ISO Replacement Character for Tyrant Maker Game.


Recruitment

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Was everything okay with my submission of Finnegan? I just want to make sure I got the block right.


Phntm888 - Yes, everything looks ok with Finnegan. Always feel free to ask questions if something is unclear.


That is true about most of the prestige classes. They tend to cost more than they are worth and the classes are good on their own. It is just an idea I have had floating around in my head. But I have never had the chance to play a rouge so I doubt I will. I feel a little attached to her now.


Here is my submission for Zorin

fluff:
Zorin was always a outsider ever since his birth. His family kicked him out the second he was of age, his demon blood a shame to them all. He never minded though. He was always treated as a thing, and this lead to him looking at others as things as well. His experiments had began young, on insects and animals he could catch. He always imagined carrying out a vivisection on a person but could never get the opportunity. When he enrolled in one of the local universities for medicine he was soon kicked out for his unethical beliefs. He did physical labor for a few months before he simply disappeared. A year later to the day he was found with no memory of the past year, but most definitely changed. Memories would drift to the surface in dreams of pale faced men in dank under ground caverns who carried out brutal experiments on him. Oddly enough, he found these memories fascinating and realized that while the memories were gone, the knowledge remained. Soon he found himself abducting the homeless to vivisect, leaving them harmed but at least alive. Soon though the town began to grow suspicious and he found it better to leave. He had recently heard of opportunities in the stolen lands and thought he could start over their. He still had much research to do. He may even be able to share the knowledge of anatomy he had collected over the years as well.

Zorin himself is a sadist, but he knows that fact. While he does wish to dissect people, he knows that most maniac's find their way to the chopping block. This lets him work well with others, knowing that working as a team will allow him more research in the long run even if it slightly reduces his freedom. He looks to get away with what he can with out harming what ever group he is currently working with.

Zorin himself is tiefling. Heavy surgical scaring mars his body from self conducted surgeries, and metal sticking intertwines with his own handiwork on his body . He stands about six foot two and only grows taller when he drinks his mutagen. Grey sun starved hair rets just above his ears and a green and red eye rests behind a pair of spectacles. The pupils of each eye how ever resemble more of a goat then a mans. His outfit usually consists of armor with a white surgical with heavy blood on it. His most defining characteristic is a large silver screw that just through his head. Instead of horn, this had been present ever since his birth. He had no idea what, but he would often twist the contraption as he thought about the possible family line that could have caused it. Finally he had recently grafted on a third arm, treating it alchemically until his body had changed it into a perfect match for his other two.


crunch:

Dr.Zorin Blitz
Male tiefling alchemist (mindchemist, vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 19, 20)
NE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 31 (4d8+8)
Fort +6, Ref +5, Will +2 (+1 trait bonus vs. mind-affecting effects); +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5, issian
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +8 (2d4+7/×4)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +3)
At will—deathwatch
Alchemist (Mindchemist, Vivisectionist) Extracts Prepared (CL 4th; concentration +8)
2nd—cure moderate wounds, investigative mind[ACG]
1st—comprehend languages, cure light wounds, shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 18, Wis 11, Cha 8
Base Atk +3; CMB +7; CMD 17
Feats Brew Potion, Extra Discovery[APG], Martial Weapon Proficiency (scythe), Throw Anything
Traits issian, scholar of the great beyond
Skills Acrobatics -3 (-7 to jump), Appraise +8, Bluff +1, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +0, Disable Device -1, Fly +1, Knowledge (arcana) +15, Knowledge (engineering) +9, Knowledge (nature) +15, Knowledge (planes) +14, Linguistics +7, Sleight of Hand +1, Spellcraft +10, Stealth +0, Survival +4, Use Magic Device +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Sylvan, Undercommon
SQ alchemy (alchemy crafting +4), cognatogen, discoveries (infusion, mutagen[UM], vestigial arm[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), perfect recall, swift alchemy
Combat Gear mutagen[APG], potion of barkskin +3, potion of protection from evil, alchemical grease[APG], alchemical solvent[APG], alchemist's fire, alchemist's kindness[APG], smokestick; Other Gear +1 chain shirt, +1 scythe, cloak of resistance +1, alchemist's lab, alchemy crafting kit[APG], bear trap[APG], bottle (3), cauldron[APG], hourglass (1 hour), miner's pick, paper (5), portable alchemist's lab[APG], snuffbox, tortoise shell[ACG], tindertwig, trail rations (21), heavy horse (combat trained), 40 gp, 4 sp, 4 cp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can


As a reminder, I think the plan is to try to finish up finding replacements tomorrow. So if you have any ideas that you're just finishing up the work on, or don't have time to stat out, feel free to post them! We're looking to fill two spots, so the more submissions the better!


Will post my submission later today.


Well for things I would like to play besides my little rouge, hmm. It would be a toss up between getting to try for a Spiritualist. I had a game die right after starting with one of those. I could either go the reaper build, which is melee heavy for the spiritualist and phantom, or ranged with the spiritualist and melee with the phantom. Both options have some scouting potential. And the spell list has plenty of good buffs. Think I would like to go with the Lust Phantom if I go this route.

This would be the tale of two young prostitutes got in trouble with the law, which is why they are no longer in Brevoy. I would love to have had them have a little battle with a way to rouge noble. One dies and becomes the phantom while the other gets away and becomes the spiritualist. They could have gotten their revenge and killed the man which means they need to get out of town and quick. Or the noble is tying up loose ends and the spiritualist flees to avoid being killed for attacking a noble.

Or a something that is going into Shadow Dancer. My poor fighter going that route is fading in a game the GM is struggling to keep interested in. I would be going ranger with is option. So I still have some the scouting potential but definitely a melee focus. The man thing would be sneaking around and shanking people. Not sure about a backstory here, yet.

I have a base for the Spiritualist so that one could be thrown together fairly quick while the ranger shadow dancer would take maybe a little longer.


Agh okay thought this was going longer. Here's what I managed to finish.

Rektar Gleemin’
Golden-Scaled Kobold Weapon Master Fighter (Light Crossbow)
LE (Leans LN) (Deity: Abadar)

Story:
Rektar was born too shiny. Sign of bad spirits, Sootscale shaman said, and others agreed and shook heads and called names. Rektar grew up covered in mud, blending in brown and gray. But he heard the whispers, knew the truths—there was more dragon in him than the others, or maybe was, and maybe was good enough. So he was never a popular kobold, but he was no villain, and he endured, preferring to spend his time hunting and scouting, far away from the simpleton chatter of the burrowers.

When Tartuk came to the Sootscale caves, and brought the bad times, Rektar was already half gone. And as the monstrous new leader consolidated power, he saw the signs, and fled before he could be cursed or killed. It took time, but his eyes got used to the half-light, and he hunted just fine. In the lawless bandit states of the River Kingdoms, even a kobold could find a drink at the right tavern, if he knew how to defend himself and carried arms and trade carcasses.

And the magic crossbow helped too. Rektar did his share of killing—not a lot, but the right amount for the Stolen Lands—sometimes travelers, usually bandits worse on their luck than he was (with the scurvy-sick being easier to chase down than a healthy deer). The crossbow came with a suit of armor, and a holy symbol, and a few pages of scripture—a priest of Abadar, leading a caravan of refugees, all killed and robbed by a pair of river pirates. (Rektar, being a right sneak, saw the two pirates sleeping by their looted wagon and got them with his knife in the dead o’night, head filled with dreams of breakfasting on their horse). But the crossbow was the nicest he’d ever seen—and he’d learned enough common to piece together a few lines from the scriptures—and it got him wondering.

Abadar, the god in golden scales, taught strength through civilization and laws. And that was a funny thing. The tallfolk were squishy, weak, blind at night, easy to pick off one-by-one—but they ruled the surface world in a way that kobolds never could. It took some soul-searching, but Rektar right convinced himself that maybe the upstairs way was the right way—while kobolds squabbled and hid and fought and skulked, humans were building kingdoms with real armies and proper power, and it was because of their laws and rules, not in spite of it.

And now the usurper’s dead, and Sootscale is free again. Rektar never ranged too far—the River Kingdoms being surprisingly dense and all—and it didn’t take him long to come home. There’s no shaman putting threats on his life anymore, and the color of his scales seems to matter a bit less; but now he has a problem with the others, seeing them as simple and weak. Maybe he could change things, if he were in charge; but it’s not likely. Better to seek out the tallfolk, under the auspices of goodwill from the Sootscales. Rektar head they’re looking for guides, and while he never learned the land too far from his burrow, nobody knows how to track, hide, and kill in the Stolen Lands like he does—because advanced as they are at trickery and murder, other kobolds rarely make it to the surface at all. Maybe they’ll even give him a slice of what matters, if he proves himself—or command of his old clan, as a trophy. He’s not picky; just looking for a more skilled band to fight with.

Stats:
Str 6 (racial -4)
Dex 20 (levelup +1, racial +2)
Con 12 (racial -2)
Int 12
Wis 14
Cha 10

Offense:
Light Crossbow +12 or +10/+10 to hit (1d6+2, 19-20)
(Point-Blank: +1 to hit, +1 to damage)
(Deadly Aim: -2 to hit, +4 to damage)

Defense:
HP 32/32 ˜(4d10+4)
AC 22 (Armor +6, Size +1, Dex +5)
Fort +5, Ref +6, Will +4

Skills:
24 points (Fighter 8, Int 4, Favored 4, Weapon Mastery 8)
*Indicates class skill

*Bluff +9 (4 mastery ranks, +2 trait)
*Climb +3 (2 ranks)
Diplomacy +2 (+2 trait)
Knowledge (geography) +2 (1 rank)
Knowledge (local) +2 (1 rank)
Knowledge (nature) +2 (1 rank)
*Perception +11 (4 mastery ranks, +2 racial)
*Ride +9 (1 rank)
*Stealth +16 (4 ranks, +4 size)
*Survival +11 (4 ranks, +2 racial)
*Swim +3 (2 ranks)

Equipment:
+1 Light Crossbow (2.3k)
+1 Mithral Chain Shirt (2k)
Mithral Armored Kilt (1k)
700 gp to spend on tools

Feats:
Point-Blank Shot (1)
Rapid Reload (Fighter Bonus 1)
Rapid Shot (Fighter Bonus 2)
Deadly Aim (3)
Weapon Mastery (Versatile Training, Light Crossbow) (Fighter Bonus 4)
(Wishlist: Precise Shot, Two-Weapon Fighting)

Racial options:
-Wild Forest Kobold
-Prehensile Tail (as Tiefling)
-Day Raider

Traits:
-Golden Scales
-Bastard (as minor dragon heritage)

Role:
-Very stealthy scout, survivalist, hunter/tracker
-High-accuracy attacker
-Starting at level 5, move into Bolt Ace and Two-Weapon Fighting for more effective ranged DPS
-Eventual focus on stealthy sniping (kobolds are the best stealthy sniper race there is) via Signature Skill or Kobold Sniper for effective use of trick arrows (limning, spell storing, dimensional lock, etc), and possibly some Distance crossbows

Grand Lodge

Hello All! I was reading through your play sessions and it looks like great fun. Hat's off to Winds of Fate for excellent content. I would love to join you guys.

I'm wrapping up a character concept, but first I'm interested in your feelings on hirelings. Would it be ok for my character to buy a bunch of mules, several mule loads of equipment and food and hire a hand full of teamsters, porters, a scribe, doctor, cartographer, scholar, scouts etc? Because if I were an experienced ranger and trained member of the pathfinder society about to go into an expedition into unknown wilds that's what I'd spend my gold on rather than another pearl of power.

Also, Would a Sky Stalker (Paizo made Ranger Archetype) be allowable? I know some GM would probably consider it overpowered, so I wouldn't be crushed if you said no. I'm going to write up two versions, just in case it's not; a sky stalker and then just a mounted ranger.


Would it be ok for me to send in a second submission for the "other" slot? Obviously I wouldn't want to play both, but I wouldn't mind doubling my chances. lol


Calastria Clitus

Drow

Female

Warpriest - Lv 4
Pain Taster - Lv 0

Stats:

Rac Mod
Str 13 13
Dex 14 + 2 = 16
Con 14 - 2 = 12
Int 10 10
Wis 16 16
Cha 12 + 2 = 14

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Racial Abilities
----------------

Spell Resistance: 6 + Class Lv (SR)
Poison Use:

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Alternative Racial Abilities
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Ambitious Schemer: +2 Bluff, Diplomacy
Stalker: Nimble Moves
Seducer:
Surface Infiltrator: Low-Light Vision

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Class Abilities
----------------

Orisons:
Aura:
Blessing:
Sacred Weapon: +1
Focus Weapon:
Bonus Feat: Exotic Weapons Proficiency(Whip)
Channel Energy:
Fervor:

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Traits
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Prostitute
Prehensile Whip

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Feats
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Endurance
Diehard
Exotic Weapons Proficiency(Whip)
Weapons Focus(Whip)

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Languages
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Uncommon, Elven, Common

Skills:

Acrobatics: 1 + 3 = 4
Appraise:
Bluff: 1 + 2 = 3
Climb:
Craft:
Diplomacy: 1 + 2 + 3 = 6
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal: 4 + 2 + 3 = 9
Intimidate: 4 + 2 + 3 = 9
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion): 1 + 3 = 4
Linguistics: 1 + 3 = 4
Perception: 1 + 3 + 3 = 7
Perform:
Profession:
Ride:
Sense Motive: 1 + 3 + 3 = 7
Sleight of Hand:
Spellcraft:
Stealth: +3
Survival:
Swim:
Use Magic Device:

Combat Stats:

Initiative: +3

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Offense
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BAB: +3
CMB: +4
Attack Damage
Scorpion Whip 1d20 + 4 1d4 + 1

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Defense
--------

HP: 8 + 1 + 3 + 1 + 3 + 1 + 3 + 1 = 21
AC: 10 + 3 + 2 = 15
Touch AC: 10 + 3 + 1 = 14
Flat-Footed: 10 + 2 = 12
CMD: 10 + 1 + 3 = 14
Fortitude: 4 + 1 = 4
Reflex: 1 + 3 = 6
Will: 4 + 3 = 7

Equipment:

Masterwork Scorpion Whip
(Whip, Nine Section Whip)
Monk's Outfit
Courtiers Outfit
Sexy Outfit
Signet Ring
Calastrian Necklace
Jewelry
Monk's Kit
Grooming Kit
Manacles
Fetters

Appearance:

Calastri Clitus has an athletic build, bright green eyes, Platinum Blond hair, and dusky purple skin. She has strong but not masculine jawline. She has a slender nose neither too pointy nor too long.

Personality:

She is quiet and patient while being fiery and obstinate.

Character Backstory:

Born to the head of a small house, Lustaria who turned from worshiping Demon lords to worshiping the Goddess Calastria. Calastri Clitus was to be the first hi priest of Calastria of a Drow noble house in some time, if ever. Thus she was blessed upon her birth buy the worshipers of Calastria. But the Drow's hate Elves and the Elven god is despised just as well. Another house seeking to harm Lustaria, tried to assassinate Calastri Clitus the eldest daughter of house Lustaria. However there plan was foiled as she was blessed by the goddess and her protectors forewarned. After failing to damage house Lustaria and being thoroughly embarrassed, its rivals waited and bidded their time. For ten years Lustaria's enemies waited and planned. On Calastri Clitus thirteenth birthday Lustaia's enemies saw their chance to rid themselves of a rival. For this birthday marked her ascension in the house hierarchy to a priestess of Calastria. Using the Drow dislike of Elves and their gods to rally support, they attacked in the middle of the ceremony. During the attack on their estate the house matriarch and her first born daughter, Calastri Clitus managed to escape. Fleeing Drow territory to the surface, the matriarch strayed to close to the ward stones and was attacked by a couple of demons who had made their way through. As the matriarch tried to fight her way through to safety she and her daughter became separated. When she finally found her daughter again she was lingering near death. Having made a bargain with the demons for safety and aid she left her daughter at the temple of Irori and headed back to Drow territory, to rebuild her house. Calastri Clitus dangle near death in a coma for several weeks before coming to and hearing of what had happened.

Growing up in the presence of the priests and monks of Irori aspired to be like them. For seven years she followed the path of the priestess but soon realized it was not for her. For her heart burned for some, for action of some sort. So she turned to the path of the monk to cool the heat of her blood. However this only lasted for a decade before Calastri found she burned for more. That her lust had only grown to a lust for violence. So Calastri Clitus seeing her path change once more decided to change professions seeking out the Hamalatsu. After completing her training with Hamalatsu she left the faith of Irori and became a prostitute of Calastria. This was her most glorious choice and she revealed in the sex, blood, and excess which came her position. She held this glorious position for two decades until her thoughts turned to her mother and her fallen house, and the burning returned, a burning for vengeance.

After studying and becoming a prostitute Calastri Clitus sets out to do her gods bidding by seeking her vengeance upon the demon lords, for both her treatment and the death of her mother. So Calastri Clitus went on quest to reestablish her house in worship and service of Calastria. Upon her return Calastri sought vengeance, a domain of her god. And with her blessing she sneaked into the grounds of the house that had plotted the fall of her family. While they were sleeping she slaughtered every man woman and child of noble birth. However she did not escape unscathed, she was captured and tortured. By the time she had made it back to the surface she was near death. She only survived by a chance meeting with a Prostitute of Calastria, who over many months nursed her back to health.


Tal Elathor - Sky Stalker is fine for an archetype. As for hirelings, buying some mules, equipment and food is fine. But your characters are the ones who were the original hirelings here, taking on the charter to explore the Stolen Lands. So no, I wouldn't approve a dozen or so hirelings at this point in time for anyone. Side note, no one is a member of the Pathfinder society in this game and everyone's experience is questionable.

Ouachitonian - Sure, you can put out a submission for each slot.

Calastria Clitus - No.


The Winds of Fate wrote:
Tal Elathor - Sky Stalker is fine for an archetype. As for hirelings, buying some mules, equipment and food is fine. But your characters are the ones who were the original hirelings here, taking on the charter to explore the Stolen Lands. So no, I wouldn't approve a dozen or so hirelings at this point in time for anyone. Side note, no one is a member of the Pathfinder society in this game and everyone's experience is questionable.

On this note, while the current crew isn't against hirelings, we probably wouldn't be okay with traveling with half a town with us. We are the scholars, cartographers, scribes, and scouts. With that said, a few of us (or at least me) are planning on taking Leadership. We're leaders of a frontier kingdom. Sometimes you have to get your hands dirty, but sometimes we'll b sending out other people. Right now there's just more of us doing the dirty work than others. ;)


I am imagining us eventually hiring 1st level adventuring groups to do missions.


I would love to hear your opinion on Zorin as well, also should I post a version of him with his mutagen up?


Well, Zorin is definitely creepy. And this group could probably stand to be a little less upstanding on the surface.

Mechanically speaking, I'm not sure about mindchemist/vivisectionist together. It seems like the character is being pulled in two very different directions.


I present to you, Galen Surtova, swashbuckler/rogue, competing for the non-ranged slot. This is not a 3 musketeer type swashbuckler making jokes or puns during combat. This a is killer who looks for a weakness in your defenses before swinging, all the while striking fear in your heart telling you how much he is going to enjoy drinking and bathing in your blood when you're dead. :)

Party role: Mobile front line fighter, trap disabler, debuffer (free demoralize checks on combat hits, which if successful, will impose –2 penalty on enemies' attack rolls, saving throws, skill checks, and ability checks), flanking buddy, and number of skills to aid or help the bard/party (diplomacy, intimidate, perception, and stealth). His alignment will not be a hindrance as he wants to work with others. In a kingdom, his role would be Royal Enforcer or Spymaster. His future class progression would follow rogue leading to assassin.

Background:
Galen was born into the noble Surtova house in Port Ice. He was a good looking kid but shy and not too smart, so he became a headache for the family. Growing up, his family paid for swordsmanship lessons but he grew bored of his Aldori Swordlord and other teachers, who refused to deal with him. By this time, Galen had became enamored with the culture of Katapesh, adopting their fashion and weapons, especially the scimitar. He begged his family to have private teachers versed with that weapon instruct him but none could be found. However, the clergy of Sarenrae was proficient in the scimitar and a local warrior-priest named Dominus agreed to teach the young lad, after a generous contribution from the family's coffers of course. Galen found that despite his lack of physical strength, he was quick and agile and he flourished in the style with his graceful thrusts. However, he found Dominus too rigid and strict in his training and would often blow off steam by drinking excessively and spending the family's gold on whores and vices, especially with other brigands, who took advantage of the young noble. On one of his wild binges, he agreed with some associates to rob another pirate in Port Ice. The plan went awry, as there was an altercation in a bar and several brigands and innocents ended up dead. Galen, scared out of his mind, turned to Dominus for counsel and advice, terrified of his family's reaction if he confided in them. Unfortunately, Dominus reported him and his associates to the authorities! Only his family's influence prevented him from hanging from the gallows, as his associates did. Galen spent a year in jail nurturing his hatred for Dominus. The experience hardened him, causing him to become quite terrifying when needed. When he could not intimidate his way out of a situation, his silver tongue kept him alive, as he was able to befriend several thieves while detained. When he was released, the Surtova family considered him an embarrassment, cut off his funds, and exiled him to Restov. Galen left Port Ice but silently swore revenge on Dominus and the Surtova family. To survive financially in Restov, he joined a local thieves' guild, recommended by one of his friends in jail. His skills were a perfect match to serve as hired muscle, as he was quite frightful. He learned the ways of stealth and traps. After several months, he departed the guild when he heard of a charter seeking adventurers to form a new kingdom. This is Galen's chance to exact revenge on his enemies, assuming the new kingdom's founders are agreeable to his plan.

Personality and motivation:
Though once a shy and quiet person and of neutral alignment, Galen is now a cold-blooded killer. He loves inflicting fear on his enemies and in battle, seeks to drive his scimitar into his enemies' throat and see the life slip from their eyes. He harbors a special hatred for all things Sarenrae related and will go out of his way to kill her worshipers, with Dominus at the head of that list. He dreams of the day he can march into Restov, burn the Church to the ground, and dance on its ashes. He is confident his demeanor or his silver tongue will save him in social situations and his swordsmanship skills will save him in combat. He will work with others, as it suits him to grow in power so he can return to Port Ice and kill Dominus and the rest of his family.

Crunch:

Galen Surtova
Human rogue (thug) 1/swashbuckler 3
NE Medium humanoid (human)
Init +8; Senses Perception +9
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +2 shield)
hp 35 (4 HD; 1d8+3d10+8)
Fort +5, Ref +9, Will +3
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +9 (1d6+5/18-20+3 Precision plus 1d6 sneak attack)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3), sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 8, Wis 14, Cha 16
Base Atk +3; CMB +3; CMD 18
Feats Great Fortitude, Slashing Grace, Weapon Focus (scimitar)
Traits Noble born - Surtova, reactionary, trustworthy
Skills Acrobatics +11, Bluff +3 (+4 to fool others), Diplomacy +9, Disable Device +13, Intimidate +10, Perception +9, Perform (dance) +8, Stealth +10; Racial Modifiers frightening
Languages Common
SQ swashbuckler finesse
Other Gear +1 mithral chain shirt, +1 buckler, +1 scimitar, ioun torch ioun stone, potion of cure light wounds (x3), belt pouch, flint and steel, masterwork backpack, masterwork thieves' tools, mess kit, mirror, soap, trail rations (2), waterskin, 51 gp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dmg.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.
Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (+3) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.
Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Kip-Up At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.
Menacing Swordplay At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level (+3+ to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost.
Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks.

Visual depiction of character

He is 5'9" and about 165 lbs, with average physique. He sports a beard with brown hair and hazel eyes.

If there is anything I missed, let me know. :) I will make the appropriate profile if I am selected.


I pictured it as him having done experiments on his own brain with chemicals and such, but I could just drop the mindchemist archtype as well. It would not change much.


This is Ouachitonian, submitting Othniel Laurentius. Half-Elf wannabe-Swordlord, wannabe-Noble, but mostly Unchained Rogue. Filled with anger and resentment because of his noble family's lost holdings in Galt and rejection by polite society in Restov, he fell in vith the local ne'er-do-wells for a while, before eventually leaving to live on his own in the Stolen Lands. He's something of a jack-of-all-trades, having reinvented himself many times trying to fit in with various groups, but he specializes in Knowledge skills, Perception, Stealth, and Acrobatics.

As for Kingdom role, he could be a Magister, though more from a fluff perspective than a mechanical one (he values knowledge, has dabbled in magic, and worships Nethys, but doesn't have great CHA or INT), but could also make sense as a Marshal or Enforcer.

Having been rejected by pretty much every group he's tried to fit in with, he basically only cares about himself. He's especially vengeful towards Galtans for the Revolution which saw his family exiled and Swordlords, for rejecting him in his youth (when joining their ranks had been a lifelong goal). To a lesser extent, he dislikes many wizards (having been turned away from a Restov wizarding academy after he failed to become a Swordlord) and Brevoyans in general (for the more general lack of acceptance his family found with high society there after fleeing Galt). His attitude is sort of a darker echo of Han Solo's "Look, I ain't in this for your revolution, and I'm not in it for you, princess. I expect to be well paid. I'm in it for the money." Of course, loss of his family's ancient prestige is a major humiliation for him, and the offer of power would likely motivate him even more than money, and maybe even lead him to care about something bigger than himself again. But for now, if he doesn't have a personal connection with someone, he views them as little more than a means to an end. He'd kill a traveler as soon as look at them if he was short on gold and they had some, or if he'd been paid to, or if they looked like they might start a fight. Whatever helps him most, really.

Grand Lodge

Hello Again. Here is my ranger concept - I decided not to go with the sky stalker . I’m basing it Lastoth’s mounted archer build, which is a variant of Treantmonk’s switch hitter. He has decent STR, which will make him a good choice for the general role. His backstory is of the river kingdom’s with some personal tragedy thrown in to make his sure his morals are...pragmatic as required by the campaign setting. As a ranger he’ll have access to plenty of survival and tracking spells and great ranged damge.

I decided not to minmax because I just couldn’t bring myself to dump stat CHA, and especially not INT :) I greatly enjoyed weaving the traits and the river kingdom lore into his backstory

I’ll go more indepth into the equipment and the animal companion if my character is selected as your noon boon companion. I may also change around the skills and will flesh-out the character sheet too. I wanted to hurry up and get my application in before the deadline..

Background:
Tal’s father was an impoverished scion of a minor Aldori noble family in the River Kingdom of Mivon.

Nonetheless, Tal received an excellent education; his music and dance teachers were among the best in Pitax, as was his etiquette instructor. Most notably, his history and mathematics instructor Lysis was a wizard of moderate skill . Tal was devoted to Lysis and was noted by his mentor for his excellence in studies and his knack for magic...even if he lacked a wizard’s temperament.

When not under the tutelage of his formal instructors, Tal apprenticed with his father who held the position of Chief Forester for the Mayor of Minvon, where he would act as a barrister and arbiter among the kingdom’s most distant rural homesteads. In general he was responsible for patrolling the woodlands of Mivon and duties included negotiating sales of timber, collecting taxes from and mediating disputes between woodland homesteaders and leading raids on unapproved bandit gangs hiding in the Minvonian forests.

From his father, Tal learned the styles, and philosophies of the Mivon sword lords and most importantly the basic tenets of their vaunted art.

While he’s never put his name on the List of Suitors, and makes no claim to the title of swordlord, Tal can fence well enough and carries with him his father’s Aldori dueling sword to honor his heritage.

In his father’s men he found tutors of an entirely different sort. From these rough men he learned to shoot an arrow, bed a wench, kill a man, and survive in the wilds. He also learned the River Kingdom’s national pastime: banditry. Many young men and women in the kingdoms try banditry as a side job, and for Tal it was no different. His band ranged into all corners or kingdoms and even into the stolen lands. It was both great adventure and an education. The old rangers and rogues noted that he had the makings of a fine strategist and leader - until his band found their way into Lambreth and slew a Black Eagle who refused to stay down when beaten.

His father sent him away that very night, in the hope that he might save his foolish son’s life. Tal’s father took a loan against the family estate and booked passage in the hold of a river smuggler’s barge. That is how he found himself on far side of Lake Encarthan in the forest nation of Nirmathas with a sack full of coin, his father’s sword and a letter of recommendation from Mayor Raston Selline, Ruler of the Kingdom of Mivon and greatest of the legendary Mivon Swordlords that he be allowed to serve under the Forest Marshal and his deadly rangers...

Month’s later, he learned that Lord Arnefax of Lambreth had exacted retribution for the death of his Black Eagle and that Tal Elathor was now the last of his family line.

appearance:

Personality and motivations:
He takes his morality from the Six River Freedoms and the unwritten, but true highest law of the river kingdoms; Power Rules.

Although an avid woodsman and trapper Tal enjoys reading books on military history, tactics and strategies and discussing those topics with anyone who shows the slightest inclination. Some might consider him an amature military scholar or an ‘armchair general.'

He’s some ambitious fantasies about being more than just an armchair general - and the motivation to see a certain kingdom crushed under heel. The riches of the Stolen Lands could be the key to making his fantasies come true.

character sheet:
Name: Tal Elathor
Race: Human
Class: Ranger
Alignment: CN

Traits:
Campaign trait: Sword Scion - free fancy +1 sword
Armor Expert: Reduce AC penalty by 1
Magical Knack: +2 to ranger caster level

Abilities:

Str 14 +2 (+2) (+1)
Dex 17 +3
Con 14 +2
Int 10 +0
Wis 12 +1
Cha 10 +0

Feats:

Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim

Skills:
Climb 1+3+5
Handle Animal 1+3
Ride 1+3+3
Survival 1+3+2
Swim 1+3+5
Profession (Soldier) 1+3
Knowledge (Spellcraft) 1+3
Heal 1+2+3
Knowledge (Nature) 1+3
Knowledge (Stolen Lands) 1+3
Craft 1+3
Acrobatics 1+3
Perception 1+3+2+3
Stealth 1+3+3 +3
Disable device 1+3
Sleight of Hand 1+3
Use Magical Device 1

Equipment

Mithral Chain Shirt
An Efficient Quiver
Darkwood Shield
Gauntlet
Spiked Gauntlet
Masterwork +5 Composite Longbow
Large (oversized) Arrows
Arrows of various special materials
Masterwork Alchemical Silver Gladus
Masterwork Cold Iron Gladus
Masterwork Aldori Dueling Sword
Masterwork Great Sword
Masterwork Saddle
Saddlebaggs

A hired Teamster
A white Warhorse named Alabaster
2 Mules
2 Mules loads of adventure gear

here is an example of some woodsy fluff I made for the character:

Ranger training - Caches:

When making a cache the first step is to Weatherproof the container to ensure that water doesn’t ruin your equipment. Hide by wrapping it with camouflage netting and then tie it to a high tree limb or stick it in a hollow tree or someplace far from prying eyes.

Make sure you can find and retrieve your cache. Landmarks can change, so make sure you know exactly where it is, and that you will be able to find it again, when you need it! Bury the tube in a remote location, where you can’t be observed, including aerial observation.

A water proof container will likely be buoyant. Make sure to bury it in a place where ground water or rain, won’t force it back to the surface, exposing your dry box or tube. Avoid soils heavy in clay, as water doesn’t drain quickly and may exacerbate “floating”! If you are burying metallic items or using a dry box or tube that is metal, make sure to bury your vault deeper, then salt the vicinity with metal scrap such as old nails and other debris in the area, or bury it in an area where metal is expected to be encountered.

There are four main types of caches that are the ones most likely to be needed: way-point, exile, fugitive and weapons caches

Waypoint Caches are hidden supplies at intervals along your route, allowing you to restock on an extended journey. This would likely be food, water or water purification essentials and other reloads for consumable goods.

Waypoint Cache:
• Camouflage netting
• A rolled up sack or two
• Cordage (Rope, Twine, Wire, Thread)
• Trail rations, Wandermeal, Travel Cake Mix
• Waterskins
• Animal Glue
• More fuel for stove can (1GP per hour)
• Water Purification sponge
• Clean socks and undergarments
• Fishing hooks and sewing needles
• Sling
• dagger and whet stone
• Wire saw
• oil
• Sunrod
• Flint and Steel
• Refills for a healer’s kit (5GP per use)
• Refills for grooming kits
• Vermin Repellent
• Compass
• Ranger beads
• Maps of area
• Gear maintenance kit refill
• Extra gold pieces.

If you intended to ride to your location, it could include tools and supplies for the care of your animals which could make it much larger and thus harder to hide or bury. You might spread the kit out in multiple or find other ways to store parts of it.

• Veterinarian’s kit refills (2.5 GP per use)
• Several days of feed
• Bit and Bridle
• Horseshoes, nails, hammer

Exile Caches are hidden supplies that will allow you to cover all your survival needs, if you are forced to flee with nothing, or return to your camp to find it inaccessible or occupied by non-familiar individuals. This cache would provide what you need if you were at zero. It would have ways to provide for shelter, fire, food, water and protection.

• Camouflage netting
• 100 Gold Pieces
• Backpack
• Gear maintenance kit
• Map of the Area
• Compass
• Ranger beads
• Ranger's Dagger (Sawback, hollow Pommel filled with flint, fishhooks, wire saw, sewing needle)
• Whetstone
• Hand Axe
• Poncho
• Travel Clothes
• Peasant clothes
• Bedroll
• Blanket
• scarf
• Grooming Kit
• Healer's Kit
• Lantern
• Oil
• Torches
• Sunrod
• Endless Torch
• Vermin Repellant
• Fishing Gear
• Sling
• Water Purification sponge
• Canteen
• 2x Waterskins
• Can Stove
• Trail rations, Wandermeal, Travel Cake Mix
• Mess Kit
• A rolled up sack or two
• Cordage (Rope, Twine, Wire, Thread)
• Canvas

Fugitive Caches are made up of select essentials from the Exile Cache with some extra specific purpose gear, in the event that you are on the run, for whatever reason. Maybe you saw or overheard something sensitive and Aspis consortium has deployed assassins or the Hellknight's have decided that they need to terminate you with extreme prejudice. Whatever the reason, you have to stay alive and on the move. The Fugitive Cache may not have to be buried, but could kept with a discreet local ally such as a tavern keeper.

• Cordage (Wire, twine, thread, rope)
• Animal Glue
• Ranger's Dagger
• Everburning torch
• Healer kit (with blood block and surgeon’s tools)
• Grooming kit
• Ranger beads
• Maps of area
• Compass
• Disguise Kit
• Hat of Disguising
• Reversible Cloak
• Hand Axe
• Gladius
• 1000 Gold Pieces

You can use compasses and maps to find your way, but you still need a method to measure the distance traveled from the last way point, so you know how far until the next. This is where Ranger Beads come in handy. Ranger beads, which are really just pace count beads. Rangers are condsidered experts at land navigation, which is why these pace counting beads are often referred to as Ranger Beads.


This is Deaths Adorable Apprentice and here is my rouge. With any luck she makes the cut!


Looking over all the submissions again, will post the chosen two later this evening. I have a long car ride to deal with first.


Tal, I suggest rethinking your skills. It's tempting to spread out when making higher level characters, I know. But then you tend to be awful at everything. Also Knowledge (stolen lands) and (sorcery) aren't things. It's okay to have only one rank in things like climb and swim. And ride, unless you plan on getting good at it, just needs to be in the +9ish area. But, for example, a UMD of +1 is worse than worthless. It means you might use it and you're all but guaranteed to, at best, waste an action, and almost always waste the charges.

I suggest looking at DCs and seeing what you need to do what you want.

Grand Lodge

Thank you for the advice! I'm a noob, but an eager one. To clarify for my sake: It's not better to spend just one rank point to get the +3 Class-skill bonus then? A +4 to knowledge (nature) is not more valuable than another +1 to Survival for example?

I thought locality Knowledge(local/geography/religion) was supposed to be specified which locality, which religion etc?. I also meant just spellcraft, not Knowledge (Spellcraft).

And this is where I really show my noobishness: I've heard UMD is kind of 'mandatory' but without it being a class skill I could only max it out at +4 and at the expense of a potential +12 to class skills. Is that good enough? Could Tal even use a wand without at least a single rank in UMD?

I've never played Kingmaker and I don't want to spoil it for myself (or anybody else), but I've read the guide to the River Kingdom's section on the stolen lands. It seems like reasonable IC knowledge for someone who's lived there to have. It's all vague, but contains valuable information that a trapper, hunter or forester who lived on the border of the Stolen Lands to know(local).

From what I read I figure the party will run across a Wil-o-wisp soon.

Let's suppose we run upon the wisp and our Arcanist is a CC mage and not a blaster and therefore has no magic missiles, and party members start dropping like flies. Let's also assume my ranger has the CL 1 magic missile wand stuffed into his boot that the wizard chunked into the trash bin*... Would UMD +4 help at all? Should I just leave such matters to the mage?

*Yes I read through your discussions, and my survivalist will rummage your bins.

Would maxing these skills be a better skill spread?

Perception
Stealth
Ride
Survival
Swim
Climb

I feel that Knowledge (local and nature) would be some what vital to my roll too though.


And looking over the character, just realized I forgot to do my HP for each level beyond 1. Posting again, with that fixed.

Level 2: 1d10 ⇒ 5
Level 3: 1d10 ⇒ 6
Level 4: 1d10 ⇒ 10

Crunch:

Finnegan “Devilbow” Rook
Male Tiefling slayer 4
LE Medium outsider (native)
Init +4; Senses darkvision 60 ft; Perception +8
DEFENSE
AC 19 (20), touch 14, flat-footed 15 (16) (+5 armor, +4 Dex, +1 Shield*)
Hp 35 (4d10+4)
Fort +6, Ref +9, Will +2
Special defenses cold resistance 5, electricity resistance 5, fire resistance 5
-*does not apply if wielding weapon in 2 hands or using an off-hand weapon
OFFENSE
Speed 30 ft
Melee masterwork machete +9 (1d6+2, 19-20/x2)
Melee dagger +8 (1d4+2, 19-20/x2)
Ranged masterwork composite longbow (+2 Str) +9 (1d8+2, x3)
Ranged dagger +8 (1d4+2, 19-20/x2)
Spell-Like Abilities (CL 4th)
1/day – darkness
Special attacks studied target +1, sneak attack +1d6
STATISTICS
Str 15, Dex 18, Con 12, Int 16, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 20
Traits Ambush Training, Brigand, Bruising Intellect
Feats Armor Proficiency (light, medium), Quick Draw, Point Blank Shot, Precise Shot, Shield Proficiency, Weapon Finesse, Weapon Proficiency (simple, martial)
Skills Acrobatics +10, Bluff +9, Climb +5, Intimidate +10, Knowledge (geography) +7, Knowledge (local) +9, Perception +8, Ride +8, Sense Motive +8, Stealth +12, Survival +8 (+10 Track), Swim +5
Languages Common, Infernal, Gnome, Orc, Halfling
SQ Prehensile Tail, Slayer Talents (Ranger Combat Style (Archer, Precise Shot), Finesse training), Track
Combat Gear 40 arrows, 20 cold iron arrows, potion of cure moderate wounds, 2 potions of cure light wounds Other Gear chain shirt +1, masterwork buckler, masterwork composite longbow (+2 Str), masterwork machete, 2 daggers, Efficient quiver, cloak of resistance +1, slayer's kit (backpack, bedroll, flint and steel, iron pot, manacles, mess kit, rope, torches (10), trail rations (5 days), waterskin), combat-trained light horse (“Swift”), common riding kit (bit and bridle, saddle, saddle blanket, saddlebags, animal feed (2 days)), animal feed (8 days), trail rations (10 days)
SPECIAL ABILITIES
Ambush Training – You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Brigand – You begin with an extra 100gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Bruising Intellect – Intimidate is always a class skill for you, and you may use your Intelligence modifier when Making Intimidate checks instead of your Charisma modifier.
Darkvision – Tieflings can see perfectly in the dark for up to 60 feet
Fiendish resistance – Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Finesse training – A slayer that selects this talent gains Weapon Finesse as a bonus feat.
Ranger Combat Style – The Slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Skilled – Tieflings gain a +2 racial bonus on Bluff and Stealth checks
Spell-like ability – Tieiflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Sneak Attack – At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 at every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a lsayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Studied Target (Ex) – A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to Slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex) – A slayer adds ½ his level (minimum 1) to Survival skill checks made to follow tracks.

Backstory:

Finnegan was born to a woman in the employ of a house of ill-repute, by way of a man whose name she never knew. Upon her first sight of him, she demanded he be thrown into the streets of Daggermark. The matron, in complete agreement, promptly did so. Though he should have died out there, less than an hour old, he was found by a group of beggars, who immediately thought to use him to help part coin from the hands of others. After all, how often did you find children with small horns, tails, and burnished gold eyes. They took him in, and called him “Devilboy”. They had little care for his well-being beyond his value to them as a sideshow freak attraction they could charge copper and silver to see. His childhood consisted of people with money coming and goggling at him, the beggars feeding him his meager rations, and the occasional drunken beating when they managed to make enough money to get some alcohol. He grew older, towards adolescence, and every day, he watched as these people with coin to spare came to point and stare at him. These people, who probably had a roof over their heads, full bellies, and decent clothing, were spending their coin simply to look at him? The beggars, who treated him like a freak, would take the coin and feed him stale bread with money earned because he existed? They didn’t deserve that coin. He did. He deserved every copper of it.

But his life was trapped in an endless rut, to be stared at and beaten, until two things happened. The first was when he discovered he could make complete darkness that only he could see through appear with a thought. The second, surprisingly, came from one of those who gave the beggars coin. One day a half-orc came through. He had taken to glaring at the gawkers with hatred, which only made more come. But this half-orc…this man looked him in the eyes, met his glare with a passive face, then tossed a dagger onto the straw of the make-shift tent he was set up in. Finnegan looked at the half-orc, who then turned and left the tent. Quickly, before either the beggars or the next person came through, he scuttled forward and grabbed the dagger, hiding it from sight. The rest of the day, he dealt with the stares and gawkers. He docilely accepted the stale bread his handler gave him. And, when the light went down, he took the blade, and used his trick of magic to cover the beggars in darkness. As they shouted he darted into the magical effect and struck each of them with the dagger, ensuring they were dead, for the darkness was no hindrance to his sight. When all was over, the beggars lying dead in the alley, Finnegan had the best meal he’d ever had – and gained some coin to boot. Leaving the alley, he looked about to see if anyone was watching. Thinking he was alone, he stepped out of the alley – and felt a hand on his shoulder. Whirling, the blade held before him, he found himself confronted with the half-orc from earlier in the day. ”So, I was right. You are more than a freak show. If you want to know how to make coin consistently, and in far greater quantities, follow me.” The half-orc turned, and began walking. Intrigued, Devilboy followed him at a cautious distance. Eventually, they left the city of Daggermark and went into the wilderness. The half-orc, quiet to this point, said, ”I am called the Black Rook. What is your name?” Upon hearing the name “Devilboy”, the man shook his head and said, ”That is not a name, it’s a shackle. And shackles can only serve to hold you back-unless you turn them into weapons. I shall call you…Finnegan.”

And so, Finnegan joined with the Black Rook’s bandits, where he learned to survive in the wilderness, to hunt and track, to ambush unwary merchants and loot them. He learned to fight with weapons, and grew strong. He quickly became skilled with the bow, and was able to join on some of the raids of lesser-armed wagons. The Black Rook treated him as a son, and on one such raid, they stumbled across some books. Though uneducated, Finnegan asked the Black Rook to teach him to read them, and he proved to have a highly astute mind. He learned to read and write, arithmetic, and how to count sums. He began helping to track the bandit group’s hauls, ensuring everyone received the loot that was their due. The Black Rook ran things with direction and purpose. As his skill with a bow grew, he took his childhood name, “Devilboy”, and turned his shackle into a weapon. He called himself “Devilbow”, and the Black Rook approved, as his name began to be whispered by merchants traveling in the River Kingdoms. Unfortunately, all things come to an end. During a raid when he was 17, the Black Rook took a sword across the belly, and was mortally wounded. Despite the best efforts to bandage and poultice the wounds, he died 2 days later.

Finnegan was devastated, and mourned the loss of the closest thing to a father he knew. He was not able to mourn long, though. A bandit by the name of Merilt took over leadership of the group by assassinating his three main rivals, and brought about changes for the worst. He scrapped the prior rules for loot distribution and decreed that, as leader, he got the best stuff, and that everyone else had to figure out the rest on their own. The unity and purpose of the bandits broke. They began infighting over who got what. For 2 years, Finnegan, having taken Rook as his surname, tried to mediate disputes as best he could and maintain some semblance of order. Though success was rare, the fact he was even trying caused Merilt to begin viewing him as a threat to his power. Merilt began leaving him behind on raids, and would often leave him the worst of the loot. Still, Finnegan sought to keep the Black Rook’s legacy alive. While he was sorting through what was left of the spoils of one raid, however, he found paperwork, hidden away in a crate. These goods had been bound for Fort Inevitable! He sought to tell Merilt, to warn him the bandits had stolen from the Hellknights, but the chieftain would not listen. Instead, he tried to warn other bandits, but few cared, thinking themselves safe. They were wrong.

The Hellknights struck the camp at night, their armor glinting darkly and showing no mercy as half-drunk bandits ran about, attempting to mount a fight or flee. Finnegan, having expected this, was ready. He grabbed his things and immediately ran towards where they kept the horses. On the way, he saw a drunken Merilt attempting to climb on Swift, the best of their stolen mounts. Taking an arrow from his magic quiver and aiming, Finnegan planted the arrow in the back of the craven chieftain, and three more soon followed as he advanced on the bandit. As he approached, Merilt lay on the ground looking up at him. Drawing a dagger – the very same one the Black Rook had given him all those years ago – he grabbed the fat fool’s hair and said, ”This is for destroying my father’s legacy,” and slit Merilt’s throat. Then, mounting the horse, he rode from the massacre, abandoning the bandits to their slaughter. Lately, merchants had spoken of a bandit king to the east, in the wilds south of Brevoy known as the Stag Lord. Perhaps he would be amenable to accepting Finnegan’s services. After all, he was the Devilbow…

Kingdom Roles: Marshal, Treasurer, Spymaster, Royal Enforcer
Adventuring Roles: Woodsy switch hitter with a little bit of face skill. He doesn't need anything else for switch hitting feat-wise, so he can pretty much focus on archery feats from here on out.

Tal, I would suggest putting 1 point each in Climb and Swim. The rest of those skill points can go to Knowledge (local) and Knowledge (nature). Climb and Swim don't come up as frequently as other skills do. Perception, Survival and Stealth should all be maxed. You can max Ride, too, to start the game, but you shouldn't need to keep up with it.

As to UMD being a "Mandatory" skill, if it were a class skill, I'd say yes, max it, absolutely. But having a +4 won't get you a whole lot. Minimum DCs are 20, IIRC, so you'll find yourself failing to activate a wand over 75% of the time.

Welcome to the game! It can be very daunting at first, but once you get the hang of it, it's a lot of fun.


I concur with all of the above advice.

Also, for the Devilbow: if you are interested, the GM allowed rolls on the variant table when I created my Aasimar. Darkness is a pretty good spell, so you might not want to swap it out, but I thought I'd mention it.


I actually worked the Darkness SLA into his backstory, so I think I'll stick with it. But, it is good to know that's an option if Darkness wouldn't work with the party's tactics (lack of Darkvision and whatnot).


Phntm888 and Othniel Laurentius, please report to the discussion thread for the game.

Everyone, thank you for your interest and your submissions.

Grand Lodge

Congratulations! Have fun guys!


The Winds of Fate wrote:

Tal Elathor - Sky Stalker is fine for an archetype. As for hirelings, buying some mules, equipment and food is fine. But your characters are the ones who were the original hirelings here, taking on the charter to explore the Stolen Lands. So no, I wouldn't approve a dozen or so hirelings at this point in time for anyone. Side note, no one is a member of the Pathfinder society in this game and everyone's experience is questionable.

Ouachitonian - Sure, you can put out a submission for each slot.

Calastria Clitus - No.

Why not?

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