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Greetings and welcome to the recruitment thread for “To Change the Way of the World: A Better Valcia Begins Today.”
I am looking for 1-2 characters to replace two fighters. The new character should fill the same type of role, but a fighter-type with some divine capabilities would be useful too, i.e. Inquisitor, Oracle, etc.
If selected, I will assume that you have read the story completely and read through the discussion thread by the time your character starts play. This is so we do not need to revisit previous questions.
If anything is unclear. Ask about it :)
You are members of the Army of the Freeland of Amerys, a newly reformed country and the first to bring Democracy to Valcia. Your missions will involve the safety and protection of Amerys, the expansion of your lands through the conquest of or alliance with new territories, and the abolishment of slavery.
That said, not everyone in the army is a fighter. The army need soldiers, strategists, healers, diplomats, intellectuals, spies, scouts, etc.
HERE’S THE KICKER
There are one or more groups also playing in this world that have other missions and ideals! So not only will you be trying your luck against NPCs but other groups of PCs as well! These other groups may ally with you: they may try to kill you. *evil grin*
7th level characters
Roll 2d6+6 six times and arrange to your liking. (Rolls must be made in the recruitment thread. You may roll two sets and take your pick)
Standard Wealth by Level (No one item worth more than 25%)
Most PF races available, HOWEVER, PF races in this world represent the many variations of humanity. Therefore, they are purely for stat reasons. Everyone in this game is a human where RP is concerned.
No Alchemist, Gunslinger, Magus, Ninja, Paladin, Samurai, Summoner, or Witch
Advice: Look at the MAP. There are two ways to travel and trade: Land and sea. It would be a good idea to be able to do both.
You are from, have immigrated to, or are trying to immigrate to(this one is harder) Amerys: the country on the left of the horseshoe.
Slavery in allowed in the Kingdoms of Erenon, Isteroth, and Thelkon. The Freeland of Amerys outlawed slavery 20 years ago and opposes it openly.
Erenon is known for training the best high-end slaves in the known world: bed slaves, scribes, healers, warriors; everything a ruling class could desire. They are very costly and take years to train. Erenon treats its slaves with dignity and respect when possible.
Isteroth is a Triarchy (Dagan(M), Ekur(M), and Ninbanda(F). Think a cross between Egypt, Sumeria, Mesopotamia and add a dash of Slaver's Bay from Game of Thrones.) Isteroth imports slaves from wherever they may and uses them for mining, farming, logging, and construction. They use they slaves hard and are cruel and careless with them, but they do not sell slaves and are therefore the only country with whom Amerys will openly trade.
Thelkon is a kingdom in that there is a High King (Jarl Magnus Torstein), but there are many, many kings that pay him allegiance. Thelkon sells the majority of the slaves in the world. With their love of reaving and their population crisis, slaves are easy to find and easier to sell. They are untrained, undisciplined things though.
The Freeland of Amerys is a true democracy. Education, Art, and Philosophy are paramount there. Don’t think them weak though, every citizen is conscripted to fight in the People’s Army from 16-21 and again from 38-50. It is said that if the whole nation was called to arms, they would have close to 100,000 trained swords.
I should also mention that this is a relatively low magic campaign. Arcane casters are exceptionally rare. Divine casters are slightly more common, but both a generally feared by the common folk.

Adventurer#33 |

Let me see what I roll up.
Set 1
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
set 2
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
set number 1 looks pretty good I will see what I can come up with.

MightyDuck |

Going to roll my stats here and promptly set up an alias and character for you to review.
Set 1
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
set 2
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
Lets see what rolls come up, editing with my choice asap.
Edit - Looks like Set 2 is my best bet. Those lovely 15s will warrant some fun times. I'm eying either an Unbreakable Fighter unless #33 is doing something similar

Rikash |

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
The setting sounds interesting and I'd be interested in playing some sort of either switch hitting ranger or maybe a mounted knightly character if that's appropriate (some sort of professional knightly soldier or something). Would mounted combat be a particular problem in the game (e.g. lots of dungeons)? If it is, would a halfing (human dwarf with some luck) work?

Joshua Hirtz |

Curiosity...
Stat Set 1
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat Set 2
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15

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set: 2d6 + 6 ⇒ (2, 6) + 6 = 14
set: 2d6 + 6 ⇒ (5, 1) + 6 = 12
set: 2d6 + 6 ⇒ (5, 3) + 6 = 14
set: 2d6 + 6 ⇒ (1, 5) + 6 = 12
set: 2d6 + 6 ⇒ (6, 4) + 6 = 16
set: 2d6 + 6 ⇒ (1, 4) + 6 = 11
set: 2d6 + 6 ⇒ (4, 6) + 6 = 16
set: 2d6 + 6 ⇒ (6, 6) + 6 = 18
set: 2d6 + 6 ⇒ (6, 5) + 6 = 17
set: 2d6 + 6 ⇒ (5, 1) + 6 = 12
set: 2d6 + 6 ⇒ (6, 3) + 6 = 15
set: 2d6 + 6 ⇒ (2, 6) + 6 = 14
set: 2d6 + 6 ⇒ (1, 4) + 6 = 11
set: 2d6 + 6 ⇒ (1, 1) + 6 = 8
i'll take set 2 and make a foot / light infantry type.

Edward Sobel |

I can roll to see what develops
no idea yet on a concept
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 4) + 6 = 11
looks like set 1 is the best bet

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Set 1
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 1) + 6 = 13
Set 2
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
I will take the second set for an array that reads 16, 16, 15, 14, 13, 9. I'm as yet undecided as to which kind of character I shall roll with.
I am now thinking of running with a Paladin, as that would nicely fit into the role of frontline fighter and also providing some divine support.

Adventurer#33 |

So what I am thinking is a first level fighter then switching to cleric for 2 or three levels then back to fighter for the remaining levels.
level 2 Hp
1d8 ⇒ 8
1d8 ⇒ 2
level 3 hp
1d8 ⇒ 7
1d8 ⇒ 3
level 4 hp
1d10 ⇒ 9
1d10 ⇒ 4
level 5 hp
1d10 ⇒ 8
1d10 ⇒ 8
level 6 hp
1d10 ⇒ 3
1d10 ⇒ 7
level 7 hp
1d10 ⇒ 9
1d10 ⇒ 2

Big OM |

I will add these to sets to the thread and see what I do with them.
Set 1:
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
Set 2:
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 2) + 6 = 13

Ashe |

Rolls,
Set 1
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
Set 2
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12

Adventurer#33 |

Here is my character for consideration. Basic character concept and crunch. I wanted to put him in feild plate but couldn't afford a mithril set and wasn't sure what it would do to his casting abilities. I have never played a caster before. I am not currently in any games and should have no problem with the posting schedual.
Benjamin "Priest" Hallen
Male Human Cleric (Merciful Healer) 2/Fighter 5
NG Medium Humanoid (human)
Init +3;
Senses Perception +4
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 79 (5d10+2d8+21)
Fort +10,
Ref +3,
Will +6 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +10/+5 (1d3+4/x2)
+1 Lucerne hammer +11/+6 (1d12+7/x2)
+1 Mithral Bastard sword +13/+8 (1d10+6/19-20/x2)
Mithral Dagger +11/+6 (1d4+4/19-20/x2)
Ranged
Darkwood Heavy crossbow +9/+4 (1d10/19-20/x2)
Special Attacks
cleric channel positive energy 1d6 (3/day) (dc 11),
weapon training abilities (heavy blades +1)
Cleric (Merciful Healer) Spells Prepared (CL 2):
1 (3/day) Cure Light Wounds, Cure Light Wounds (x2), Remove Sickness (DC 13)
0 (at will) Resistance, Stabilize, Purify Food and Drink (DC 12), Detect Poison
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Statistics
--------------------
Str 18,
Dex 15,
Con 16,
Int 10,
Wis 15,
Cha 11
Base Atk +6;
CMB +10;
CMD 23 (23 vs. Sunder)
Feats
Cleave,
Combat Reflexes (3 AoO/round),
Defensive Combat Training,
Exotic Weapon Proficiency (Bastard sword),
Power Attack -2/+4,
Skill Focus (Heal),
Sure Grasp,
Warrior Priest,
Weapon Focus (Bastard sword)
Traits
Armor Expert,
Chainbreaker
Skills
Acrobatics +1 (-3 jump),
Climb +6, Diplomacy +5,
Escape Artist -1,
Fly -1,
Heal +14 (+15 circumstance to treat wounds or deadly wounds),
Intimidate +4,
Knowledge (nature) +1,
Knowledge (religion) +4,
Perception +4,
Proffesion (sailor) +6
Proffesion(soldier) +6
Ride +3,
Sense Motive +7,
Spellcraft +5,
Stealth +0,
Survival +7,
Swim +6
Languages Common
SQ aura, combat medic, domains (healing), hero points, rebuke death (5/day), spontaneous casting, variant channeling (protection variant channeling [±1 sacred])
Combat Gear
Potion of cure light wounds (3), Potion of cure moderate wounds (4), Potion of cure serious wounds (4), Potion of neutralize poison (3), Potion of remove blindness/deafness, Potion of remove disease, Potion of remove paralysis, Healer's kit (2);
Other Gear
Mithral Chainmail, Mithral Light steel shield, +1 Lucerne hammer, +1 Mithral Bastard sword, Crossbow bolts (30), Darkwood Heavy crossbow, Mithral Dagger, Backpack, masterwork (21 @ 31.5 lbs), Bedroll, Belt pouch (5 @ 1.5 lbs), Blanket, winter (2), Cleric's vestments, Cold weather outfit, Flint and steel, Holy symbol, gold (Sunburst symbol), Ink, black, Inkpen, Journal, Oldlaw whiskey (per bottle), Parchment (10), Sewing needle (2), Silk rope, Soap, String or twine, Surgeon's tools, Waterskin, Whetstone, 2xBandolier, 816 GP, 7SP, 6 CP
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Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chainbreaker You're an expert at rescuing slaves. You know that a few slaves freed from their chains can help turn the tide during a boarding action. You gain a +1 trait bonus on Disable Device checks made to open locks, Strength checks made to break chains or ba
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 1d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Protection Variant Channeling (±1 Sacred) AC bonus/penalty
Rebuke Death (5/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sure Grasp When climbing, roll twice and take the highest result
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Benjamin Hallen native born Ameryian served his first required term in the Army then joined the priesthood of Sarenrae. He spent several years working with the healers aiding escaped slaves and injured soldiers. He decided to go back into the Army as Chaplin and healer. He has spent the last few years fighting on the frontlines and freeing slaves. He has served aboard Ameryian navy ships hunting slavers in the Eleryn Sea as well as in land based companies as a combat medic. After all it is a sheppard's job is to protect his flock.

Janus Sevenstar |

I'm probably going to make a second account and create a second version of Janus. I will probably go Oracle of Battle and pick out a different curse. We don't need Jay dropping his weapons, especially since weapon cords have been nerfed.
Set 1
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
Set 2
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
Set 1 looks pretty good. Not as amazing as one of the older ones I originally rolled, but still pretty nice.

Rikash |

Ok, I'll wrap up my character concept tonight. I think I'm going to go for a ranger who uses a sword and shield. Is it considered acceptable to use a large shield and a light weapon (short sword or kukri) with TWF (-2 penalty) and shield mastery? It seems that it should work, but I wanted to check before I build around it.

Titus "The Titan" Armstrong |

Here is Titus.
Titus was born a slave in Ernon. His physical stature made him perfect to be trained as a warrior/gladiator. He became famous and feared. His prowess unmatched. He won many rewards and was cared for but he was not free. One fortunate night the opportunity arose for escape. Titus dipatched his wathcers easy enough. He eventually found himself in the Freeland of Amerys. He had what he earned and what he stole from his guards. He made a new home. When he heard of the army and that they required service he decided to enlist. He could now take the fight to those that enslved him.
Short and sweet, hope you like been wanting to play this Brawler build for a while. Starting it in Society but will be a while to get to level 7. I still need to read through the rest of the game. I can also change pics if this one is being used by one of the players still in the game. I have an SCA event this weekend so won't be back on until Sunday or Monday.

Phyrax Twinblade |

Algar, I'm assuming you're asking if they stack.
Inspire courage is a competence bonus to attacks and damage and a morale bonus to saves vs fear and charms.
Rain of blows is a self-haste. Untyped bonus to attack and a dodge bonus to AC, plus an extra attack. This stacks with everything except haste.
Razor's Kiss just gives all weapons you use the advantage of the Improved Critical feat.
They all work together just fine.

Brenna Henoi |

John Stout here with Marcus Leigton, a Paladin (mechanically an Aasimar) who balances his piety with his duty as a soldier.
Background
Marcus Leighton was born in the capital of Alisar while King Galen still ruled. Marcus has always considered slavery to be evil and rejoiced when the uprising put an end to the practice in Amerys. Although he has always been a pious man, Marcus felt it his duty to stand up for what he believes in and to stand against the tide of slavery that continues to exist.
Although he considered joining the navy in an attempt to stem the flow at the source, it took very little time indeed to realise he had neither the dexterity or the stomach for life on the ocean and instead joined the army where he found that his natural strength and charisma made it easy for him to step into the breach and lead men where they may not have wished to tread. Indeed, his piety seems to bolster the morale of the men he leads and at the same time, gives him an inner strength.
Marcus has spent his first tour of service dutifully serving Amerys and elected to stay on once it came to an end. Now, he looks to serve his country even more, and perhaps, to be part of the solution to the evil that is slavery.
Personality
Marcus is a calm and reasoned man who is not often given to flights of fancy or bouts of extreme emotion. He cares for each man he commands, and would not ask of them something he would not do himself.
Although he works well with animals, he largely foregoes a mount unless it is absolutely required. Instead, he will slog it out with his men on the march and let them see that he is willing to sweat with them.
Although powerful, he lacks a little in coordination and in social situations seems much more at ease talking with people than in engaging in any kind of activity such as dancing.
Description
Marcus is ruggedly handsome although he bears the scars of combat. He is unbelievably strong and carries great weights with seemingly uncaring ability. He is, oddly enough, rather clumsy and inelegant in motion and often relies on brute strength to see him through.
When working as a soldier, Marcus wears full plate and carries two weapons; a longsword called Dawnguard and a two-handed greatsword called Shadowbreaker. He uses a heavy steel shield in conjunction with his longsword as it offers him the best protection.
Anything you would like me to expand upon, GM? His inability to travel on sea is merely flavour; mechanically there is nothing stopping him and he shall travel to where he is ordered, although he might look a little green doing so.

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Suli Dervish Dancer Bard 7
Init +6; Senses Perception +10, Darkvision 60 ft, Low-light Vision
==DEFENSE==
AC 23, touch 15, flat-footed 19 (+5 armor, +3 shield, +4 dex)
hp 22 (7d8+7)
SR 0 ; ER Acid 5, Cold 5, Electricity 5, Fire 5
Fort +5, Ref +11, Will +7
Armor Mithral Chain Shirt +1, Light
Shield Mithral Heavy Steel Shield +1
Defensive Abilities Elemental Resistance (PFBty3 258), Well-Versed (PFCR 38)
==OFFENSE==
Spd 30 ft/x4
Melee Adamantine Scimitar +11 (1d6+5) 18-20/x2 CM +1
Special Attacks Elemental Assault (PFBty3 258)
==STATISTICS==
Str 20, Dex 18, Con 12, Int 12, Wis 11, Cha 17
BAB +5, CMB +10, CMD +25
Feats Arcane Strike (PFCR 118), Incremental Elemental Assault (PFARG 203), Power Attack (PFCR 131), Spellsong (PFUM 156)
Skills Bluff +13, Diplomacy +15, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (religion) +5, Perception +10, Perform (dance) +21, Perform (sing) +11, Sense Motive +10, Spellcraft +6, Stealth +14
SQ Bardic Performance [19] (PFCR 35-38)
SU Countersong (PFCR 36), Distraction (PFCR 36-37), Inspire Competence (PFCR 37), Inspire Courage (PFCR 37), Fleet (PFUC 33), Rain of Blows (PFUC 33)
MC Battle Dance (PFUC 33)
Traits Eastern Mysteries (Faction: Qadira) (PFSc: GtPSOP 17), Reactionary (Combat) (PFAPG 328)
Languages Common, Draconic,
==Magic==
Eq'd Magic Jingasa of Fortunate Soldier, Cloak of Resistance +2
Misc Bag of Holding Type I, Lessor Rod of Metamagic Extend
(still have a bit of cash to spend)

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set 1:
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
set 2:
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
set 1 it is :)
1d8 ⇒ 4
1d8 ⇒ 1
1d10 ⇒ 1
1d10 ⇒ 7
1d10 ⇒ 9
1d10 ⇒ 4
1d10 ⇒ 10
1d10 ⇒ 9
1d10 ⇒ 1
1d10 ⇒ 7
1d10 ⇒ 7
1d10 ⇒ 1

Hawktitan |

Set 1
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10
Set 2
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
Set 2 ..... definately set 2.
My one question - will there be leveling during this or are you planing on keeping everyone at level 7?

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You said you needed fighters :)
Here is Tristan:
Tristan
Human Fighter (Aldori Swordlord) 6/Monk (Master of Many Styles) 1
LG Medium Humanoid (human)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 16 (+5 armor, +6 Dex, +1 dodge, +1 insight)
hp 61 (6d10+1d8+7)
Fort +10, Ref +12, Will +7 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Sword, Aldori dueling +13/+8(w/PA) (1d8+12/19-20/x2) and
. . Dagger +10/+5 (1d4+6/19-20/x2) and
. . Dagger +10/+5 (1d4+6/19-20/x2) and
. . Unarmed strike +10/+5 (1d6+6/x2)
Ranged Masterwork Composite longbow (Str +2) +13/+8 (1d8+2/x3)
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Statistics
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Str 14, Dex 23, Con 12, Int 14, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 27 (33 vs. Grapple, 33 vs. Trip)
Feats Combat Expertise +/-2, Crane Style, Crane Wing, Dazzling Display (Sword, Aldori dueling), Dodge, Exotic Weapon Proficiency (Sword, Aldori dueling), Improved Unarmed Strike, Power Attack -2/+4, Stunning Fist (2/day) (DC 14), Weapon Finesse, Weapon Focus (Sword, Aldori dueling), Weapon Specialization (Sword, Aldori dueling)
Traits Bruising Intellect, Omen (1/day), Sword Scion
Skills Acrobatics +16, Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +13, Knowledge (nobility) +5, Perception +9, Profession (sailor) +8, Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +1 (+3 to avoid becoming lost), Swim +9
Languages Common, Other Language, Other Language
SQ fuse style (2 styles), pride, stunning fist (stun), unarmed strike (1d6)
Other Gear +1 Mithral Chain shirt, +1 Sword, Aldori dueling, Arrows (40), Dagger, Dagger, Masterwork Composite longbow (Str +2), Belt of incredible dexterity +2, Boots of the cat, Cloak of resistance +2, Ioun stone (dusty rose prism), Swarmbane clasp, Wayfinder (1 @ 0 lbs), 974 GP
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Special Abilities
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Boots of the cat When falling, always land on feet and take the minimum damage.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Omen (1/day) As a swift action, Demoralize an opponent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Stunning Fist (2/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Swarmbane clasp Weapon/natural att deal full dam to swarms, and immune to the distraction ability of swarms.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Reknar |

I know that a Dervish Dancer has already been submitted, and I have a couple other concepts flowing around in my head for this game (namely a Barbarian and an Inquisitor), but I wanted to submit my Dervish of Dawn for this one - It is something completely different than what I ussually play , and that is exactly why I want to put it forward.
Arianna
Azata-Blooded Aasimar (Musetouched) Bard (Dawnflower Dervish) 5/Monk (Master of Many Styles) 2
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 24, touch 18, flat-footed 17 (+6 armor, +6 Dex, +1 deflection, +1 dodge)
hp 52 (7d8+14)
Fort +7, Ref +14, Will +9; +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 Scimitar +16 (1d6+11/18-20/x2) and
. . Masterwork Cold Iron Scimitar +16 (1d6+10/18-20/x2) and
. . Masterwork Silver Scimitar +16 (1d6+9/18-20/x2) and
. . Unarmed strike +9 (1d6+5/x2)
Special Attacks bardic performance (standard action) (20 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, battle dance: inspire courage +4
Spell-Like Abilities
. . 1/day—glitterdust (DC 17)
Bard (Dawnflower Dervish) Spells Known (CL 7):
2 (3/day) Heroism, Allegro, Mirror Image
0 (at will) Detect Magic, Mending, Read Magic, Message, Light, Summon Instrument
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Statistics
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Str 13, Dex 23, Con 14, Int 13, Wis 12, Cha 20
Base Atk +4; CMB +5; CMD 23
Feats Arcane Strike, Crane Style, Crane Wing, Dervish Dance, Dodge, Improved Unarmed Strike, Skill Focus (Knowledge [religion]), Stunning Fist (3/day) (DC 14), Weapon Focus (Scimitar)
Traits Maestro of the Society, Magical Knack (Bard [Dawnflower Dervish])
Skills Acrobatics +12, Climb +5, Diplomacy +15, Knowledge (local) +10, Knowledge (planes) +5, Knowledge (religion) +8, Perception +11, Perform (dance) +15, Perform (oratory) +15, Ride +10, Sense Motive +15, Spellcraft +8, Stealth +15, Swim +5, Use Magic Device +15; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory)
Languages Celestial, Common, Sylvan
SQ battle dance (move action), fuse style (2 styles), spinning spellcaster, stunning fist (stun), unarmed strike (1d6), versatile performance abilities (oratory), well versed
Other Gear +2 Mithral Chain shirt, +1 Scimitar, Masterwork Cold Iron Scimitar, Masterwork Silver Scimitar, Belt of incredible dexterity +2, Cloak of resistance +1, Headband of alluring charisma +2, Ring of protection +1, 150 GP
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Special Abilities
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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.
Bardic Performance (standard action) (20 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.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maestro of the Society +3 rounds of Bardic Performance a day.
Magical Knack (Bard [Dawnflower Dervish]) +2 CL for a specific class, to a max of your HD.
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Stunning Fist (3/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Versatile Performance (Oratory) +15 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
The character is not yet fully fleshed out, and I am still not entirely 100% sure if he is going to stick exactly to that progression, but the gist of it is there, and should give a good idea of what he is capable of.

Mortimer Talinth |

Just dropping a line here to bump as well as give some info on the current characters.
Mortimer Talinth A wizardy wizard of blastiness. Has some utility in there, but is mostly about burning enemies to a crisp.
Esther Pennycoat A front line battle oracle. Our main healer and uses mostly defensive buffs for her spells.
Erriana A front line "whirlwind" as I like to call her. Some sort of bard/monk that flicks through battle buffing and slashing. Tankiest party member at the moment.
GM DSP Or GM DPS as I like to call him. He's a GM who knows the rules well and runs a tightly kept game. Fights are hard and he doesn't pull punches, but it's fair and a fun game.
The party is pretty good at talking to people, they are articulate and well trained in social skills.
Honestly, I am not entirely sure what kind of character would be best to join us. Love to hear ideas and I'll be here to provide feedback (although GM DSP obviously has precedence over me).

Esther Pennycoat |

I would like to point out that Esther having most of her feat in the Archery Path , front lines only when she has too (aka abandoned by her sister he leave to her to face the Really Big Bad DPS enemy Boss) ... :)
And No AoE heal from her. so bear that in mind.
We all have high social / stealth skill :)
Expect Combat and lots of social / infiltration task.