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Barbarian submission, history will need refinement but the basics are there.
Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +4
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +0
Speed 30 ft.
Melee Lucerne hammer +5 (1d12+6/x2) and
. . Spiked gauntlet +5 (1d4+4/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks rage (7 rounds/day)
Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes (3 AoO/round), Power Attack -1/+2
Traits Dirty Fighter, Poverty-Stricken
Skills Acrobatics +4, Climb +6, Escape Artist +0, Fly +0, Intimidate +3, Knowledge (nature) +2, Perception +4, Ride +0, Stealth +0, Survival +5, Swim +6
Languages Common, Dwarven
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control
Other Gear Chain shirt, Arrows (40), Lucerne hammer, Shortbow, Spiked gauntlet, Backpack (20 @ 22 lbs), Bedroll, Blanket, Flint and steel, Shaving kit, Signal horn, Silk rope, Torch (5), Trail rations (10), Waterproof bag (empty), Waterskin (2), Whetstone, 4 GP, 6 SP, 3 CP
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Dirty Fighter +1 damage when flanking.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Born of the Moon Clan, Rhesus Ghawn no longer uses his birth name among the people of Diamond Lake. After one too many fools ended up broken for laughing at Hooting Owl he finds it easier. Towering over the frail people of the region at 6'8", Rhesus is an imposing figure.
Named Hooting Owl by his father on the day of his manhood, Rhesus has always hated the name. Full of pride and vanity, he petitioned for a more noble name, fitting what he felt was his great destiny. His father told him a name like Raging Talon would cause men to fear, but a name like Hooting Owl would teach him to fight. He is yet to understand his father's laughter at this.
Although his braided hair and tattoos lead many to expect a brute, Rhesus disguises a cunning that has served him well so far. A barbarian by nature with wanderlust in his soul, Rhesus doesn't know how much longer he will stay in Diamond Lake. The city grows too close to him, as do the local guard. Wanted in connection with an underground gladiatorial ring, his scars give testament to the number of beatings he has endured as the new blood.
Not given to lengthy speech, Rhesus tries to follow by example. Bred for war and longing for the feel of blood flowing, his own or his enemies, he seeks a war leader or chieftan to lead him to glory. Remembering the poverty of his tribal parents he seeks wealth and comfort, having found neither in Diamond Lake so far and refusing to work in the mines.
Oliver von Spreckelsen wrote:
I know, I'm just worried abuot ToN getting a false boost from people who pledge for WotW. Probably needless concern anyway.
DM - Voice of the Voiceless wrote:
I'm submitting Katherson for consideration but with so many fine applicants I may bow out. No gear purchased yet.
Male Human (Ulfen) Oracle (Seeker) 1
N Medium Humanoid (human)
Init +2; Senses Perception +5
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +1, Ref +2, Will +3; +4 Competence bonus vs. disease
Resist oracle's curses (wasting), cold 2
Speed 30 ft.
Spell-Like Abilities Endure Elements (cold only) (Constant)
Oracle (Seeker) Spells Known (CL 1):
1 (4/day) Divine Favor, Bless, Cure Light Wounds
0 (at will) Spark (DC 14), Purify Food and Drink (DC 14), Create Water, Detect Magic
Str 13, Dex 14, Con 10, Int 14, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Skill Focus (Perception), Toughness +3
Traits Friend of the Fey (Lands of the Linnorm Kings), Northern Ancestry
Skills Acrobatics +3, Bluff +0, Diplomacy +4, Disable Device +5, Disguise +0, Knowledge (nature) +6, Knowledge (planes) +6, Perception +5 (+6 to locate traps), Spellcraft +6, Survival +5
Languages Common, Hallit, Skald, Sylvan
SQ mysteries (winter), revelations (child of winter), trapfinding +1
Other Gear 150 GP
Child of Winter (Ex) Move freely on normal ice/snow (heavy snow is 2 squares) & no tracks. +2 Init & Ref in winter.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Friend of the Fey (Lands of the Linnorm Kings) +2 trait bonus on Diplomacy checks against fey creatures.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wasting +4 competence bonus to save vs. Disease
The Ulfen before you has clumps of ice in his dirty blond hair, the once tightly coiled braids coming unraveled at the end and merging with his matted bear. His eyes are red rimmed in a face burned raw by the cold. What little skin lies exposed through his furs is tinged blue, though by race or exposure you cannot tell. Thick fingers end in cracked nails and his frame is thick with muscle and fat, faded tattoos of otherworldly origin tracing up his neck and face from out of the fur lined coat. Standing almost 6 feet tall his eyes are a blue not often found in humans and were it not for his size and hair you would think him descended from the otherworldly creatures that call the far North home. Though he stands tall and proud as befits a warrior prince of the North he is occasionally bent over with a racking cough, and if ever he strips his furs his body seems to be wasting away beneath the tattoos and scars that mark his body.
Katherson was born many years ago in north of the land claimed by the Linnorm Kings. Snatched by fey when he was only 5 he was raised by them for a decade before being left at the edge of a Varisian tinker's camp. Not knowing what to make of the blue skinned tattooed teenager the man took Katherson in and brought him to the nearest town to be raised. None of the local Ulfen would take him in, claiming him a changeling returned to bring ruin to them, but an older woman claiming to be an expatriate jadwiga.
Ludmilla taught Katherson much of magic and the fey who stole him as a child. It was through her divinations that he discovered 90 years had passed in Golarion during his decade among the fey. While Ludmilla spent countless hours attempting to waken his latent abilities it was not until he became lost during a blizzard that his true power revealed itself. Surviving the exposure despite his lack of preparation Ludmilla declared him favored of Gozreh, touched by his Winter aspect and destined for great power.
With nothing further to teach him Ludmilla sent the boy to Trollheim to learn at the temple of Gozreh. As a parting gift she gave him her old component pouch, the same one gifted to her by her teacher almost a century prior. Studying in the temple for several years Katherson slowly explored the limits of his powers. Discovering that his power relied on strength of will instead of useless prayers, he struck out on his own to learn more of the world, feeling he had lost too much time to learning instead of doing.
It was during this ill-fated attempt at independence that Katherson ran afoul of the Pathfinder Society. An organization of thieves and ruffians he was lured by their promises of knowledge and power without the hard work and endless prayer offered by his previous teachers. His years of isolation having left the young man gullible and lacking in self-esteem found him breaking into ancient Ulfen crypts in the name of exploration and preservation of the past. His fingers nimble after being apprenticed to Ludmilla for so many years enabled Katherson to bypass the many traps such places concealed and it was not long before he vowed to retrieve an artifact for Merwyn, a female Pathfinder who had firmly ensnared him with her charm.
Sneaking into the tomb and deftly bypassing the rudimentary traps placed there, Katherson quickly snatched the orb he had been sent to retrieve. His thoughts turning to the warmth he longed for at Merwyn's side, he failed to notice the orb growing colder in his hand. By the time the searing heat of frostbitten nerves had alerted him to the danger it was too late. Waking many hours later he found himself standing over the body of Merwyn, fresh blood on his hands and a strange thirst in his throat. Fighting off the spirit that had overcome him Katherson fled the city and now lives in the wilds, his life destroyed by youthful bravado and the spirit of a long dead Ulfen lord whose rest he had disturbed.
Living off the land and making his way back to Ludmilla's hut, he arrived to a charred ruin and hooded glances. Several questions later he learned the awful truth that his childhood teacher had only hinted at. A first generation descendent of Queen Elvanna who had abandoned her duties, the Red Rider had taken Ludmilla's life and burned her hut to the ground, laughing at those who attempted to stop him.
Katherson speaks little of his time with the fey or the woman who raised him after. He has spent the last year attempting to make his way into Irrisen to avenge his fallen teacher but has so far been stymied by the huts which guard the border. Knowing that some fey owe allegiance to Baba Yaga he has been leery of contacting them again but at this point he has few other options.
Sure, I can do that instead. Right now I'm edging towards his father being a blacksmith and him being groomed as an Iron Fang Pikeman, going to train and OCS then finding his father kidnapped and getting leave of absence to find his father, a well respected Black Dragon. Anything else I should work in?
Here's what I currently have:
Human (Khadoran) Gifted Iron Fang/Warcaster
250 lbs, 6'4", Black Hair, Grey Eyes
PHY 6 SPD 6 STR 6
May change Warcaster for Soldier depending on group.
My submission is Jasper Lind. Campaign Trait is Framed (Dropout), he is a Varisian Tattooed Sorcerer Starsoul Bloodline. Fluff here, crunch to follow.
Jasper spent his early years as part of a Varisian caravan, traveling through the back roads and entertaining locals. Despite claims of theft and banditry his family always held to their proud traditions and never took more than their due. That they often welcomed a youth looking for adventure into the troupe seemed only fair to increase their blood, though they often traveled slowly and made life hard for the newcomer for the first week. Those who came to regret their decision found their escape from camp curiously simple and directions home folded neatly in their pack.
Jasper's mother was one such youth, the bored daughter of the local blacksmith. Unlike so many before she stayed with the caravan and used her beauty and brains to improve life about the camp. Meeting Jasper's father there she fell in love and Jasper was the result, born 7 months after their marriage he was considering surprisingly healthy for a baby two months premature.
Shortly into his 7th season with the caravan tragedy struck. A Korvosan lord, offended when the play being performed mocked his family, ordered his guards to attack the troupe. When the magistrates arrived they determined the noble was in the wrong and fined him but all the money in Varisia couldn't alter the fact that Jasper and his sister were now orphans. Questioning the surviving members of the soon to be disbanded troupe determined that their closest living relative on their mother's side lived in Korvosa itself, a wizard of the Acadamae. Over the protests of the troupe both children were taken to this uncle, with many of them wondering if this was the goal of the attack the whole time.
Their uncle Bartimous was a harsh task master, insisting that his nieces children would become as gifted in magic as he himself. Claiming an ancient lineage of magic and holding that his ancestors had once traveled the stars he worked Jasper and Maria as hard as any apprentice twice their age. This work bore fruit in Maria and she soon found herself in Bartimous' favor. Her ability with magic flourished while her brother's amounted to little. Finding himself unable to master even the simplest cantrip Jasper was relegated to cleaning and cooking while his sister studied magic. Although he resented Bartimous for the harshness of his training he never begrudged his sister her talents and they never forgot they were the only family they had left as neither considered Bartimous their real family.
One weekend Jasper found himself driven from the house as his uncle claimed a delicate experiment would be taking place. Although the break was welcome Jasper found himself unsure of what to do with himself and his unaccustomed freedom. Wandering the streets he eventually came upon a Harrow shop. Drawn by some irresistible force he found himself entering the shop and meeting the owner, a young Varisian woman with tattoos along her arms. Dazzled by her smile he quickly agreed to a reading without really understanding what was going on. The sights of symbols he hadn't seen since his childhood overwhelmed him and suddenly four balls of light sprung into being. Jasper's latent talent for sorcery had manifested itself. Recognizing the signs the Harrower explained that Jasper had just become her apprentice and refused to take no for an answer.
Afraid to tell his uncle what had happened Jasper contrived reasons to steal away from his chores and learn more of magic from his new tutor Lerial. As his power grew Jasper found himself discontent with working for his uncle and fled the house after a particularly onerous set of tasks. Running into the night he soon found himself in the wrong part of town. As several thugs accosted him he turned to his power and burned both of them where they stood. Unfortunately for Jasper these two worked for Gaedren Lamm who did not take kindly to his agents being killed. Murdering a local drug addict Gaedren forced a local fisherman to claim Jasper was responsible.
Although Jasper was able to avoid immediate sentencing by proving he had been at Lerial's training this revelation so angered his uncle that Jasper was banished from the house. Maria took it upon herself to prove Jaser innocent but before she could clear his name the fisherman was murdered by Gaedren. Unable to return home and unwilling to endanger Maria or Lerial by associating with them, Jasper now seeks to clear his name by confronting Gaedren Lamm.
I chose High Treason for my crime but tried to add enough that he could be altered on request if there was too much High Treason in the group (and provided I made the cut of course). The same with his Sin, I can easily switch him to Wrath or another Sin if needed. I'll work another trait in as well.
My plan was to go straight rogue with the possibility of assassin, depending on if he ended up focusing on robbery and traps or murder.
The lactose intolerant bit was really just for humor to explain why the witness was moving about the house so late, thus spoiling my perfect plan by being in the wrong place at the wrong time.