chuffster's Suicide Squad

Game Master chuffster

Bad guys fighting worse guys.


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An Offer You Can't Refuse...

You were once one of Golarion's most notorious criminals. You may have been a flamboyant terror, inspiring wild stories in taverns across the land. Or you may have been a more subtle villain, a name spoken in whispers when people dared speak it at all. One thing was for sure: you were going to leave a mark on the world.

Until one day you just disappeared.

You're not dead. You're just in an Andoran prison. At least, you think so. As far as you can tell, its a secret site where the government does work it considers necessary for the preservation of Common Rule that it would rather the public not know about. Things like experimentation on captured prisoners.

The days and nights all run together. Even treatment you once would have described as torture became routine with time. You couldn't say exactly how long its been, but one day there's a break in the routine. They clean you up, give you new clothes, take you to the warden's office.

A man you've never seen before is sitting behind the warden's desk. Before him is a sheet of paper. He taps the paper once.

"Andoran is facing a very serious problem. I'm recruiting a team to... handle the situation. I won't sugarcoat it for you: this mission would be suicide for anybody else. But you just might pull it off and survive."

It doesn't require any great insight to sense that that last sentence is not entirely truthful.

"If you're caught, we will disavow all knowledge of your existence. If you run, you will die. But if you succeed we will consider your debt to society paid off and you will be free to go about your life as you wish. We'll even let you keep your gear."

Are you in?

Fair Warning:
As the name suggests, the Suicide Squad doesn't get sent out on easy missions. You'll be in a free form environment designed to be quite challenging. The core opposition will be GMPCs of approximately your level. I will play the combat straight by the rules once it starts, but battles will vary dramatically based on how well the prep for it goes--the bad guys will behave like bad guys who genuinely want to win. So, for example, if you guys curb stomp an enemy gang of eight goblins, don't expect to get attacked by another group of eight goblins in the future.

Character Creation:
Point buy: 25 point buy. Go nuts with the dump stats, but plan to at least make some effort to role play anything that's way out of the norm.
Races: Paizo Core, Featured, or Uncommon.
Traits: Two traits, no drawbacks.
Classes and archetypes: All Paizo.
Level: Start at six. Progression will be by story arc (i.e. every few issues of a comic book detailing your adventures)
HP: Max for first level, then half + 1
Alignment: Anything you like as long as its evil.
Cash money: 16,000 gp. This represents the government outfitting its brand new special ops team. Flavor wise you could be requisitioning new gear or they could be returning stuff that was put into storage when you were imprisoned. Cash can be spent however you like.

Who are you?:
Background: no more than 500 words describing your character and just what you did to become so infamous.

Capture: tell the story of just how you became a guest of the Andoran government. Betrayal? Hubris? A nighttime raid on your house? Open battle? Subterfuge? Lay it on me. 500 word max.

This will be play by post. At least one post per day from everybody. Unexplained absences of more than two days will result in your character dying off screen. We're running on comic book logic so it might turn out later that your character wasn't really dead, but you may have to wait for a slot to open back up before you jump in.

Ideally I would like to recruit four or five people and a small number of alternates, rotating folks in as characters die. I will pick based largely on the strength of background and capture stories.


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Sounds interesting, especially since I still have all my Suicide squad comics from the 80's.

Thinking of a Rogue/Assassin. Ultra professional killer for hire, with little or no flash about them. A quiet, almost invisible blade.


Intense dotting. I will be submitting my half-elf necromancer.

Quick question: Do you want 500 words about our origins and villainy, and 500 words on our capture, or 500 words total concerning our origins and capture?

Grand Lodge

dotting


Dotting

RPG Superstar 2009 Top 16

Interesting.


Ooh. Very cool.

Grand Lodge

So very interested.


I do have an idea for a Magic Child Vigilante who is not too concerned with the safety of innocents or collateral damage.


Gonna make a bruiser-tyoe character, either barbarian or brawler, maybe fighter or bloodrager. Not too sure yet.


Dotting. Hmm what to do...


Here is my submission.

Stats:

Suli medium 6
NE medium outsider (native)
Init +1; Senses low-light vision; Perception +9

Defense
AC 17, touch 11, flat-footed 16
HP 32 (6d8+16)
Fort +8 Ref +4 Will +7
Resistance 5 to fire, air, acid, water

Offense
Speed 20 ft.
Melee mwk curve blade +14 1d10+12 18-20
with PA: +12 1d10+18 18-20
Ranged javelin +8 1d6+9
Spells known (CL 3rd, concentration +6)
1st (2/day): lesser confusion, long arm, oneiric horror, silent image
0th (at will): ghost sound, grave words, light, mage hand, read magic
SQ hypnotism 1/day (Diplomacy), read aura (Perception)

Statistics
Str 22 Dex 12 Con 14 Int 8 Wis 10 Cha 16
Base Atk +4; CMB +9; CMD 20
Feats Spirit Focus (Champion), Power Attack, Step Up
Traits Anatomist (+1 to confirm criticals), Indomitable Faith (+1 will)
Skills Bluff +12, Diplomacy +14, Perception +9, Sense Motive +2
Languages Common, Auran
Combat Gear mwk elven curve blade (380), breastplate (200), cloak of resistance (1000), cloak of giant strength (4000), javelin x5 (5), 415 gp

Special Abilities
Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Spirit (Su)

Spirit Bonus (Su): From champion: +3 to attack rolls, non-spell damage rolls, Strength-based checks, Fort saves, -3 CL and Intelligence-based checks, proficiency in martial weapons and one exotic weapon, one additional attack at highest BAB from full attack

Spirit Surge (Su): Add 1d6 (2/day from taboo + 1 for each point of influence added)

Shared Seance (Su): Grants allies +2 to non-magical damage rolls

Taboo (Ex): Not to refuse a duel

Haunt Channeler (Su): Always act on surprise round against haunt, touch attack does 1d6/2 levels and asks haunt a question, forgo saving throw to protect allies

Location Channel (Su): Ask questions as call spirit

Background:

Afla was a villain from a young age. He enjoyed seeing everyone else quake before him. And he was, in fact, stronger by far than most everyone else, due to a spirit whom he was able to bring into his body. This spirit guided him everywhere, and without it he would have been significantly weaker.

He would rob treasuries, but leave the money where it was; what he wanted was just that other people fear him, and money meant nothing to him.

He also threatened everyone - peasants, merchants, even government officials - to see them afraid of him. And it was this that got him into trouble.

Capture:

When he encountered a scrawny boy, certainly younger than he was, he continued his habit of threats and curses. As it turned out, this scrawny young boy could cast fireball. Trying to strengthen his attacks as a last resort, he surrendered control of his body to the spirit occupying him. The next morning, he woke up. The spirit had left him and he was in prison.


Woo!

Yes please. I hope you keep this open for a bit - I'll be back by Sunday.

The Exchange

Very interesting


Sounds interesting. I will submit something soon.


TheWaskally wrote:

Intense dotting. I will be submitting my half-elf necromancer.

Quick question: Do you want 500 words about our origins and villainy, and 500 words on our capture, or 500 words total concerning our origins and capture?

You have up to 500 words for each. I value the ability to write something entertaining that isn't crazy long. If you can say what you need to say in fewer words that's great but you have 1000 total to work with.

I'd like to close recruitment August 1 and kick things off August 2 but if there's a groundswell of people requesting more time I'm ok with pushing the deadline out a bit.


Decided to go with a bloodrager with the primalist and spelleater archetypes. Not sure about a bloodline just yet, but I'm thinking an orc for race.


Dotting.


Oh, man. Never enough superhero games here. Would you prefer a totally-original villain, or something inspired by a specific comic thing?

Also, this feels like the *perfect* scenario to finally get to play a Reincarnated Druid. (for a character intentionally willing to die, though maybe with some cycling out for rest and reincarnation)


thunderbeard wrote:

Oh, man. Never enough superhero games here. Would you prefer a totally-original villain, or something inspired by a specific comic thing?

Also, this feels like the *perfect* scenario to finally get to play a Reincarnated Druid. (for a character intentionally willing to die, though maybe with some cycling out for rest and reincarnation)

I'd rather you do your own thing, but if you want to take inspiration from something you like I won't tell anybody. No outright carbon copies, though, please.

This is a chance to try out some things that wouldn't work too well in a standard game if you're so inclined.


Ok then I need to purchase stuff, but I'm pretty close to being done

Dark Archive

I took my inspiration...or being evil, is that Sinspiration? From The Flash TV Show, Killer Frost and Katara from Avatar the Last Airbender.

A blood/hydro kineticist.

I think I have the crunch worked out.

I realize it's probably meta-gaming so feel free to say I can't know, but since homebrews are working with the GM.... I have a 12 INT so I can know common and one other language. Suggestions? S/he is human.

I was also thinking of up north, maybe land of the Linnorn Kings?


Pathfinder Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Dot. I'll start working on ideas.

Liberty's Edge

Interesting... how will you make the team work together, if I may ask?


I have created Grognak gro-Malak, orc spelleater bloodrager. Went with the abyssal bloodline and forwent the primalist archetype as I really like pretty much all the bloodline abilites abyssal gives. Haven't done the equipment yet, as I'm not sure what kind of weapon to give him. I'll have the background stuff up some time tomorrow.


Is there any way you would consider gestalt for this?

I have a fantastic idea for a Gambit-inspired Magus (Card Caster, Staff Magus)/Aerokineticist, but neither of their classes multiclass effectively.
I understand if the answer's a no, but it can't hurt to ask!


Very interested.

Thinking about going with an off-the-rails b%@&%+& insane barely on a leash lunatic here. Why? Because this is the first game I've seen where I can pull that kind of character off. Someone nihilistic and utterly psychopathic, inspired by the Joker or Kefka from Final Fantasy 6, but without the clown trope.

I'll need some time to think about this.


No on the gestalt. I might do a gestalt arc in the future but for the first outing I want to keep things straightforward on that front.

Don't worry about the language. Just pick what works from a role play perspective. I don't have any interest in sticking you guys in a pointless dead end, especially over something nitpicky like that.

What's keeping the party in line? That should be revealed in the next in character recruitment post. Look for it in the next couple days.

In general in terms of what you'll want your characters to be able to do, figure that in broad strokes there will be an investigation as to what is going on, a feeling out process of pinning down just who you're up against, then a fight to the death. A more stealth/skill oriented party will extend the feeling out process and could even get into a kind of cat and mouse ambush/counter-ambush thing. A more face-beating party will be in for a more challenging and therefore more epic series of fights.

The approach you take will be up to the team. My job will be to keep things entertaining and to keep the difficulty level at a similar "very hard but probably not impossible" level however you decide to do things.


I've been watching this all day and I figure it's no harm to throw my official interest in here. Totally unsure of what I might build but maybe a beatstick of some kind.


Going for El Diablo Verde, luchador who was involve din illegal blood-sports. working on him now.


DBH here.

I have my Ranger/Assassin rolled up, just need to fill in his background some. A man who found hunting people was far more lucrative than hunting game.


I'm so busy lately, I tried not to dot, but here we are.


DBH again.

Calos Grange.:

CALOS GRANGE

Male Human (Taldan) ranger 5 / assassin 1. NE medium humanoid (human)

Init +4; Senses Low-Light Vision, Perception +11,

Languages Common, Osiriani, Undercommon

AC 20, touch 14, flat-footed 16. hp 50 (6HD) . Fort +5, Ref +9, Will +3

Speed 30 ft. (6 squares)

Abilities Str 14, Dex 18, Con 12, Int 14, Wis 14, Cha 10. Base Atk +5; CMB +7; CMD 21

Ranged crossbow, heavy +1 (paper cut) +11 (1d10+1/19-20), within 30 ft. +12 (1d10+2)
Ranged crossbow, heavy +1 (paper cut) [deadly aim] +9 (1d10+5/19-20), within 30 ft. +10 (1d10+6)
Melee masterwork bayonet (cold iron) (two handed) +8 ((two handed) 1d6+3)
Melee dagger (cold iron) +7 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +9 (1d4+3/19-20), within 30 ft. +10 (1d4+3)
Melee dagger +7 (1d4+2/19-20)
Ranged dagger (thrown) +9 (1d4+3/19-20), within 30 ft. +10 (1d4+3)
Melee morningstar +1 +8 (1d8+3)
Melee handaxe +7 (1d6+2/x3)

Atk Options Deadly Aim, Humanoid (Elf) +2, Humanoid (Human) +4, Sneak Attack 1d6,

Special Actions Death Attack (DC 13), Poison Use,

Special Qualities Animal Companion, Bonus Feat, Combat Style Feat, Favored Terrain (Urban) +2, Low-Light Vision, Skilled, Track +2, Wild Empathy +5,

Feats Deadly Aim, Endurance, Fast Learner, Point-Blank Shot, Rapid Reload (Crossbow (Heavy)), Weapon Focus (Crossbow (Heavy))

Skills Acrobatics +9, Appraise +2, Artistry +2, Bluff +4, Climb +8, Craft (Alchemy) +7, Craft (Traps) +7, Craft (Untrained) +2, Disable Device +11, Disguise +5, Escape Artist +4, Fly +4, Handle Animal +5, Heal +6, Intimidate +5, Knowledge (Dungeoneering) +8, Knowledge (Geography) +7, Knowledge (Local) +3, Knowledge (Nature) +9, Perception +11, Profession (Trapper) +7, Ride +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +6, Stealth +13, Survival +9, Survival (Follow or identify tracks) +11, Swim +8,

Possessions outfit (traveler's); mithral shirt +2; poisoning sheath; smoked goggles; morningstar +1; handaxe; Crossbow, Heavy +1 (Paper Cut) [ Masterwork Bayonet (Cold Iron); ]; Crossbow, Heavy +1 (Paper Cut) ; Handy Haversack [ Artisan's Tools (Traps/Masterwork); Survival Kit (Masterwork); Bedroll; Blanket (Winter); Coffee (Cup) (x10); Coffee Pot; Crowbar; Waterproof Bag; Lantern (Bullseye/Waterproof); Oil (1 Pint Flask) (x2); Rations (Trail/Per Day) (x10); Rope, Spider Silk (50 ft.); Shaving Kit; Soap (per lb.); Wire Saw (Adamantine); Hammer; Iron Spike (x6); Grappling Bolt (x2); Bolts, Crossbow (10) (x4); Bolts, Crossbow (10/Alchemical Silver) (x3); Bolts, Crossbow (10/Cold Iron) (x3); Grappling Hook, Common; ]; Waterproof Bag [ Blue Whinnis (x2); Giant Wasp Poison (x2); Purple Worm Poison; ]; Efficient Quiver ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); Dagger; ]; Belt Pouch [ String (50 feet) (x2); Whetstone; Fishhook (x2); ]; Animal Companion (Ex)

Bastard You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Combat Style Feat (Ex)

Death Attack If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin.

Favored Terrain (Urban) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Elf) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.

Humanoid (Human) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Poison Use (Ex) Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Background:

People really don’t notice Calos that much. A quiet man who doesn’t draw attention to himself is what the world sees. Which is how he likes it.

Growing up an outcast in a small country village taught Calos how to survive, hunting and tracking were his way of life. Until two local men both fell for the village beauty, and one of them made Calos an offer to arrange a hunting ‘accident’ for his rival.

More gold than he’d make in a year, for putting a bolt in the back of some fool? Calos didn’t think twice. Before the body was cold he’d collected his pay and left for other pastures.

Since then there have been many ‘accidents’, and many outright murders. Calos takes pride in getting the job done, and getting paid. There aren’t many who try and cheat him, not since one who did took a bolt through the heart from hundreds of yards away. His bodyguards never even saw Calos taking the shot.

His last job was the one where it all went wrong, Calos doesn’t know if he was set up, or it was just bad luck? Before he’d even lined his target up he had eight guards on top of him, one of whom was a Mage keeping the guards unseen until Calos started aiming.

He intends to ask his employer that question though, if he ever gets out of this high security hole he’s been thrown in.

Calos keeps his word, he’s a professional, and he’s learned over time that people won’t pay someone who breaks an agreement. It may be his only good point. That and he won’t kill children. “Let them grow up and earn a bounty.” Is his belief on the matter.

I think that everything. Any questions or changes just let me know.


What are your thoughts to firearms in your campaign?


Am thinking of making a "Luckbringer" class and trying to model something like 'Harley' or 'Blackcat'.

Still trying to get ehad around class features.


Firearms are fine. Go with the standard low tech versions.


She's not Evil, She's just not appreciated in her time


Actually I'm going to pull out my interest for now. Good luck.


How do you feel about crafting (both mundane and magical)? Can we use it for starting gear?


Okay. Working on a character—any tips on what might be an appropriate favored enemy for this campaign? (If not, I'll just see what makes sense from a story perspective)

Do you anticipate leveling happening regularly in the campaign? Or is it a "probably stay close to 6" sort of thing?


Also, I'd ideally like my character to have been twice-reincarnated before the game starts (which I'll pay from out of my starting gold, so rolling for that now...

1d100 ⇒ 64 Reincarnation 1: Halfling
1d100 ⇒ 20 Reincarnation 2: Elf

Hmmm.


No crafting for the initial gear. Per the story it represents something you've requisitioned from government stores or something from your backstory. For the backstory I'm assuming everybody had roughly equally successful criminal careers whether you were making your own stuff or knocking heads together and taking it.

You can do crafting during the campaign if you want. I would plan to use it to make sure you have access to particular items rather than to try to break anything.

My gut feeling is four or five major arcs with a level up after each arc, so topping out at 11 or so. I could also be talked into doing an E6 or E8 approach, in which case the new feats would flow a bit more freely.

Favored enemy: the usual Suicide Squad plot line is a bunch of supervillains teaming up to take on even worse supervillains. It doesn't tee up quite as neatly for favored enemy as something like Giantslayer, but I think you can figure out what's more likely and what's less likely.


Alright. Was going to go Ranger/Druid with Shapeshifting Hunter and Instant Enemy for massive favored enemy cheese, but now I'm thinking of taking things in a more balanced, less swinging-between-awesome-and-suck direction.


Interesting. Can we do VMC? Background Skills?

I'm thinking of a alchemical rogue, tossing fire and acid with little regard to who gets splashed. He would definitely be crafting his own alchemical items during the game.


thunderbeard wrote:

Alright. Was going to go Ranger/Druid with Shapeshifting Hunter and Instant Enemy for massive favored enemy cheese, but now I'm thinking of taking things in a more balanced, less swinging-between-awesome-and-suck direction.

To be fair, morphing into a bear will let you chew people's faces off pretty effectively even if they aren't favored enemies.

Enchanter Tim wrote:

Interesting. Can we do VMC? Background Skills?

I'm thinking of a alchemical rogue, tossing fire and acid with little regard to who gets splashed. He would definitely be crafting his own alchemical items during the game.

VMC: Yes. But if you go VMC you can't otherwise multiclass.

Background skills: No.


Dotted


Okay, I'll get equipment done but here is the crunch and fluff of my brawler

El Diablo Verde:

Full Name : El Diablo Verde

Race: Human

Classes/Levels : Brawler 6(HP)

Gender : M

Size :Truck

Age : 25

Special Abilities : Martial Flexibility(6 uses)

Alignment: LE

Deity : Muscle Wizard

Location : In trouble

Languages : Common

Occupation : Wrestler

Strength 17 (+3) (4th level gain)
Dexterity 14 (+2)
Constitution 17 (+3) (+2 Human)
Intelligence 10
Wisdom 12 (+1)
Charisma 10
Height: 6'4" Weight: Truck Hair: Brown Eyes: Brown
Favored Class: Brawler (HP)
EXP:
Hit Points: 70
Spd: 30
Init: +7 (+4 Improved Init, +1 Trait)
AC: (armor shield +1 Brawler Dodge)/Touch (+1 Brawler's Dodge)/FF )
BAB: +6/+1
CMB: +10(+1 Trait) (+13 w/Grapple)
CMD: 22 (25 against Grapple)
Saves: Fort +8 Ref +7 Will +3

Weapons:
Fist +10/+5 1d8+5 (Magic)
Fist Flurry +8/+8/+3 1d8+5/1d8+5 (Magic)

Skills: 4+1/level
Acrobatics (4+2+3) 11
Perception (6+1+3) 10
Escape Artist (6+2+3) 11
Intimidate (6+3+2 Trait) 10
Climb (6+3+3) 12

Feats:Toughness(+3 hp +1/level after 3rd),Improved Initiative(+4),Weapon Focus-Fist(Brawler Bonus),Improved Grapple(+No AoO, +2 to Grapple/Grapple CMD),Weapon Specialization-Fist,Dazzling Display(Brawler Bonus)
Traits:Bred for War (You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB )Bloody-Minded(You gain a +1 trait bonus on initiative and Intimidate checks)
Special Abilities:
Weapon and Armor ProficiencyA brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. He is proficient with light armor and shields (except tower shields).
Brawler's Cunning If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
[spoiler=Martial Flexibility]A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.


Martial Training:
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike:
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.


Bonus Combat Feats:
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.


Brawler's Flurry:
Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.


Maneuver Training:
At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

+1 Grapple Choosen
AC Bonus:
At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout:
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler's Strike:
At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close Weapon Mastery :
At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Equipment

Background:
You grew up in the slums of Kaer Maga. You learned to fight before you could walk. By your 12th year you were leading a pack of kids and winning turf wars.

After a particularly vicious battle, you were noticed by a warrior who ran a training hall. He offered you a way out of the ghetto apprenticeship at a wrestling camp. You were thrilled! You would trade rags and hunger for glory and adulation in the squared circle!

Life at the camp was rough, but it was paradise compared to the mazes of the spire. You grew large and strong, and were taught the techniques of professional wrestling - armlocks, piledrivers, head scissors, faking injuries, glowering. By the time you were 18 you were appearing in matches as the masked nightmare El Diablo Verde. You were a natural; you quickly became champion . Your mask, the symbol of your prowess, remained unremoved. The crowds screamed your name. You were the mightiest warrior of the ring.

However, something in your chest yearned for something more. While injuries happened, more often than not punches were pulled so as not to do permeant harm. What kind of battles were these?!
True combat was risked their blood and lives, knowing that each battle could be their last and so you left to find the bloodsports in hidden dens. Here you broke bones and spilled blood and had
your own spilled, you were overjoyed at being able to hone your skills to the fullest and vanished into the blood soaked shadow.


Capture:
Alas, those in law enforcement did not appreciate your actions or the actions of the shadow circuit you fought in and so one night the hall you were in was raided and
powerful magic was used to subdue you. When you woke, you were chained heavily to await your fate.


Since you allowed VMC, I've decided to go with the Fighter VMC. Only gives me Bravery right now, but the next level we get gives me armor training so yay!


Stats and fluff:
Full Name : El Diablo Verde

Race: Human

Classes/Levels : Brawler 6(HP)

Gender : M

Size :Truck

Age : 25

Special Abilities : Martial Flexibility(6 uses)

Alignment: LE

Deity : Muscle Wizard

Location : In trouble

Languages : Common

Occupation : Wrestler

Strength 17 (+3) (4th level gain)
Dexterity 14 (+2)
Constitution 17 (+3) (+2 Human)
Intelligence 10
Wisdom 12 (+1)
Charisma 10
Height: 6'4" Weight: Truck Hair: Brown Eyes: Brown
Favored Class: Brawler (HP)
EXP:
Hit Points: 70
Spd: 30
Init: +7 (+4 Improved Init, +1 Trait)
AC: 19 (+4 armor shield,+2 Dex +1 Brawler Dodge, +1 Natural, +1 Deflection)/Touch 14(+1 Brawler's Dodge,+1 Deflection)/FF 17 +1 Natural,+1 Deflection)
BAB: +6/+1
CMB: +10(+1 Trait) (+15 w/Grapple)
CMD: 22 (25 against Grapple)
Saves: Fort +9 Ref +8 Will +4

Weapons:
Fist +12/+7 1d8+7 (Magic)
Fist Flurry +10/+10/+5 1d8+7/1d8+7 (Magic)
MW Cestus +10/+5 1d6+3 B or P 19-20
MW Light X-bow +9 1d8 19-20/x2 80 feet

Skills: 4+1/level
Acrobatics (4+2+3) 11
Perception (6+1+3) 10
Escape Artist (6+2+3) 11
Intimidate (6+3+2 Trait) 10
Climb (6+3+3) 12

Feats:Toughness(+3 hp +1/level after 3rd),Improved Initiative(+4),Weapon Focus-Fist(Brawler Bonus),Improved Grapple(+No AoO, +2 to Grapple/Grapple CMD),Weapon Specialization-Fist,Dazzling Display(Brawler Bonus)
Traits:Bred for War (You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB )Bloody-Minded(You gain a +1 trait bonus on initiative and Intimidate checks)
Special Abilities:
Weapon and Armor ProficiencyA brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. He is proficient with light armor and shields (except tower shields).
Brawler's Cunning If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial FlexibilityA brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.


Spoiler:
Martial Training[/b]At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike:
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.


Bonus Combat Feats:
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.


Brawler's Flurry:
Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.


Maneuver Training:
At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

+1 Grapple Choosen
Spoiler:
AC Bonus [/b]At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout:
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler's Strike:
At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close Weapon Mastery :
At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Spoiler:
Equipment
+1 Brawling Chain Shirt (4100 gp Gives +2 Hit/Damage/Grapple checks)
Cloak of Resistance +1 (1000 gp)
Amulet of Natural Armor +1 (2000)
Daredevil boots (1400) (+5 acrobatics to move through threatoned squares or enemy space for up to 10 rounds/day. If sucessful, get +2 attack rolls against target until start of next turn)
Handy Haversack (2000)
Ring of Protection +1 (2000)
MW Cestus (303)
MW Light Crossbow (335)
20 Bolts (2)
Fighter's Kit (9)
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin.
2 Potions CMW (600)
2 Lvl 2 potions of Enlarge (200 gp)
1853 GP

Background:
You grew up in the slums of Kaer Maga. You learned to fight before you could walk. By your 12th year you were leading a pack of kids and winning turf wars.

After a particularly vicious battle, you were noticed by a warrior who ran a training hall. He offered you a way out of the ghetto apprenticeship at a wrestling camp. You were thrilled! You would trade rags and hunger for glory and adulation in the squared circle!

Life at the camp was rough, but it was paradise compared to the mazes of the spire. You grew large and strong, and were taught the techniques of professional wrestling - armlocks, piledrivers, head scissors, faking injuries, glowering. By the time you were 18 you were appearing in matches as the masked nightmare El Diablo Verde. You were a natural; you quickly became champion . Your mask, the symbol of your prowess, remained unremoved. The crowds screamed your name. You were the mightiest warrior of the ring.

However, something in your chest yearned for somethign more. While inuries happened, more often than not punches were pulled so as not to do permenant harm. What kind of battles were these?!
True combat was was risked their blood and lives, knowing that each battle could be their last and so you left to find the bloodsports in hidden dens. Here you broke bones and spileld blood and had
your own spilled, you were overjoyed at being able to hone your skills to the fullest and vanished into the blood soaked shadow.


Capture:
Alas, those in law enforcement did not appriciate your actions or the actions of the shadow circuit you fought in and so one night the hall you were in was raided and
powerful magic was used to subdue you. When you woke, you were chained heavily to await your fate.


Okay, got a bit. Planning to fill in skills, etc. once game starts, though let me know if you'd like me to do more.

“Lone Wolf”
Half-Elf Unchained Monk 1/Druid (Reincarnated, Wolf Domain) 5
NE (leans NN; can no longer level up as monk)

Stats:

Race abilities:
(note: I specifically chose mental abilities that should carry over regardless of physical race, although his senses—darkvision, low-light, etc—will depend on incarnation)
Dual-Minded (+2 Will)
Wary (+1 Sense, Bluff)
Low-Light Vision (if the race has it)
Fey Thoughts (Bluff, Disguise as class skills)

Feats:
-Graverisen
-Power Attack
-Combat Reflexes (bonus)
-Toughness

Traits:
Magical Knack
Reactionary

Ability scores:
Str 16 (+1 levelup)
Dex 16 (+2 elf)
Con 14 (-2 elf, +2 belt)
Int 12
Wis 19 (+2 original race, +2 headband)
Cha 8

GP spent:
~4600 on restorations from reincarnation
8k on belt, headband
~300 on mwk kyoketsu shoge
Ring of Protection +1
Bracers of Armor +1

Defense:
HP 53
Fort +8, Ref +6, Will +10
AC 19 (22 with Barkskin), T 18, FF 12
CMD 22 (24 vs trip)

Offense:
Init +5, Speed 30’ (40’ with Longstrider)
CMB +7, +8 kyoketsu, +10 trip/disarm (with kyoketsu)

Shillelagh +8/+8 (2d6+5)
Power Shillelagh +6/+6 (2d6+11)
Unarmed +7/+7 (1d6+3)

Story:

Decades ago, a band of wandering monks from a monastery North of Darkmoon Vale were ensnared by the magical charms of a sinister fey. The creature gradually grew tired of its new pets, devouring them, but to one who showed exceptional strength and wisdom, it taught magic of the forest instead. Armed with a mighty oak staff and magic to slow and ensnare, the former monk led the “Wolves of the Vale,” a band of chaotic bandits who would waylay travelers in the forest, bringing meals and sacrifices to their masters.

And alone among the bandits, the druidic disciple learned some of the fey creature’s secrets of immortality. When a hail of arrows cut him down in a failed raid, he returned a day later, in a new body grown from the forest. But death had weakened him, and weakened his curse further, lifting the veil just a bit—and so he drowned himself in a creek, reawakening with his mind clear.

But banditry was all he had known for a long time, and the Lone Wolf, escaping from the forest, once again donned his wooden wolf mask and heavy cudgel, stealing food and coin as he traveled South. And it was not long before he was captured again, this time by guards, and thrown into a cell.

Conceived role:

Lone Wolf is not afraid to die (though he’s not *eager* to); I anticipate him as probably dying around once per story, sort of a Mr. Immortal thing. To that end, his spells and abilities focus on battlefield control, trapping opponents or entangles or melee trips so the party has time to escape, if necessary—or he’s tough enough to cast spells on the front line, etc.

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