Dun dun DUHHHH. Due to player attrition, I need a new villian to add to the mix!


Recruitment

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Greeting and salutation. I started up my game not that long ago and had myself a right fine mix of Villains.

But like all games, player attrition happens and all my Tieflings up and died.

So, I did some thinking and decided that the party needs another member.

Our current party is as follows:
Drack the Nagaji Fighter
Ella the Changeling Bloodrager
Ileosa the Human Inquisitor
Senara the Human Summoner

So as you can see there is a couple of positions that can be filled. But, I have a plan for the one of them to help things along in the long of it.

So, given that the group will not need the role of a Buffer/Healer...We are in need of a 5th to complete the party.

Original Recruitment

You will be level 2 upon joining them but pretty much everything else is the same.

In case you don't wanna click the link:

Posting Requirements: Once per day Monday thru Friday, Once for Saturday or Sunday. I will be fairly strict on this, but so long as you give me notice of some kind, I will not hold it against you provided you can resume within a reasonable time. I will GM your character if needed during such time.

Classes: All are welcome save Paladin, all Occult Classes, and Vigilante (Honestly, I think they would excel at this particular AP but...I'm not that well versed in them so I'm gonna exclude them Sorry) No 3PP, I won't be swayed on this.

Health: Tadah, my Job as the GM is to attempt to murder you. While I read this is a deadly campaign, I'm gonna leave this a bit up to you. Max first level, Choose from the beginning; Roll the Hit Dice (Reroll on a one) or take half plus one.

Races: All Core, Featured, and Uncommon. (Save Android, Drow
Noble, Kasatha, Lashunta, Svirfneblin, and Triaxian.) No 3PP, and Aasimars will have an appropriate -2 stat added to them.

Alignment: LE, NE, CE (There is one caveat here. You must be willing to work with a group, it's the point of the campaign. Any player that puts an ultimatum down to try and get their way will be asked to leave. You guys are supposed to be a team, I'm supposed to cause chaos.)

Deity: You all if you do worship, must worship Asmodeus. Those with Domain powers will be granted access to most all Domains. (Your evil, you should be allowed unrestricted power.)

Stats: 4d6 drop the lowest, roll one extra set. (This is my favorite, I believe in luck) I reserve the right to roll an extra set on your behalf if I feel you are underpowered by too much. No stat above 20 starting.

Skills: Background Skills and one Free skill per level. As well as one Free Feat that can be any, and One Free Feat that must be non combat. (Please Paizo only feats as with all else, no 3PP)

Traits: Three traits, one of which must be your Crime.

Now then, one final caveat. Everyone will get either a free VMC or a Free Archetype for your class. (You don't lose whatever it requires you to lose.) Please tell me which one you select.

Please state what your freebies are in your crunch for all your choices including what your Background skills are and which one is your free skill.

I'm looking for a reasonable background. You are level one unfortunately so you yourself probably didn't kill twenty orcs but perhaps your ship did and you stood out in some way.

Finally, while you are evil and you're looking to be above the cut..Please don't min/max. We're all here to have fun, beating the AP to death via math isn't that fun and may force me to make things more difficult which in turn may not hurt your character but could be bad for other players cause I won't pull punches.

I will be setting up a Discord server for this game. I will be asking that all players post first to paizo, then copy and paste to Discord for the gameplay thread.

I feel this allows everyone to know when everyone has posted and it will let me know when to post next. It also allows me to make as many OOC threads as needed to help keep topics neat and tidy and easy to follow.

If you have any questions, please feel free to ask.

Also, your first post must include your dice rolls. (This includes Dots or expressions of interest.)

Once again, I ask that people understand that I am a newer GM but a long time Pathfinder player, so while I understand optimizing I am not allowing Min/Maxed cheese monsters!

One caveat, no grapple monsters, it can ruin all the fun of having a BBG show up when suddenly they're grappled for all eternity till the party can form a kicking circle and kick em to death.

Gold will be 500g for character creation.


Stats: 4d6 ⇒ (5, 1, 2, 6) = 14
Stats: 4d6 ⇒ (5, 4, 6, 2) = 17
Stats: 4d6 ⇒ (3, 5, 1, 3) = 12
Stats: 4d6 ⇒ (3, 1, 3, 4) = 11
Stats: 4d6 ⇒ (4, 6, 5, 1) = 16
Stats: 4d6 ⇒ (6, 4, 5, 2) = 17
Stats: 4d6 ⇒ (3, 5, 1, 6) = 15

Not a bad spread. I'll do some looking.


Stat Rolls: 4d6 ⇒ (4, 5, 2, 5) = 16
Stat Rolls: 4d6 ⇒ (4, 6, 2, 2) = 14
Stat Rolls: 4d6 ⇒ (1, 1, 2, 1) = 5
Stat Rolls: 4d6 ⇒ (6, 2, 1, 3) = 12
Stat Rolls: 4d6 ⇒ (3, 5, 5, 4) = 17
Stat Rolls: 4d6 ⇒ (3, 2, 6, 5) = 16
Stat Rolls: 4d6 ⇒ (3, 1, 3, 2) = 9

And yeah. That's kind of horrible. Evil Commoners incoming.

Silver Crusade

4d6 ⇒ (5, 5, 5, 6) = 21 16
4d6 ⇒ (5, 3, 4, 4) = 16 14
4d6 ⇒ (5, 3, 5, 6) = 19 16
4d6 ⇒ (5, 3, 1, 5) = 14 13
4d6 ⇒ (4, 6, 5, 4) = 19 15
4d6 ⇒ (4, 5, 6, 2) = 17 15
4d6 ⇒ (2, 2, 1, 6) = 11 10

hmmm. A lot of Odds, but decent rolls. I'm thinking a rogue... or a rogue type. Or maybe an arcane type. Or maybe a bit of both. Just to make sure, you said that all occult are a no go yes?

Silver Crusade

I'm thinking alchemist may fit well here. I'd probably go vivisectionist.. or possibly mind chemist as a free archetype. Will decide as I write him up.


Hey, this sounds familiar... I think I remember posting something up in the original thread. Heck I kinda remember it being a grapple machine :/ (mayhaps the cause of those last few lines?)
Do you want me to use the old set of rolls or do a new set here?
Anyway, first idea that I have been cooking up for a while is a pair of twins (USummoner and his Eidolon with the Twinned archetype). The older brother died a while back protecting the younger, only to reappear later, and continuing to guide and protect him. Scratch that. You already have a Human Summoner :/
Maybe something based around the Wilding feat? I always really liked the wild boy with an animal soul trope and it would be easy to see how such an uncivilized boy could end up on the wrong side of the law and wind up in Brandlescar ;)

What do you want our starting state to be? In prison? Recently escaped? Never sent to prison? Part of some outside group?

Dice rolls, just in case:

4d6 - 2 ⇒ (5, 3, 3, 2) - 2 = 11
4d6 - 1 ⇒ (5, 3, 1, 4) - 1 = 12
4d6 - 1 ⇒ (2, 1, 1, 1) - 1 = 4
4d6 - 3 ⇒ (4, 6, 5, 3) - 3 = 15
4d6 - 1 ⇒ (1, 1, 3, 3) - 1 = 7
4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15
4d6 - 3 ⇒ (3, 5, 5, 4) - 3 = 14
15,15,14,12,11,7,4
Welp. With that 4 I could really play up that boarderline-braindead Wild Child if I wanted...
Otherwise it is a middling 18pb, I guess its usable :)


Stat rolls: 4d6 ⇒ (5, 4, 6, 6) = 21 17
Stat rolls: 4d6 ⇒ (6, 4, 6, 6) = 22 18
Stat rolls: 4d6 ⇒ (3, 4, 2, 5) = 14 12
Stat rolls: 4d6 ⇒ (1, 6, 2, 3) = 12 11
Stat rolls: 4d6 ⇒ (2, 4, 6, 2) = 14 12
Stat rolls: 4d6 ⇒ (2, 5, 5, 2) = 14 12
Stat rolls: 4d6 ⇒ (1, 2, 5, 4) = 12 11

Wow... Now I have to think up a character idea. :P


4d6 ⇒ (4, 2, 5, 2) = 13 11
4d6 ⇒ (3, 4, 5, 2) = 14 12
4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (6, 3, 1, 2) = 12 11
4d6 ⇒ (3, 1, 5, 3) = 12 11
4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (1, 4, 6, 6) = 17 16

16 15 12 12 11 11

Question, what exactly do you mean by one trait being your crime? Is this something from a player's guide? You haven't actually said what AP this is, so I wouldn't know where to find it.


4d6 ⇒ (3, 6, 3, 2) = 14 [12]
4d6 ⇒ (2, 6, 4, 4) = 16 [14]
4d6 ⇒ (2, 2, 4, 3) = 11 [9]
4d6 ⇒ (4, 4, 6, 1) = 15 [14]
4d6 ⇒ (1, 6, 2, 4) = 13 [12]
4d6 ⇒ (6, 3, 2, 4) = 15 [13]
4d6 ⇒ (5, 4, 6, 3) = 18 [15]

Not even a single 16. That's a little sad. But Ill try to roll with it. I'm thinking Unchained Rogue -> Master Spy.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

4d6 ⇒ (3, 4, 6, 5) = 18 15
4d6 ⇒ (1, 2, 2, 6) = 11 10
4d6 ⇒ (2, 4, 1, 5) = 12 11
4d6 ⇒ (6, 2, 5, 4) = 17 15
4d6 ⇒ (5, 5, 5, 5) = 20 15
4d6 ⇒ (3, 6, 5, 4) = 18 15
4d6 ⇒ (4, 2, 5, 6) = 17 15

15, 15, 15, 15, 15, 11

Now that is an interesting array.

I think I will create a (Toxin Codexer) Investigator, using the free archetype on Cipher


4d6 ⇒ (2, 2, 5, 2) = 11 9
4d6 ⇒ (6, 4, 2, 2) = 14 12
4d6 ⇒ (6, 1, 2, 6) = 15 14
4d6 ⇒ (3, 1, 6, 1) = 11 10
4d6 ⇒ (6, 6, 5, 2) = 19 17
4d6 ⇒ (4, 6, 5, 2) = 17 15

Have an idea will look into implementing it tomorrow.


Newbonomicon wrote:
Question, what exactly do you mean by one trait being your crime? Is this something from a player's guide? You haven't actually said what AP this is, so I wouldn't know where to find it.

Good morning, Jing is a nightowl so I'll answer for him to get you going. Way of the wicked is what we are playing. And yeah, crime are in the player's guide. For example Ella is in for attempted murder.


Hi GM! Resubmitting my character from the original recruitment. I can make all the needed adaptations if any :) thanks


I will resubmit the character I submitted for the original recruitment:

Duke Bernard Baynard IV:

LE Human Rogue 2

STR 10
DEX 17
CON 14
INT 18
WIS 15
CHA 13

HP 9
AC 13 (10 base +3 dex)
BAB 0
INIT +5

FORT +2
REF +7
WILL +3

Speed 30'

Skills: Acrobatics r2 +8, Bluff r2 +6, Climb r2 +5, Disable Device r2 +8, Diplomacy r2 +6, Disguise r2 +6, Escape Artist r2 +9, Intimidate r2 +6, Perception r2 +8, Sleight of Hand r2 +8, Stealth r2 +8, Swim r2 +5, UMD r2 +6

*Background: Craft (Alchemy) r2 +13, Knowledge (Engineering) r2 +9, Linguistics r2 +9

Feats: Point Blank Shot, Precise Shot, Quick Draw, Skill Focus (Craft: Alchemy), Weapon Finesse

Traits: High Treason (+1 to Will Saves), Reactionary (+2 to Initiative), Eyes and Ears of the City (+1 to Perception)

Languages: Common, Elven, Dwarven, Undercommon, Abyssal, Infernal, Aklo

Class Features:
(free archetype: Underground Chemist)
Archetype: Phantom Thief

Broad Education, Chemical Weapons (Add int modifier to damage dealt with splash weapons, including the splash damage. Can draw alchemical weapons as normal weapons. Add 1/2 rogue level to Craft (Alchemy) checks), Finesse Training, Refined Education (Escape Artist), Rogue Talent (Shades of Gray: can make myself appear to be whatever alignment I wish)

Equipment: TBD

Free archetype: Underground Chemist
Free Any feat: Quick Draw
Free Non-Combat Feat: Skill Focus (Craft: Alchemy)
Free Skill points: Linguistics

Now with backstory, since looking at the original recruitment I realized that I completely forgot to write one!

Backstory:

Bernard was born a Duke into the once-illustrious Baynard family, which had faithfully served the crown since the founding if Talengard; indeed, Baynard had been the best friend of the founder, so tightly enmeshed were the Baynards to the fate of the city.

As the centuries passed, however, a series of sitting Dukes with poor organizational skills led to the decline of this once great house, culminating with the death of Bernard's parents when they were returning home from the opera.

Bernard was a child at the time, but he quickly became obsessed with the idea that his parent's deaths were murder that was actively being covered up by the government.

This obsession lead him into further distrust of the government, which eventually led to his plan to overthrow the king "for the good of everyone".

Plotting with a couple of lords from other houses that had fallen on hard times, Bernard's plan was to wait until the next gathering of lords (a yearly ceremony that was mostly a party, with some politics thrown in) and then using a paralytic agent in both the food and drink paralyze most of the guests and use the time to explain his actions before killing the king.

It was not to be, however.

The two lords he was working with both decided to instead inform the King's guard of Bernard's plan. Once armed with this knowledge, the poisoned food was quickly disposed of and replaced with normal food.

Buoyed by their deceit, Bernard waited until the paralytic poison should have taken effect and then began his speech.

Playing along with his plan, the nobles in attendance all forced themselves to remain stock still.

Once his speech ended, there was the sound of one man's applause: the King's. Turning, he saw that the king was standing, and he was quick to proclaim Bernard a traitor and strip him of his title before ordering him to be Branderscar Prison, to be imprisoned for life.

This proclamation met with thunderous applause.

Bellowing vengeance as he was drug away by the king's guard, Bernard was sent to Branderscar, to live out the rest of his life.

For his part, however, Bernard will not remain quiet. He will kill the king and assume the throne as is his rightful place.

First, however, he would need to escape his current predicament.


~yawns sleepily~ I'm actually up early cause I'm going to the shooting range with a buddy before we hit the table for our Sunday game!

SO I'll try and answer things as best I can.

Gobbo Horde:

Trade out your 11 for a 16, but otherwise yes please use the new stat array.

Unthinker:

Trade out one of your 12s for a 16 but otherwise looks like a decent enough array.

ExiledMimic:

Trade out one of your 15s for a 16 but otherwise looks good enough

So most people have already found where the traits are for this campaign but I will go ahead and say anyways.

This game wasn't originally made for pathfinder, so they didn't really produce a Player's guide for it in the traditional sense. In fact, the a!!!@%%!s put it in the back of Book 1 for the GM!!!

Some nice guy, however made it it's own PDF here.

Vrog:

I know you had some really good stats, but if you could reroll them for this submission to make it fair to all new applicants, I'd appreciate it. Gobbo Horde has done the same.


Oh thanks! No I wasn't saying it was bad. Just a little funny that none of the skills were even a +3 at first. I generally like to have at least a little bit of focus. That boost helps tremendously. I believe I have a rough submission. Hopefully its something worth considering.

Why was he in Branderscar?:
Finnick shook his head and laughed as they hauled him off in chains. He supposed that he deserved what was happening to him. Not for his crime, but for his failure to pull it off sufficiently. Finnick was a forger, one of the best. Being the best had gone somewhat to his head though because several months ago he had attempted to forge paperwork that would have had one of the local officials hauled off to work in the salt mines. So really it was just a hilarious and horrible irony that they had decided to sentence him to hard labour in the salt mines for life. He hadn’t expected the man to have friends in such high places. Finnick knew the lesser noble was scum, he’d personally helped the man frame people to get into a position of power. It was when he had started to threaten Finnick that the young half-elf had decided it was time to try and put the nobleman away. Obviously things hadn’t gone quite the way Finnick wanted though.

All and all it could be worse, although he was going to have to stay at Branderscar for a while life at the salt mines was better than death. And besides, he still held out hope, hope that people were ultimately foolish. He hoped that someone would be stupid enough to allow him access to some writing implements or a halfway decent uniform. Finnick could plan. He could wait for the right time. And when it came, when his patience paid off, well he was going to get his revenge on that little cockroach of a noble once and for all. He wasn’t going to settle for sending the man away this time either. Finnick had worked hard to build up the right kinds of contacts and get jobs in a place like Talingarde. And one spiteful little power grabber had cost him all of that. Finnick would ensure that he got his due.

Role:
So basically he's a fairly young half-elf that found out really early on that he was pretty good at lying to and manipulating people. He spent a lot of time building up a reputation in the right circles, not easy in a place like Talingrade. He's extremely skilled at forgery and with Orator he can carefully word requests to people making aspects of his Bluff, Intimidate and Diplomacy even higher than normal. As an investigator he's quite knowledgeable, having at least a +8 to most knowledge skills with the ability to add a d6 onto them. He'll make a great skill monkey. His main purpose though would be to act as an infiltrator. With his free archtype he eliminates many penalties to disguise and can use his high bluff to get places he generally shouldn't be. Ill likely end up going Master Spy at some point but perhaps not. In combat I dont really know exactly how effective he'll be. Thats not his main focus by far. You guys have a Fighter, Inquisitor and Bloodrager so I kind of figure in your face damage was covered. Mostly he's a face/skill-monkey who will be able to provide aid in combat but not huge numbers.

Free Stuff:
Free Archtype: Infiltrator. Gives me some cool Disguise stuff I can do but mechanically it wouldn't normally be possible as Empiricist replaces similar things. Since Im likely going Master Spy eventually I would love the Disguise benefits though.

Free Skill: Disguise I'll be leveling every level so my free point can effectively go into that.

Background Skills: Linguistics every level. I also have 1 point in Sleight of Hand and 1 in Craft Alchemy right now.

Free Feats: I took Deceitful & Iron Will. The first is helpful obviously but the second is largely just me getting rid of the Master Spy prerequisites ahead of time.

Crunch:
Finnick Tassos
Male half-elf investigator (empiricist, infiltrator) 2 (Pathfinder RPG Advanced Class Guide 30, 100)
NE Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+2)
Fort +1, Ref +5, Will +7; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . sword cane +3 (1d6+2)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—disguise self, heightened awareness[ACG], tears to wine (DC 15)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 13, Int 18, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Deceitful, Iron Will, Orator[ACG], Skill Focus (Linguistics)
Traits clever wordplay, elven reflexes, forgery
Skills Acrobatics +5, Bluff +8, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +5 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +9, Disguise +11, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12 (+15 to create forgery), Perception +11, Sense Motive +9, Sleight of Hand +5 (+9 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects), +7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +8, Stealth +6, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Dwarven, Elven, Gnome, Halfling, Infernal, Orc
SQ alchemy (alchemy crafting +2), ceaseless observation, elf blood, inspiration (5/day), trapfinding +1
Combat Gear simple invisible ink (3); Other Gear mwk lamellar (leather) armor[UC], dagger, sword cane[APG], book of letters[UE], disguise kit, hollow-heeled boot, ink, inkpen, investigator starting formula book, masterwork backpack[APG], paper (10), pocketed scarf[UE], poison pill ring[UE], reversible cloak[UE], sealing wax, thieves' tools, wrist sheath[UE], 14 gp, 8 sp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Disguise (Ex) When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. Also, an infiltrator can disguise himself with 1d3 minutes of work.
Mimic Mastery (Su) When an infiltrator uses disguise self or any polymorph extracts on himself, he is treated as 2 investigator levels higher for the purpose of determining the duration of that extract’s effect. He can use these extracts to take the appearance of specific individuals of the type of form he chooses, gaining a +10 to Disguise checks even if that extract does not typically grant such a bonus. Furthermore, these extracts grant the infiltrator a +10 bonus to Disguise checks made as part of his voice mimicry ability.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Voice Mimicry (Ex) Using this ability requires a special Disguise check, and creatures hearing the voice can make a Perception check to discover the ruse. An infiltrator can attempt to emulate any creature or other sound he’s heard clearly for at least 1 minute.


So, Stats: 16,15,15,14,12,7 or a 4 if I want it :/
HP Max first lvl, roll after (rr 1s)
Background Skills, +1 freebie. +2 feats (1 non-combat). 3 traits. Free archetype. (for ease of reference)

Asking this again:

Gobo Horde wrote:
What do you want our starting state to be? In prison? Recently escaped? Never sent to prison? Part of some outside group?

Still thinking of some sort of Wild Child but still mulling over how to go about it...


4d6 - 1 ⇒ (6, 6, 5, 1) - 1 = 17
4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12
4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - 1 ⇒ (4, 1, 4, 6) - 1 = 14
4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13
4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10

If I need to reroll and update the character (I’d rather keep my previous rolls but it’s okay if I have to change)!

Liberty's Edge

Heh. I never got my submission finished for the original campaign. I'll see if I can find the time to try again.


Found the Easy Button :p
Turns out that there is a Human exclusive Druid archetype called the Feral Child :p well that was Easy.
If I pair that up with the Wild Whisperer archetype and take the Wilding feat then I should have a basic chassis to build my character :)
He will be pretty grand at making Wild Empathy checks and becoming friends with animals but since this is probably going to be a mostly urban campaign I do doubt I will get much use out of it. Perfectly fine by me tho :) Its main purpose is to shape his background and personality, but who knows, I might be able to get creative with it ^_^

The make-or-break point of this character however, will be whether I can figure out how well he will be able to interact with normal, civilized society. If, for example, I look and act like a raving lunatic and act uncontrolably then it might really limit my ability to play parts of the campaign or prevent me from joining everyone else in doing something :p not what I want.
Instead I will have to anticipate and think out some of these things beforehand (so I can actually PLAY in the campaign :p)
Some thoughts:
*Language. At minimum I need to be able to speak Common. It's ok if I am unable read or write, and I may only use simpler words and sentances with a heavy accent, but I need to be able to communicate.
*Appearance. I invision him looking quite wild with long, unkempt hair, wearing rags or hides, dirt smeared all over and things like bits of branches and leaves sticking out of odd spots. Thing is most of those are transient or impermenant. You could brush his hair (not that he would ever let you cut it!), or give him a bath, heck you could even stick him in a 3-piece suit and after having done so, he would look like a regular human, albet with long black hair and a stooped posture. The thing is it wouldn't stay that way. As he neglects to maintain his appearance, the more it drifts back towards his old, wild self.
Some things such as his eyes however, always retain their feral tint. You can dress up the wild man in fancy clothes, but the Wild within him is never far below the surface...
That and I am probably going to need to know a good tailor :/
*Time in civilization. The idea of having zero knowledge about anything going on or how anything works may seem fun on paper, but previous experience has taught me that it can get real annoying real fast when your character has no clue how to use basic concepts.
For this character, it is assumed that he has been captured/within society long enough to have figured out a few things. How to speak common, for example. Also guards are bad, you run from them. How to use basic amenities. The concept/value of money. ect.
Other things, like knowing not to growl at the noblemans son or not using an inside voice in a sanctuary, might not be known to him. These could be played out for comedic effect. :) but some of those basic things are just assumed.

I'll address any more that I can think of later :)

Liberty's Edge

On review of the party, I'm thinking I might bow out. It's already an all girls group, there are at least one or two "seducer" types already and more than one arcane user, even if no one's a full 9-level caster. My pyromantic sorceress would almost certainly be stepping on toes.


Apologies, I didn't respond sooner (Yesterday was my day at the table with my group.)

So, you will have been in jail much like the rest except about a week sooner. You were saved at the literal chopping block (Well figurative chopping block as most of you may or may not have been beheaded. Many ways to die.)


Assuming that this does not take place on Golarion, if I take the Elven Arrogance alternate racial trait, is there an equivalent ancient language to Azlanti in this world, or should I make do with a "measly" six languages?

Or, if you prefer, you can use this opportunity to admonish me for trying to make a character who speaks just about every language except Common, and I'll change it.


@Newbonomicon

I think the racial trait is probably not for the best in this campaign. While evil, this is still unfortunately a game in which you need to be able to co-operate with your fellow villains. You have two Humans in in the party even.

If you were to take that trait, I'd expect you to roleplay that you have a severe disdain for man. Which, normally is fantastic in a Villian, but you're a team of villians and constantly undermining and producing conflict would be a distraction from the game.

As a GM, I won't say no but I would highly discourage it as it may lead to a very quick death.


4d6 - 1 ⇒ (4, 3, 4, 1) - 1 = 11
4d6 - 1 ⇒ (1, 4, 4, 5) - 1 = 13
4d6 - 1 ⇒ (5, 1, 4, 2) - 1 = 11
4d6 - 1 ⇒ (1, 4, 6, 4) - 1 = 14
4d6 - 4 ⇒ (4, 4, 4, 5) - 4 = 13
4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12

And you are looking for heals/buffs eh?


Apologies, the intro said we are NOT looking for heals/buff.


Can I play an Ogre (I total expect to be told no but figured being the bad guys it may not be completely out of the realm of possibility)?


Alas not on the list of approved races.


Pathfinder Adventure Path Subscriber

4d6: 4d6 ⇒ (6, 1, 3, 2) = 12
4d6: 4d6 ⇒ (3, 1, 6, 2) = 12
4d6: 4d6 ⇒ (1, 6, 3, 1) = 11
4d6: 4d6 ⇒ (4, 6, 2, 4) = 16
4d6: 4d6 ⇒ (2, 6, 3, 6) = 17
4d6: 4d6 ⇒ (6, 3, 4, 5) = 18
4d6: 4d6 ⇒ (5, 3, 1, 3) = 12

Oh nice.
18, 17, 16, 12, 12, 12. That's very good stats.
You're searching for one person here, right?


Fair, figured wouldn't hurt to ask.


Alas Hayato, you used all 4 dice. You drop lowest.

So you have 11,11,14,15,15,11

But yes I am only seeking one player to add to the group.


*Cackles evilly* Behzar the Blackened rises once more!

Any chance I can reroll since it's a rerecruitment? I'm pretty sure my original rolls were kind of lousy, but if not that's cool too

Edit:: Since Gobo Horde rolled again, I'm assuming reroll is cool, so here's mine

4d6: 4d6 - 3 ⇒ (4, 3, 5, 6) - 3 = 15
***4d6: 4d6 - 2 ⇒ (2, 4, 2, 3) - 2 = 9***
4d6: 4d6 - 3 ⇒ (4, 4, 6, 3) - 3 = 14
4d6: 4d6 - 1 ⇒ (5, 1, 4, 2) - 1 = 11
4d6: 4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12
4d6: 4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16
4d6: 4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13

Much better! Will be editing the profile tonight!


Profile updated, though if I should've left him as he was, lemme know, I can put him back


Jing the Evil GM wrote:
If you were to take that trait, I'd expect you to roleplay that you have a severe disdain for man. Which, normally is fantastic in a Villian, but you're a team of villians and constantly undermining and producing conflict would be a distraction from the game.

I understand! Personally, I think the best villainous relationships are built on mutual disdain, tempered by usefulness and circumstance.


Stats Roll: 4d6 ⇒ (6, 1, 2, 4) = 13-1=12
Stats Roll: 4d6 ⇒ (5, 6, 1, 3) = 15-1=14
Stats Roll: 4d6 ⇒ (6, 6, 1, 3) = 16-1=15
Stats Roll: 4d6 ⇒ (3, 4, 2, 4) = 13-2=11
Stats Roll: 4d6 ⇒ (5, 5, 2, 2) = 14-2=12
--Stats Roll: 4d6 ⇒ (3, 4, 1, 4) = 12-1=11-- Lowest
Stats Roll: 4d6 ⇒ (6, 2, 5, 5) = 18-2=16
Let's see what we're working with.
Edit: I hope This doesn't reroll the stats, but if it does, I have the unrerolled stats outside the dice phrasing.
I'll be looking to build a beast master, details unknown yet.


Pathfinder Adventure Path Subscriber
Jing the Evil GM wrote:

Alas Hayato, you used all 4 dice. You drop lowest.

So you have 11,11,14,15,15,11

But yes I am only seeking one player to add to the group.

Oh. Was a bit late at night^^

Looks different, but still ok.


Cathirix, Criminal Par Excellence

Crunch:

Male Hobgoblin Gunslinger (Free VMC Alchemist)
NE Medium humanoid
Init +3; Senses- Darkvision 60ft, Perception +6
_____________________
Defense
_____________________
AC 18, touch 14, flat-footed 14, CMD 16
HP 20 (2d10+4)
Fort +5, Ref +6, Will +1
_____________________
Offense
_____________________
Speed 30ft
Pistol: +5 (1d8) x4 20ft
Dagger: +3 (1d4+1) 19-20x2
Kukri: +3 (1d4+1) 18-20x2
Pickaxe: +3 (1d8+1) x4
____________________
Statistics
_____________________
Str 13, Dex 16, Con 15, Int 12, Wis 13, Cha 11
Base Attack +2, CMB +3, CMD 16
Feats: Gunsmithing, Point Blank Shot, Rapid Reload (Pistol), Nimble Moves.
Traits: Grave Robbery (Crime), Never Stop Shooting, Heretic’s Caution
(A) Skills:
Acrobatics 8 (2 Rank, +3 Dex, +3 Class),
Bluff 6 (2 Rank, +1 Cha, +3 Class),
Climb 5 (1 Rank, +1 Str, +3 Class),
Intimidate 5 (1 Rank, +1 Cha, +3 Class),
Knowledge Local 6 (2 Rank, +1 Int, +3 Class),
Perception 6 (2 Rank, +1 Wis, +3 Class),
Swim 5 (1 Rank, +1 Str, +3 Class),
Survival 5 (1 Rank, + 1 Wis, +3 Class)

(B) Skills:
Appraise 5 (1 Rank, +1 Int, +3 Class)
Sleight of Hand 7 (1 Rank, +3 Dex, +3 Class)
Craft Alchemy (2 Rank, +1 Int, +3 Class)

____________________
Racial Abilities
____________________
Sneaky: +4 to Stealth
Darkvision 60ft
Favored Class Bonus 2/4th Grit
______________________
Special Abilities
_______________________
Grit 1 point
Deeds: Deadeye, Gunslinger’s Dodge, Quick Clear
Gunsmith
Nimble +1
________________________
Equipment
________________________
Battered Pistol
Powder Horn x2 each with 10 doses
Bullets (39)
MW Chain shirt
Gunsmith’s kit
Dagger
Kukri
Pickaxe
Back Pack
Flint and Steel
Candle holder with 3 candles

Background:

Sold into slavery as a child Cathirix's upbringing was brutal and unkind, more so than normal Hobgoblins. After escaping slavery he lived on the streets falling in with a group of young thieves and found himself an adept at picking pockets. As they grew older the group started to fall apart, Cathirix and one other boy joined up with a pirate crew. After a mildly successful few years, one failed raid and it was all over and he found himself washed up  in Talingarde.
Talingarde was just as unkind as everywhere else he had been, save for the pirate ship which was merely unpleasant, Cathirix quickly found his way back to crime. One afternoon in a run down tavern near the docks which happened to cater to low lifes, two black robed men, smelling of decay and brimstone, approached him with a job offer - Grave Robbing, they get the bodies and he gets to keep any valuables plus a finder's fee.
Life was good or as good as could be for a criminal Hobgoblin, until he got caught. Cathirix was no stranger to getting caught, that comes with being a criminal, however, this would be no week in the stocks, month in jail, or 20 lashes in the town square, this... this meant Branderscar and a date with the headsman's axe... at this point all he could hope for was a sharp blade...


4d6 ⇒ (2, 6, 6, 3) = 17 = 15
4d6 ⇒ (4, 5, 1, 3) = 13 = 12
4d6 ⇒ (2, 3, 6, 1) = 12 = 11
4d6 ⇒ (4, 6, 6, 4) = 20 = 16
4d6 ⇒ (2, 6, 4, 2) = 14 = 12
4d6 ⇒ (6, 3, 6, 4) = 19 = 16
4d6 ⇒ (3, 1, 4, 5) = 13 = 12

So 16, 16, 15, 12, 12, 12. Not a bad roll, nothing too amazing but pretty decent. I'm going to see what comes to mind. A rogue comes to mind but I've been applying bunches of them these days...


Hey guys, I'm just slipping in here to say I am checking in and reading here and there.

Apologies that I've not set an official end date for the selection process.

Once my people have exited the prison, I will be closing the recruitment, opening up the forum for my team and I to discuss and then selection will come hopefully soon after.


Here is my submission for your game DM, an elven killer from the mainland that got screwed over while trying to assassinate the leader of the Church of Mitra. Cold, calculating, but quite polite and reasonable. My extra chosen stuff is all at the bottom.

The Crunch:
Araton Fal
Male Elven Unchained Rogue (Poisoner)
LE Medium Humanoid (Elf)
Init: +6 Senses: Low-Light Vision Perception: +7, +8 v.s. traps
--------------------
Defense
--------------------
AC 14 TAC 14 FF: 10
HP 16 Fort +1 Ref +7 Will +3
Special Defenses:
Elven Immunities: immune to magical sleep effects, +2 versus enchantment spells and effects
--------------------
Offense
--------------------
Melee
Ranged
Speed 30 ft.
--------------------
Statistics
--------------------
Str12 (+1) Dex 18 (+4) Con 13 (+1) Int 18 (+4) Wis 12 (+1) Cha 12 (+1)
Base Atk +0 CMB +1 CMD 15
Feats Weapon Finesse, Skill Focus: Stealth, Two-Weapon Fighting, Iron Will, WF: Shortsword, Frightening Ambush
Skills Acrobatics +9 (2), Craft: Alchemy +9 (2), Bluff +6 (2), Climb +6 (2), Disguise +6 (2), Intimidate +9 (2), Perception +9 (2), Stealth +13 (2), Sense Motive +6 (2), Swim +6 (2), Escape Artist +9 (2), Disable Device +9 (2), Sleight of Hand +8 (1), Diplomacy +6 (2), Craft: Traps +9 (2), Escape Artist +8 (1)
Languages: Common, Elven, Goblin, Dwarven, Draconic, Sylvan
SQ: Elven Immunity, Keen Senses, Creepy, Human-Raised, Low-Light Vision
Traits Murder, Bruising Intellect, Reactionary
Favored Class: Rogue - +2 Skill
Combat Gear:
Mundane Gear:
--------------------
Special Abilities

Poison Use (Ex)
Sneak Attack (Ex): +1d6
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Combat Trick: A rogue who selects this talent gains a bonus combat feat.
--------------------


Background:
Talingarde, what an awful country. It was supposed to be a simple enough job, kill a major political figure and collect the gold when Araton returned back to the mainland. He would remember that next time, there was no such thing as a sure thing when it came to assassinations. Vitallian of Estyllis should've been dead by now but things always seem to fall apart when amateurs were involved.

When Araton was just a child, he was given to the Ordo Sanguis to cover a debt and to keep the wrath of the group of assassins from falling upon his mother and father's heads. The order of killers was no place for weakness, compassion, or mercy; many of the uninitiated children would wind up dead from poison, murdered in their sleep, or slain during the multitude of testing they had to endure to ensure their place within it. Yet if there was ever a child that was born to be an assassin, it was Araton. Cold, methodical, his elven grace gave him more of an alien allure rather than the usual graceful beauty. To stare into those cold eyes were to stare into a thing without mercy or care, a thing that the Ordos Sanguis cultured and raised. No tactic was too underhanded, no murder too sacrosanct, and there was never hesitation in what he did. Honorable but vicious, Araton was raised into a machine of murder. On the mainland, he was guilty of countless assassinations among the criminal underworld and the elite of nobility. All of it was done for a fair bit of coin, a simple transaction. He knew damn well what he was good at and he played his part perfectly...until he was sent to Talingarde to kill the leader of the Church of Mitra.

Sent by his order's elders, he reconvened with a number of cutthroats and other killers. To kill so prolific a leader would require tact, sensibility, and numbers. Yet there had to have been a traitor within the group, for the night before they were to enact their plan to kill the priest on one of their holy days, the guards stormed the windmill they had been using as a place of operations. Most escaped into the night but Araton was not so fortunate. He would rather accept death than betray his tenants of silence, killing a nobleman's son who was leading the charge without mercy or hesitation. Due to that man's connections and family's power, his death would not be so simple of an affair. Instead, he was sentenced to go to Brandenscar and to have his head separated from his body. Such was the fate of a killer.

Now Araton sits quietly, reminiscing about his life of violence and awaiting his fate. There was to be no escape from this place, no mercy to be found. He would be scarred, imprisoned, and then justly hanged for his crimes. What he'd give to find the traitor that gave his crew up to the guard, but such anger had no place if there was no hope. The world would be spared from the merciless nature that was Araton Fal in just three day's time. Yet his journey was forever delayed when the carriage suffered a terrible accident along the moors leading to it. Dazed and disoriented, Araton took a few moments to catch his breath before the armored door to his carriage was torn off and a beautiful woman peeked in with a fiendishly evil smile.

"Well, are you coming or not, Araton?" She said in a mocking but polite voice, beckoning the assassin to join her. Crawling out from the carriage and into the stormy darkness, all Araton could think was that he should've just stayed on the mainland.

Background Skills: 1st Level - Craft: Alchemy & Sleight of Hand, 2nd Level - Craft: Alchemy & Escape Artist
Free Skill: 1st & 2nd - Craft: Traps
Free General Feat: Iron Will
Free Combat Feat: Weapon Focus: Short Sword

Silver Crusade

GM, instead of a free archetype, could we opt to gain the Vampire feat line at the specified levels?

here is my background for my rogue. As seems ya could use some trap finding. Likely a knife master rogue or shadow walker rogue, with the trapfinding trait.

Derik's backstory:

my story? It's quite simple. You could narrow it down to one thing, if you wanted to over simplify it. Revenge. Someone of great power and influence killed my parents. A corrupt noble, a cult leader, doesn't matter. What matters, is that it was one allowed to live in this corrupt land of Mitra... he left nothing but me, blood, and this dagger behind. That was his first mistake. I will find out who it was, and anyone else involved, and I will make sure Sorrow drinks it's fill from them. My parents probably would be horrified to see me now, but my hatred and sorrow have kept me alive, still do. Maybe one day I can follow in my parents footsteps to make this land better, maybe in my own way, perhaps with an ironfist. But first, blood debts need to be paid. suddenly there is a loud pop from behind, you turn to look and see nothing, when you turn back, the man you had been speaking to has disappeared.

Derik the Rogue, otherwise known as Dart, Ryder, or stalker was the son of Daniel, a paladin of Mitra and Sarenrea. Daniel was part of a group dedicated to rooting out corruption or evil, and had aided in many a purge of Asmodean or darker heresy. However, Daniel soon found a trail, a trail that would oust many a prominent figure and a cult. There were attempts at dissuading, but he kept digging his nose into deeper things, started causing problems. And so, he was eliminated. Slowly, accusations and "found evidence" began to pile up, slowly tarnishing Daniel's name. And finally, one night an assassin killed both of Derick's parents, planting ample "evidence" of his fall and consortment with dark powers. Of a dark ritual gone wrong. The assassin left Derick, a child of 12 years, alone, sleeping in his bed. Figuring either he would die, be accused as a devil-child, or taken in by the church. He didn't care, the child hadn't been part of his contract. However, Derick hadn't been asleep. He knew the truth, and knew he would likely be accused as well. The only things he took, was an ornate black steel dagger left embedded in his mother. undoubtedly part of evidence against the family. And his Sorrow and Anger. Slowly, that anger grew into hatred, hatred at the land he and his family had called home. Towards the government and its so called knights. Towards its justice, twice he has had to take to survive, and they would toss him to the mines for it. Well, Derik proved to be quite adaptive, and over the course of 8 years had made a name for himself in the few and far flung dark corners of Talingrade. Where he was approached by cabal of nobles. They spoke of new beginnings, better times, promises of change. And Derik, despite himself, believed them. Perhaps, he merely wanted to kill the king. Kill the man he had come to blame for everything. To change the government. Yet, when the plans started to fall apart, when they were so close... he was betrayed. Turned into a Scapegoat. His hatred grew ever more. All trust for nobles gone. He had no one, and indeed, there was barely even a trial. It was en route to his prison that a soft whisper came to his ear, the promise of revenge, and of the fall of Talingrade. With it, came a gift, the dagger he had taken those years ago with another, silvery dagger alongside it, and a request to meet someone after he got out. So, he defly maneuvered his way out of his bindings before killing the guards on duty, and skulking off into the shadows, towards the place he had been told to meet. One thing is certain for Derik, Blood will flow, and a new night would dawn. That which is, shall fall.

Personality: Derik is very cynical and aloof. He knows how to be friendly, and when to be respectful but normally does so out of self preservation more than anything else. Even then, he rarely will show any sort of respect to those that think themselves his betters. He has gained a mild taste for killing, and the power he feels while doing it. He is cold, calculating, and mildly power hungry.

Daggers: Sorrow, is the dagger he took from the back of his mother.

Sorrow: Derik's dagger, has a Long jet black blade with a slight curve to it. Silver crossguard with gold inlays and Onyx gems embedded on each side. The hilt is black steel wrapped in black leather and the pommel is shaped as a laughing skull with gold inlay running along its edges, with rubies embedded in its eyes.

Remorse: Derik's other dagger. The blade on this dagger is a silverly white reflection of moonlight. the pommel and hilt are wrapped in velvet red.


I already have one player interested in trying to go up the vampire feat line. I am going to attempt to do that organically and have that as a potential possibility later on in the game but I am not giving it as take the feat and bam you're good.

It's something you need to earn via roleplay, interactions, and well perhaps even a smidgen of luck.

So, no. Apologies.

Silver Crusade

so I couldn't work it into my background to have been bitten before being captured and take the feat? am I correct in that understanding?


Correct, I am not allowing taking the feat as part of your backstory. You may potentially earn it in story. (If so, then I will allow retraining of feats over time to make room for the rest of the feat tree.)


When is the cutoff date?


As stated a few posts back, I will begin the process of choosing once my players escape the prison successfully. I don't wanna recruit someone and have them on standby for two to three weeks. (Though I feel we are going faster than that pace even if I picked someone now.)


Ah, my bad-at work, missed that on the skim. Cool-and may the worst man win!


vegecannibal wrote:

[dice=Stats Roll]4d6-1=12

[dice=Stats Roll]4d6-1=14
[dice=Stats Roll]4d6-1=15
[dice=Stats Roll]4d6-2=11
[dice=Stats Roll]4d6-2=12
--[dice=Stats Roll]4d6-1=11-- Lowest
[dice=Stats Roll]4d6-2=16
Let's see what we're working with.
Edit: I hope This doesn't reroll the stats, but if it does, I have the unrerolled stats outside the dice phrasing.
I'll be looking to build a beast master, details unknown yet.

Here's the Build and Backstory

Crunch
Spoiler:
Male Vanaran Hunter
NE Medium Humanoid (Vanara)
Init: +4 Senses: Low-Light Vision Perception: +4
--------------------
Defense
--------------------
AC 19 TAC: 14 FF: 15
HP 13 Fort +2 Ref +4 Will +2
--------------------
Offense
--------------------
Melee :
Ranged:
Speed 30 ft. Climb 20ft.
--------------------
Statistics
--------------------
Str1 (+0) Dex 18 (+4) Con 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)
Base Atk +0 CMB +1 CMD 14
Feats Weapon Finesse(Combat), Careful Sneak, Animal Soul, Outflank(Combat, Teamwork)

Skills Climb +3 (1), Disguise +6 (2), Escape Artist +4 (1) Handle Animal +5 (2), Heal +7 (2), Intimidate +4 (1), Perception +7 (2), Ride +8 (2) Stealth +10 (2), Survival +7 (2)
Languages: Vanaran, Common, Elven, Sylvan,
Traits: Racial: Prehensile Tail, Dirty Fighter, Pillager, Harvester
Combat Gear: Machete 1d6 19-20x2 Slashing, Studded Leather Armor, Armored Kilt, Buckler
Mundane Gear: Hanging Tent, Adventurer's Sash, 10 Bottles of Baijiu, Butterfly Net, 2 Heatstones, Bloodvine Rope, 40 Trail Rations, Masterwork Backpack, False Bottomed Chest, Keif, 16 gp
--------------------
Special Abilities

Animal Companion (Ex):

Yuo the Ape is my animal companion.

At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su):

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training:

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Orisons:
(Create Water, Mending, Spark, Stabilize)

Precise Companion:

(Outflank, Teamwork)

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Spell Casting:
(Mud Ball, Acid Maw)

Track (Ex):

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex):

A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Primal Transformation (Su):

At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use.

This ability replaces animal focus.


Backstory
Spoiler:
Sabade sat in the cart listening to the sermon of the human stranger who had picked him and Yuo up. He was going on about the power of Asmodeus, he spoke of the strong ruling the weak, Sabade nodded and feigned interest at the sermon but was intrigued by the prospect of power, for he was sure to need it in the days to come. He had left his home in exile and disgrace, but he didn’t miss it, they were simple-minded and couldn’t see beyond the trees they built their homes in. There was no respect for power among his people, but there was respect for power in him.
When he was young, had seen Yuo fighting off a nest of vipers when he was outside the village training, and saw her fists pound the snakes into soup and slam their bodies against a nearby tree. Yuo was still a young ape, hardly more than a child, but she possessed the strength and speed to snatch a viper as it jumped at her with fangs barred, and crush it. Sabade approached Yuo after this, with some food from his own rations as a gift, and she accepted. Sabade tended to Yuo’s wounds and formed a bond with the beast so strong that Yuo followed him home.
For two years Sabade had trained with Yuo, and together they brought down foes much mightier than either of them were alone. The elders daughter, Enomu, had also taken to training alongside a beast. Her’s was a large black cat, surely strong, but with the temperament of a sloth. She pampered the thing and even made it it’s own bed within her dwelling at the foot of her bed. Sabade never understood this, Yuo slept alongside him, it was practical, as they shared their warmth, and it furthered their bond, as equals, not as pets. Even with these differences in opinion for how one should behave with their companion, he had grown fond of her, or at least, of looking at her.
Sabade and Yuo had found a wonderful spot to train above a waterfall, a waterfall that Enomu happened to bathe in frequently. It wasn’t intentional, at first anyway, but it became a habit that Sabade and Yuo would go off and train, overlooking the waterfall unseen. His eyesight improved dramatically for...studious reasons.This wasn’t to last however, as the slovenly beast Enomu had been training would prowell the surrounding areas as she bathed, and eventually it stumbled upon Sabade and Yuo training. It was a prideful thing, and thought it could take Yuo, who it saw as it’s rival, it was wrong. Yuo threw the cat off the edge of the waterfall after catching it’s leap, the cat lie broken and dying on the rocks it washed up on. Enomu witnessed the cat’s fall, and spied Sabade and Yuo upon the cliff.
She was embarrassed, enraged, and sorrowful all at once, and when she returned to the village she told her father of what had happened. Sabade was given the choice of putting down Yuo or leaving the village, it didn’t even take a second for Sabade to make his decision, he slapped Enomu to the ground and bellowed “Your pathetic beast died because of your pampering, and like it, you are weak.” then he left.
Sabade found his way through the jungle and to a human village that he frequently visited, and from there found passage with this follower of Asmodeus.

Free Stuff:
Feats: Weapon Finesse(Combat), Animal Soul
Traits: Dirty Fighter, Harvester, Pillager
Archetype: Primal Companion


There appears to be no crime in your build. You will need to drop one of your three current traits and choose a Crime trait from the Campaign as well as tie in your backstory to the crime you committed against the people of Talingarde.


Jing the Evil GM wrote:
There appears to be no crime in your build. You will need to drop one of your three current traits and choose a Crime trait from the Campaign as well as tie in your backstory to the crime you committed against the people of Talingarde.

Ah, I didn't realize Crime was a specific type of Trait, that's why i picked Pillager, seemed criminal. I'll swap it out once I find one to tie into the backstory.

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