ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Your Benevolent Dictator wrote:


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@Corynne: You currently have a 17pt buy. ;-)

Thanks! Fixed that. Almost done.


Hmmm... with that clarification I may try to have a couple more pieces of gear picked out. I'll update the alias's profile if I do, and post here to let you know.


This is Jon's Machiensmith. I ended up going human instead of Tiefling, since it was as simple enough change to the background and it fit better with the character as she grew.

I also have the items and supplies to build the rifle I spoke of earlier ready and waiting to be assembled. It doesn't require a skill check, oddly, as the Gunsmithing feat specifically points out, so once we have a day of downtime I'll be able to put it together. If that's acceptable.

Miselle Fitelle:

Miselle
Female Human Combat Engineer Machinesmith
Neutral Good Medium Humanoid (Humanoid)
Initiative; +6 Perception +4
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Defense
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AC 18 touch 13 flat-footed 15 (Base +10 - Dex +3 - Armour +4 - Greatwork +1)
hp 10
Fort +3 Ref +5, Will +0
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Offence
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Speed 30 ft.
Melee Unarmed Strike - +0 to hit - 1d3 Non-Lethal Damage - x2 Crit
Ranged Longbow - +3 to hit - 1d8 Non-Lethal Damage - x3 Crit

Prototypes

1st Level Prototypes - DC 14 Saves - 1 Per Day
Guardian Drone - Animate a small machine that grants bonuses to attack a target or defend against one.

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Statistics
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Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +0; CMB +0; CMD 14

Bonus Feats
Bludgeoner - When using attacks that deal Bludgeoning damage you can instead inflict non-lethal damage. Gained as a campaign bonus.
Disposable Simulacrum - Gain a small companion with the construct subtype. It has the same AC, CMB, CMD, Saves and to Hit, ¼ the hitpoints and can perform any standard action it’s owner can when ordered to as a standard action.
Additional Traits - Gain two bonus traits.
1st - Gunsmithing - Build, modify and repair guns and ammunition.

Traits
Rich Parents - Increase starting funs to 900 gp.
Lesser Noble - Gain a +1 bonus to Diplomacy and Knowledge (Nobility), and gain an additional 100gp.
Racial Traits
Skilled - Gain an additional skill point each level.
Bonus Feat - Gain one extra feat at level 1.
Skills Diplomacy +6, Disable Device +7, Perception +5, Knowledge (Arcana) +7, Knowledge (Planes) +7, Knowledge (Nature) +7, Knowledge (Nobility) +8, Spellcraft +7.
Bonus Skills Craft (Alchemy) +7, Craft (Food) +7.
Languages Common, Primordial, Sylvan, Draconic
Combat Gear Armoured Coat, Longbow, 100 blunt arrows.
Other Gear 800gp in gun parts and materials, Gunsmith’s Kit, Grooming Kit, Cooking Kit, Coffee Pot.
Backpack, Belt Pouch x 3, Bandolier x 2, Adventurer’s Outfit x 1, Uniform x 3, Traveller’s Outfit x 3.
Bedroll, Soap, Rope x 50ft, Twine 50ft, Flint and Steel, Lamp, Oil x 10, Chalk x4, Chalkboard.
Gold Ring, Mage Cuffs
Cash 0gp, 7sp, 4cp
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Special Abilities
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Machinesmith Abilities

Greatwork - Mobius Suit - Fitted to a suit of armour, it increases the AC by 1. It gains Charges equal to half the machinesmith’s level plus their intelligence modifier. These charges can be spent to grant DR 1/- or an elemental resistance of 5
Combat Awareness - Add intelligence modifier to Initiative rolls.
Repair - Repair 1d6 points of damage to a broken or damaged machine, plus an additional 1d6 for every odd level. Can be used 3 times plus intelligence modifier.

Favoured Class Bonus - +1 HP.

Appearance:
Short by most standards, Miselle barely stands at 5ft tall and is relatively slight in her build, although those who happen to see in the baths would report that her body is surprisingly fit and lean. She has a heart-shaped face and full lips. Her skin is pale as she hasn’t had much chance to go in the sun, and she tends to burn quite easily. Of course, when she works with hot metal and tools, she tends to get a welders tan.

Miselle’s hair is a little unusual, in that it is a dark auburn brown with a white streak in the fringe despite her young age. It’s a common trait seen in many of the people in her family. She also has silver eyes, which most people consider unusual.

Other than her uniform she tends to wear heavy, tight fitting clothes that protect her from the worst of the heat of workshops and labs. She knows how to wear a formal gown, how to accessorize and how to apply make up. When she does she tends to use dark bronze and purple cosmetics and jewellry that stand out well against her pale skin.

She typically smells of soap (unless she gets a little involved with a project and forgets to bathe, along with eat and sleep) and has a Mezzo Soprano voice. She has a tattoo of her House’s symbol on her upper left shoulder, and speaks with a Danor accent that gets stronger when she’s emotional. Miselle moves with a fluid grace, and reacts quite quickly to surprises.

Portrait

Personality:
It’s not a surprise to many that Miselle is polite and speaks in a carefully chosen way, often considering her words before speaking them. She is, after all, high born and trained. She moves gracefully but precisely, with dainty movements that speak of hours of etiquette training. She is calm, rational and thorough

At least, until she gets excited about something. Then those hours of training fly out the window, often on steam-powered wings.

When excited, Miselle can often become quite frenetic, moving witch much wilder motions and speaking more rapidly, and sometimes without thinking, more of her Danor accent slipping through as she does so. She tends to focus heavily on whatever has caught her interest, and can become borderline obsessed...at least for a while. Once a project is complete she will often grow less excited in it and return to normal.

She is generally friendly, but sometimes clumsy with the feelings of others, and despite no longer really having access to the funds a noble would expect due to her circumstances, she doesn’t really appreciate how little others have had to do with and doesn’t have a full appreciation of the realities of money. Which probably explains why the bulk of her wealth is tied up in her latest project...

Background:
Born to House Fitelle of Danor, Miselle has lived much of her life in exile from her homeland. Danor politics are as ruthless as any other, and House Fitelle was a minor house, mostly known for backing and working on advancements in land based weaponry and armour. As a result they had little real influence but a surprising amount of capital, which proved to be there undoing.

A rival house, looking to take the contracts House Fitelle had created, framed them of several wrong doings against House Jierre, the ruling family of Danor. Individually, they were minor - small misdeeds in the games of Houses - but taken together they could be seen as treasonous, and given they were against Jierre…

House Fitelle, charged and bound to be found guilty, fled with as many of their resources as they could. Looking for allies, they decided that the best place to go was Risur, as the known progressive King Aodhan was trying to close the technological gap between the two nations. Although they had only been able to take a limited number of the tools, plans and machinery needed to build such things, the minds behind many of the creations were members of Fitelle.

Although it took time for Fitelle to fit in, especially the Tiefling members of the house, they eventually gained a measure of respect thanks to their work. Many of the innovations that made Risur’s rifles safer came from there workshops.

One of the daughters of the house, Miselle, was but an infant when they left Danor, and grew up to enjoy and respect the people who had taken her family in. Still, she was Danorian - she spoke Common at home with her parents, and prefered guns to swords. She loved the feel of oil on her hands and the scent of hot metal. Like many of the Fitelle, she had a technical knack, and was trained to do so. Eventually she created a way to harness energy, creating odd ways to enhance the armour it was fitted too.

Unlike most of her family, however, she enjoyed Risur enough to wish to serve. She desired to help her new nation, and after some additional training was able to join the Royal Homeland Constabulary as a technical specialist. This, however, was not what she wanted. Proving her skills on several occasions, she was eventually moved to the rank of Constable, and put into a more active duty.


YBD wrote:
Stuff n' things

Crap! I knew something would slip past my final edit and overview before calling my submission final. Neutral Good is my final answer.

Also, how would you like my to elaborate how I'm carrying the flag? My initial assumption was on a small pole in one hand.

I also noted the picture. I figured "what better campaign to have flagbearer?" XD


Corynne Durande

Theme music

Crunch:
Female Human Age :23
Oracle 1 ( Occult Haunted Oracle)
Diety:
NG Medium humanoid
5'4" 123 lbs
Initiative: +2; Senses: Perception +5

Abilities
STR 10(+) DEX 14(+2) CON 10(+0) INT 14(+2) WIS 14(+2) CHA 16(+3)
==================================================================
DEFENSE
AC:15 (10+2 Dex +3 armor )
Touch 12 Flat footed 13
CMD 12
HP: 8 (1d8) Current HP: 8
Fortitude +0 (0 Base+0 Con)
Reflex +2 (0 Base +2 Dex)
Will +4 (2 Base+2 Wis)
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OFFENSE
Speed 30 ft
Combat:
Melee: Light Mace +2 1d6 x2
Melee: Dagger +2 1d4 19-20 x2
Ranged: Light Crossbow +2 1d8 19-20 x2

CMB +0 BAB +0
=======================================================================

Skills: 4+2 Int+1 bonus per level
Acrobatics +2, Appraise + , *Bluff +3 , *Diplomacy +3, *Disguise +3, Escape Artist +2 , *Heal +6
*Knowledge Arcana +6, *Knowledge Geography +,*Knowledge History +, *Knowledge Local +6, *Knowledge Nobility +, *Knowledge Planes +, *Knowledge Religion +6, *Linguistics +, Perception +6 , Profession (Royal Homeland Constable)+6, *Sense motive +6, *Spellcraft +6,* UMD +7
Class Skills: An oracle with the occult mystery adds Bluff, Disguise, Knowledge (arcana), and Use Magic Device to her list of class skills.

Languages: Common, Primordial, Elven, Dwarven

=======================================================================
Feats:
Extra revelation, Bludgeoner (campaign bonus), Weapon finesse

Theme Feat: Unfinished Business
Benefit: Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection.

Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.

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Special abilities:

Mystery (Occult):You have an innate connection to the spirits of the dead.

Revelations:

Voice of the Grave (Su): You can use speak with dead, as the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.

Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination spell with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Casting:
The sphere oracle may combine spheres and talents to create magical effects. The sphere oracle is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: 5 The sphere oracle gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Oracle’s Strength (Su): A sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter. This replaces mystery spells.

Oracle’s Curse: Haunted Bleeding Wounds (ghost strike)

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect: Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

=================================================================

Magic
MSB:1 MSD:12 Spell points: 6 (5+1 bonus)

Custom Tradition: Ghost Whisperer
Drawbacks:
* result in a boon

Magical Signs (Reaching across the veil)* (+1 spell point, +1 per 6 levels in casting classes)

Your magic is accompanied by a tell-tale sign; feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

Focus Casting (Soulstone pendant)*

Your magic requires you to use an item (Soulstone pendant worn on choker around her neck) to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Wild Magic (Mischevious spirits)

Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a spell point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic can create.

Necromantic Limit (Requires Death) (+1 talent)

Reanimate -You cannot use this ability, nor take talents which augment this ability.

Hidden Magic (Requires Divination) (+1 talent)

You do not gain the base divine ability to detect magic, nor the base sense ability to decipher magical text. You may still gain other senses through magic talents and gain the ability to detect other things (undead, charms, etc.) through the divine ability.

Boons:
Deathful Magic

The closer you are to death, the more powerful your magic. When you are at half hit points or less, you gain a +1 temporary bonus to your caster level. When you are at 1/4th your total hit points or less, this temporary bonus increases to +2.
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Spheres &Talents

Divination Sphere 1st base talent
You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

Divine Undead

If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead.

Chart: Undead
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 Rounds
2-4 Moderate 1d6 Minutes
5-10 Strong 1d6 x 10 Minutes
11 or higher Overwhelming 1d6 Days

Divine Force

If you possess the Telekinesis sphere, you may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will however give you knowledge of the incorporeal creature’s aura utilizing the same table as chart: animals and plants.

Emanation: The divine ability is an emanation, meaning the divination will gather information on targets within the area at the completion of casting, as well as targets who enter the area while the effect is still active.

Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose HD or CL is equal to or greater than the caster’s character level + 10, that individual become stunned for 1 round.

Sense

As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Ghost Sight (sense) (Bonus talent acquired from drawback)

You may spend a spell point to gain a sense that adds your caster level to Perception checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

Death sphere (1st Bonus spellcaster talent)

Ghost Strike

As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.

Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

Exhausting strike

The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.

Bleeding Wounds (ghost strike) (Bonus talent earned by drawback)

You may make a ghost strike that deals 1 bleed damage per 2 caster levels (minimum: 1; no save). Targets take damage on the round they are hit, plus each additional round until the bleed effect stops (usually through the Heal skill or an application of magical healing). You may spend a spell point before making this ghost strike to improve this effect to 1 bleed damage per caster level (minimum: 2).

Telekinesis sphere (2nd Bonus spellcaster talent)
As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Table: Object Size
Caster Level Object Size Sample Object
1st Diminutive Dagger
3rd Tiny Candelabra
5th Small Heavy Shield
8th Medium Cage
11th Large Statue
15th Huge Wagon
20th Gargantuan Catapult
25th Colossal Ship

Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

You gain the following special uses of telekinesis when you gain this sphere:

Sustained Force
You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift
You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon
Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

Table: Object Damage
Object Size Damage Dealt
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Catch
If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Haunted Curse Bonus talents:

Call to Hand: As a swift action, you can call a single unattended object that you can see within 20 ft + 5 ft per 5 caster levels instantly to your hand. The object must fall within your telekinesis size limit, and the object must be no more than a light load for you
=========================================================================== ====

Starting wealth: max for your class. (180 gp)
Gear: backpack, a bedroll, a belt pouch, candles (10), a flint and steel, mess kit, rope, soap, , trail rations (5 days), and a waterskin.
Small steel mirror, 5 sticks chalk, 5 tindertwigs, 1 acid flask, Perfume, Ioun torch
You also begin play with a gold ring and a set of mage cuffs
Studded leather armor.
Potion belt:
1 Cure Light Wounds

Money:Coin 0p 4g s 0c
Gems
0

Background:

It would seem that for Corinne Durande, membership in the Royal Homeland Constabulary was more destiny than an active choice. At the age of 14, the young girl became both an orphan, and the only person to survive the Bosum Strangler, the demented serial killer that took her mother from her, and almost her life. Those who see the scar, a narrow line around her throat almost always covered by a velvet and lace choker with a dazzling eerie pendant, and ask about it hear the tale freely.

After the last ten years she no longer balks at the dubious fame of being “that girl”…..The Strangler’s last……the one who lived. What she doesn’t speak about is the fact that the maniac succeeded……the fact that she died that night, for a few minutes at least. Or the fact the as she straddled the worlds of the living and the dead, that her mother's spirit performed her final act of love, summoning up the will to physically manifest, drawing the dagger from her body that she never got the opportunity to use before her death, placing it in the hand of her daughter's dying body, giving her the strength to strike. The blood she drew that night, the blood that fell on her dress was the same that agents of the Royal Homeland Constabulary would use to track the Strangler, ending his reign of terror. Her brief taste of Death's kiss would change her in three fundamental ways. She would forever exist partially on the other side of the veil of life and death, touched by a power that would frighten most, she would see the Royal Homeland Constabulary as the ultimate protectors of the innocent, and she would be forever filled with an overwhelming need to make tose who beleieved they could walk away from murder pay for thier crimes.

Corinne is a woman who straddles the world of the living and the dead, able to perceive, and at times communicate with those whose bodies no longer draw breath. Aware of the fact that one is almost never alone, surrounded by both benevolent and malevolent spirits, her eyes and mannerisms carry a weight far beyond her years. In some ways it is this connection to the dead, even more than her own loss and suffering at the hands of a monster, that drives her.

She is possessed by a burning desire to see justice for the dead. In a city of hundreds of thousands, dozens of people die every day, many with unfinished business, forgotten, ignored, simply swept under the rug. The spirits who are unable to move on for one reason or another, speak to her, tell her their stories. For many she is a last hope that their lives being snuffed out will not go without note. Driven by that need, and a desire to rid the city of monsters like the man that took her mother, finding those demons that hide in plain sight, pretending to be ordinary citizens, drove her to study and apply herself, the only child from the orphanage in which she was placed until adulthood to graduate with honors. She applied to join the local police force, excelling at detective-work. Her uncanny ability to obtain details from a crime scene (often whispered by the victim) and a rare ability to avoid the mis-steps common to most young officers, (a gift from the spirit world where time is far less relevant) drew the attention to her rise among the rank and file. With the recommendation of her superiors, she applied to the RHC, becoming one of the youngest graduates and a genuine asset to the organization.

Description:

Height: 5'4 Weight: 122lbs Hair:Dark silvery grey Eyes:Misty grey

Undeniably attractive, Corynne draws attention despite not actively seeking it. Her lithe figure and relatively small stature seem barely capable of containing her presence, a quality made even more notable by the fact that she speaks in a soft, somewhat raspy voice (think Robin Tunney). Her eyes, the color of early morning mist, carry a depth and gravity far beyond her age, her seemingly constantly parted attention giving the sense that she is at once in the moment, and a million miles away, yet she radiates a sense of deep compassion as well serving to enhance her overall appeal.

So a little insight. Her focus (the pendant she wears around her neck with the choker that covers the strangulation scar) actually contains her mother's soul, though she doesn't know it. It's the reason she finds herself touching it when she's uneasy or feels afraid. At some point I would most likely have her discover this and manage to release her to the great beyond, buying off the Drawback by spending a Talent.


Quick update!

I said I probably wasn't going to adjust anything but I should have known better. I added a Casting Tradition drawback (I added Focus Casting in the form of a belt) and I changed one of my Mind talents (from Read Mind to Command). Just so you aren't surprised later, sir DM.

I'm also working on explaining all of Izzy's abilities/feats/etc with context to her and her story. I think it's coming along nicely.


Complete
Alexander "Cheshire" Clayton - Human Shifter (Martial Scientist)
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Azaghâl Flintbreaker - Dwarf Musket Master (Gunsmith)
Corynne - Human Occult Oracle (Urban Empath)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Isabelle "Ellie" Jackdaw - Human Archivist Bard (Docker)
Miselle Fitelle - Human Machinesmith (Technologist)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
-----------------------------
@Isabelle "Ellie" Jackdaw: You're fine. I just needed to get a sense as to how large the flag was.

@Miselle Fitelle: After some consideration, I'm okay with that. You did spend a feat, after all.


@YBD: I see! As big as you let me get away with for a one handed thing. :P I imagine she otherwise keeps the flag over her pack.


I'm not sure what my character might think of excessive displays of flags... I figure that as a Skyseer, Eira's a little spacey sometimes, and might find normal, everyday things other people do to be quite inexplicable. XD Friday's gonna be interesting.


To be fair, Isabelle's ability to to evaluate an action as "excessive" is probably lacking. She's definitely an 'in for a penny, in for a pound' kind of person.

Friday is going to be the beginning of something beautiful for several of us it seems. XD


Thank you. It's a big gun, but between the -2 to hit, speed in reloading limiting multiple shots and no adding a score to damage, I don't think it'll break anything.

It's just really cool.

Hopefully it won't be too long before we get a day off.


Oh, I wasn't sure if it was clear... the entire reason for Alex having Intimidating Prowess is so that, if we really need to frighten someone, he can turn into a lion and roar at them, and it will be appropriately scary.


Here's Jaxon. I updated his scene with his father to make it less like corruption for him to join the RHC. I also added a section for after he joined the RHC.

Crunch:

Jaxon Dime
Human hedgewitch 1
NG Medium humanoid (human)
Init +3; Senses Perception +1

Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +0, Ref +3, Will +2

Offense
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . hanbo +3 (1d6) or
. . kunai +3 (1d4)

Class Abilities
Casting (CL 1, Intelligence, DC 13) You can cast sphere effects.
MSB +1 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 12 Use when defending against an MSB check
Tradition Benefit (Charlatanism) Gain Versatile Performance as a bard
Tradition Power (Charlatanism, Diplomacy) Gain a guile pool (3/3)
Versatile Performance (Singing) +6 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Tradition Benefit (Font of Inspiration) Gain Inspiration as Investigator; Gain an Inspiration Pool (3/3)

Magic Talents
Divination: Divine You can divine magical auras
Divination: Divine Charm You can divine for the presence of mind-affecting magic
Read Magic (sense) You can read and decipher magical writing

Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind

Protection: Barrier You can create a ward that absorbs damage
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC

Feats
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Weapon Finesse Use Dex instead of Str for light weapons
Toughness Gain +3 HP; Gain 1HP/level after 3rd level

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

Skills Acrobatics +2, Appraise +3, Bluff +6*, Climb -1, Diplomacy +6, Escape Artist +2, Fly +2, Intimidate +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +4, Knowledge (planes) +7, Knowledge (religion) +7, Perception +1, Perform (sing) +6, Ride +2, Sense Motive +6*, Spellcraft +7, Stealth +2, Swim -1, Use Magic Device +6
*Versatile Performance

Languages Primordial, Common, Ber, Danor
SQ barrier (ward), casting, charm, deflection (aegis), divine (divine), divine charm (divine), magic skill bonus, magic skill defense, read magic (sense), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), tradition (charlatanism), tradition benefit (charlatanism), tradition power (charlatanism), tradition power (font of inspiration)

Combat Gear studded leather, dagger, hanbo, kunai, acid; Other Gear belt pouch, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], silk rope (50 ft.), sunrod (2), tindertwig, torch (2), waterproof bag[UE], waterskin, 40 gp, 3 sp, 8 cp

Background:

Jaxon was born in the Strand in 469 AOV after his father came to Flint for work. Harry Dime is a ranking member of the Teamster’s Guild, one of many groups who have seen upheaval at the changes of industry in Flint. Harry is also leading member of the Dockers movement, using his graffiti artistry to bring the people’s plight into focus. Jaxon was raised to respect hard work, getting your hands dirty, and to never turn your nose up at the man on the street. Jaxon was a bright young man, and while others might have used that intellect to get ahead, Jaxon used his to help the people of the Bosun Strand. He developed little knacks here and there, some magic, some swordplay, some innate sense of danger. But always he has his sharp wits and Jaxon seemed to use his sense of the people around him to make his way.

But the people of the Bosun Strand were getting pushed harder and harder for less and less each day. After a bad month where he saw two of his schoolmates get locked up, another one die at the hands of the police, and half a dozen more crippled in work accidents, Jaxon was ready to take on Griffin Stowe himself. Instead, Jaxon found himself apprehended by Constable Carlao, after he helped other Dockers flee the police. To his surprise though, he found himself not in a cell, but face-to-face with Stolver Delft.

Joining the RHC:

The Assistant Chief Inspector looks down at Jaxon, chained to a small table. He squints at the young man and paces around the room for several minutes. The cane thumps around the room as Carlao stands silently. Finally Delft speaks. ”He was helping others escape custody?” The armored constable simply nods. Delft spits juice onto Jaxon’s shoes. Then he says, ”Ok, bring him in.”. He turns Jaxon. ”You’re in for a surprise, boy.”

Carlao opens the door and Harry Dime rushes in. ”You promised you wouldn’t hurt him, Delft! And get those damned chains off!” The RHC Assistant Chief smirks and unlocks Jaxon’s chains. He motions for Carlao and the two of them exit the room and close the door.

”Pop, what the hell?! Why are you here?” Jaxon stands and moves towards the door. ”What’s going on?”

”Calm down, son. We need to talk. No sugar-coatin’ this. Put your big-boy pants on.” Harry sits on the table. ”For the past couple of years, I’ve been working as an informant for the RHC. I’ve done it to help our people. I help Deflt control the more explosive elements of the Dockers. In exchange, he and the Governor allow the general movement to continue as a vent for frustrations and hard-feelings. A secretly sanctioned way for the people to speak their mind without tearing the city apart.”

”What?! You been working with them?! How could you?” Jaxon whirls around and faces his father. ”You know they broke Drake’s leg? Got Millie in lockup and won’t even let her see her kids?” He moves up to stand over his father. ”You’re a bloody traitor!”

In a single swift motion, Harry stands and slams Jaxon back to the wall, pressing an arm over his throat. He yells at his son, inches from his face. ”You think I like this?! You think I don’t know what people would say? Drake nearly killed a constable with that rock! That man will never work again. And I’m working to get food to Millie’s family. But this is what I mean. Those families will suffer for years if we don’t show them a different way!” He lets up and turns away, while Jaxon sucks in air in a fit of coughing.

[b]”Maybe you’re not ready for this. You still think like a child.” He turns back around to face his son. ”This ain’t about power or punishment. It’s about keeping people as safe as possible. Drake and Millie are still alive, ain’t they? They’ll have the chance to get back to work and feed their families. Police would have killed both of them if the RHC hadn’t taken over. Now sit down and listen.” Jaxon shakes his head, but sits.

Harry sits at the table facing him and sighs. “It’s worked ok for a couple years. But now Delft wants to take it a step farther. He wants a Docker to join the RHC. I think he has his own reasons, but he says it will begin to rebuild trust. I think it could be good for both Risur and the workers in the Strand.”[/b]

Jaxon closes his eyes. The answers were right in front of him. His father, the teamster union man and Docker, sitting in RHC headquarters with no supervision. Carlao bringing him to see Delft, who released him. He opened his eyes. ”He wants me. He wants me to join the RHC and be a traitor too.”

Harry nods. ”Smart boy. But not a traitor, Jax. We’re going to be a team. I’m going to help Delft control the more dangerous sides of the Dockers. Keep our people from going all out and get the RHC the inside info they need to cut off the worst plots. By joining the RHC, you’re going to learn the Constabulary from the inside out. You’re going to be our voice on the force, helping temper their responses, help them see that the Dockers are people. Delft has a spot for you as a new recruit. He thinks you can be an asset as a real constable. But there are no guarantees. If you fail training or otherwise don’t measure up, you’re out. No games here, Jax. You’ve got to work hard and earn the RHC’s respect. And you’re going to work doubly hard at home. Some people ‘round the Strand won’t take kindly to you. But if this works, we might just save them.”

He continues. We ain’t gonna get out of this by pushing the police harder. We been trying that and what do we got to show for it? Drake and Millie sure ain’t feeding their families.” He takes a deep breath. ”You know the Dockers love this city. Hell, we built this place long before the King brought industry here. We would rather cut of our hands than see it destroyed or turned against us. This is a chance to mend the wounds and bring some understanding to both sides. The RHC needs good men. They’re half-blind. They need to learn to listen to the people again. Workers are everywhere. They see things. They know things. And if there’s the right ear, they’ll be willing to share. The police are too dumb to listen, but the Constables got some smart folk. They just need to see how to work it. You can show ‘em.” Harry smiles at his son. ”And if anyone is going to do this, I’m happy for it to be you. You’re a smart boy and people trust you.

Jaxon stiffens and stares his father. Harry just threw him to the sharks and told him to swim. Delft might have his own reasons for wanting a Docker on the force, but Harry Dime was wiser than any other man he knew in the Strand. He was also a gambler who kept an eye on the prize. There was no going back. He looks up at his father. [b]”You think they’ll give me a badge?” He smirks.

Harry stares at him with a cold expression. ”No games here, Jax. We have everything to lose. If you can’t succeed in the RHC, then there’s little reason to take the Dockers seriously. We have a chance to build some goodwill and respect, but it’s on us to do it. Don’t let me down.”

Recent Events:

After signing the recruitment papers, Jaxon joined the ranks of the RHC Academy cadets. He quickly found himself outmuscled by many bigger and stronger recruits. After a time, though his intellect and quickness showed themselves. He learned the Constabulary's methods of investigation, interrogation, and deduction. He also became quite interested in the laws of Risur and how they were applied and interpreted. Jaxon’s Docker heritage became known early on and he faced ridicule and harassment from his fellow cadets. Jaxon tried to weather these incidents, but he was disciplined twice for fighting after being taunted by other cadets.

After graduation, Jaxon was assigned desk duty. Many in the Constabulary were doubtful about him, though the magical testing confirmed his loyalty to Risur. It was over a month before Jaxon was assigned his first case, follow up to a simple break-in in the Nettles. Jaxon accompanied the other Constables and helped with questioning the witnesses. When they went in search of suspects, one of them bolted and all the other Constables gave chase. Instead, Jaxon reverted to street slang and gathered enough information from the nearby workers to predict where the suspect would be going. When the others caught up to the man at a recently shuttered factory, Jaxon already had the man in custody. Rumors circled that Jaxon somehow knew the man, but most grudgingly accepted that his method had worked. Over the next few months Jaxon showed both competence and a desire to learn the RHC methods, which was met with greater approval from his superiors. While there is still some distrust, most constables have begun to see Jaxon as a peer and fellow constable.


Sorry guys, I'm going to withdraw my entry. I'm already in two games and think that's good for me for now. Have fun and good luck everyone.


Made 2 changes to the character both for the reason that I wanted to explore why Srelenon is a V'ekeshi Mystic and how he feels about that.

1. Changed Lore(Eladrin Noble Families) to Lore(V'ekeshi Mysticism)
2. Added a bunch to his back story flushing out his past a bit.


Complete
Alexander "Cheshire" Clayton - Human Shifter (Martial Scientist)
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Azaghâl Flintbreaker - Dwarf Musket Master (Gunsmith)
Corynne - Human Occult Oracle (Urban Empath)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Isabelle "Ellie" Jackdaw - Human Archivist Bard (Docker)
Jaxon Dime - Human Hedgewitch (Docker)
Miselle Fitelle - Human Machinesmith (Technologist)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
---------------------------
@That Sean Fellow: Sorry to lose you. Good luck in your other games.
---------------------------
Things are coming together quite nicely. :-) To the three or so of you who are still working on your crunch, you have until end-of-day Friday.


Oh, I'm almost finished with Salomon. Just putting final touches on aspects.
Basically all that SHOULD be missing is Description and Personality summary(quite simple), and a once-over on everything else that's there.
I expect to affirm the "final" state of my application within the next 12 hours(because I'll sleep before reviewing once more ;) )

I think you may have missed my question regarding refluffing weapons earlier, but since no mechanical changes happen and you answered affirmatively for someone else, I assumed it to be acceptable.(turning 3-section staff into a Heavy Baton)

The one thing I am still torn on is wether to stick with Martial Scientist or go with Eschatologist. Both could work, so no matter what I end up leaving on the "final" application, I MAY request swapping to the other depending on the final team(if picked).


I don't think we have a fully completed Eschatologist yet? I'd go for that one, myself - aim for a story slot that hasn't been filled yet. XD


It's pretty awesome that just about everyone who expressed interest in the game has stuck with it and created a character for it. I'm truthfully glad that there wasn't more interest, though; 15 or so characters in the running divvies up my odds quite enough, I think! ;-)


Realized that I forgot my bonus languages; they've been added in. From the look of the 'Languages and Accents' sidebar anyone can learn Sylvan; given the Battalion's reputation I thought it made sense that Ellena knew a smattering.


@MordredofFairy: I did miss your question; sorry about that. Refluffing weapons is acceptable as long as the new description makes sense. A sansetsukon is a 2H weapon with the 'blocking' and 'disarm' properties, whereas a heavy baton (in my opinion) would be a 1H weapon with only the 'disarm' property. Is there a larger, more flexible version of a police baton that requires two hands to wield? Like I said, I'm generally fine with refluffing as long as the mechanics and fluff match. :-)

EDIT: Overall, the submissions have been extremely strong. I'm going to have a very difficult time selecting the final party.


@Heavy Baton...I think the closest I can provide is a riot control baton fully doable in the setting :)
I know refluffing also needs to fit, but I mostly tried to consider what COULD be in use with the police force in such a world(rather than model it on ours). And I would also like to bring to attention that while extendable, stun or "standard" baton's are in use today, police does not usually go up against people armed with extensive amounts of lethal melee weaponry, so it's enough to have an advantage versus unarmed or lightly armed opponents...usually you won't run into someone wielding a Bastard Sword or Nodachi(and if police do, they don't usually go into melee).
As such, what I imagined was sort of a larger baton with a sword-catcher(dunno the technical term, a place where a weapon sliding along during a block gets "caught" up and could be disarmed/broken with a twist) and a long enough handle with a metal guard rail to wield it two-handed and bring enough strenght to bear to block blows with it.
It's hard to describe but I did actually have a rather accurate idea for it. IF I am selected, I'll gladly do a sketch and provide it, and you can judge based on that :)


I added a couple more items of equipment to Alex--let me know if you'd like me to repost, but I figure equipment choices aren't going to be a deciding factor in who you select.

I've been pleasantly surprised by the average quality of the role-players here on the Paizo boards in my (admittedly brief) time here--there have been a few bad apples that I've seen, but for the most part it seems like most players are both relatively polite and solid writers. I haven't seen a lot of GM's having an easy choice to make around here. :D


1 person marked this as a favorite.

Heh. That's totally a Large +1 shocking tonfa. ;-) I'm just wanting to make sure your weapon's refluffed as something REQUIRING two hands to wield. Otherwise it would need the stats of a 1H weapon. As long as you don't mind carrying a 6-8ft long baton, I'm fine with it.


Oh, sorry, it didn't even cross my mind to reduce the amount of hands needed :) The base weapon is 2-H after all, so the reskin needs to be, too.
Luckily, I am not dependent on having hands free to do unarmed attacks ;)

Much appreciated.

Grand Lodge

And I think Jeb is done


Hanbo or light mace probably work well for a reflavored police baton.


YBD, if you don't mind, given your knowledge of the setting, I'd like your take on the language question I mentioned earlier: which would make the most sense to be familiar with outside of Common, Dwarven, and Primordial? Thanks!


We're using Lore skills? I'll give Jaxon Lore (Dockers), then. It makes a lot of sense for him to have strong knowledge of the Dockers organization over and above other things.

Would Lore also benefit from Inspiration (i.e. not cost a point of inspiration just like Knowledge skills)?


Complete
Alexander "Cheshire" Clayton - Human Shifter (Martial Scientist)
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Azaghâl Flintbreaker - Dwarf Musket Master (Gunsmith)
Corynne - Human Occult Oracle (Urban Empath)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Isabelle "Ellie" Jackdaw - Human Archivist Bard (Docker)
Jaxon Dime - Human Hedgewitch (Docker)
Jebediah Goodfellow - Human Investigator (Technologist)
Miselle Fitelle - Human Machinesmith (Technologist)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
--------------------------------------
@Azaghâl Flintbreaker: Elven and Sylvan are options since you'll run into quite a few Eladrin throughout the campaign.

@Jaxon Dime: I'll allow Inspiration to be used freely on Lore rolls. They're just hyper-specialized Knowledges, after all. :-)

@Jebediah Goodfellow: You're a sworn officer of the law. How do you reconcile that with your Chaotic alignment?


I feel like Sylvan is a good choice for anyone who likes and/or is somehow associated with the fey, and Elven is good for those who prefer to live in the more... mundane... world. XD As far as that term goes in games like this, anyway.


I was leaning towards Elven, so I'll pick that one up; though a much smaller population than humans, the elves do make up the second-largest demographic group in Flint. Makes sense to learn to talk like they do.


So I totally forgot background skills. Updating......


YBD wrote:
To start things off, tell me about yourself. How long have you been playing Pathfinder? What do you like/dislike about the system? Are you experienced with the PbP format? If you are, but your game/s ended early, what happened? What kind of combat/social balance do you like? Do you have previous experience with the Zeitgeist AP? That sort of thing. Make me like you. :-)

Greetings. I'm a 27 year old husband and occasional couch potato. I work a mindless job and have nothing better to do in my brain but think up new characters. My favorite hobbies include gaming, reading, writing and singing. Mostly though I've spent most of my recent free time writing a homebrew pathfinder campaign for my three buddies irl and I've recently began to lurk these forums, following whatever game catches my attention that day before I'm forced to leave by my wife.

I first dabbled in tabletop when my close friend pressured me to try 3.5e in a homebrew game playing the villains. Since then I haven't left the house without my dice, a pen or a notebook with at least two fresh character sheets printed. It's been four years now and I'm showing no signs of quitting. To this day we see our earlier characters in our games as relevant npcs in whatever game we may be playing at the time and we get fuzzy feelings.

I like the customization available in pathfinder. I find that if you have a very specific concept, you're likely to be able to hit it right on the head and if not, it's merely a reflavor away. I haven't been able to get into much of the 3pp stuff just yet, but what I've seen has mostly been very cool. For what I don't like, it's probably the stacking bonus abuse that occurs.

I have no experience on these forums, but I understand the concept of PbP as best I believe I can without actually doing it. I've been role playing longer than I've been playing tabletop. Mostly in the online MMO's I play such as Tera and WoW, all text based and fun.

As for the combat/social balance, I can't really give you an exact ratio. It all depends on what's happening. I find as long as the circumstances all make sense, then it's fine with me. I do prefer that what's going on is meaningful to my character and my party as a whole.

I have zero experience with the Zeitgeist AP beside my perusing the player's guide.

EDIT: I am of the EST time zone and can confidently say that I can post regularly and occasionally a bit fast.


Corynne wrote:
So I totally forgot background skills. Updating......

Oh, I missed that too! I'll have to fix that...


Okay, I picked out a couple of background skills. (Yes, Lore (Big Cats) is a totally valid hobby.) I figure I've accumulated enough changes since my first submission that I should include them here again.

Mechanics:

Medium Neutral Good Humanoid (Human) Shifter 1

Saves
--------------------------------------
Reflex 4 = 2 base + 2 Dex
Fortitude 2 = 2 base
Will 3 = 0 base + 3 Wis

Attacks
--------------------------------------
BAB 0
Heavy Mace +3 1d8+3 | 20/x2 bludgeoning
Light Crossbow +2 1d8 | 19-20/x2 piercing | range 80'

Initiative +2
Speed 30'
CMB 3 = 0 BAB + 3 Str

Defenses
--------------------------------------
HP: 8/8
AC: 16 = 10 + 2 Dex + 1 Dodge + 3 Armor
Touch: 13 Flat-footed: 13

CMD 15 = 10 + 3 Str + 2 Dex
Skills
--------------------------------------
Skill points: 6/level
Intimidate 7 = 1 rank + 3 Str + 3 class
Perception 7 = 1 rank + 3 Wis + 3 class
Stealth 5 = 1 rank + 2 Dex + 3 class - 1 armor
Disguise 4 = 1 rank + 3 class
Sense Motive 7 = 1 rank + 3 Wis + 3 class
Fly 6 = 1 rank + 2 Dex + 3 class

Background Skills
Lore (Big Cats) 4 = 1 rank + 3 class
Handle Animal 4 = 1 rank + 3 class

Favored Class: Shifter (+1 Skill Point/level)

Feats and Traits
--------------------------------------
Light Armor Proficiency
Simple Weapon Proficiency
Bludgeoner
Intimidating Prowess
Dodge

Racial Traits
--------------------------------------
Bonus Feat
Bonus Skill

Languages:
Common, Primordial

Magic Talents
--------------------------------------
Alteration Sphere (Lycanthropic Drawback)
Animalistic Transformation
Avian Transformation
Size Change

Equipment
--------------------------------------
Artisan's Outfit
Studded Leather Armor
Heavy Mace
Backpack
Gold Ring
Mage Cuffs
Light Crossbow
20 crossbow bolts
Crowbar
Waterskin
Pocketwatch
3 flasks acid
Grappling Hook
Silk Rope

35 gp

Weight Carried: 58 lbs
Light Load: 76 Medium: 153 Heavy: 230

Class Features
--------------------------------------
Casting (Wisdom)
Spell Points (4/4)
Shapeshifter
Quick Transformation
Wild Empathy


Bio:
Personality
Alexander generally comes across as cheerful, optimistic, and playful. When work gets serious, however, he gets serious too, displaying the intensity of a tiger stalking his prey.

Alex has a passionate hatred for those who would take advantage of the weak. He joined the RHC primarily out of a desire to catch those who would prey on the underpriveleged of Risur, though he's perfectly happy defending Risur against other sorts of threats, as well. His loyalty to Risur comes primarily from his perception that Risur tends towards a more moderate, enlightened course than the other nations of the world.

Background

Most people know Alexander as a fairly innocuous sort of fellow--a bit aloof, with a hint of mischief in his eyes and a quick, easy grin, but harmless overall. He makes no secret of his employment with the RHC, but generally says that his job "Usually takes place behind a desk," with a bit of a knowing wink.

Most who know only this side of him would be surprised to know that he is a graduate of one of Flint's smaller, lesser-known schools of martial science. They would be even more surprised to know that Alex is a shapeshifter, using his own odd brand of magic to change his form to suit his needs.

Alexander rather likes it that way. He'd much prefer to be underestimated and unnoticed... until the last moment, when he strikes. Indeed, his graduate thesis, On Seeming the Least While Preparing to Strike, covered such techniques extensively. While it hardly drew the kind of attention some other theses had, Alexander would still have easily gained entry to Risur's armed forces... had he wanted to.

Instead, he offered his talents to the RHC. While normally a fresh-out-of-school martial scientist would have brought little interest from the RHC, they had heard enough of his shapeshifting powers to give him a provisional place. He quickly proved his value when he was able to unobtrusively observe places most officers couldn't--who cares about another mangy dog in an alleyway, after all?

Alexander has already picked up a nickname in his thus far brief service in the RHC. His tendency to levity, combined with his taste for large feline forms when intimidation or strength is needed rather than stealth, reminded one of the other constables of a storybook cat known for his grin and odd powers, and so, Alexander has come to be known as 'Cheshire' amongst the other constables.

He speaks little of his past, preferring to focus on the present, but his mannerisms suggest a middle-class upbringing in Risur's merchant class. In truth, Alexander is a native of Flint, his (rarely-visited) parents still living in the home he grew up in.

He's had his shapeshifting powers for as long as he can remember, though he's certainly grown in flexibility and control. He was rather a terror to raise as a child thanks to them. He's not certain how or why he has the ability to change shapes, though his mother has told him her family has an old story in which one of their ancestors made a pact with a lord of the fey, who has ever since toyed with their family when it amuses him. Alex doesn't particularly care, however, being more focused on learning to better use his powers.

A couple other points I want to make but just don't fit above
He views his interest in martial science as intertwined with his interest in puzzling out how to improve his shapeshifting ability--they're both ways to improve his own capacities through study and hard work.

It would be interesting to make something out of the possible connection between his shapeshifting powers and the fey

Appearance
Alex is a young man of middling height, with a slightly boyish face that, combined with his humorous demeanor, makes him seem younger than he is. His hair and eyes are both brown, and he usually has the kind of slight tan someone who works partially outside tends to develop.


@Evillain: Nice to meet you. :-) Unfortunately, I stopped accepting new applications several days ago. You're welcome to observe, though, and if I start another recruitment in the future, feel free to apply.


Oh, ok fair enough. Will likely do. :)


Rednal wrote:
I don't think we have a fully completed Eschatologist yet? I'd go for that one, myself - aim for a story slot that hasn't been filled yet. XD

Theoretically I would tend to agree. Especially because Logos is awesome both in flavor and utility, while the Martial Scientist Prestige Class is mostly a pure power upgrade. BUT: The supposed "blue mage"-style of Martial Scientist seems, potentially, a LOT more fun than an unrevised "Icy End of the World"-Theme-Feat.

And ultimately, it's important that as player, I know I will enjoy my character for years to come, not come to regret a decision that I made simply to fill a vacant spot in hopes of better chances of being picked.
So I love the Theme Feat of Martial Scientist, and the PRC of Eschatologist. Which is my dilemna :)

@YBD: In other news, Salomon "Shale" Caine - Oread Yamabushi (Martial Scientist) should be finished.
Currently, I still list martial studies. I'll take the easy way out and, indirectly, leave it to YBD.
If I end up picked with another Martial Scientist, I'll gladly swap over.(also because in that case I can afford to pick up Logos, with another martial-focused character sharing my duty)
If I end up picked without another Martial Scientist, I would likely keep it. *shrug* (and go for the increased melee power)
If I end up not picked, it won't matter anyhow and I didn't spend time deliberating pointlessly. ^_^ (I have a significant bias for options 1 and 2, though)


I am going to have to withdraw from this recruitment, much as it pains me to do so. Too much going on; I haven't been able to get Sorala's fluff designed to a point that I'm happy with.

Good luck with the game, everyone, it looks like it will be a good one!


Complete
Alexander "Cheshire" Clayton - Human Shifter (Martial Scientist)
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Azaghâl Flintbreaker - Dwarf Musket Master (Gunsmith)
Corynne - Human Occult Oracle (Urban Empath)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Isabelle "Ellie" Jackdaw - Human Archivist Bard (Docker)
Jaxon Dime - Human Hedgewitch (Docker)
Jebediah Goodfellow - Human Empiricist (Technologist)
Miselle Fitelle - Human Machinesmith (Technologist)
Salomon "Shale" Caine - Oread Yamabushi Monk (Martial Scientist)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
------------------------------------------
@Fighting Chicken: Sorry to see you go. Best of luck with your other endeavors.
------------------------------------------
It looks like I'm just waiting on one person to finish crunch.


Today's the big day, isn't it?


Should be, Alexander.

I was curious, so I counterchecked. I think the one submission still missing is:
R0B0GEISHA - Female Eladrin Fey Adept (Vekashi Mystic)
(who posted with an Alias yesterday)
I think it turned into an unannounced drop-out(Chaotic, Female Eladrin, no crunch) but I expect in the interest of fairness they'll have time to submit until recruitment is officially closed.

Just looking at the rooster of currently already finished submissions(which, honestly, I assume will be the final set), that seems like a very interesting pool to choose from - (I had avoided taking a closer look at others, before, during the creative process, as usual, so I only now took a look at some of the more colorful or interesting characters)

As such, and because today's the day: best of luck, everybody.


Yes, I don't envy the GM his task of picking between the submissions.


Indeed, good luck to everybody! There does seem to be a particularly good cast of potentials here, and with enough submissions to fill up three full parties at least, I do not envy YBD this task.

Also, I checked over the sheet one last time and realized that I never gave Az the Bludgeoner feat or the set of mage cuffs and gold ring. Those items should be fixed now.


Luck all!


It's that time, everyone. Thank you for your patience - and for the truly excellent submissions. Selecting the final six was extremely difficult, and I came THIS close to flipping a coin at one point. If I wasn't currently at maximum GM capacity, I would have ended up creating a second table, but my schedule won't permit that for some time. Without further ado, here's who I've chosen:
------------------------
Alice Kildare
Azaghâl Flintbreaker
Corynne
Ellena Tabbit
Jebediah Goodfellow
Miselle Fitelle
------------------------
Please finalize your characters and dot the gameplay thread. To everyone else, thank you so much for your interest. If I could have taken all of you, I would have, and if a slot opens up later, you'll be the first people I contact. Until then, may your 20s be frequent, your 1s be few, and your treasures be plentiful.


Merci.


Thank you!


Congrats, everyone. XD

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