The frontier needs settlers


Recruitment

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Gak is done, Aasimar (Human looking) Barbarian


DBH here, with my Human Alchemist.

Hanako:

HANAKO

Female Human (Tian) alchemist 1. NG medium humanoid (human)

Init +2; Senses Low-Light Vision, Perception +4,

Languages Common, Draconic, Skald, Sylvan, Tien

AC 14, touch 12, flat-footed 12
hp 10 (1HD). Fort +3, Ref +4, Will +0

Speed 30 ft. (6 squares)

Ranged crossbow, light +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
Melee dagger (cold iron) +0 (1d4/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Ranged bomb +3 (1d6+4), within 30 ft. +4 (1d6+4)

Base Atk +0; CMB +0; CMD 12

Special Actions Bomb, Throw Anything,

Prepared Spells Prepared Spell List
Alchemist (CL 1st):
1st - comprehend languages (DC ) , cure light wounds (DC 14)

Abilities Str 11, Dex 14, Con 12, Int 16, Wis 10, Cha 12

Special Qualities Alchemy, Bonus Feat, Brew Potion, Formulae, Low-Light Vision, Mutagen, Skilled,

Feats Brew Potion, Fast Learner, Point-Blank Shot, Throw Anything

Skills
Acrobatics +2,
Appraise +7,
Bluff +1,
Craft (Alchemy) +7, Craft (Alchemy) (Create item) +8,
Craft (Untrained) +3,
Diplomacy +1,
Disable Device +6,
Heal +4,
Knowledge (Arcana) +7,
Knowledge (Nature) +7,
Perception +4,
Profession (Cook) +4,
Profession (Sailor) +4,
Sleight of Hand +6,
Stealth +2,
Survival +6,

Possessions: Leather; outfit (traveler's); bolts, crossbow (10) (x2); formula book; bomb; Crossbow, Light ; Wrist Sheath [ Dagger (Cold Iron); ]; Belt Pouch [ Sewing Needle; String (50 feet); ]; Backpack, Common [ Mess Kit; Soap; Survival Kit (Common); Grooming Kit; Cooking Kit; Bedroll; Alchemy Crafting Kit; Blanket (Winter); ]; Waterproof Bag [ Coffee Pot; Coffee (Cup) (x2); ]; Waterproof Bag [ Honey (Jar); Travel Cake Mix; Rations (Trail/Per Day) (x4); Powdered Milk; ];

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

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

Bomb (Su) You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.

Bonus Feat Humans select one extra feat at 1st level.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

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

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Student Survivalist Although she is seen as something of a mystery to most of Sandpoint's citizens, Shalelu has never really seemed all that mysterious to you. Of course, that's probably because she helped raise you. You have never quite figured out why Shalelu decided to treat you as a younger sibling, but you certainly appreciated it - and you eagerly absorbed all of the survivalist tricks that she showed you over the years. As a result, you gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Background:

Hanako grew up in the Jade quarter of Kalsgard to parents who expected her to be a good Tian girl, what they got was a girl who spent more time roaming the streets getting into trouble than learning manners and dress.

Hanako soon grew to love stealing various ingredients and mixing them together to see what happened, often arriving home, stinking, covered in soot, or still smoking from an explosion.

When she turned sixteen her parents told her they had arranged a marriage for her to a local man looking for a wife. Hanako thanked them, packed her gear and slipped out the back while her parents were still in shock at her polite response.

Since then she's been working the Sellen river boats, either as a sailor, or as the cook. When her ship made shore and she found out about this venture Hanako thought it was a wonderful chance to get enough coin together to start her own shop. One where she could experiment to her hearts content.


All done and in the link, I can swap things around a bit if needed. For spells I went with two that might actually be oddly useful, sleep and grease. Sleep would be useful for hunting "Look, rabbits" and Grease might be useful to move heavy objects for construction if someone told him where to apply it. Until then, he'll be a guard who keeps others entertained. I have his alignment listed as CN, but with the GM's permission, I'd like to have that change over time to CG as he grows to be less self absorbed.

Silver Crusade

DM, I have actually started leaning towards a ranged based character, likely a ranger. Maybe a hunter, however I wanted to ask if I could have crossbows with Str modifier to damage later on? I love the thematic of a crossbow, but pathfinder really makes them plain bad compared to bows. (which I find hilarious from a historical point of view)


Have you considered the Gunslinger Boltace Archetype @rorek55 they get Dex to damage with Crossbows at 5th level, and can spend grit to target touch AC. Seems to be the most effective canon way to use Crossbows and they seem to stand up well in play from what I have seen.

Silver Crusade

I have, and its very tempting, however I feel that I would lose to much of the rangery/nature vibe I had for the character in exchange for power if I went that path. That said, if it doesn't work out so I can use them as such. I might just turn him into a hunter. Since it would also fit well for my idea and I haven't had the chance to play a hunter yet.


Well you do not need to be a Ranger to be a Ranger if you take my meaning, with the right feats, traits, and most importantly roleplay a Boltace ought to be,just as appropriate for a rangery/nature vibe character. Take a trait to gain k nature, track, maybe even nature soul and animal ally and Bob is your Mother's Brother. That said if Hunter works for you that is great :)

Silver Crusade

aye I do get your meaning. Its just I was hoping to go the guide archetype so I could really implement the whole "guide of the forest" thing mechanically. And eventually get a wolf companion for a mount at level 7 (via boon companion) If we are getting that far that is. the survival role and all can be RPed to an extent though indeed.


Dot!


Dotting!


This is Digger Chandler's submission. Rolled him up at the bar the other night and haven't done equipment or a detailed background. A pompous academic thrown out of a Chelish university. He thinks it was for his radical ideas (no one bothered to read his stuff), it's because the genealogical team traced his ancestry to perikin, which he doesn't know about.


Couldn't get either of my previously mentioned ideas quite put together the way I wanted, and while working on it started getting the itch to play a Wizard for the first time in a while. So hopefully I'll have that up as a proper submission in the next couple of days.


Dotty-dotty!

Sounds interest.
I'll see if I can come up with anything...


Posting the crunch for my submission, fluff will be coming soon but a summary is:

Kukrink, a kobold gunslinger, is a prospector for a mining company. He has been tasked with determining if it is worthwile to establish a mining camp for precious and semi-precious stones in the area.

One question, are dares and daring acts available for this game? The book says they are optional so I thought I would check.


critzible here


Should be finished up here.


Gustav Verhu - Male Sulis Rogue (Thug, Bandit)

Backstory:

Always on the move, that's Gustav's tale.

From his abandonment at a young age, to getting bounced around terrible orphanages, to finally going it alone on the fringes of society, this young man has had to learn the hardness and cruelty of the world firsthand. Rather than rise above it and become a force for good, this tall and strong young man has embraced these harsh lessons and channeled them into the only force he respects: power over others.

It was a lesson he learned pinching silvers for the Sczarni in Korvosa. One that was strengthened for him while working as an enforcer for Cessia and the Thieve’s guild in Pezzack. One that he carried out just a little too far one night in Corentyn, when the fury of a botched mugging caused his arms to suddenly crackle with electricity; the electricity flared through his dagger as he stabbed it home and killed his mark.

Now he’s moving again – trying to stay a few steps ahead of the headsman that's likely on his tail. Knowing that he can't sweet-talk or coerce his way out of this one, nothing in life seems better to him right now than getting away from the civilization that never wanted him.

With a hastily packed backpack and just enough wit to find the dock with the ship, young Gustav is ready to dive headfirst into the unknown, and bring it under his heel.

I'm a huge fan of the downtime and leadership rules from Ultimate Campaign, and look forward to a chance to put them to use in your homebrew!

Silver Crusade

what was the deadline for submissions again?


rorek55 wrote:
what was the deadline for submissions again?

Wednesday!


Last minute!
Wyrwood is in the ARG, but was a demo race there. Is it on the table? I realise it is a bit lot weird.


Dot! Looks like I don't have much time to put a submission together (maybe 8--12 hours depending on where you are and when you decide to post here?) but I should be able to submit in the next four.

The whole campaign premise makes me want to play someone shady and criminal, obviously. I'll take a look at the other submissions and look through some stuff and come up with something a little more specific as soon as I can.


Alright, I've gotten somewhere:

I'm not sure where the mysterious noble-people are going to get their recruits, so I'm leaving it mostly setting-agnostic in favor of wanting to be believable that my PC were to run into advertisements for this venture.

Durgan Stonewildslag | N dwarf medium
Str 15, Dex 12, Con 16, Int 10, Wis 9, Cha 12

- - -

Durgan was born into what amounts to a village among the dwarves. Away from their legendary Sky Citadels, dwarves wishing to set up any kind of holdfast gather several families together and construct the stoutest fortification that they are able to. Durgan's grandparents were a pair of the founders of the village Durgan is from, that sits in a fertile mountain valley away from the caves and chasms that spawn dwarves' traditional enemies. Unfortunately, getting away from goblins and giants and the creatures of the deep doesn't mean escaping from danger altogether. By the time Durgan was born, his village had been plagued by the depredations of a vicious hag coven and its minions for years, but his village stood strong for a long time. They were dwarves, after all.

Durgan's childhood was normal. Apprenticed to an architect, training with the other warriors, helping to fend off monster attack, helping to farm, helping to do everything. However, that all ended when the hags finally got their chance to wipe their territory clean of the dwarven intruders. One of them, a green hag, managed to disguise herself as a member of the village after eliminating them, and bypassed the village's defenses to let in the other hags and their servants. Despite fighting courageously, Durgan's tribe was wiped out to the man. Durgan himself fell in battle against the hags and was left for dead.

When he awoke, he felt pain, grief, confusion, but also a pleasant influence around him. He wanted to find and attack the hags, though he knew he would die in battle, it was his honor at stake. However, he was guided away from his destroyed village and out into the wilderness.

Durgan traveled far and wide after that for the following few years. He found, however, that dwarven communities were not very accepting of him. Being the sole survivor of his village left him labeled a coward among them, and the few relatives he had were resentful of him. Human communities were more accepting, but certainly more cutthroat, and for a young man with no resources nor connections, making it in a human city is nearly impossible. Durgan was left adrift, hopeless, with only the memories of his lost loved ones to comfort him. Something he often attributed to dreams or hallucinations, his family members frequently visited him to give him advice or guidance, helping him to survive in this toughest period.

The advertisements for the colonization effort (which he was led to see by one of his spirits) isn't seen with much significance or gratitude by the depressed dwarf. In his mind, it's his last option - starting over in an unknown, savage land. Exactly the kind of thing which had gotten his family killed. But what else is he going to do? He needs to eat.

- - -

Durgan is young for a dwarf, at only 46. Durgan was trained classically as a warrior and also as a stonemason and carpenter. He was expected to fulfill his role in the village just as much as everyone else, which is where he gets most of his skills. However, he has also faced many years of rejection and misfortune, which has given him a bleak outlook on life. He often assumes the worst, sees danger in everything, and doesn't have much hope for success. However, he would be a good asset for any kind of homemaking venture, as he is both an excellent builder and a passable warrior.

Though he isn't completely aware of it, Durgan is constantly surrounded by the spirits of his deceased relatives and friends. He can commune with them in order to adopt some of their skill or power, though he isn't completely aware of this yet. In his mind, he sees it more like being inspired by their memory, though he's starting to see more concrete examples which could change his mind.


Durgan's Stats:
Durgan Stonewildslag
Male dwarf medium 1
N Medium humanoid (dwarf)
Init +1; Senses Perception +3, darkvision 60ft.

--------------------
DEFENSE
--------------------

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +1 (+2 vs. emotion, +1/2 vs. possession, haunt channel, location channel)
Defensive Abilities defensive training (giants) SR 6
--------------------
OFFENSE
--------------------
Spd 20ft., slow and steady
Melee battleaxe +2 (1d8+2/x3)
Special Attacks hatred (goblins, orcs), spirit power (lesser), spirit surge +1d6
Medium Spells Known (CL 1st, concentration +2)
0 (at will) - stabilize, mage hand
--------------------
STATISTICS
--------------------
Str 15, Dex 12, Con 16, Int 10, Wis 9, Cha 12
Base Atk +0; CMB +2; CMD 13 (17 vs. reposition and bull rush)
Feats Spirit Focus (champion)
Traits Grief-Filled, Resilient
Skills Bluff +5, Craft (stonemason) +6, Knowledge (dungeoneering) +1, Knowledge (religion) +4, Perception +3,
Languages Common, Dwarven
SQ magic resistant, craftsman, weapon familiarity, knacks, spirit
Gear backpack, bedroll, blanket, waterskin, studded leather armor, battleaxe, trail rations (5), dagger, journal, inkpen, ink


Dotting
No Ultimate Intrigue, so my idea for a masked maiden is sadly out.
Probably going for something occult, kineticist or occultist


Okay. I am very sorry to say this, but work ambushed me with a 2x4.
I no longer have the time to run this campaign. :(
My apologies to you all. I wish you good luck in future games, and hope to see you around; there were some great submissions for characters.


No problem, better to know that now rather than drag thing out :) Good luck with that 2x4!


Yes, RL sucks quite often. Thanks for the idea and challenge.


I'm tempted to step in and offer to GM this campaign, but I'm worried about overextending myself with my other games.

I even had an idea to set this on the eastern frontier of Galt, with the sponsoring noble trying to escape the nation's chaotic revolutions.
Since that would put the campaign just beyond the Inner Sea map, it leaves a lot of room to develop a region.


DM Vayelan, if you decide to take up the mantle, would you permit a couple more days to post characters?


DM Vayelan wrote:

I'm tempted to step in and offer to GM this campaign, but I'm worried about overextending myself with my other games.

I even had an idea to set this on the eastern frontier of Galt, with the sponsoring noble trying to escape the nation's chaotic revolutions.
Since that would put the campaign just beyond the Inner Sea map, it leaves a lot of room to develop a region.

Hey, Vayelan - what would you say to Co-GMing something like this? I'd be open to talking strategies on how to handle it (one focused on story development (your Galt), one on subsystem mechanics (my love of spreadsheets), and we split the notable NPCs down the middle for creating personalities).

I've never done something like that before, and I don't want to say for sure that it'd happen, but I have often wondered if that would be a good way to go for PBPs. Just a thought!

Silver Crusade

as taldo, I had midterms and I'd still like to provide a character for this if you decide to take it up yourself.


Taldo the Tanner wrote:
DM Vayelan, if you decide to take up the mantle, would you permit a couple more days to post characters?

Seconded... I had my crunch together for my necromancer but no fluff yet.


Taldo the Tanner wrote:
DM Vayelan, if you decide to take up the mantle, would you permit a couple more days to post characters?

Certainly.

GM Cyrioul wrote:


Hey, Vayelan - what would you say to Co-GMing something like this? I'd be open to talking strategies on how to handle it (one focused on story development (your Galt), one on subsystem mechanics (my love of spreadsheets), and we split the notable NPCs down the middle for creating personalities).

I've never done something like that before, and I don't want to say for sure that it'd happen, but I have often wondered if that would be a good way to go for PBPs. Just a thought!

That sounds promising. With a Co-GM, I'd feel more confident taking on another campaign.


We can do this, guys! The frontier needs KNOWLEDGE! And probably some badasses too.


Interesting guys sounds fun


DM Vayelan wrote:
That sounds promising. With a Co-GM, I'd feel more confident taking on another campaign.

Cool - I'll do some preliminary thinking while I'm on the road here today and tomorrow. Will send a PM later with some ideas, feel free to ping me.

Everyone - This'll take time if it happens, so TIA for your patience.


It is fine take your time, I'll keep an eye out on this thread when you guys are ready


Good of you to step up. I'll keep an eye out.


Dotted for interest, I like the premise.


I'm still interested, even if another GM (or two) takes over. My submission has been ready for some time. :)


If someone else hops on, let us know. I can re-post a revised concept. Maybe work with another PC to create an existing relationship.


Decimus Observet here. I present Sir Dorick Granstead, a cavalier in exile in all but name from the royal court.

Background:

The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
- Order of the Lion Edicts

Sir Dorick Granstead is a scion of an ancient noble house in good stead with the crown. Which made his fall from grace even more scandalous.

As a youth, Dorick was always more enamoured with weapon practice and riding into the forests than in courtly matters. And that ultimately cost him. While a generous soul himself, he had his flaws. He thought too well of people who did not return that view, and he had a fierce streak of pride that others took note of. His leal service to the crown against bandits and foreign foes, his acceptance into the Most Worthy Order of the Lion, his gift for handling animals, these would count for little in the end.

A cabal desired advantage through shaming the venerable House Granstead and saw Dorick as the weak link to strike at. They plotted and arranged matters so that Dorick got into a very public and brutal duel with the King's brother, seemingly instigated by Dorick for no good reason. He had been tricked by subtle evidence and honest-seeming words that this man had dishonoured his younger sister. And thus lashed out.

The king had little choice in the matter. Dorick was stripped of almost everything. In light of his prior service, he got to keep his life, his title, his horse, and a small pile of old equipment. And the dubious honour of being sent on a "mission" to new lands, to ensure that they were colonised in the proper manner. His actual authority of course would be non-existant. Promised papers never appeared, letters were never sent.

Thus Sir Dorick Granstead must make his own way in the world.

Appearance:

Dorick stands 5' 11" tall and weighs 190kg. He is a fairly brawny man, well used to the rigours of riding into battle. He has well-groomed black hair and moustache, with few scars visible. His gear is second or third hand, but servicable.

Personality:

Dorick is at heart an amiable and generous sort, who enjoys hearty company and animals. He is deeply ashamed and saddened over the events that led to his effective exile, both of his own actions and the deep betrayal of those he considered friends and fine acquaintances. He still takes his oaths very seriously, they are what are left to him.

Mechanics:

Sir Dorick Granstead
Male Human Cavalier 1, Order of the Lion
Neutral Good Medium Humanoid (human)
Init +1; Senses Perception -2

--------------------
Defense
--------------------
AC 16 (18 with shield), touch 11, flat-footed 15 (17 with shield) [10 +1 Dex +5 Scale Mail +2 heavy steel shield]
hp 12 (1 HD; 6+2 per level after 1st)
Fort +4, Ref +1, Will -2
--------------------
Offense
--------------------
Speed 30 ft., 20ft. in scale mail

Melee
Lance +4 1D8+3 / x3 / P / Reach
Longsword +4 1D8+3 / 19-20/x2 / S
Warhammer +4 1D8+3 / x3 / B
Dagger +4 1D4+3 / 19-20/x2 / S

--------------------
Statistics
--------------------
Human, +2 to Str
Str 16, Dex 12, Con 14, Int 12, Wis 7, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats Mounted Combat, Skill Focus (Ride)

Mounted Combat
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Skill Focus (Ride)
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Traits

Beast Bond - Social
You share a close bond with animals.

Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Dedicated Defender - Combat
When a companion is down, you fight harder.

Benefits: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Friend to Animals - Race
Requirement(s) Human
You grew up in close proximity to animals and relate with them intuitively.

Benefits: You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.

Drawback
Pride
You can’t abide challenges to your dignity, authority, or honor.

Penalty: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologises to you.

Skills
Class Skills

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Armour Check Penalty: -4 scale mail (-6 with heavy steel shield)

Acrobatics +1 |+1 Dex
Appraise +1 |+1 Int
+Bluff +2 |+2 Cha
+Climb +3 |+3 Str
+Craft +1 |+1 Int
+Diplomacy +2 / +0 |+2 Cha (-2 if challenged)
Disable Device* -- |+1 Dex untrained
Disguise +2 |+2 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
+Handle Animal* +8 |+2 Cha +1 rank +3 class skill +1 beast bond +1 friend to animals
Heal -2 |-2 Wis
+Intimidate +2 |+2 Cha
Knowledge Arcana* -- |+2 Int
Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* -- |+1 Int untrained
Knowledge Geography* -- |+1 Int untrained
Knowledge History* -- |+1 Int untrained
+Knowledge Local* -- |+1 Int untrained
+Knowledge Nobility* +6 |+1 Int +1 rank +3 class skill (+1 regarding his sovereign)
Knowledge Nature* +2 |+1 Int +1 rank
Knowledge Planes* -- |+1 Int untrained
Knowledge Religion* -- |+1 Int untrained
Linguistics* -- |+1 Int untrained
Perception -2 |-2 Wis
Perform +2 |+2 Cha
+Profession -2 |-2 Wis
+Ride +10 |+1 Dex +1 rank +3 class skill +3 skill focus +1 beast bond +1 friend to animals
+Sense Motive +0 / -2 |-2 Wis +2 racial (-2 if challenged)
Sleight of Hand* -- |+1 Dex untrained
Spellcraft* -- |+1 Int untrained
Stealth +1 |+1 Dex
Survival -1 |-2 Wis +1 rank
+Swim +3 |+3 Str
Use Magic Device* -- |+2 Cha untrained

Languages
Common
Special Qualities

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skill Focus (Ride)

Other Gear
Lance 10g
Longsword 15g
Warhammer 5g
Dagger 2g

Scale Mail 50g
Leather Barding 40g
Heavy Steel Shield 20g

Signet Ring 5g
Grooming Kit 1g
Cavalier’s Kit 23g
Includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.

Starting Gold: 175g
Spent on equipment: 171g

Gold Remaining: 4g

Leveling
--------------------
L1: 12 HP, Add +¼ to the cavalier’s banner bonus.


Huzzah! The new recruitment thread is open.

I hope to see you all over there!

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