecunning, weapon familiarity

Detailed Traits
Child of the Crusade (campaign): Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal

Militia Veteran(regional): Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Detailed Skills
Skill Points/level: 5 = 4(class) + 1(int)
class skill // Armor Check Penalty = 0

Acrobatics: +5 = +1(ranks) +3(trained) +1(dex)
Appraise: +1 (+3) = +0(ranks) +1(int) +2(racial)
Bluff: +0 = +0(ranks) +0(cha)
Climb: +2 = +0(ranks) +2(str)
Craft: +1 = +0(ranks) +1(int)
Diplomacy: +4 = +1(ranks) +3(trained) +0(cha)
Disable Device: +1 = +0(ranks) +1(dex)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +5 = +1(ranks) +3(trained) +1(dex)
Fly: +1 = +0(ranks) +1(dex)
Handle Animal: +5 = +0(ranks) +3(wis) +2(racial)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +0 = +0(ranks) +0(cha)
Knowledge (arcana): +1 = +0(ranks) +1(int)
Knowledge (dungeoneering): +1 = +0(ranks) +1(int)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +1 = +0(ranks) +1(int)
Knowledge (history): +1 = +0(ranks) +1(int)
Knowledge (local): +1 = +0(ranks) +1(int)
Knowledge (nature): +1 = +0(ranks) +1(int)
Knowledge (nobility): +1 = +0(ranks) +1(int)
Knowledge (planes): +1 = +0(ranks) +1(int)
Knowledge (religion): +1 = +0(ranks) +1(int)
Linguistics: +1 = +0(ranks) +1(int)
Perception: +3 = +0(ranks) +3(wis)
Perform: +0 = +0(ranks) +0(cha)
Profession (soldier): +8 = +1(ranks) +3(trained) +3(wis) +1(trait)
Ride: +1 = +0(ranks) +1(dex)
Sense Motive: +7 = +1(ranks) +3(trained) +3(wis)
Sleight of Hand: +1 = +0(ranks) +1(dex)
Spellcraft: +0 = +0(ranks) +0(int)
Stealth: +1 = +0(ranks) +1(dex)
Survival: +3 = +0(ranks) +3(wis)
Swim: +2 = +0(ranks) +2(str)
Use Magic Device: +0 = +0(ranks) +0(cha)

Progression:

Vargash will continue straight monk, picking up the next two snapping turtle style feats at levels 3 and 5 respectively. If no knowledge-focused character joins the party, he'll shift his favored class bonus over to a bonus skill point and devote 4 skill points/level to various knowledges, while focusing the remaining 2 on acrobatics and sense motive.

Sczarni

Skills will work as per the Core Rule Book.

Deadline is Friday, November 22, so I have the full weekend to make a decision.


Niesen I'm not sure what it means by 1/3pt into confirm smite. Is that one-third? How do you have one-third of a point? Or is it one out of three, three being the max amount of points you can give to confirm smite?

But you were right, I missed my Int mod skill point, thank you for pointing that out.


I have a quick question about familiars and the like. In particular, I've been interested in the Bladebound Magus archetype, which gains a sentient weapon at 3rd level. How would this be handled? Does the player roleplay the weapon (or familiar) in addition to their main character, or is the weapon dealt with by the GM?

Thanks in advance!

Sczarni

First, I encourage questions to be posted here so there is a single consolidated list of questions and answers.

With that said I will take this opportunity to answer some PMs:

1) No, I have never used Hero Points. I will consider it.
2) No, you cannot trade traits for another Feat.
3) Yes, you can chose a Flaw to gain another feat, so long as your build does not completely (or mostly) ignore that flaw. Ex. I will not approve a -2 to diplomacy flaw on someone who dumped Cha and has no points in Diplomacy.
4) Yes, you can take any UM archetypes/bloodlines.
5) No, you will not be coming across any gun training later on. Personal preference of mine. I do not like fire-arms in fantasy campaigns.
6) Yes, Alternate Racial Traits are allowed.
7) No, Campaign traits from other campaigns are not allowed. Two reasons. First, the Campaign Traits for this particular AP set you up for your Mythic Path, and as such you must take one of your traits from this Campaign. Second, since, per the Advanced Player's Guide, you cannot choose two traits from the category, and you already have a Campaign trait. . .
and finally:
8) No, you cannot trade Hero Points for a Feat per the Anti-Hero option. If I opt to allow the Hero Point System, I may change my mind on this as well, but for now, no.

If you had PM'd me, and I failed to answer here, it is a complete oversight on my side. Please ask again and I will do my best to answer later tonight.

Sczarni

I want to make a character to summit but have a question. On your Character creation rules number 6 what is 3 PP?

Sczarni

Phoenix Holt wrote:

I have a quick question about familiars and the like. In particular, I've been interested in the Bladebound Magus archetype, which gains a sentient weapon at 3rd level. How would this be handled? Does the player roleplay the weapon (or familiar) in addition to their main character, or is the weapon dealt with by the GM?

Thanks in advance!

you have control over your familiar / Eidolon / bound item to whatever degree you want.

On Animal Companions:

If they have the trick and you have an Handle Animal skill of 10+ (so you never need to roll a check) I let you run it just about however you want. However, if you are trying something outside the tricks known, please roll a Handle Animal Check DC 25 (for Push) If you succeed, the AC does as you wish. If you fail, I will direct the animal on that turn. Generally I follow your intent, but a little clumsily.

You are free to add 'other' tricks for Animal Companions, such as Avoid Attacks of Opportunity or the like to limit any chance of me ever controlling your animal companion.


Akinra wrote:


3) Yes, you can chose a Flaw to gain another feat, so long as your build does not completely (or mostly) ignore that flaw. Ex. I will not approve a -2 to diplomacy flaw on someone who dumped Cha and has no points in Diplomacy.

Not sure if that meant me. Still did some changes and replaced one trait to campaign trait, which i forgot.

Leto V. Derexhi:

Male Halfling Cavalier (Gendarme) 1
CG Small humanoid (halfling)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+4 armor, +2 shield, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d3+2) and
. . lance +4 (1d6+3/x3) and
. . longsword +4 (1d6+2/19-20)
Special Attacks challenge
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Mounted Combat, Ride-by Attack
Traits adopted, animal friend, lessons of chaldira, stolen fury
Skills Acrobatics -2 (-6 jump), Climb -2, Diplomacy +4, Escape Artist -2, Fly +0, Handle Animal +6, Knowledge (nature) +4, Perception +3, Ride +4, Swim -2; Racial Modifiers +2 Perception, ride mount
Languages Common, Halfling
SQ fearless, orders (order of the paw), paw's skills
Other Gear Lamellar (leather) armor, Heavy wooden shield, Lance, Longsword, Sealing wax, Shield sconce, Signet ring, Silent whistle, Tabard, Torch, Waterproof bag (empty), 47 GP, 3 SP, 9 CP
--------------------
Special Abilities
--------------------
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Fearless +2 racial bonus vs Fear saves.
Lessons of Chaldira (1/day) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paw's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 dodge bonus while threatening target.
Paw's Skills Use mount's speed to determine tracking penalty.
Ride-by Attack You can move - attack - move when charging mounted.
Stolen Fury +2 trait bonus to CMB vs. Demons
--------------------
Family Ties

Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.

Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

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.

Blackpaw:

Male Wolf (Charger)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 20 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Power Attack
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6 (+14 jump), Perception +5; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, mounted challenge
Other Gear Lamellar cuirass, Bit and bridle, Dandy brush, Riding saddle, Saddlebags (empty), Waterskin
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +0 (Charger) +0 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

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.


JustJacqui wrote:

Niesen I'm not sure what it means by 1/3pt into confirm smite. Is that one-third? How do you have one-third of a point? Or is it one out of three, three being the max amount of points you can give to confirm smite?

But you were right, I missed my Int mod skill point, thank you for pointing that out.

Was that meant for me?


GM, does one have to take the campaign trait that connects to one's planned mythic path?


I second Niesen's question: do we have to take the trait that is associated with our planned mythic path?

I'm asking because Stolen Fury would work in really well for my character background, and the benefit is also more preferred because my Orc Ferocity allows me to act as Disabled when brought to 0HP but not killed, so the benefit for Exposed to Awfulness is still kinda good, but failing a save on an attack that would incapacitate me wouldn't incapacitate me anyway (though I'd still die if the attack killed me instead).

I was going to use the ritual as the base of how I know Abyssal, that she became obsessed with finding out what the ritual was for, repeating what they said over and over again, looking through books and asking around until she had gotten to the stage where she understood it, but by then she couldn't remember what the cultists had been chanting (to keep true to the description in the campaign).

Having the demon that was slain torment her while she was in the coma, and having her waking up knowing the language that it was speaking could be used for Exposed to Awfulness, I guess, but the question still has merit.

Sczarni

No, you do not have to take the path most indicated by your campaign trait, though they work together better that way.


Background:
A little after dawn, a wagon trundled by. The driver saw Jakob's limp and the long, heavy hammer he was carrying, and stopped the wagon. A middle-aged man, squinting and holding the reins loosely. He could have been just a farmer on his way to market, but he had a warrior's bulk. He studied Jakob for a minute and then spat brown tobacco juice on the road and jerked a thumb towards the back of the wagon.

"Hop in, but we run into any bandits, you swing that thing, right?"

"Fair enough," Jakob said.

"You heading to Mendev?" the old man said, a mile or so along the road.

"What's in Mendev?" Jakob asked.

"The crusade, lad. Holding back the demons coming out of the world wound."

Jakob flinched, grabbing his belly, where the scar was. For three days he had hung while the madmen who had taken him chanted and danced and drank and violated everything and everyone that was precious to him. The thing that had finally answered them was a demon that exuded evil like a fire threw heat. The madmen were overjoyed, but Zogor-Ysa had not been pleased. It ignored Jakob, and left nothing of the cultists but greasy black stains on the ground.

"You can't," Jakob said. "You haven't seen them."

"And you have?" the older man said, looking at Jakob hard. After a moment, he nodded, and then Jakob blinked, because it seemed as if the dust and grit of the road blew away, leaving the man clean and pure. "So have I, lad. Harald Brightblade, they call me. I don't claim to know what they took from you, but I know you survived it, and I can offer you the chance to strike back against them."

"You're mad," Jakob said. But he stayed in the wagon, and Harald didn't push. They rode for long hours in silence. When night fell, they built a fire, and Harald shared his supper.

Jakob dreamed of the pike again, but this time he didn't wake screaming. This time, he relived the whole thing. This time, he saw the shining man who came and helped him down, who touched him and started the wound to healing. The man looked nothing like Harald, but there was something about the older man that reminded him.

He woke, not screaming this time, and saw Harald sitting by the fire, whispering prayers. Jakob closed his eyes and listened, and soon fell back asleep.

The next day, they came to a fork in the road. Harald nodded down the left road. "That way'll take you to the River Kingdoms."

They sat for a long moment, and then Harald flicked the reins, the horses started pulling the wagon. "Welcome to the Crusade."

Jakob just stared.

Crunch:
Quiet Jakob
Human Barbarian (Superstitious, Urban Barbarian) 1
NG Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Lucerne hammer +5 (1d12+6/x2) and
. . Scimitar +5 (1d6+4/18-20/x2)
Ranged Longbow +3 (1d8/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Iron Will, Power Attack -1/+2
Traits Stolen Fury, Suspicious
Skills Acrobatics +5, Climb +3, Diplomacy +4, Escape Artist +1, Fly +1, Intimidate +4, Perception +4, Ride +1, Sense Motive +5, Stealth +1, Swim +3
Languages Common
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control
Other Gear Studded leather armor, Longbow, Lucerne hammer, Scimitar, 20 GP
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stolen Fury +2 trait bonus to CMB vs. Demons

Projected Path:
Remaining a barbarian, picking up the superstition and witch hunter rage powers. Probably grabbing Furious Focus and Improved Sunder (though the feats aren't quite set in stone). His development will reflect the ways that he channels the horror he survived into vengeance.


background:

Background:
When he was a young lad, Zogar was nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill him, but his father, with whom he was traveling the steppes alone, perished, and Zogar himself was struck down before being saved by a group of Chelish adventurers. Zogar was taken to the city of Kenabres, where he lingered at death's door in a coma for weeks before waking. The only thing he had to remember his father by was the nomad's huge sword. Ever since then, he was unusually hale and hearty, as if his body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars of his brush with death remained, and nightmares often plagued his sleep.

The religious Chelish family that had taken him in nursed him back to health, and subtly tried to indoctrinate him in the faith of Asmodeus without raising the ire of the witch hunters. Zogar learned what he could - he was a good student, absorbing all they could tell him about his foes - but he burned with a desire for vengeance against the monsters that had slain his father, and wished to return to his tribe as a great demonslayer. In secret, he still held Gorum in his heart. While the children of the household played at fighting demons, he took the fights all too seriously. His demeanor was grim and he never yielded, and when he came of age, the family was not entirely sorry to see him go.

Zogar tracked down his father's tribe, and spent some time among them, but his heart was restless. He had work to do, and his tribe's shaman told him both his parents would rest easy when his task was done, whether he fell in the battle or not. Zogar took all he had learned and spent years hunting the demons of the Worldwound, yearning to destroy them all. In the end, however, he gravitated to Kenabres - for where better to launch an invasion into the heart of demonkind, and end their power forever?

Appearance:
A large man with the appearance of a fur-and-leather-clad savage, Zogar's steely gaze is more intelligent than such a prejudice would suggest. Lean and hungry-looking, his stern good looks are tempered by both his obvious contempt for those he considers weak, and the four ragged claw marks that mar his right cheek. Hidden under his clothes are worse scars, but few ever see them.

Zogar carries a whopping great sword on his back, a dagger in his belt, and little else but a near-empty pack and longbow.

Personality:
Proud and grim, Zogar takes his private crusade seriously, as he does most things. His sense of humor tends to be more black than non-Kellids understand. He has taken his tribe's view of weaklings to heart, but has a soft spot for the Chelish. His sleep is always fraught with nightmares.

crunch:

Zogar
male human (Kellid) ranger 1 CG
hgt: 6’4 wgt: 230 lbs
eyes: pale blue
hair: black
age: 22

STR 16
DEX 16
CON 10
INT 12
WIS 13
CHA 10

Religion:
Gorum

Languages:
Common, Hallit, Abyssal, Infernal

Traits: Demon hunter, Exposed to awfulness

Feats: Furious focus, Power attack

HPs (d10+0): 10
AC: 16 (Dex +3, armor +3) touch (no armor, shield, natural): 13 flatfooted (no Dex): 13
Base speed: 30'

Melee: +4
Ranged: +4
CMB: +4
CMD: 17

*********************************
Initiative: +3 current speed: 30'

Melee:
dagger +4 (1d4+3, 19-20) P/S
PAFF: +4 (1d4+6, 19-20) S

greatsword +4 (2d6+3, 19-20) S
PAFF: +4 (2d6+6, 19-20) S

Ranged:
dagger +4 (1d4+3, 19-20) 10' P/S
lngbow +4 (1d8, x3) 100' P
*********************************

Fort: +2
Ref: +5
Will: +1
Demon hunter: gain +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

projected path:

1 ranger
2 fighter
3 fighter
4 fighter
5 fighter

Mythic path: Champion


Ok, all done. Hopefully the background isn't too excessive. Any feedback would be appreciated!

Background:

Appearance
At first glance some might mistake Mori Fallenoak for an elf. Certainly her lithe form is more reminiscent of her mother’s elven heritage than of the human-tinged half-elven blood she inherited from her father. Her elven features further express themselves in her flowing waist-length hair, the color of which resembles the leaves of a mature oak, and the copper color of her eyes. Mori prefers to dress simple, wearing a sleeveless shirt underneath her unadorned leather tunic, a pair of leather leggings, and sturdy hide boots. A small necklace of woven vines hangs from her neck, a young flower bud dangling from it like a pendant.

Ritual markings painted in a deep red adorn Mori’s skin, tracing unbroken lines from the markings on the backs of her hands to the one on her forehead. Though the symbols upon her hands and forehead appear to be sylvan in nature, only those well versed in the ways of druids are able to decipher them.

Personality
While Mori’s appearance betrays little of her human heritage, her personality certainly makes no effort to hide it. Though it is clear she carries herself with the grace of, and occasionally displays the aloofness and mercurial temperament of an elf, more often than not she comes off as hot headed and brash. When given a choice between calmly analyzing a situation or rushing in, Mori always chooses the latter, a habit that caused her much trouble a few years back.

While she makes stops in Kenabres semi-frequently and is familiar with the locals, Mori can hardly be described as gregarious. Mori is slow to open up and trust others, and will rapidly change the subject when questions about her past arise. She has great respect for those who actively work to protect nature, especially druids, or those who obviously revere it as she does, and attaches greater weight to their words and suggestions. This occasionally causes her problems, as while she still considers herself a druid, other druids seldom do, and being lectured about it tends to put her on the defensive.

Background Synopsis
Born in a druid circle in Kyonin, a circle known for its extensive ritual archives and the ancient bear spirit O’ku-Kami which resided nearby, Mori Fallenoak was the child of two of the eldest druids within the circle. Due to her parent’s station, she was allowed to roam freely through the archives when growing up, and was able to learn a considerable amount of druidic magic by her early teens.

Shortly after her initiation into the circle, she went to visit O’ku-Kami and found him under assault by robed cultists. After the cultists subdued the Kami and fled with samples of his blood, Mori rushed to his side. In an attempt to save the Kami, she performed an ancient ritual which, unknown to her, would have sacrificed her life to strengthen O’ku-Kami. At the last moment, the Kami realized she was unaware of her fate and broke the ritual. The resulting backlash returned Mori’s spirit to her body, along with what remained of Oku-Kami’s strength.

In the aftermath of the raid, the Circle debated the fate of Mori, and were leaning towards punishing the girl by exile, as the Kami otherwise would have survived the assault. Due to the protests of her parents and the extenuating circumstances, however, they decided to delay judgement for ten years. In the meantime Mori would be stripped of her knowledge of druidic magic, rituals and the druidic language via another ritual from the archives, and would be given a flower bud which would literally bear the fruit of her deeds after a decade.

Upon leaving the circle, she began dreaming at night of a white stag who led her through the forest. The dreams eventually led her to a cave where she found several dead cultists. Taking it as a sign that she was to pursue the cultists, she began following their trail, aided by the dreams when she had difficulties. She finally lost the trail near Kenabres, and when her dreams ceased, she began living in the nearby wilderness hoping for further signs of the cultists.

For two years she has resided in the surrounding wilderness, coming in to Kenabres to interact with people and buy what few supplies she uses. Today she finds herself in Kenabres again, having found Armasse to be an enjoyable, if a bit crowded, diversion from her patrol of the surrounding wilderness.

Crunch:

Mori Fallenoak

Female Half-Elf Summoner (Wildcaller/Synthesist) 1
NG Medium Humanoid (Human, Elf)

Init +0; Senses Low-Light Vision; Perception +7

Defense
AC 12, Touch 10, Flat-footed 12 (+2 armor)
HP 12/12
Fort +1, Ref +0, Will +3

Offense
Speed 30 ft.

Melee Sickle [+2 hit (0 BAB + 2 str), 1d4+2 dam]
Ranged Sling [+0 hit (0 BAB + 2 dex), 1d4+2 dam]

Spell-Like Abilities (CL 1): entangle, 1/day; summon nature’s ally I, 6/day
Spells Known
1st (2/day) – lesser rejuvenate eidolon, shield
0th (at will) – light, message, guidance, mending

Statistics
Str 14, Dex 10, Con 13, Int 14, Wis 12, Cha 16
Base Atk +0; CMB +2; CMD 12

Feats Toughness, Skill Focus (Knowledge: Nature)
Traits Touched by Divinity (Erastil, Plant), Know the Land
Skills Climb +2, Diplomacy +3, Intimidate +5, Knowledge(Nature) +10, Perception +7, Survival +6
Languages Common, Elven, Sylvan
SQ Eidolon, Fused Link, Elven Immunities

Combat Gear Leather Armor, Sickle, Sling, Sling Bullets (10)
Other Gear Ranger’s Kit, Spell Component Pouch, Silver Holy Symbol of Erastil

Projected path for levels 1-5:

Mori will continue as a synthesist at all levels. Initially she’ll divide her feats and evolutions between melee, battlefield control, and improving skills (Intimidate, Perception and Survival). After the initial few levels she’ll focus primarily on reach and battlefield control (e.g. Dazzling Display).

I plan on taking her down the Guardian mythic path, starting with the supreme tracker ability for utility and following up with strong defensive and retributive abilities to further enhance her ability to protect the group.

Companion (Eidolon):

Mori-Kami

NG Medium Outsider (Eidolon, Quadruped)

Init +2; Senses Darkvision 60 ft., Scent, Low-Light Vision; Perception +7

Defense
AC 16, Touch 12, Flat-footed 14 (+2 dex, +4 nat. armor)
HP 12/12
Tmp HP 6/6
Fort +1, Ref +2, Will +3

Offense
Speed 40 ft.

Melee Claw/Claw/Bite [+3/+3/+3 hit (1 BAB + 2 str), 1d4+2/1d4+2/1d6+2 dam]

Statistics
Str 14, Dex 14, Con 13, Int 14, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 15

Evolutions [3/3.5 pts] Claws, Improved Natural Armor, Scent
Skills Climb +2, Diplomacy +3, Intimidate +5, Knowledge(Nature) +10, Perception +7, Survival +6, +2 Stealth
Languages Common, Elven, Sylvan
SQ Scent

O’ku-Kami
In life, the being known as O’ku-Kami was magnificent to behold. Standing almost 8 foot at the shoulder and almost twice as long, the spirit was a gigantic mass of pristine black fur. While he had the appearance of an unnaturally large bear, his brilliant red eyes belied his otherwise ordinary ursine form. Most who encountered O’ku, however, never saw much beyond fur and the red flash of his eyes, for he was as reclusive as he was imposing.

Those who aroused his anger were privileged—though perhaps not in their minds—to see something truly fearsome. When enraged, he seemed to grow beyond all reasonable dimensions. His eyes glowed with a supernatural light, and just his growl was sufficient to send most foes running for their lives.

The truly terrifying thing about O’ku’s rage, however, was the fact that the very forest seemed to rise up to defend him. Where he set foot, tendrils of vines would burst forth, grasping at his paws and winding around his limbs. Larger vines would erupt from the ground nearby, grabbing at those who threatened the Kami, pulling them into range of his maw and claws.

Current Appearance
The merged being, Mori-Kami, is currently but a pale imitation of O’ku-Kami. Around the size of a black bear, her fur is marred by the same crimson ritual markings found on Mori. When in this form, Mori-Kami’s body is slightly translucent, and at the center can be seen her mortal body curled in a fetal position.


@ Mori

Spoiler:

synthesist
Fused Eidolon
This ability replaces the class’s eidolon ability, bond senses, and life bond.

wildcaller
Eidolon
This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature.

I don't think you can have two archetypes that both alter the same class feature or trait.

You may wish to ask Akinra if it is ok to combine those two, especially as they both alter the same major feature.


Thing: Hmm, good point, thanks for catching that. I had done some research on the boards that suggested they were compatible, but looking back at the text of the abilities it's not clear that's the case.

Akinra: Would you be ok with a wild-caller/synthesist combination? If not I will swap out Mori for another character.


Since the player's guide tells me that if people share a common trait, they should probably have some connection (same deity, same family, etc.), for the sake of convenience, I've organized the current applicants as follows. Should we talk about background connections to each other, guys?

Melee/Combat
Heinrich Fletcherson: Human (Taldan) fighter; Touched by Divinity (Shelyn)
Leto V. Derexhi: Halfing cavalier; Stolen Fury
Kevril Silverkin: Half-Elf paladin; Child of the Crusade
Quiet Jakob: Human barbarian; Stolen Fury
Vargash Thundran: Dwarf monk; Child of the Crusade
Zogar: Human (Kellid) ranger; Stolen Fury

Casters
Tessara Bereleniel: Elf summoner; Touched by Divinity (Iomedae)
Mori Fallenoak: Half-Elf summoner; Touched by Divinity (Erastil)

Skill Monkeys
"Eulalia": Human (Chelish) ranger; Touched by Divinity (Pharasma)
Niesen Kurch: Human rogue [scout/thug]; the saved by the woman trait (which escapes me at the mo')

That being said, I think I'm going to replace my campaign trait with Exposed to Awfulness, and alter my backstory accordingly.


Yeah, so re-reading the Campaign Traits section, each trait ties into events during the campaign so it recommends diversity in campaign traits, and for people who share traits to "work out a way that both [many] of your characters took part in the same event."

My entry above should now read "Eulalia": Human (Chelish) ranger; Exposed to Awfulness.

@Niesen Kurch: The saved by the woman trait is Chance Encounter.


Eulalia wrote:

Since the player's guide tells me that if people share a common trait, they should probably have some connection (same deity, same family, etc.), for the sake of convenience, I've organized the current applicants as follows. Should we talk about background connections to each other, guys?

Melee/Combat
Heinrich Fletcherson: Human (Taldan) fighter; Touched by Divinity (Shelyn)
Leto V. Derexhi: Halfing cavalier; Stolen Fury
Kevril Silverkin: Half-Elf paladin; Child of the Crusade
Quiet Jakob: Human barbarian; Stolen Fury
Vargash Thundran: Dwarf monk; Child of the Crusade
Zogar: Human (Kellid) ranger; Stolen Fury

Casters
Tessara Bereleniel: Elf summoner; Touched by Divinity (Iomedae)
Mori Fallenoak: Half-Elf summoner; Touched by Divinity (Erastil)

Skill Monkeys
"Eulalia": Human (Chelish) ranger; Touched by Divinity (Pharasma)
Niesen Kurch: Human rogue [scout/thug]; the saved by the woman trait (which escapes me at the mo')

That being said, I think I'm going to replace my campaign trait with Exposed to Awfulness, and alter my backstory accordingly.

My character's name is Ghorga also with the Exposed to Awfulness trait


For whatever it's worth, I'm making Oden (fashioned after Nodens), a half-orc ranger with the exposed to awfulness trait. So, that will be two of us. Add me to the list. :D Looks like the party needs a healer.


Zogar's campaign trait is Exposed to awfulness, not Stolen Fury.

I'd love to forge a connection to the other characters, but since we don't know who's getting chosen yet, it might stress believability to have us ALL be connected...

*hums 'It's a small world after all'*


I assume that we might have connections with other characters than just the PCs. It adds depth.

If anyone else in the Stolen Fury department wants to piggyback backgrounds (piggybackground?) I'm certainly game.

Liberty's Edge

JustJacqui

from the Half-Orc entry of the Advance Race Guide wrote:
Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.

and

from the Advanced Players Guide wrote:
Finally, some of these alternate favored class benefits only add +1/2, +1/3, +1/4, or +1/6 to a roll (rather than +1) each time the benefit is selected; when applying this result to the die roll, round down (minimum 0). For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue).


Dot, will be back soon.


JustJacqui wrote:
My character's name is Ghorga also with the Exposed to Awfulness trait
Krisam wrote:

Zogar's campaign trait is Exposed to awfulness, not Stolen Fury.

I'd love to forge a connection to the other characters, but since we don't know who's getting chosen yet, it might stress believability to have us ALL be connected...

*hums 'It's a small world after all'*

My apologies. I was waiting in line for my daily dose of McDonalds-nutrients - and yes, I suppose we'll have to wait. The revised list is as follows:

Melee
Heinrich Fletcherson: Human (Taldan) fighter; Touched by Divinity (Shelyn)
Leto V. Derexhi: Halfing cavalier; Stolen Fury
Quiet Jakob: Human barbarian; Stolen Fury
Vargash Thundran: Dwarf monk; Child of the Crusade
Zogar: Human (Kellid) ranger; Exposed to Awfulness

Arcane
Tessara Bereleniel: Elf summoner; Touched by Divinity (Iomedae)
Mori Fallenoak: Half-Elf summoner; Touched by Divinity (Erastil)

Divine
Ghorga: Half-Orc paladin; Exposed to Awfulness
Kevril Silverkin: Half-Elf paladin; Child of the Crusade
Oden: Priest, healer [TBD]; Exposed to Awfulness

Skill
"Eulalia": Human (Chelish) ranger; Exposed to Awfulness
Niesen Kurch: Human rogue; Chance Encounter


@DM - Will magic item crafting be allowed by RAW & FAQ?

Does a spell-like ability qualify for caster level prerequisites (as allowed by FAQ)?

Is Teifling core?

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