
Nazard |

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12

flykiller RPG Superstar Season 9 Top 32 |
Let's try rolling the stats again:
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 5) + 6 = 16
@Radavel:
Currently the concept is an Acadamae dropout, rather than graduate, but yes, he'd be very much into rivalry with any wizard, especially one with that fancy magical diploma. What is it good for anyway? To shove it in a dragon's face right before it burns you to cinders? Pfft.

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2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
Set 2 it is!
I'll put forth an Inquisitor of Nethys who suspects the Acadamae of misdoings or an Oracle: exact type to be determined, probably buffer healer.

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I'll have the Inquisitor done by today. He worships Abadar and is a jaded protector of cities. I say he's jaded because his father was an alchemist who experimented on people: namely this character.
As a result, he carefully monitors the activities of spell-users in cities. He does so in the name of Abadar under the clause of "protecting public interest" but really it's more a personal vendetta against arcane magic.

Gerald |

If you are still taking applications, DM, I'd like to submit a Divination specialist wizard tomorrow sometime. This idea's been running around my noggin' Awhile and I'll commit him to paper tomorrow.
Stats Number one
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
Stats Number two
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13

SoulGambit |
Lets see how lucky I am today.
Set 1:
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
Set 2:
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
11, 12, 13, 14, 15, 16... A perfect straight! If only this were poker.

Royston Hawkes |

Sorry about being late, there's a lot to this when you do it all by hand and they needed me more at work this week because of the holidays.
This guy is mostly done, I have to pick out spells and finish spending the last bits of money. It probably will go to more scrolls and wands to remove adverse conditions. Please feel free to share any suggestions for the build since I've never played a healer priest this high of a level before.

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Here's the backstory I've got, and depending on GM ruling regarding him as an anti-hero, I will flesh out the build. I already know that I'm going to go with a whip/shield fighter focused on combat control, but specific feat choices (and archetype) are dependent upon the aforementioned ruling.
Born a half-elf within a xenophobic elf community, Elroar was often picked on by the local wizards-in-training, and, lacking any magical aptitude, he was forced to learn a more physical method of fighting for himself. His rough childhood instilled in him an ever-present desire to prove himself, and an inherent distrust for spellcasters, although he has traveled enough to know that some are trustworthy. Nevertheless, he has made it his own personal mission to overcome any and all magical obstacles through force of will and his trusty whip. He sees the challenge to brave the defenses of a magical academy to be just another personal test. While he is focused first and foremost upon validating himself, he does see the value in companions, especially in comparison to his lonely childhood.

Joshua Hirtz |

Could I inquire when your planning to end your recruitment? If its not already ended that is. I'm definitely interested, just not sure if I can get a character in tonight.
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9

DM Mathpro |
With the amount of interest that has been drummed up already I think I'm going to close recruitment tomorrow. Decisions will be made by Monday and I'd like to get the game started by Tuesday.
Just an fyi for everyone: I'm now with out internet at home and will be for the next 6 months. While I'm going to try to keep up with my games I may not be able to get on every day so your patience is appreciated.

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Male Elf Wizard (Scrollmaster) 10/Cyphermage 3
NG Medium Humanoid (Elf)
Init +7; Senses Low-Light Vision; Perception +20
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 117 (13d6+39)
Fort +8, Ref +9, Will +11
Immune sleep; Resist Elven Immunities
Concentration +19 (+23 Scrolls)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6 (1d3+1/20/x2)
Wizard (Scrollmaster) Spells Known (CL 13, 7 melee touch, 9 ranged touch):
7
6
5
4
3
2
1
0
--------------------
STATISTICS
--------------------
Str 13, Dex 20, Con 16, Int 28, Wis 14, Cha 14
Base Atk +5; CMB +6; CMD 19
Feats Breadth of Experience, Burning Spell, Elemental Spell (Cold), Elven Weapon Proficiencies, Greater Spell Focus: Evocation, Improved Initiative, Intensified Spell, Scribe Scroll, Spell Focus: Evocation, Toppling Spell, Wizard Weapon Proficiencies
Skills Acrobatics+18, Appraise +25, Knowledge (Arcana) +27, Knowledge (Dungeoneering) +27, Knowledge (Engineering) +27, Knowledge (History) +27, Knowledge (Planes) +27, Linguistics +25, Perception +20, Spellcraft +25 Knowledge (others) +11, Use Magic Device +18, Stealth: +21
Languages Common, Elven, Draconic, Celestial, Thasillonian, Varisian, Osiriani, Aklo, Infernal, Abyssal, Goblin, undercommon, Terran, Terran, Aquan, Ignan, Auran, Halfling, Sylvan
SQ Elemental Wall (10 rounds/day) (Sp), Elven Magic, Enchantment, Evocation, Force Missile (14/day) (Sp), Illusion, Improved Scroll Casting (Su), Intense Spells +5 (Su), Scroll Blade (Su), Scroll Shield (Su)
--------------------
SPECIAL ABILITIES
--------------------
Burning Spell Spell with the acid or fire descriptor deals extra damage the next round
Elemental Spell[Cold]Change the element of a spell.
Elemental Wall (10 rounds/day) (Sp) Create wall of energy for 1 round / level / day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (17/day) (Sp) Magic Missile hits for 1d4+5
Greater Spell Focus: Evocation +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Improved Scroll Casting (Su) At 10th level, the scrollmaster can cast a wizard spell from a scroll and use his own Intelligence score and relevant feats to set the DC for the spell, and can use his own caster level if it is higher than that of the scroll (similar to a caster usi
Intense Spells +5 (Su) + 1/2 wizard level to spell damage (minimum +1).
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scroll Blade (Su) A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll
Scroll Shield (Su) A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.
Cypher Lores:
Swift Scroll (Ex):The cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the cyphermage moves at least 10 feet, he may retrieve a scroll as a free action as part of his move.
Analyze Scroll (Su): As a free action, a cyphermage can automatically discern the contents of a magic scroll, as if he were using read magic. He gains an insight bonus equal to his cyphermage level on Use Magic Device checks made to cast spells from scrolls.
Defensive Scrollcaster (Ex):A cyphermage gains a +4 bonus on concentration checks to cast defensively when casting spells from scrolls.
64000gp
Equipment:
+6 Intelligence Headband (Acrobatics, Use Magic Device , Stealth) 36,000
+4 Belt of Dex/Con 40,000
I've still got a bunch of money to spend on scrolls and other equipment, but the basic stuff is done. No profile yet, either, but if you don't mind I'd like to abstain from making one unless I'm chosen. I've already got 22 aliases as it is.
As a side note, I'm going to be covered in scroll cases.
Edit: Realized my HP were way off.
Edit 2: Saves were off, too.

SoulGambit |
Babkas Hammerheart, the Quinggong Maneuver Master 13
Concept: Kung-Fu Job, Ex-SS, father extraordinaire.
Plot Link: Babkas's third son, Dogis Hammerheart participated in the competition many years ago. Heldra wishes to find out what happened, save/bury her son, and bring honor back to the Hammerheart name.
Mechanical Niche: Babkas is a support fighter and a tar pit. He doesn't deal much damage, but he'll set up big hits, keep the enemy where the party wants them, and take away the enemy's actions. Out of combat he has sensory and acrobatic abilities in the low stupids, makes a good scout, and can intimidate/UMD. He also has almost every esoteric defense ever written, so he's at least moderately prepared for anything.
It was how blase they were about the whole situation, really. That was why he turned in his resignation after almost fourty years of devout service to Razmire. After all, is note the cruelty to the peasants reason enough to retire? That's what Babkas would convince himself.
You see, Babkas wasn't a priest or an arcanist or even a warrior per-say, but Babkas' ability to drink a small town under the table while making sure even the staunchest stick in the mud had fun kept him employed. His ability to pick out important information hidden in drunken slurs and dark alleys kept him employed by God.
To hear him tell it, Babkas had been putting down rebellions that'd be the true end to the empire-in-making nearly since its inception! The one time he needed help, however, they deemed him "disposable." You see, Babkas was a family man. He had a wife, some daughters, and thirteen sons--many of them adventurers or warriors or craftsmen in their own right. Over all, Babkas was happy with this life.
That all changed when fate decided to turn on its head in Babkas' life. Over the course of the year he lost all of his land to blight and all thirteen of his sons (not to mention a few of the daughters!) were either killed, MIA, or captured. He turned to Razmire for help, and his priests turned him down--were probably happy about it!
So Babkas issued his resignation letter (by mail), move what was left of his family out, and took to adventuring. He constantly sends money back home to his wife and daughters, all the while looking for his sons so he can find, save, and/or bury them.
Babkas Hammerheart
Male Dwarven Quinggong Maneuver Master
LN Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +28
Spd 60 ft.
--------------------
DEFENSE
--------------------
AC 26, touch 25, flat-footed 23. (+7 Monk, +3 Dex, +1 Deflection, +1 Shield)
+5 Natural Armor while using Barkskin
+4 Armor while using Mage Armor
CMD: 45
hp 143 (13d8+39)
Fort +14, Ref +14, Will +18; +2 vs Poison/Spells/Spell-Like abilities
Spell Resistance 23
--------------------
OFFENSE
--------------------
Duelist Unarmed Strike +16/+11, +Intimidate Check if Subdual
+2 Duelist Meteor Hammer +18/+13 (1d10+6+2), +Intimidate Check if Subdual
CMB: +20
+6 if using Meteor Hammer (+8 if using it to Disarm)
+4 if Dirty Trick or Trip
+2 if Grappling
Special Attacks:
Stunning Fist 14/day, Save DC 23 vs Fort or be Stunned for 1 round, Fatigued, Sickened for 1 Minute, or Staggered for 1d6+1 Rounds.
Touch of Serenity 13/day, Save DC 23 vs Will or can't attack and can't cast spells next turn.
Note: May perform a Flurry of Maneuvers to add 3 Maneuvers at -2/-5/-12 to a full-attack action. May perform two different Maneuvers as a standard action, and/or hit the same person with two different maneuvers.
--------------------
STATISTICS
--------------------
Str 18 (22), Dex 14 (16), Con 15 (17), Int 12, Wis 18 (24), Cha 9
Ki Pool 14
Base Atk +9; CMB +21; CMD 45
Traits Sacred Fist of the Society, Dangerously Curious
Feats Improved Unarmed Strike, Stunning Fist, Improved Trip,, Enforcer, Improved Dirty Trick, Combat Reflexes, Ki Throw, Improved Dirty Trick, Mantis Style, Combat Reflexes, Exotic Weapon Proficiency (Meteor Hammer), Greater Dirty Trick, Improved Grapple, Ki Throw, Greater Trip, Touch of Serenity, Binding Throw
Skills Acrobatics +32, Appraise +3, Bluff +2, Climb +7, Craft +1, Diplomacy +2, Disable Device +3, Disguise +2, Escape Artist +3, Fly +3, Handle animal -1, Heal +7, Intimidate +18, Knowledge +1, Linguistics +1, Perception +28, Perform +2, Profession +7, Ride +3, Sense Motive +23, Sleight of Hand +3, Spellcraft +1, Stealth +19, Survival +7, Swim +7, Use Magic Device +19
Languages Common, Dwarven
SQ Slow and Steady, Darkvision (60ft), Ancient Enmity, Greedy, Deep Warrior, Rock Stepper, Hardy, Stability, Dwarven Weapon Familiarity, Flurry of Maneuvers (Ex), Unarmed Strike (2d8), AC bonus (+4+Wis Mod), Evasion, Fast Movement +40ft, Maneuver Training, Maneuver Defense, Ki Pool (Magic and Lawful, 13 Points), Reliable Maneuver, High Jump, Meditative Maneuver, Barkskin (Sp, costs 1 Ki), Improved Evasion, Sweeping Maneuver, Abundant Step, Diamond Soul
Combat Gear Amulet of Mighty Fists [Dueling] (5k), +2 Dueling Meteor Hammer (18k), Ring of Protection +1 (2k), Ioun Stone [Pale Green Prism] (+1 Atk, 4k), Ioun Stone [Pale Green Prism] (+1 Saves, 4k), Cloak of Resistance +2 (4k) General Gear Belt of Ogre Strength +4 (16k), Headband of Inspired Wisdom +6 (36k), Monk's Robes (13k), Ioun Stone [Pink Rhomboid] (8k), Ioun Stone [Deep Red Sphere] (8k), Handy Haversack (2k), Wand of Mage Armor (Caster Level 8th, 6k), Wand of Silent Image (750gp), Wand of Cure Light Wounds (750), Wand of Enlarge Person (750), Circlet of Persuasion (4.5k), Feather Token [Tree] x3 (400*3=1.2k), Eyes of the Eagle (2.5k), Ring of Sustenance (2.5k)
Note: If you don't allow Enforcer, than it can be edited.

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Will try to finish a character in time!
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11

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For DM Mathpro
Nevar’s arcane ability drew the attention of the sleeping Sorshen, the Runelord of Lust, who often visited him in his dreams where she taught him forgotten secrets.
But his studies suffered an abrupt end when one fellow student wounded him in a duel. Many who witnessed the duel remarked that Nevar could have avoided injury had he invoked a simple incantation that all knew he was capable of.
Though his opponent was expelled, Nevar failed test for his graduation, as he also left Acadamae to seek medical attention for his paralyzed limb.
Years passed, but Nevar did not return to Acadamae to finish his studies. Instead, he travelled the world and getting himself in and out of mischief.
Appearance: Nevar is a well-groomed Chelaxian male with long dark hair tied into a pony tail. He often wears a fine gray robe adorned with arcane symbols threaded in silver.
He has gray eyes that always twinkle with mischief.
His scarred right arm is covered in bandages marked by blood red symbols that seem to swim if you look at them too long.
Stats to follow.

Kuzlo Lovac |

Backstory
Kuzlo was a submissive child. There was no doubt about that: and no choice either.
Dr. Lovac, Kuzlo's father, was an alchemist. People from miles around sought his potions and elixirs for his were best. There was not a soul in the province who wouldn't want to sample the work of famous Dr. Lovac. No soul except Kuzlo.
From a young age the poor boy had been forced into the role of lab rat for his sociopathic father. Kuzlo often wondered why his father treated him poorly. Was he a bad man? Did he resent the boy because his mother died birthing him? Or was he mistreated simply because he is half-orc? He never found out.
One day, an admixture went horribly wrong; the contents mixed before the proper time. The resulting explosion rendered the house to pieces. There was even less left of Dr. Lovac.
Kuzlo survived, gods be praised, because he had been in the village stocking provisions. Now, with no where to go, and no one to call family, Kuzlo wandered the country-side, eventually to land in the city.
His first day there, he witnessed a wizard tormenting a halfling. Kuzlo watched as the mage hurled the small man about with Arcane energies. Enough is enough.
Kuzlo charged the wizard, the whole of his rage coursing through his muscles. With one punch, the young half-orc ruptured the wizard's trachea.
Kuzlo keeled by the body to wait his punishment, but it never came. The halfling, as fate would have it, was a cleric of Abadar. Kuzlo was rewarded for his bravery and timely defense of the citizens. So began his career as an inquisitor of the church.
To this day, Kuzlo is chosen to defend the commonwealth from the depravity of those mages drunk on the power they wield. He does it in the name of the greater good, but if he were feeling honest, Kuzlo would admit that he did it for the satisfaction it brings. Every mage he brings to justice is an aspect of the Doctor.

DM Mathpro |
Well the fates have aligned a lot faster than expected(helps that I'm running out of usage time at the library). The following people have made it into my game:
Iorec Zilu-Rogue
Royston Hawkes-Cleric
Jorge Hashten-Summoner
Babkas Hammerheart-Quinggong Maneuver Master
Rodolpho Santiwale-Wizard
Those players can post in the discussion thread once I get it up. To those who didn't make it, I'm sorry.
Because I think I'm loosing my mind I might restart another one of my games in the next few days so those who didn't make it in this one keep your eyes open for that recruitment thread. It will be based on the module Feast of Ravenmoor.

DM Mathpro |
For anyone who didn't make it who might still be checking this thread: I have started another recruitment thread for another game. Go apply if you wish. Link