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Fanguar's page

Pathfinder Society Member. 64 posts (4,141 including aliases). No reviews. No lists. No wishlists. 19 aliases.


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Dwarves all the way!!


Cool, I hadn't seen this. I'll throw together a good old fashioned evoker

STR: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Focus Int: 18
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Foible Cha: 8


As awesome as my rolls are, I think I'll skip this one. Just not feeling a good character concept at the moment. Have fun everyone.


4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 2, 1, 6) = 15 14
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (2, 1, 3, 3) = 9 8
4d6 ⇒ (5, 5, 1, 6) = 17 16
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (5, 2, 3, 3) = 13 11

16, 16, 16, 15, 14, 11

I'm thinking of giving a Slayer a whirl


*Cough*Level 2 HP*Cough*: 1d10 ⇒ 10


Sorry, I meant a re-roll of Aeron original stats.

Obviously, would love to use a 38 pt buy. Which I gather is OK...? (please be Ok..)


I've caught up on the gameplay thread. Champion should be fun. I'll try to plan out things a bit for the future.

Aeron's stats are pretty terrible especially compared to the rest of the group, (great rolling guys).

Any chance for a re-roll?

4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (1, 3, 4, 2) = 10
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (5, 5, 6, 2) = 18
4d6 ⇒ (1, 5, 3, 5) = 14
4d6 ⇒ (6, 6, 1, 1) = 14

4d6 ⇒ (2, 6, 5, 4) = 17
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (4, 5, 2, 5) = 16
4d6 ⇒ (2, 1, 1, 5) = 9
4d6 ⇒ (6, 3, 5, 2) = 16
4d6 ⇒ (6, 5, 6, 6) = 23

Baring that I would even take a 20 pt buy.


If you don't find anyone, I wouldn't mind taking over Aeron character. Ideally I would like to switch up the feats and traits a bit, but a pure level 2 fighter would be fun.


Max starting gold, like the other thread?

Will you be allowing the stalwart defender prestige class, or any prestige classes for that matter? I have an idea for a Dwarven tank kicking around...


Vanish is awesome for survivability. It lasts multiple rounds, so you can just pop it at the end of your turn and get the AC bonus and 50% miss chance. Plus at level 10 there is the greater version, so a ninja will pretty much be invisible for every fight all day long.


I would be down for either. They're both pretty cool premises.


Str: 1d10 + 7 ⇒ (8) + 7 = 15
Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Int: 1d10 + 7 ⇒ (8) + 7 = 15
Wis = Focus 18
Cha = Foible 8

Ummm... Those rolls might be a little too good. Let me know if you would rather I did a 25pt buy.

I'm planning on submitting a dwarven zen archer monk, should have something together in a little bit.


Sounds super intriguing.


Celeador wrote:
Fanguar, don't say that, your a great player. I love Barnabas, you got great writing chops.

Geez now you make me feel like I was trolling for compliments ;)

John Woodford wrote:
.... It's not like creativity is a zero-sum game (though, sadly, spare time is).

Oh I agree, I wan't saying it wasn't worth the effort. I enjoy creating character concepts, it's just that you invent this individual that you would like to explore and evolve and then poof he/she is gone (At least for me, I don't generally recycle characters). Which is fine, I've always got a couple of concepts kicking around in my head, but it's still disappointing.

That being said, PCs are never that far away from oblivion, especially at low levels.


Hmmm sounds interesting

Think I'll work up a inquisitor with the spirit medium trait. Should have it up in the next day or so.


Good luck everybody and may the best gnome win ;)


GM Armadillephant:

Whoops, had a brain fart and added racial modifier before the point buy. Fixed moved the 2 int pts to Dex, so final stats are now 14 Str and 16 Dex. As for Orin and his wolf, you would be more than welcome to take control of the wolf when needs be. As to whether or not the beast is actually a spirit guide, I think I would leave that up to you. From a roleplay perspective, Orin has his doubts about the whole thing, as his wolf has never eally given any concrete sign (the whole thing with Shalelu is pretty much Orin looking for any sign at all), but has resigned himself to seeing it through to the end.

I do think that if the wolf started showing signs that it was more than just an animal, it would force Orin to reevaluate some of his beliefs and I could see him shifting from a pseudo skeptic to eventually a true devotee of the natural world. I actually think that kind of personal development would be a lot of fun to RP.


This seems like it would be fun.

I'm thinking a True Primitive Barbarian goblin and a Druid for the jade regent PC. I'll think about backgrounds and have something up in the next day or so.


Yup average.


Discussion thread open.


DMPCS Planning Thread

Link fixed


DM Carpe wrote:


I read myself, caffein addict, Fanguar, and Almagafor, as being up for the bigger commitment.

That is correct sir.


I think this is a great Idea. I've had a couple of other games dry up recently, so I could probably make the commitment.

I would be game for running age of worms, savage tide or RotR


Fanguar wrote:

Sounds interesting:

4d6 =15
4d6 = 8 +2 =10
4d6 = 12
4d6 = 15 +1(4th level) =16
4d6 = 12
4d6 = 11 +1 =12

Still interested, should have a gnome bard up today.

Have a better idea of a build, so I am gonna tweak the stats to 9, 11, 13, 13, 15, 15 (16 with +1 from 4th level), also going to go as middle aged, so -1 to physical stats +1 to mental stats.

(HP: 5d8 + 5 ⇒ (8, 4, 6, 6, 5) + 5 = 34)


@Jelani: Ya I know. It originated years ago as mash up of fang and jaguar, but the fact that it means restaurant in Chinese has definite added to its longevity. People got a kick out of it when I used to play WoW too.


Those rolls are disgusting. Colour me jealous.


Sounds interesting:

4d6 ⇒ (5, 4, 5, 5) = 19 =15
4d6 ⇒ (6, 1, 1, 1) = 9 = 8 +2 =10
4d6 ⇒ (4, 2, 1, 6) = 13 = 12
4d6 ⇒ (6, 5, 4, 3) = 18 = 15 +1(4th level) =16
4d6 ⇒ (2, 2, 5, 5) = 14 = 12
4d6 ⇒ (5, 4, 1, 2) = 12 = 11 +1 =12

So that's a 17 point buy. (added pts to get up to 20)

Thinking Gnome Bard (Prankster)


Well here is some details about the kind of player I am and the kinds of PCs I like to play.

The Player: A 30 something PBP veteran. Cut my teeth playing AD&D and have continued to game off and on for ~15-20 years, as both player and DM. For PBP, I prefer to keep my posts short and to the point and prefer playing with those who do the same. I never read walls of text posted by anyone other than the DM. I never have inner monologue, have no interest in hogging the focus, enjoy group focused story building and feel that extensive backstories serve no purpose other than to provide hooks for the DM. I spend entirely too much time checking these boards and can post multiple times a day if need be.

Combat:Prefer map based combat, as things like reach and AOO are pretty dependant on a good spacial representation of what is going on, but played for years without them. Prefer individual initiative over group initiative and love it when DM's recaps each round before the next one starts.

Types of Characters: I prefer melee and divine spell casting classes, but do have an unhealthy affection for gnomish bards. Always play Neural or Good characters, have no interest in playing with Evil PC's. My PC's are always good natured and a little mercenary, and I like my dwarves gruff and my gnomes completely ridiculous.


colour me interested


6d6 ⇒ (6, 4, 5, 1, 5, 5) = 26 =16
6d6 ⇒ (4, 4, 5, 2, 6, 5) = 26 =16
6d6 ⇒ (6, 3, 2, 1, 5, 1) = 18 =14
6d6 ⇒ (5, 4, 1, 1, 6, 2) = 19 =15
6d6 ⇒ (4, 1, 6, 5, 6, 3) = 25 =17
6d6 ⇒ (1, 4, 2, 1, 4, 6) = 18 =14

Dwarven cleric of Desna incoming.


Guns are pretty fun, but if they are common place, they pretty much make armour obsolete (they are against touch AC)

Leadership is flat out broken. You take a feat and get a second character and minions. At 9th level you can have a 7th level cohort and have them take leadership and get a cohort and followers. Rinse and repeat. You don't even have to use them in combat. Set up a shop and have them craft stuff either for you or to sell.

For free.

For a feat.

Or you could take something else to get +2 to trip attacks or whatever.


On second thought, I think I am going to back out of this one. I think I am getting dangerously close to being over committed and wouldn't want to have to bail once things had begun.

Good luck to the rest of you and have fun, this sounds like it could be a pretty great campaign.


Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Pretty much everyone should use guns instead of other weapons as soon as they can afford one, they hit against touch AC.

As for the king/queen role, it doesn't have to be a PC. We could throw whatever puppet NPC up there we wanted. Anyways, my character would be a Human witch, shooting for one of the int based non-leader roles. I will try to put together something a little more concrete shortly.


@DM: Ability focus would be to raise the DC of specific witch hexes. Also will you be using maps or would combat be freeform?


I was thinking about playing a witch, but re-skinned as a shaman instead of the stereotype. Out of curiosity, would you allow the Ability focus feat from the Beastiary?

Ability focus:

One of this creature's special attacks is particularly difficult to resist.
Prerequisite: Special attack.
Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.

Big fan of E6, sounds like it could be a fun campaign.


This sounds like it could be pretty fun, I would probably be interested.


I'm still around. If you are ok with the fluff I posted, I'll throw together an alias.


Here be the fluff:

Background:
Born into the great slave pits of the City of Brass, Grune began his life in bondage. Raised to be the biggest and meanest that he could be, Grune’s strength and size caught the eye of the slave masters and he was groomed for greatness. Eventually, he was bought by a wealthy merchant who sent him to the gladiatorial pits, where Grune made a name for himself and the merchant a great deal of money. Eventually, he earned his freedom and was set loose. Thus began his wanderings.

Since those beginnings, Grune has travelled the planes, usually as a bodyguard to this or that wizard, sometimes as a mercenary fighting for this or that cause, occasionally signing on as part of a pirate crew sailing the astral sea. More often than not, these adventures would dump him in Sigil. Recognizing it as nexus of sorts, Grune decided that the Cage would make a good base of operation and source of business. So he settled himself into the Hive Ward at the Roaring Balor, and now enjoys the pleasures of Sigil between jobs.

Appearance:
Grune is a hulking mass of meat. 7’6” and 300lbs he makes for an intimidating character. He has short-cropped, black hair and deep set dark eyes in his coarse featured face. He is missing his left ear and is covered head to toe in crisscrossed scars. His shiny black whip is never far from his side and he almost always wears his breastplate glammered to look like roughspun clothes.

Personality/Mannerisms:
Coarse and crude, but cheerful, Grune is an old campaigner with a been there seen that personality. Lacking anything remotely close to a scruple, some of Grune’s stories might be distasteful to those with delicate sensibilities. Despite his flexible morality, Grune is loyal to fault to his employer, at least until the coin runs out.

Q and A:

One contact name - who - and what are they
Micha a lantern archon member of the Fraternity of Order. The Fraternity are constantly putting together expeditions in search of this or that lost bit of knowledge and Micha almost always has work for Grune whenever he wants it.

One enemy - who and why
Sir Byron Sneed, an officer of the Harmonium. They have had a number of disagreements over the years and have developed a strong dislike for each other. Grune has often considered dropping the man into a hole somewhere, but as of yet, has not decided to cross the Harmonium.

Some thing you care about, what and why
The Roaring Balor inn. It's pretty much the only real home that Grune has ever had and he would probably try to protect it if it came to that.


OK, since this doesn't seem to be all that combat oriented, I've decided to go with a whip build fighter that focuses of combat maneuvers.

I'll throw together the background after I've thought about for a while.

Rough crunch:

Half-Ogre Fighter (Unbreakable) 6
HP:TBA
Favored Class: Fighter (+1 HP)
Languages: Common,

Str 22 (+6)
Dex 14 (+2)
Con 14 (+2)
Int 13(+1)
Wis 9 (-1)
Cha 8 (-1)

[spoiler=starting stats

(20 point buy)
Str 15 (7 pts) +4(racial) +1(level bonus) +2(item) > 22
Dex 14 (5 pts)
Con 12 (2 pts) +2(racial) >14
Int 15(7 pts) -2(racial) > 13
Wis 11 (1 pts) -2(racial) >9
Cha 8 (-2 pt)
[/spoiler
AC: 22 (+7 Breastplate +1, +3 Large Shield +1, +2 dex)
T: 12 // FF: 20
Fort: +8 // Ref: +5 // Will: +3
BAB: +6
CMB: + 15// CMD: 23
Speed: 30ft (6sq) // Ini: +2

Whip +1 (15ft reach): +12/+7 (1d3+7) x2 [Trip] [Disarm] [Non-lethal] [slashing]

[spoiler=Fighter Class Abilities
Weapon and Armor Proficiency: An unbreakable is not proficient with tower shields.

Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat.

Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Heroic Recovery (Ex): At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level). This ability replaces weapon training 1.

[/spoiler

Traits, Feats, and Skills
Traits: Heirloom Weapon[whip](gain Weapon prof), Freed Slave (+1 Will), Scholar of the Great beyond (+1 Knowledge(planes) and is class skill), Dangerously Curious (+1 Use Magic device and is class skill)
Feats:Endurance, Diehard, Heroic Recovery, Weapon Focus(whip), Whip Mastery, Improved Whip Mastery, Combat Expertise, Improved Trip, Improved Disarm
Trained Skills: Intimidate +10, Knowledge(planes) +11, Use Magic device +9

Possessions:
Current Coins:979 gp

[spoiler=Starting Equipment

Starting Coins: 16000
Glamoured Breastplate +1 (4050gp)
Heavy Steel Shield +1 (1170gp)
Whip +1(2301gp)
Ring of sustenance (2500gp)
Belt of Giant Strength +2:(4000gp)
Cloak of Resistance +1: (1000gp)

Total Spent: 15021gp
[/spoiler


Profession(burgling) for sure.


Ok, I think I'm going to submit a Half-ogre Fighter (unbreakable), will try to have it up sometime today.


couple of questions/clarifications

1)So no paladin, inquisitor, oracle, druid or ranger spell casting?

2)Can arcane classes that can cast healing magic still do so, a la bard for instance?


Okay, so I decided against going burglar, because I came across the funnest rogue build ever and I must try it.

So may I present Weyland Piper, human Rogue (Scout/Knife Master). His whole build will be based off of mobility and knife throwing.

Let me know if you would like me to elaborate on anything.

Some Rough Crunch:

(Human = 25 point buy)
Str 12 (2 pts)
Dex 18 (17 pts) +2(racial) > 20
Con 12 (2 pts)
Int 12 (2 pts)
Wis 12 (2 pts)
Cha 10 (0 pt)

Trained Skills: Acrobatics +9, Bluff +4, Disable Device +9, Escape Artist +9, Knowledge(Local) +5, Perception +5, Sleight of Hand +9, Stealth +9, Use Magic Device +4, Linguistics +5

Traits: Bullied and River Rat

Feats: Dodge and two weapon fighting


Rough Background and DM questions:

Weyland doesn’t remember much of what happened ‘before’, but he thinks it was good. He knows he was an apprentice in a butcher shop, but whether that butcher was a family friend or his father, he couldn’t say, so much of the past is a haze. What he does remember is that is where he first learn to use the knives and that bit of skill has served him better in the city than anything else he might have once known.

I could keep going, but let's keep it brief for the moment

* A name and quick description of a younger kid in the gang you look out for
Weyland looks out for Knuckles. Knuckles is a big boy, he will be a monster when he grows up, and doesn't say much. This makes other kids think he is dumb. They pick on Knuckles and then Knuckles usually has to hurt them. Weyland has leaned that the boy isn't slow, but just a deep thinker and really a sensitive soul at heart. The big boy doesn't like to hurt people, but the realities of the streets usually force him to. Weyland does his best to keep others off of Knuckles case, so he doesn't have to fight.

* A time when Grandmother (old Female Human Witch 4) saved you
Gutter running is a way of life on the streets and Weyland is one of the best. Unfortunately, maintenance has grown somewhat slack in the city and one day a ledge gave way beneath him and he fell. His leg gave way beneath him when he hit the cobbles below and something snapped. A broken leg was as good as a death sentence, and this one was bad, Weyland could see bone poking through the skin. He was a sitting duck. An easy target. Dead. It took him three days, dragging himself from hiding hole to hiding hole to make it to Grandmother's place. By then a fever had gripped him hard and the last thing he remembered before he blacked out was the old woman's face. She set the bone and saved his life. He owes her everything and would deny her nothing within his power to give.

* A name and description of an enemy in a gang whose territory borders yours.
Nine finger Tom. A skinny, sallow youth with bad teeth and a worse completion. Weyland ran a foul of him while casing out a place for heist one night. Tom said that he had been casing the joint for a week already and it as his for the taking. Weyland disagreed and steel was drawn. It was a quick and dirty fight, but neither party was willing to die for the chance to burgle a place, so when Weyland's blow caught Tom in the hand taking off his little finger, Tom rand and Weyland let him go. Tom hasn't forgotten the humiliation, mainly because Weyland wont let him, wearing a finger bone necklace publicly and telling all who ask where the bones came from.

* An ally or friend you have made in the area outside the gang who will help you out.
Madam Orla, the plump, heavy-chested proprietress of the Forbidden Delights brothel house. Weyland has an arrangement with Orla to sell her any finery or jewelry that he comes across in his nocturnal forays. Orla in turn feeds Weyland potential marks from among the brothels cliental. These Orla uses to deck out her girls in a fashion that might not have been possible through legal means. Orla is in her thirties and always offers to pay Weyland in other ways than coins for his goods. One day he might even take her up on it.


I guess I can expand my background, if i have to ;) It's just so sad when a fully conceptualized character dies in the recruitment thread.
If you would like to know anything specific, let me know.

Expanded Background:

Childhood
As a squalling infant, Bahram was rescued from certain doom when followers of Sarenrae destroyed a small cell of Rovagug cultists. Their timely assault found the babe laying on the alter of Rovagug ready to be sacrificed. When the parents could not be found, presumably they had already run afoul of the cultists, he was left in the care of the church. Within the sheltering arms of the clergy he grew up strong and fair. There were other orphans in the care of the church and his childhood was filled with love and laughter, then the dreams began.

Adolescence When Bahram reached the age of majority, he began to have dreams of a winged woman wreathed in fire and shining like the sun. In these dreams she called to him and he felt himself suffused with love. When he spoke of these dreams to his elders, they immediately recognized the call fo Sarenrae and Bahram was excepted into the ranks of the acolytes immediately. He excelled at his studies both with the clergy and among the Paladins of order. There was some indecision on his part as to which calling he would follow, but in the end he chose the priesthood due to their stronger connection with their patron.

Adulthood
Now man grown, he has learned all the he might from his teachers. He remains among the faithful, helping to teach the next generation of abandoned youth. He occasionally joins in the patrols lead by the knights of the order, especially when they are investigating rumours of Rovagug cultists. He has never forgotten how he came to be among the Dawnflowers chosen and holds a deep set hatred for those who follow the Mother of Monsters, blaming them, perhaps unjustly, for the loss of his parents and the life he might have known.

When word arrived of an expedition to resettle Kelmarane, there was much talk of it among the faithful. The opportunity to return the Dawnflower's light to the region was to much to resist, especially with an abandoned temple within the city's ruins and a nearby monastery just waiting to cleansed and re-dedicated. Being one of the Dawnflower's most fervent followers, the church elders asked Bahram if he would be interested in joining the caravan to represent the church's interests in the endeavour. Taking the night to sleep on it before making his decision, Bahram's dreams were once again filled with Sarenrae's presence, something that had not happend in many years. Taking it as a sign of his patron's desire to accept this duty, Bahram now prepares himself to set out to spread the Dawnflower's light.

Appearance and mannerisms
Bahram is a tall olive skinned man. He keeps his short-cropped dark hair covered by a bright red turban and dresses almost exclusively in the red and gold colours of his order. He is a deep thinker and soft speaker. Slow to anger, but a relentless enemy to those who have earned his ire. As a man of faith, his first loyalty is to the Church of Sarenrae, but the Dawnflower is not a harsh mistress and he is a friend to all goodly folk in need of aid.


I'm planning on submitting a human rogue(burglar). Should have a formal application up sometime today.


Character Concept in Brief: Bahram, NG Suli Cleric of Sarenrae, raised as an orphan within the church. Will use scimitar and shield and probably take the Sun and Glory domains. Traits will be Missionary and Flame of the Dawnflower. Toughness will be his starting feat.

Starting Stats:

16 Str, 14 Dex, 12 Con, 16 Wis, 8 Int, 10 Cha

Background:

Taken off of the streets as an orphan by the Church of Sarenrae, Bahram was raised in the faith. As a youth he felt a deep connection to the Godess of the Sun and when his Suli heritage manifested itself, he took it to be a divine gift, so that he might better serve her. For many years he devoted himself to to the studying the faith, as well as spending time on patrol with Paladins of the order learning the way of the sword.

When word arrived of an expedition to resettle Kelmarane, he readily volunteered to join it. The opportunity to return the Dawnflower's light to the region was to much to resist, especially with an abandoned temple within the cities ruins and a nearby monastery just waiting to cleansed and re-dedicated. His the church's blessing, he eagerly prepares for the caravan to set out.


Planescape is awesome. I would be very interested.


Sounds fun. I'll have to look at the player's guide before I decide what to play, but I'll try to throw something together today or tomorrow.


Llaelian wrote:


Thanks for your submission. I've put your character in the pool on the campaign page. Just one question, how do your character sees the destruction of nature by human civilization? How does he reacts to it?

I'd say he reacts more with sadness and the loss than anger at the destruction. I think he would preach for balance and harmony between civilization and nature, but accept that progress brings disruption. Wanton destruction or poisoning of nature would fill him with a righteous wrath though.


May I present Faustus of the Woods (NG Faultspawn Druid 7) for consideration

Crunch:

Starting Stats={25 point buy)
Str 8 (-2 pts)
Dex 14 (5 pts) (+2 racial) > Dex 16
Con 14 (5 pts)
Int 12 (2 pts) (-2 racial) > Int 10
Wis 18 (17 pts) (+2 racial) (+1 level) > Wis 21
Cha 8 (-2 pt)

Variant Tiefling Abilities: Acid resistance 5 :(

Druid Stuff

Taking bonus domain spells instead of animal companion.
Domain: Weather

Traits and Feats
Feats(4):Spell focus(conjuration):Lame, but prerequisite , Augment Summoning: Summoned creatures get +4 STR and CON, Natural Spell:Cast spells while using wild shape., Wild Speech: Can speak while using wild shape.

Traits(2): Focused Mind(+2 on concentration checks)
Adopted(elf):Warrior of old(+2 Init)

Party role: Being able to wild shape and having a stupidly high Perception will allow Faustus to scout if need be. In combat, his focus will be on battlefield control and summoned monsters.

Fluff:

Background:
Born with luminescent eyes lacking any pupil and skin covered in fine dun coloured scales, Faustus' fiendish heritage was readily apparent to the horrified midwives that oversaw his birth. Disgusted by the abomination, they took the infant out into the woods and left it there to die. This would have been the end of him, had it not been for the fortunate passing of a wandering ancient elven druid that came to investigate the child's cries. Taking pity on the newborn, the Druid decided to raise him as his own and teach him the ways of the woods.

Faustus flourished under the tutelage of his adoptive father and as he grew, he learn many mysteries of the wild, but his fiendish taint kept the animals of the woods ever wary of him. After many years, the man he thought of as his father passed on, leaving Faustus to wander the hidden valleys alone. It was lonesome, but the beauty of the wild places soothed his soul as ever and helped him to surpress his darker urges.

Then the dreams began. For a long time Faustus tried to ignore the call, to put it from his mind, but in the end he answered the summons. He did this not because the pull was irresistible, but because it promised answers. He had never thought much of his heritage, though his adoptive father had explained the tain within him, but now, with his blood singing and the dream's incessant call urging him onwards, Faustus has decided to try to find some answers.

Appearance
Faustus is tall and sinewy, long of limb and quick of movement. He is hairless and covered head to toe in fine dun coloured scales. His large eyes are without pupils and have a faint glow to them. Having been raised alone in the wilderness, he is a little uncomfortable around other people, but eager for company.

Let me know if you have any questions

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