Gestalt Jade Regent without Brinewall Legacy


Recruitment

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Here's my submission. Ersica is a half-elven Investigator (Psychic Detective) and Alchemist (Grenadier) who brings spooky mind magic and bombs to her work as a private detective in Magnimar.

There are still some minor things to complete, spells, extracts, gear, but she's close to complete.


I couldn't make my Kitsune-ish character work the way I wanted, so I've decided to go another way.

Here's Doomed Hero's Warpriest/Shaman. His background is done, and his mechanics are currently at about 85%. I just need to do a numbers audit and buy my gear.

I've made Grial as party-friendly as possible. He's designed to fill the role of the party scout, sneaking ahead, disarming traps and whatnot, but due to his versatility, he can fill just about any role a party needs. (Except party face. That probably would not go well)

As a Warpriest, he's primarily a ranged fighter, but thanks to Empty Quiver Style he switch-hits nicely. He can be a frontliner when he needs to be, which is nice since he will often be the first one into a room. As a Shaman, he's also a great healer and has a number of modular abilities that allow him to adapt and specialize himself based on the themes and challenges the party is currently facing.

As a player, I'm a longtime vet of these boards. I'm very reliable as a poster and I love the scout role because it lets me push the story forward quickly.

Let me know if there's anything that doesn't make sense, or that you would like to see changed to better fit your vision for the story.


I'm considering an application as a Blaster mage (so Arcanist 4/Sorceror (Draconic) 1). That would give me 3 levels spare, and what I need to know is: do you have any objection to synthesist summoners? I know some GMs do, so I thought I'd better check first.

The Exchange

Gavmania wrote:
I'm considering an application as a Blaster mage (so Arcanist 4/Sorceror (Draconic) 1). That would give me 3 levels spare, and what I need to know is: do you have any objection to synthesist summoners? I know some GMs do, so I thought I'd better check first.

None. Make sure you note which class (I'm sure Arcanist) is your Favored in case you further multiclass.


Excellent, I'll write him up tomorrow.


PbP Submission wrote:

I've always wanted to do a hand-crafted magus style character using gestalt to join an Arcanist(arcane blade) and Swashbuckler and this is my chance. Mostly complete crunch and background is in the profile from this post.

Character Name: Dances with Fire

Updated with additional crunch and a lot more personality.


GM, I present for your consideration Cole Lightshadow, halfling fighter/rogue extraordinaire. Roles: Dex-based front-line fighter, scout, trap disabler, face, and mobile striker. If selected, I will create an alias for him.

Appearance:
: 3'2, blonde hair, green eyes and very lithe - Sort of like this. He wears bulky clothes to hide his mithral chain shirt.

Personality:
: Darker than most halflings, given his life experiences. He has a clear hatred of slavers and others who abuse their authority. He is willing to go outside the law to see justice done. He loves getting up close and personal and twisting his kukri in his enemies and seeing their eyes go dark. It gives him a perverse pleasure. He loves to taunt his enemies in battle.

Background:
Cole does not remember his family, as he was sold into slavery to a Chelaxian noble family. He developed his uncanny agility dodging silverware, mugs of ale, and wine glasses from his often inebriated proprietor. Despite his many attempts, Cole could not escape his miserable life. He could not dodge the whip scars on his back that he carries to this day for those attempts. At the age of 15, halfling freedom fighter from the Bellflower Network liberated Cole from his existence. As gratitude, he pledged to join his liberators and help them free other slaves. He was trained in the arts of stealth and war to become of the Network's elite agents. By the age of 20, Cole was a master of stealth, especially in the mountains and hills, using a kukri as his weapon of choice to devastate his opponents, especially larger foes, like ogres and bugbears. To this day, Cole's crowning achievement was the day he stormed the bugbear fort and slew all present and saved all 20 slaves. However, as the years have passed, Cole realizes that the nation of Cheliax will never give up their slaver ways until there is a force for justice struck at the Council. But that requires much more skill, experience, and wealth than Cole currently has. He recently asked for a leave of absence from the Network to meditate on his future plans. While in Magnimar, he saw the flyer for the trip to the Crown of the World. He believes this is an excellent opportunity to acquire wealth, prestige, and the political favor he desires to make a substantial change in Cheliax.

Cole:

Cole Lightshadow
Male halfling fighter (weapon master) 4/unchained rogue 4/gestalt 4 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CG Small humanoid (halfling)
Init +5; Senses Perception +11
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Defense
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AC 24, touch 17, flat-footed 18 (+4 armor, +5 Dex, +1 dodge, +3 shield, +1 size)
hp 40 (4d10+15)
Fort +7, Ref +10, Will +7; +1 bonus vs. effects targetting a Kukri held by you, +2 vs. fear
Defensive Abilities blade sense +1, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 kukri +13 (1d3+9/18-20 plus 2d8 sneak attack)
Special Attacks sneak attack (unchained) +2d6, weapon training
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Statistics
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Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +3; CMD 19 (20 vs. disarm, 20 vs. sunder)
Feats Dodge, Iron Will, Mobility, Piranha Strike, Risky Striker[ARG], Spring Attack, Weapon Finesse, Weapon Focus (kukri), Weapon Specialization (kukri)
Traits fate's favored, Wild Shadow
Skills Acrobatics +11, Appraise +5, Diplomacy +7, Disable Device +14, Escape Artist +11, Knowledge (local) +7, Linguistics +5, Perception +11, Sense Motive +6, Sleight of Hand +12 (+14 to conceal a light blade), Stealth +16, Survival +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Halfling
SQ adaptable luck, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (combat trick, weapon training), weapon guard
Combat Gear potion of cure light wounds (2), potion of endure elements, potion of protection from evil, acid, acid (2), alchemist's fire, alchemist's fire (4), caltrops; Other Gear mithral shirt, +1 mithral heavy steel shield, +1 kukri, cape of free will +1/+2, ioun torch ioun stone, bedroll, belt pouch, chalk (10), flint and steel, masterwork backpack, masterwork thieves' tools, mess kit, mirror, soap, waterskin, 3 gp
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Special Abilities
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Adaptable Luck +3/+2 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Risky Striker -2/+4 Subtract from your AC to add to damage vs. foes 2 sizes larger.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wild Shadow You can attempt Stealth checks in Mountain (including hills) terrain in normal light without having cover or being invisible. You still can’t attempt Stealth checks in areas of bright light without invisibility or cover.
Weapon Guard +1: Kukri (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Kukri (Ex) +1 to hit and damage with your chosen weapon.

The Exchange

Valence Niels d'Geiger wrote:

Alright folks, I'm going to be largely unavailable for any PC time this weekend, save for a bit before bed each night. Phone, too, but I'll be able to check for questions sporadically, and probably answer some.

If you consider your application complete, or almost-complete, do me a favor and favorite this post.

Everyone should do so whenever they feel ready to submit. Saves anyone the hassle of making a list, and I'll know which ones to check.

No rush though. Still have six or so days.

Quoting this for posterity since it's on the previous page. I have a bit of free time coming up for reviews and such, so if you haven't already placed a favorite on this post right here, and you are ready for your submission to be considered, please do so.

Still a few days to finish up or grab a few last-minuters.

The Exchange

*****~~~~~*****~~~~~|---Status Update---|~~~~~*****~~~~~*****

Doing a basic sort-and-file of applications, I noticed a disturbing lack of a very crucial role missing from the vast majority of applications.

I feel like this was partially my fault; I should have been more direct.

Those of you who do not have a Handle Animal or Profession (Driver/Teamster) skill, or a Speak with Animals or similar ability, need to have some way of controlling a wagon; you were, after all, supposed to "bring your own" and get to Brinewall Keep in the first place.

So, there are three options available to you.

1) Redo a Background Skill. Probably the easiest thing to do, but if it comes down to "drive the wagon" or "do something else," you (as well as the people who already have such skills) will have to drive the wagon, or leave it stationary.

2) Pay a Hireling. I rule that, for an extended trip fraught with unknown hazards across the ice cap, and back, a driver will charge 1500 gp, per trip, as well as a "refundable life insurance fee" of 500 gp, for a total cost of 3,500 gp. Any Teamster will be willing to accept 1/4 price, plus deposit, up-front, with the full amount remaining to be paid upon arrival in Tian Xia.

So, immediately, you get a Driver for 1,250 gp. Their relevant skill level will rise with the PCs irrespective of any combat or experience gained, and they will remain completely loyal, available, and ready, so long as their wagon remains whole. Essentially, they are items.

3) Buy a Slave. These Specialized slaves will cost a flat 500gp. They come with a base +10 to their control skill, and a number of drawbacks.

First, their skill will only increase with XP; this will be gained passively as the caravan is involved in conflict, but only if their wagon is moving or otherwise engaged. Second, they have no loyalty to you, and must remain bound or otherwise contained when not supervised, or they will escape. Finally, Varisians look poorly upon slavery.

If you're creative enough to have another option, go for it, but make it known to me (it still might be 30ish hours before I fully comb through the apps).


I already had some Handle Animal, but I might squeeze an extra point or two in there.


Double checked. Have handle animal +8


Ah, gotcha. I'd misunderstood and thought we just needed a skill for any caravan job. So I switched Profession (Cook) to Driver.


Well, I can either abandon my new concept (A half-orc Investigator//Wizard bastard of a noblewoman) to take up the wheel while driving, which won't be a good idea unless I can *also* cast spells while doing so, or I can go back to my Bard//Swashbuckler idea.

Alternatively, I could swap out some feats for some Spheres of Might Beastmastery sphere, gaining 3-4 (2 beast rearing tradition, either 2-3 level) talents, enough to be able to take it's rapid handle 3 times, getting Push and Handle to swift actions, and also take the Mass Handle talent, allowing me to push all the animals nearby as a swift action. However, also comes with the Bounty Hunter equipment sphere, which I honestly don't really like the flavor of for either character. This is all presuming you'll allow spheres of might's beastmastery sphere, of course, but as you have already allowed the Blacksmith class, it seems a viable option.

Edit: Forgot to mention a request I had- I don't plan on getting into Melee, ever. It doesn't fit with the character I have. However, the only archetype that replaces the Studied Strike and Studied Combat abilities is the Cryptid Scholar, which is incompatible with the Empiricist archetype, which fleshes out her usage of intelligence. May I request to drop the Intuitive Monster Lore feature from the archetype to gain the alteration to Studied Combat (Turning it from personal self-buff to party buff)?

Double Edit: False Spellcaster States that I can deliver infusions with a range of touch. Does that allow for my familiar to deliver infusions with a range of touch, also? What about other party-members?


How do I calculate hp for my Eidolon? is it still Max first, 1/2 level+1 for rest or are they all 1/2 level+1?

The Exchange

Raijin-toru Kuso-yaru wrote:
Ah, gotcha. I'd misunderstood and thought we just needed a skill for any caravan job. So I switched Profession (Cook) to Driver.

That was going to be one of my original selection criteria: whether or not the character had any caravan job aside from Guard. But then there were so many who opted for options that weren't used for driving that I didn't have a very broad selection pool.

Josie Silver wrote:
This is all presuming you'll allow spheres of might's beastmastery sphere, of course, but as you have already allowed the Blacksmith class, it seems a viable option.

I have not allowed Blacksmith, it was used as an example; I do not want Spheres system.

Josie Silver wrote:
Edit: Forgot to mention a request I had- I don't plan on getting into Melee, ever. It doesn't fit with the character I have. However, the only archetype that replaces the Studied Strike and Studied Combat abilities is the Cryptid Scholar, which is incompatible with the Empiricist archetype, which fleshes out her usage of intelligence. May I request to drop the Intuitive Monster Lore feature from the archetype to gain the alteration to Studied Combat (Turning it from personal self-buff to party buff)?

No, I'm sorry. I would allow those two abilities to apply to spells that cause things to make a melee attack however.

Josie Silver wrote:
Double Edit: False Spellcaster States that I can deliver infusions with a range of touch. Does that allow for my familiar to deliver infusions with a range of touch, also? What about other party-members?

No; applying the infusion to someone else would apply the infusion; they couldn't hold it for you.

Gavmania wrote:
Eidolon

Yes.


I'm (Zaboom!) working on a Halfling Hunter//Something, leaning pretty heavily on Wild Empathy/Diplomancy/Gardening, if that helps.


My concept isn't so far along that I can't switch.

I'll make a driver. Probably dwarf gunslinger/inquisitor.

Inspired by this song.


One alteration to my submission: Redeemer for the Paladin archtype has some caveets in mechanics I wasn't aware of. As it was just something that seemed to sit with the character concept I didn't investigate too deeply. But after doing so I'd rather just remove the archtype from Paladin.

Since I have +10 HA and 2 useful craft skills I'm not looking to change that. Sorry for the confussion on my end.

The Exchange

Valence Niels d'Geiger wrote:
Gavmania wrote:
Eidolon
Yes.

Heh, glad I saw what I did here. Yes to the "Max 1st, 1/2+1 after" part. Whoops!


Valence Niels d'Geiger wrote:
Josie Silver wrote:
This is all presuming you'll allow spheres of might's beastmastery sphere, of course, but as you have already allowed the Blacksmith class, it seems a viable option.
I have not allowed Blacksmith, it was used as an example; I do not want Spheres system.

Sincerest apologies about misunderstanding what your intent was with the Blacksmith class- It seemed to be implicit with the statement of preference.

Valence Niels d'Geiger wrote:
Josie Silver wrote:
-Replacing studied strike-
No, I'm sorry. I would allow those two abilities to apply to spells that cause things to make a melee attack however.

So basically nothing unless I want to pretend to be a ghost. Gotcha.

Seriously though, I've taken a quick parse, I think you can make Melee attacks with Levitate, and Umbral weapon deals cold damage, and doesn't make a melee attack. No spell that I can find make melee attacks, even the Umbral weapon uses the other person's melee attack, rather than my own. Unless it also affects buffs that grant allies extra attacks, this is basically a null factor (And if it does affect buffs that grant extra attacks, whoo boy.) But either way, I suppose going without the class feature is not that terrible.


Stuff:
3d100 ⇒ (80, 26, 40) = 146
1d2 ⇒ 2
2d100 ⇒ (44, 41) = 85
1d100 ⇒ 55
1d100 ⇒ 50
1d100 ⇒ 79
2d20 ⇒ (14, 18) = 32
1d10 ⇒ 9
1d12 ⇒ 4

Background randomness rolls.


Here goes!

I don't have a whole bunch of time for the next few days, but if ever you think that the character has merit and you would like me to modify a few things, don't hesitate to say so!


Good Afternoon Valence Niels d'Geiger,

I'm coming down to the wire, but I have a question prior to building a Fighter/Ranger concept, do you allow firearms as a general? I'm reading into the Feat Tax you have quoted, and it seems like a very interesting addition.

I've not played by post yet, so I apologize if the question was already answered and I missed it along the thread.


Well, it turns out I didn't apply Background skills at all(I suppose I missed it), so adding Handle Animal was simple. Coming out to a +10 in total, with the other background skill being Knowledge(Nobility) at a +7.


Huh. Okay. I never saw anything asking for a caravan related skill. I must have missed it. Of course Handle Animal would be one of the 3 total skills Ersica doesn't have in class.

So I guess Ersica will have a 3rd background profession now as a driver for... reasons.

The Exchange

Josie Silver wrote:

Fair point actually; I thought I recalled a few more "summon a sword that fights for you" things.

For this particular instance, provided you don't change things so your focus become what I'm giving you rather than what it was initially, I'd allow the abilities to translate onto Summon spells.

@Ersica Centho - I hadn't asked. It was one of those "see who gets it" things that didn't work out that well. Not that big a deal.

Kinda surprised no one wants the Hireling. That's not a bad piece of equipment, if I do say so myself. But no judgements! Or trickery/subtle hints; just a comment.


I'm considering it actually, but I haven't had a chance to price out equipment and items yet so I don't know how affordable it is.

The Exchange

Daleyn Levanthus wrote:

Good Afternoon Valence Niels d'Geiger,

I'm coming down to the wire, but I have a question prior to building a Fighter/Ranger concept, do you allow firearms as a general? I'm reading into the Feat Tax you have quoted, and it seems like a very interesting addition.

I've not played by post yet, so I apologize if the question was already answered and I missed it along the thread.

Sorry I missed this; Firearms are fine, but the standard rules apply. No Advanced, have to have EWP or be a gunslinger, etc.

@Ersica Centho - Buying one would still put you 250 gp above standard Wealth-by-Level, if that helps.


Valence Niels d'Geiger wrote:
Josie Silver wrote:
-Null melee value-
Fair point actually; I thought I recalled a few more "summon a sword that fights for you" things.

I know, right? I *swear* there was a spell that allowed someone to summon a sword for them made of force, but I can't find it anywhere on the Wizard list. Might be a cleric spell, I don't know.

Valence Niels d'Geiger wrote:
For this particular instance, provided you don't change things so your focus become what I'm giving you rather than what it was initially, I'd allow the abilities to translate onto Summon spells.

Umm... Was actually not planning on summoning at all, which kinda makes this less useful (Took a wizard ACF to swap out increased time on summons for increased time for extradimensional spaces). I take it only affects one summon at a time, rather than all summons?

For information, I'm building her Focused on party buffing and BFC, with the occasional alchemical item to burn a turn if I don't have anything else to do (Which I don't think will be likely), plus using my familiar to toss alchemical weapons as a bonus. Didn't plan on doing any summoning (Though it might end up that way, I don't know how it'll end up in play).

Personally, if I end up not using the Inspired combat stuff, that's disappointing, but a consequence of how I built her, and just excess mechanical baggage. I just proposed stripping the Cryptic archetype of the thing that blocks nearly every other archetype from interacting with it so I could have something I'd use.

Also... With you pushing a hireling so hard, I don't suppose the trait Rich Parents could be used to, instead of a +900 to GP, instead +3000 gp to go toward the hireling? Rich Parents fits her fluff to a T, but doesn't actually do anything at this level.


Adjustments were made because of removal of an archetype and to clean up/finish the character sheet portion when I noticed an error with a feat per the Feat Tax rules. Also cleared up a couple typos I was able to find for ease of review.

Personality:
A kind and gentle man, Calder is often mistaken for a missionary or well-armed priest rather than a man trained under crusaders from Lastwall. His even temperament and near boundless patience for even the bawdiest jests of stories are only matched by his ability to find humor in almost all things. Even when guarding the city of Sandpoint he often offers a smile to passers by and is notorious for sharing his meals with the beggars in the side alleys.

To those who threaten others he's ferocious in battle. Despite his constant attempts to redeem those most see as unwanted, he wastes no time spouting platitudes to on the battlefield if lives are at risk. For those who are captured alive he offers fair chances to redeem themselves should be they sincere. And even when his blade must pass judgment he offers a prayer to them that they find a way through the next life.

Despite all this he has a particular dislike of slavers and the clergy of Abadar. Having spent his early life as a slave he holds slavery to be a generally evil practice and works actively to counter slavers and their interests as a point of principle. He also finds the followers of Abadar to be hypocrites more worried with order than justice. He knows this is a personal prejudice, but he has yet to learn to let this go.

Unlike many he enjoys the company of monstrous humanoids who are at least inclined to good. Often times, because of being raised as a slave among Orcs, he finds he prefers the company of Goblins, Orcs, Half-Orcs, Hobgoblins and other shunned races for their frank natures.

Appearance:

Appearance based on Veiled Vileness Feat, Sacred Tattoo alternate racial trait and Fate's Favored trait

Unlike most of his kin, Calder was born looking almost completely human. Strong features and thick shoulders were mistaken for Shoanti traits by the Orcs. Only the odd amber shade to his eyes are different. Despite the oddity, the trait is not unheard of among humans and is easily passed off by most. For Calder, however, it's the one trait of his that speaks to his Orcish heritage. He wears his black hair short enough not to be grabbed in combat, and as a consequence of his travels has come to appreciate a well kept beard, though he'd known to shave it for anything formal.

When he came of age he underwent the ritualistic tattoos of his mother's people. His chest, shoulders, back and arms are marked with tribal patterns and imagery fitting both the Shundar-Quah Shoanti tribe and the Burning Sun tribe of Orcs who revere Sarenrae. Since receiving them he's added to them, showing accomplishments as his people are want to do. However he keeps them where they are covered in armor or in polite clothing as he realizes that the mere presence of tattoos on a large man can seem off-putting to some.

Paladin's Code:
I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.

I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.

I am fair to others. I expect nothing for myself but that which I need to survive.

The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.

I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.

I will not abide wanton evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

I will provide aid to those who are lost on their path. I will abide imperfection of those who are learning, but not at the cost of the innocent. Should the stain of evil not wash away, I will end their pain quickly.

My blade is my justice and my judgment. If I must I will grant a swift and peaceful passing into the next life to those who cannot be redeemed, and comfort to the sincerely repentant.

I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.

Each day is another step toward perfection. I will not turn back into the dark.

Background:
Calder was born to a shaman of the Shundar-Quah Shoanti tribe. Regrettably he was also born deep in the darkest warrens of a Urgir slave cage.

Earlier in her life Calder's mother, Eyota Cloud-Caller, was a revered shaman and peacemaker amongst the Shoanti Spire-Clan. Her hard demeanor was balanced with her ability to show great kindness to those she thought deserving of it. Battle scarred and tested, she was unafraid of the Orcs that dwelled in Belkzen or the harsh lands of their neighbors, the Linnorm Kings. Ever the wanderer her calling to follow the will of the great sun spirits propelled her through her life. A testament to this was written in her skin, as she achieved more and more she added more tattoos to her body to denote her accomplishments.

Her life was filled with commune with her people, their neighbors and battle against those who would do them harm. For her this was a good life filled with meaning. To revel in the beauty of nature, the radiance of the sun and the accomplishments of her tribe. However it was not to last. And during a raid by an Orcish band of the Empty Hand Tribe, she fought with her people to fend off the incursion, but despite her best efforts she was taken alive.

What terrors she suffered in the dark pits of Urgir was unknown. But within a year she had birthed a child from an unwilling union with an Orc. While pregnant it was believed her child could be a sign of good fortune for the Orc clan. Shoanti are notorious for their distrust of even Half-Orcs. They suffer none to join their ranks no matter where they are from. Believing that the offspring of one of their spiritual leaders and an Orcish father could be used in a ritual to weaken their enemies, she was watched carefully and unable to end her unwanted pregnancy.

However once the child was born he was, in all ways they could see, human. Broad shouldered even for an infant, he was still a pink-skinned child. Believing she had laid with another slave in private she was punished and the child given to her as a way to keep her in line in the future. What she never told was that she'd never lain with another slave, and the remarkably human child was, in fact, a half orc. Only his pale amber eyes spoke of anything different about him. Believing this to be a sign from the sun spirits, she raised the child as best as she was allowed being a slave. So long as she remained in the dark wallows of the caverns beneath Urgir she could not cast her spells and free them, but she awaited the moment she could find a way.

Naming him Calder, he grew with her in the darkness of the Orcish stronghold. Large and strong, he was used for physical labor once he was old enough. By the time he was only ten years old he was already being used as muscle for the forges lining the once-grand Dwarven citadel. He grew up on tales of the Shoanti and their exploits across the lands. His mother's tales of both battle and their strides at peace fascinated the young man who had only known the world behind the veil of Orcish terror. Instead his life was filled with the need to work under the cruel lash of the tribe and their whims. His only comfort was Corranne, a female orc who took pity on the boy and showed him some measure of kindness.

He did not see a free human until he was almost thirteen years old. A great procession of humans entered the Orcish city one day while he tended the forge. Merchants and bodyguards, he even saw his first Gnome that day. However what was most memorable to him was the moment he presented an axe to a Cleric amongst them. Believing that no person of holy intent could allow his mother to continue to suffer in darkness, he begged him quietly to help save his mother from her confinement. The Cleric, a worshipper of Abadar, cuffed Calder for being a disobedient slave and told his handler who had him beaten mercilessly as a result. He nearly died from the beating he took. Only the care of his mother and the concerned Corranne kept him from succumbing to his wounds.

Months later, in the early months of winter, a skirmish broke out in the city. Fights between rival clans spilled into the city streets and left the whole of the city nearly on fire. During the chaos Corranne came to them with several other Orcs, all branded with marks of the sun across their arms. Believing that the Black Sun tribe had come to take their fun, Eyota attempted to fight them as they entered her small hovel. However Corranne stopped her before she could hurt anyone and explained that they were members of the Burning Sun tribe, worshippers of Sarenrae, and wished to free as many as they could in the chaos. Distrustful, but willing to take the risk, Eyota and Calder made their escape with almost a hundred slaves, running hard across the plains.

Their escape did not go unnoticed. By the second day they were chased by a war band, intending to kill or capture everyone they could. With days to recover Eyota had regained her powers and despite her efforts to speed them along, by the fifth day they knew they could not outrun their pursuers. In a desperate bid some of the slaves and Burning Sun tribe chose to stand and make a fight so the others could escape. Unwilling to be captured again, Eyota chose instead to fight and entrusted Calder to Corranne. The boy, unwilling to leave his mother, wanted to stay with her. However she convinced him to return to their people and tell her story.

In the end Eyota and the twenty who remained faced down over three hundred battle-crazed Orcs. From atop the ridge in the distance Calder saw some of the battle. Fire and lightning crashing from the sky onto the Orcs with a fury he would never have believed. Only when it went silent did he know his mother had died. Whatever transpired on that bloodied battlefield was unknown to them, but no further pursuit was made and they were free to escape. Saddened at her death he was pulled along by Corranne and other slaves, all unwilling to leave him behind in honor of his mother's sacrifice.

Despite his grief he and the others safely crossed into the battle-scarred lands of Lastwall before finding refuge in Castle Firrine. At first the supply hub for the crusaders was unwilling to open it's gates to a group that included Orcs. However the Burning Sun Cleric was able to convince them of their intentions. As followers of Sarenrae they were welcomed, if given some measure of distance. They aided in the healing and support of the Castle while they cared for the slaves who were too exhausted to be immediately helpful. Offering healing spells where able and even assisting in hunting and foraging if needed.

Taken in and cared for, the slaves mostly joined the efforts of the crusaders in gratitude. However the Orcish tribe was soon turning to leave once their charges were recovered enough to fend for themselves. Corranne, afraid of what would become of Calder on his own, stayed behind with the boy. She cared for the young boy like he was her own, pleased at the seemingly human child's ability to still hold such kindness in his heart. Afraid to leave him alone even months later, she resigned to stay in Lastwall and make herself useful while she helped raise the boy.

As time passed she became the unofficial point of contact for the Burning Sun Tribe amongst the crusaders. Still distrusted for her Orc blood, she endured their doubts without a complaint and offered his help where she could. By the time Calder was sixteen they had made a kind of home in Vellunis. Corranne worked as a healer and Calder had already become a squire to a kindly old Crusader at the temple of Sarenrae. However Calder believed he had come of age for a name-day similar to his Shoanti people. Not knowing how to perform such a ritual, Corranne instead sent word for help from a traveling Shoanti.

An aged and withered old Shoanti answered her call. A member of the Shundar-Quah himself, he did not know Calder's mother, but he did offer to perform the name-day ritual in her stead as recognition of her bravery and endurance. Despite his distaste for the Orcish priestess, he acquired the inks and the needles required and over the course of two days he inked the young boy with the line of his family. His tattoos, blessed by the elder and sanctified by the blessings of Sarenrae, provided the framework for whatever life he chose to lead. Because of the unusual amber color of his eyes and his worship of the sun Goddess, he named him Dawn-Seeker.

Calder's squire ship lead him to join the seekers. There he learned the ways of tracking, identifying the landscape and the lore of the things that the crusaders of Lastwall fought on a daily basis. However unlike the gruff worshippers of Torag or the intense faithful of Iomedae, the faithful of Saranrae seemed more interested in being deliberate in all actions. In combat they were trained to be fearless and honorable if their opponent was, but merciless if required. They were also taught to offer a helping hand to even the most vile of creatures if they sought redemption.

This earned them some manner of skepticism from the other crusaders, but they seemed unperturbed. Most of their ranks were filled with one time bandits, murderers and even so called 'monsters' who had decided to follow the Dawnflower. There were even criminals who had been spared the headsman's axe because they repented and joined the church to perform service in Her name. Yet for all this Calder had never forgotten the indifference of Abadar's Cleric. How a God so concerned with civilization would be so cruel and indifferent to those around him. Despite himself Calder's ability to forgive seemed to cease at the clergy of Abadar. Even their Paladins.

Despite this, and praying for the ability to someday release his anger at the God to little avail, he chose to take his squire ship further. From there he was taught now to root out the difference between good and evil no matter where it should lay. Preparing him to find the penitent and those who simply wish to spare themselves, he was instructed on how to offer aid to those in need and how to quickly end those who's existence caused only suffering. Yet in all things he was taught to forgive those he could and to offer the dead a prayer that in their passing they could find the Dawnflower in the here-after.

When he was eighteen he was inducted into the order of the Dawn Guard, a group of wandering Paladins who's mandate was to travel Golarian and seek out those in need until they found their calling in Sarenrae's name. Before he left Calder and Corranne celebrated his admittance. With him old enough to follow his own path, Corranne had decided to make the trek back into the Hold of Belkzen to bring more of her order to Lastwall. So the pair traveled north together until Calder felt a pull leading him west. The pair said their goodbyes and separated, promising to see one another again someday.

Since then Calder tracked down his mother's people, the Shundar-Quah, and informed them of his mother's capture and eventual death in battle. However he left out that he was at least partially Orcish himself. Though few lived who remembered her, they rejoiced in her strength of faith and the blessing of family she was able to find regardless. Finding even her people narrow minded and xenophobic, he left shortly after and struck further west. Along the way he acted as caravan guard and protector for civilians and small merchant bands, often using the chance to speak to those in his care about the Goddess who had saved him.

After traveling briefly with a cargo freighter who wanted competent healers and guards in case of an attack from Riddleport, Calder arrived in Sandpoint and has yet to leave. For the last year and a half he has helped to guard the city from threats both inside and out. He has acted as a scout and tracker outside the city when asked and as a guard in the market at times, often working for just enough money to eat and pay for his meager lodgings. Recently he gained some renown among the merchants for helping put down a gang war in the market by publically striking down a pair of gang leaders.

He currently continues his work as a guard for the city in spite of offers elsewhere.

Character Sheet:

Calder Dawn-Seaker
Male Half-Orc Paladin/Inquisitor (Sin Eater) Gestalt 4
LG Medium humanoid (Half-Orc)
Init +4; Senses: Perception +9
--------------------
Defense
--------------------
AC 21 (23 w/shield), Touch 11, Flat-footed 20 (22 w/shield)
hp 41 (4d10+7)
Fort +10, Ref +8, Will +12; (+2 bonus vs. divination)
Defensive Abilities: Immunity to Fear and Poison
--------------------
Offense
--------------------
Speed 30 ft. (20 in armor)
Melee: +1 Scimitar +7 (1d6+4/18-20 plus 1d6 while flanking)
Special Attacks: Smite Evil 2/day, Judgment 2/day
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 15, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats: Veiled Vileness, Weapon Focus (Heavy Blades), Precise Strike
Traits: Fate's Favored, Adopted Human (grants Carefully Hidden)
Skills: Bluff: 3, Climb: 6, Diplomacy: 7, Handle Animal: 10, Heal: 7, Intimidate: 13, Perception: 9, Ride: 7, Sense Motive: 8, Spellcraft: 5, Stealth: 6, Survival: 11, Swim: 3, Knowledge (Arcana): 6, Knowledge (Dungeoneering): 6, Knowledge (Nature): 6, Knowledge (Nobility): 6, Knowledge (Planes): 6, Knowledge (Religion): 6, Craft (Carpentry): 6, Craft (Metalwork): 7
Languages: Common, Orc, Goblin

Gear:
+1 Full Plate (2,500 gp), +1 Scimitar (2,015 gp), Vest of Endure Elements (1000 gp), 4x Dagger (8 gp), Heavy Steel Shield (20 gp)

Deluxe Essentials Kit: Backpack (2 gp 2 lbs), Bedroll (1 sp 5 lbs), 1-pint flask (3 cp 1.5 lbs), 7 days’ trail rations (3.5 gp 7 lbs), Healer’s kit (50 gp 1 lb)
Total Cost: 55.63 gp

Deluxe Wilderness Kit: Hunting knife (2 gp 1 lb), Whestone (2 cp 1 lb), Bucket (5 sp 2 lbs), Shovel (2 gp 8 lb), Hammer (5 sp 2 lbs), 2 square yards canvas (2 sp 2 lbs), Fishing line and hook (1 sp), Flint and steel (1 gp), Iron pot (5 sp 10 lbs), Signal whistle (8 sp), Tent (10 gp 20 lbs), Waterskin (1 gp 4 lbs), Climber’s kit (80 gp 5 lbs)
Total Cost: 98.62 gp

Remaining Gold: 1,802.75 GP

--------------------
Special Abilities
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Aura of Good
Detect Evil
Smite Evil (2/day)
Divine Grace
Lay on Hands (5/day) 2d6
Aura of Courage
Divine Health
Mercy: Sickened
Channel Positive Energy
Eat Sin
Judgment 2/Day
Monster Lore
Stern Gaze
Cunning Initiative
Detect Alignment
Track
Solo Tactics

Spells:

Inquisitor Spells Known:
Lvl 0: Brand, Create Water, Detect Magic, Light, Resistance
Lvl 1: Divine Favor, Expeditious Retreat, Lend Judgment, Sanctuary. Shield of Faith
Lvl 2: Bloodhound, Shield Other

Paladin Spells Prepared:
Lvl 1: Challenge Evil

Favored Class Bonus: Inquisitor (human option) +1 HP levels 1-3, +1 Spell level 4.

The Exchange

Josie Silver wrote:

Went back and re-read your initial question; I thought you were asking for something that wasn't there, not simply losing the first ability.

You can do that. Apologies for all the round-aboutness.

The Hireling only costs 1,250 out the door; you only pay the rest once you arrive in Tian Xia. If you take Rich Parents, that effectively makes the hireling cost you (right now, when it matters) 350 gp. That seems reasonable enough.


1 person marked this as a favorite.

http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/spiritualWeapon.html #spiritual-weapon

Were you thinking that?


Ok, here's the beginning of my submission. I've got the crunch and a basic outline of the background. I still need to type that up, I'll try to get that in asap.

Crunch:

Unnamed Jade Regent concept

Female human (Taldan) bard (archivist) 4/oracle (seeker) 4/gestalt 4
N Medium humanoid (human)
Init +2; Senses Perception +8

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 20 (4d8)
Fort +1, Ref +6, Will +5; +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind

Offense
Speed 30 ft.
Melee +1 rapier +6 (1d6+1/18-20) or
   dagger +5 (1d4/19-20)
Ranged mwk light crossbow +6 (1d8/19-20) or
   dagger +5 (1d4/19-20)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, naturalist)
Bard (Archivist) Spells Known (CL 4th; concentration +12)
   2nd (2/day)—enthrall (DC 16), hold person (DC 16)
   1st (4/day)—biting wordscomprehend languagesear-piercing screamUM (DC 15), expeditious retreat
   0 (at will)—detect magiclightmage handprestidigitationread magicunwitting allyAPG (DC 14)
Oracle (Seeker) Spells Known (CL 4th; concentration +12)
   2nd (4/day)—cure moderate woundslesser restorationtongues
   1st (7/day)—blesscure light woundsidentifymagic weaponshield of faith
   0 (at will)—create waterenhanced diplomacyresistancesotto voce (DC 14), stabilizevigor
   Mystery Lore

Statistics
Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Agile Maneuvers, Amateur InvestigatorACG, Combat Expertise, Deadly Aim, Dodge, Power Attack, Tool Optimizer
Traits eye for the wondrous, monster scholar
SQ +1 skill point, +2 to one ability score, alchemical burn, bardic knowledge +2, bonus feat, lore master 1/day, magic lore, oracle's curse (reclusive), perform, perform, perform, revelation (lore keeper), seeker lore, skilled, trapfinding +2

Skills 
Acrobatics +6,
Appraise +3,
Bluff +9,
Climb +0,
Diplomacy +8 (+10 if consult codex when communicating in a language you do not speak),
Disable Device +13,
Disguise +8,
Escape Artist +6,
Fly +2,
Heal +5,
Intimidate +8,
Knowledge (arcana) +11 (+15 spells),
Knowledge (dungeoneering) +11 (+13 to navigate underground),
Knowledge (engineering) +10,
Knowledge (geography) +11,
Knowledge (history) +11,
Knowledge (local) +11,
Knowledge (nature) +11,
Knowledge (nobility) +9,
Knowledge (other) +6,
Knowledge (planes) +10,
Knowledge (religion) +11,
Linguistics +10 (+12 if consult codex when communicating in a language you do not speak),
Perception +8,
Perform (act) +9,
Perform (oratory) +11,
Perform (sing) +9,
Profession (driver) +7,
Ride +2,
Sense Motive +5,
Sleight of Hand +6,
Spellcraft +10 (+12 to identify magic items or decipher scrolls, +14 spells),
Stealth +2,
Survival +1 (+3 to avoid becoming lost)
Swim +0;
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan, Tien, Varisian

Combat Gear potion of cure light wounds, oil (5); Other Gear +1 mithral shirt+1 rapier, mwk light crossbow with 20 bolts, handy haversacktraveler's any-tool, bandolier, bedroll, belt pouch, candle (5), canteen (2), chalk (10), charcoal (10), compass, dagger, expanded linguist's codex, flint and steel, grappling bolt, ink, inkpen, journal, masterwork thieves' tools, measuring cord (10 ft.), mess kit, mirror, paper (10), parchment (10), powder, scholar's outfit, scroll box, sealing wax, signet ring, silk rope (100 ft.), soap, spell component pouch, string or twine (50'), torch (5), trail rations (10), whetstone, wooden holy symbol of Irori, 33 gp, 3 sp, 5 cp

Tracked Resources
Amateur Investigator (3/day) - 0/3
Bardic Performance (standard action, 14 rounds/day) - 0/14
Crossbow bolts - 0/20
Dagger - 0/1
Lore Master (1/day) (Ex) - 0/1
Potion of cure light wounds - 0/1
Torch - 0/5
Trail rations - 0/10

Special Abilities
+1 Skill Point FCB (4) +1 Skill Point
+2 to One Ability Score (Charisma) The selected attribute gains a +2 racial bonus.
Agile Maneuvers Use DEX instead of STR for CMB
Amateur Investigator (3/day) Your knowledge is more than plain smarts - it's inspired.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Bonus Feat Humans select one extra feat at 1st level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dodge +3 to AC vs. AoO provoked by moving out of or through a threatened area.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Magic Lore +2 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings.
Mystery (Lore) Deities: Abadar, Irori, Nethys. Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Tool Optimizer Improvised tools give no penalty.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.


Would riding (and create mount/ant haul) be sufficient or do you really need to have a wagon? That was my plan, but I can modify the skills if need be.


Mostly complete, wasn't quite sure how you'd know to review this if I favorite that post...


Here's Ambnz's submission for the rogueish Twinned Summoner/Vanguard Slayer, Orsino! (Info also available on Profile Page)

Stat Block:

Ifrit Summoner (Twinned) / Slayer (Vanguard) 4 CN
HP 32 / 32 Speed 30ft Init 6
AC 17 Fort 5 Ref 9 Will 4
CMB +6 BAB 4
Masterwork Composite Bow (Str: 14) +9 (1d8+2, 20/x3)
Str 14 (2) Dex 18 (4) Con 10 (0) Wis 8 (-1) Int 13 (1) Cha 18 (4)

Backstory:
Left in a metal basket on his father's doorstep, Orsino grew up in a rather mediocre household. His father worked hard, loved him, and did his best to provide for him, but Orsino's early life was still humble. Still, he loved his father, even when he married that horrible woman. They had three kids together, but Orsino never liked any of them, bunch of vicious gremlins they were. But Dad "loved them all equally", bunch of rubbish that was. Orsino was glad when she finally left and took her monstrous kids with her. He wasn't* as glad when she remarried some fancy-pants noble and had his dad arrested and summarily executed on made up-charges. That was quite the wake up call for Orsino, who was still a lazy teenager who hadn't yet worked a day in his life.

Running out of town before he could be apprehended as well, Orsino's humble life became even more humble as he took to begging. He was lucky enough to find an old bow, really nothing more than a child's plaything, and was able to keep himself from starving to death by learning to hunt. Eventually, he came across a peculiar band of traveling Varisians who took pity on him and allowed him to join them on their travels. During his stay, one of the older members of the caravan- an Elf girl who stuck out from the rest of the dark skinned humans just like him- taught him the finer points of archery. Here is also where he met the love of his life, a beautiful, young Varisian girl who stole his heart and taught him the difference between stealing for fun, stealing because you can, and stealing to survive.

His life with the Varisians was as ordinary as a nomadic half-genie's could be for some time. He and his love were inseparable, and each enjoyed pulling all sorts of trickery on the nobles and authorities the caravan came across. Eventually though, something changed in Orsino. He became more and more enamored with the finery that the nobles had, getting too greedy even by the gypsies standards. After a particularly bad falling out with the caravan's leader, Orsino simply left during the night, not even bothering to say goodbye to the woman he had grown to love.

Since then, Orsino has gone town to town, running as many cons as he can before being caught, picking up and ditching accomplishes wherever he went. After one particularly bad run of luck, he was being chased by an angry mob and suddenly found himself accompanied by someone who looked and acted just like him. After a quick change of clothes, the mob promptly accosted his lookalike while Orsino made his getaway. Since then, the pair have run amok, but due to the combination of a recent string of bad luck and Orsino's growing boredom, Orsino and Cesario (his eidolon) find themselves looking for a change of scenery.

A Short Story from Orsino:
"There's so few good con-men nowadays. Sure, there are thieves guilds and pickpockets left and right. Ever been to Westcrown? Nevermind, don't bother. The thieves there breed like rabbits. I, for one, have never really cared about how nimble or dexterous my fingers were. If I needed to show off how good I was with my hands I would take up juggling. But when you con people, you show your brilliance. You show that all those fancy nobles with their mansions and influence aren't any better than you are, and that it can aaaalll be taken away. What I provide is a service, really. A chance for the affluent to reconsider what they are besides* their sparkly gems and fancy clothes.

Now, the best cons require two people. 'The Poor Performer, The Blackened Banker, The Andoran Prisoner, The Hellknight Shuffle- all favorites of mine-all requiring two convincing practitioners of my trade. Believe or not though, for the life of me I just couldn't hold down a partner. No "Honor Among Thieves" bullsh*t in my trade. No no no, it's always a knife in the back and then off with the money, without so much as a friendly goodbye. "But Orsino" I hear you say "You are so handsome! Surely between you natural good looks, your charms, and your winning smile, there must be SOMEONE willing to be your trusted sidekick!" and I respond, beautiful woman whose name I can't recall, Unfortunately not! Unbelievable, isn't it? That's when I found HIM. The answer to my prayers, my soul-mate, my faithful partner in crime, Cesario! The ONE person just as handsome and guileful as me.

Now I know, the wizardy people already told me that he's an eidolon, a summony-thingy from neither-here-nor-there. But he really listens to me, you know?

By the way, if you haven't figured it out by now, we're robbing you. Cesario should be done cleaning out the silverware right about now. Tell your husband I said hello!

Feat/Trait Justifications:

Precise Shot- "It helps when you can hit a target, ya ken?"
Feint Partner- "It's amazing how easy it is to make something flinch. Here, lemme show you. An elf girl I knew taught me a trick for this...
Ranged Feint- "And once you can hit a target, it's even more fun to miss on purpose just for funsies
Coordinated Shot- "Just put the apple on your head already, let me show you a trick an elf girl showed me once..."

Trait: Exteremely Fashionable- "It's amazing how differently people treat you when you dress nicely. Nobody gives a second thought to handing over their valuables to a person they think is already wealthy."
Trait: Reactionary "What can I say? You've got to know when to skip town fast in this biz."


I will make adjustments tonight.


Valence Niels d'Geiger wrote:
Josie Silver wrote:

Went back and re-read your initial question; I thought you were asking for something that wasn't there, not simply losing the first ability.

You can do that. Apologies for all the round-aboutness.

The Hireling only costs 1,250 out the door; you only pay the rest once you arrive in Tian Xia. If you take Rich Parents, that effectively makes the hireling cost you (right now, when it matters) 350 gp. That seems reasonable enough.

Oh, apologies for the miscommunication!

Oh, at that price I figure it'd be cheaper to just buy 'em outright. +900 gp vs +1 to two skill just doesn't seem worth it.
Also, just realized that it's also a social trait. Which kinda sucks, because that means I have to find *another* trait to replace it with.


Apologies, did not understand the need for the wagon riding skill. Cole reduces his Appraise from +5 to +4 and puts a skill rank in Handle Animal (+4).


Everyone is talking about wagoneering... Should I be investing in Ride and/or Handle Animal?!


Elven Gestalt Spell Dancer (Magus)/Swashbuckler inbound. I have finished mechanics, or at least got close enough for submission purposes, but I need to do up the story before I can submit it.

I will provide everything within a post here. I don't make an alias unless I get selected.


Glad I got on the handle animal train early, don't have to change a thing!


Tilly Dulamandy wrote:
Glad I got on the handle animal train early, don't have to change a thing!

Or have to fix an archtype/feat error like I did.


Khalid was posted back on page one and I just don't see him having the skill set with beasts given how he built him. A small part of me wants to design a different character with that in mind but unless inspiration strikes me he does still have over 1,900 gp on him so he could afford to hire someone for the 1,250 down payment if necessary. Unless I post something in the next couple of hours for a different character that might fit better please assume he spends 1,250 of the gold listed in the first post on said hireling.


I'd say Igmutanka is finished, though I might change a feat or an item here or there.


It's probably too late for you to let me know whether you'd be remotely interested in this, but I'd like to throw my hat into the ring. Working on something now, should have it finished soon.

Whenever a recruitment like this comes up, I always go first to the motivation for why someone might want to go on the adventure...

What's sticking with me is a character who is on the run from somebody far too powerful and stubborn to be able to fight or settle down anywhere. You as GM could play with this as little (the caravan always stays a step ahead of the pursuers) or as much (occasional attacks by assassins trying to abduct my character) as you want.

I'm thinking either a truly absurd debt owed to somebody powerful (say, an ill-advised theft on the Red Mantis or an unpaid contract with the House of Thrune) or have the character be on the run from some ridiculous hero destiny.

Anyway. I'll get working on it, try to finish up ASAP, and try to balance a cool backstory with not seeming too important.


.


Alright, here comes my character.

TLDR is he's a science experiment that escaped from his masters, Chelaxian mad scientists, and joins the caravan because it's an opportunity to get as far away from them as possible. His eidolon is not under his control, and is more like a force of nature (/ alter ego partner) than an extraplanar ally.

I'm not sure where else to put it, but favored class is going towards the elf's reduction in time to summon the eidolon.

Mechanically, he's basically going to be a tank when in eidolon form and a ranged combatant/utility magician in human form.

I am a long-time poster and reader on these forums. I will not be going anywhere if selected. He doesn't have equipment yet, but I need to go to bed and it takes a bit to select all of the little bits and bobs that a good, fleshed-out character needs.

I'll probably just grab a ring of sustenance and a cloak of resistance and some masterwork weapons and armor, plus the bits and bobs. I wasn't really thinking that he'd buy a wagon or any horses. He's more the type just to sleep rough. I'm planning to pick up web shelter before we hit the Crown of the World, though.

Story:
Subject M-14 was the result of more than three decades of careful experimentation, drug and chemical regimens and magical manipulation. His mother, an elven worshiper of Lamashtu, marked with the demon's mark on her belly. Captured during a Hellknight raid on cultists, she traded nine months' labor for a reduced sentence. His father, a human sorcerer. An anti-government anarchist in his youth, he also had been captured and was now serving a life sentence for sedition. Unfortunately for M-14's father, his cooperation was less required, so he got no deal.

M-14 never knew his parents of course. He was born in a lab after a pregnancy marked by drug regimens intended to change him in-eutero and magical experiments. Neither obviously fiendish or aberrant, the researchers who created M-14 celebrated and set about raising themselves a weapon. M-14 grew up being poked and prodded and put in impossible scenarios. His powers were constantly tested, and he slept in what was essentially a kennel which was barely replaced for a new one as he grew. The Chelaxian scientists (members of the secretive Leroung family) had done their job well, and created a young creature with a myriad of magical powers and abilities. M-14 knew only a small amount of control over these powers, which frustrated the scientists that had created him. However, when in emotional distress he changed form and became a horrifying little monstrous mirror of the child he was, and they delighted in pitting him against rats and cats and (as he grew) goblins and grindylows and other monsters. M-14's childhood was one of a desperate struggle, alternating fear and mindless rage and a complete, all-encompassing loneliness.

Subject M-14 reached the age of fifteen like this - a test subject in a laboratory. Of course, he was not the only subject that the Leroungs were pursuing in this laboratory and one evening (not that he could ever tell the time there) they came to him to demand his intervention in another project. Despite great controversy between the head scientists over the wisdom of such a move, it had been decided that M-14 might be able to communicate with a bound eldritch...thing... from beyond the stars that the scientists had captured. Every intern that they had sent in to communicate with the creature had swiftly gone mad, and M-14 had been designed with mental fortitude in mind. Unfortunately, the teenager's bestial form was cleverer than they had given it credit for, and once given the space to speak with the creature it quickly released the bindings on the eldritch creature, setting it free. The terrified researchers could do nothing as the eldritch thing rampaged through their facility, killing indiscriminately and wrecking their research.

When M-14 woke later that day, he saw the sky for the very first time. A deep blue. The scent of pine and the feel of grass filled his senses, and sitting up he beheld the destroyed facility in the small valley below the hill he lay on. In the chaos, his bestial alter ego had taken the chance to escape, and had scrambled up onto this rise as the eldritch thing had laid waste to the facility. Not knowing what else to do, M-14 roused himself and began to run. Although he never knew any better, his life in the laboratory had been horrible, and he wasn't about to sit around and wait for other authorities to show up and investigate what had happened to their lab.

Two years pass. Two years of sleeping in the gutter or in the wilderness, of cooking rat in dumpster fires and of fleeing a home because a surprise transformation brought the attention of the Chelaxians onto wherever he had found himself. After discovering that M-14 is not a name, he has taken to calling himself "M", which fewer people give sideways glances. Though every day is a fight for survival, freedom is worth more to Em than any guarantee of food. Every month brings him farther north and farther from Cheliax. Each time he thinks he's gone far enough, an incident will bring them to him and he has to flee once more. Then one day in Magnimar, he sees a flyer. A traveling caravan, going ... "North"? And it begins sixty miles north of where he is already? That's good enough. He won't wait for another incident - he's going to go as far as his feet will take him to escape his former handlers.

Appearance:

Thin from malnutrition, Em is quick on his feet, tough as nails, and usually dirty. He has wavy brown hair that probably has never been brushed and is just a little bit too long. The edges are jagged from the last untidy self-done haircut. He has eyes like the night sky - black with a silver ring around the iris. He usually wears basic clothes in drab colors like gray, dark green, black and tan.

His eidolon-alternate form is terrifying. The transformation that comes over him seems to cover his body with new flesh, subsuming his normal form with pulsating gray muscle. What he ends up looking like is still basically humanoid, but the ophidian eyes lack any compassion or recognition. His muscles have grown, and strange growths extend from his body in several directions, apparently devoid of any purpose.

Personality:

More than anything else, Em is wary. As far as he's concerned, just about anyone could be one bribe away from revealing his location to the Leroungs. Not to mention those that aren't still might steal what little he's managed to scrounge for himself and stick a knife in his gut. He is quiet and reserved, but in the frustrating sort of way that makes people want to ask him questions about himself.

Crunchy:
"Em"
Male half-elf kineticist (blood kineticist) // summoner (unchained, synthesist) 4
N Medium humanoid (elf, human)
Init +3; Senses Perception +12, low-light vision
--------------------
DEFENSE
--------------------

AC 17, touch 13, flat-footed 17 (+4 armor, +3 Dex)
hp 35 (4d8+12)
Fort +7, Ref +7, Will +5 (+2 vs. illusion and enchantment)
Defensive Abilities shroud of water, fused link, shielded meld Immune sleep
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee
Ranged water blast +6 (2d6+5)
Special Attacks wrack (DC 15), infusions (draining infusion), utility talents (extended range, veil of mists), burn, gather power, elemental overflow +1
Spell-like Abilities (CL 4th)
At will - basic hydrokinesis
5/day - summon monster II
1/day - alter self (human, drow, or elf only)
Summoner Spells Known (CL 4th, concentration +6)
2nd (2/day) - summon eidolon, contact entity I
1st (4/day) - endure elements, long arm, lesser rejuvenate eidolon, ventriloquism
0 (at will) - acid splash, light, mending, open/close, message, detect magic
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 16, Int 12, Wis 13, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats Alertness, One Eye Open
Traits Criminal (disable device), Trade Talk (researcher)
Skills Acrobatics +10, Disable Device +11, Perception +12, Profession (researcher) +11, Sense Motive +12, Sleight of Hand +10, Stealth +10
Languages Common, Elven, Aklo
SQ alert for betrayal, elven immunities, keen senses, flexible half-breed, blood focus, fused eidolon
Combat Gear ; Other Gear

- - - - -

Em's Arms
Aberrant Eidolon (base form bipedal)
N Medium outsider (aberration)

AC 18 (+4 natural, +2 Dex, +2 shield)
hp 28 (3d10+6)

Spd 30ft., climb 30ft.
Melee 2 slams +6 (1d8+3)
Str 17, Dex 14, Con 15
BAB +3, CMB +6, CMD
Evolutions [evolution pool 4] ; limbs [arms], limbs [legs], slam, aberrant defenses (+4 vs. mind-affecting), ability increase [Con], climb, slam


I'm going to withdraw my proposed concept as another game has pulled my attention. Good luck to everyone.

The Exchange

Re: Skills - You have to have some means of transportation, or method of driving a wagon. It wasn't an initial requirement, but as too few had a way, I was kind of being forced into selecting them out of necessity, something I don't like. The pool has now been sufficiently broadened that, if you opt not to have some way of driving, I'm not as hindered as before when it comes to selecting you.

Re: Wagon - Some people have one, some people don't want one. Everyone selected will get extra money for one; those who already have one will get a different benefit. Those who opt not to have one will also have a different arrangement.

Don't worry too much about it, but keep in mind, there will be combat involving your caravan train, so having means is always better than not.

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