Act one: Greywater hollow (Inactive)

Game Master Archae

a fresh beginning in a new type of apocalypse. The world is a jungle, Nethys has disappeared, arcane magic is weakening. So many mysteries...


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Here is what you have so far:

Complete submissions
Eslax Ghoran Ranger Seth86

Needs background
Unnamed Half-elf Druid (Menhir Savant) TheOrcnextdoor
Blik Blik Grippli Gunslinger (Musket Master) Uthraed

Expressed interest and a concept
Azten, Elven Wood Kineticist
Threeshades, ranger or unchained rogue, ratfolk or strix
Ira kroll, unchained monk
G-unit, soulknife, human

Expressed interest
William Nightmoon
pauljathome
Olaf the Holy
JohnGarrett
Galahad0430


Thnx G unit much obliged. Makes my life infinitely easier


Took a left turn and making a ratfolk alchemist (grenadier archetype). It brings a lot more versatility to the table.

Edit: Starting wealth 3d6: 3d6 ⇒ (4, 6, 3) = 13 x 10 = 130


2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 2) + 6 = 12

Average, average, average, BAM! and some more average. Decisions, decisions.

Dark Archive

lets see if i can slide in under the wire.

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13

hmmm, do i want the 13 or the 14?

The Exchange

I'll take 15 point buy.

Str 9, Dex 14, Con 14, Int 18, Wis 10, Cha 7

Half Orc Witch.

10 min background for Grok:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. Grok has absolutely no social skills and is really, better keeping his mouth shut. All the time.
2. No one in the village would talk to Grok, if Grok wasn't an expert on herbal remedies.
3. Grok wakes up late. He likes cloudy days as sunny days make people unbearably cheerful.
4. The kids have a dare going on who can prank Grok and get away with it. Even adults throw things at him as he passes by(probably because he doesn't bathe).
5. The only thing he cares about is his pet cosmophagus, Mr Chompy. Who well, cares about Grok because Grok brings the food.
6. He lives in a small stinky hut near the swamp, quite a distance away from the village.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Character: He wants to become chieftain so everyone will listen to him.
2. Player: Establishing a new settlement and reclaim the civilized world.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

What Grok knows: The spirits of the land grant him power.
What Grok doesn't know: His power comes from Erastil, who's trying to reform him to become a better person, and also to reclaim the wild lands.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. The town’s botanist. Maybe one of the few people who actually can tolerate Grok, though she usually wears a mask in his presence, and tells him to speak, preferably, through a message spell, while 100 ft away.
2. Hunter Malik, because Grok's remedies saved his foot. Grok took care of him while his foot healed and he couldn't hunt, so Hunter Malik knows that Grok isn't as nasty as he looks.
3. A female half orc, Zevadim. He really likes the way she looks, but the last time he asked her to be his mate because she looked really shapely, she dunked him in the pond and told him to * off.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)Grok remembers eating alone on the rock(all the other children ran away), when Mr Chompy came up to share his food. That was the most awesome day of his life, when he found something that actually liked him.
2)The most embarrassing part about approaching Zevadim was getting dunked into the pond. By a girl.
3)Grok doesn't remember his parents. He just remembers growing up with a lot of other children in a small squeezy home and not enough food scraps to go around.

Are alchemists considered as arcane casters?

Dark Archive

1d6 ⇒ 5*10=50

gonna go with unchained monk


I'm actually gonna change characters. Will be making a kineticist or oracle. leaning towards the kineticist tho


Threeshades' submission. Background still pending, crunch should be mostly done though.

Dark Archive

im back, i think i got everything.

Armon:

Human monk (unchained) 1 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . unarmed strike +3/+3 (1d6+2)
Ranged nexavaran steel shuriken +3/+3 (1d2+2)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 13, Wis 15, Cha 13
Base Atk +1; CMB +3; CMD 17
Feats Deflect Arrows, Fast Learner[ARG], Improved Unarmed Strike, Skill Focus (Perception), Stunning Fist
Traits born to the water (ijo), reactionary
Skills Acrobatics +6, Climb +6, Escape Artist +6, Perception +9, Profession (cook) +6, Profession (sailor) +6, Sense Motive +6, Stealth +6, Swim +7
Languages Common, Orc
Other Gear dagger, nexavaran steel shuriken (50), backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], trail rations (7), waterskin, whetstone, 20 gp
--------------------
Special Abilities
--------------------
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

10 min:

The Ten-Minute Background

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. He is a sailor
2. Prefers the sea, at least the animals are predictable
3. He Abandoned the last ship he was on after a mutiny started
4. He wasn't expecting to find a city here when was trying to get out of the storm, but is growing fond of it

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Captain his own ship
2. Steal pirate treasure

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1. He knows about the secret tunnel to the mayor's house
2. He did not see who won the mutiny and they might be upset about him stealing their supplies when he left

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. The town’s lead shipwright, Portenia. Helped build the ship he abandoned
2. The mayor's daughter, Desprow. Showed him the tunnels
3. The Beast-master, Rastar. Upset because he tried to eat one of Rastar's animals that attacked him

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Sea-monster attack
The mutiny
the storm

EDIT: How did skittch get a 22 AC?


Just a Mort wrote:
Are alchemists considered as arcane casters?

I do not believe so.


looks real interesting. i'll roll and see what comes up.
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17


Here is my life oracle, he is support/healing and secondary front line. Background should be finished later today

Alex Rydell:
Male human Oracle 1
LN Medium Humanoid (Human)
FCB: +1 spell
Init +1; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC: 16(18), touch 11, flat-footed 15(17)(+5 armor, +1 dex, +2 shield,+0 NA,+0 Magic)
hp: 12 {+1d8,+3Con+1}
Fort: +3, {+0Base,+3Con}+2 vs charm and compulsion
Ref: +1, {+0Base,+1Dex} +2 vs charm and compulsion
Will: +2,{+2Base,+0Wis} +2 vs charm and compulsion
CMD: 16
------------------------------
OFFENSE
------------------------------
Speed: 20ft.
CMB +3
Base Atk: +0
Melee:+3{+0Base,+3Str}
Ranged:+1{+0Base,+1Dex}

--Melee:
Morning Star: +3
Damage: 1d8+3

Dagger: +3
Damage: 1d4+3

--Ranged:

------------------------------
STATISTICS
------------------------------
Str: 16, Dex: 12, Con: 17, Int: 11, Wis: 11, Cha: 20

------------------------
] ---------------
Traits: Sacred Conduit, Birthmark
Drawbacks:
----------------
Alternate Race Traits:
------------------

-------------

Feats:
1- Selective Channel, Extra Channel
----------------

--------------
Skills (4 points; 4 class, 0 INT +1 race)
-----------
Sense Motive: 1
Spellcraft: 1
Diplomacy: 1
Know. Religion: 1
Heals: 1

Background skills:
Know. History: 1
Profession Healer: 1

ACP -5

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Celestial,

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Mystery: Life
Revelations:
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Curse: Tongues

Source PRG:APG

In times of stress or unease, you speak in tongues.

Effect

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Spells:

0th level:
Detect Magic
Read Magic
Create Water
Light
Spark

1st level: 5/day
Magic Weapon
Protection from Evil/chaos/law/good

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Scale Mail, Steel shield, Morning Star, Dagger

Misc Gear: Backpack, Bedroll, 250ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)

Magic Items: Scroll of Comprehend Languages (1), Scroll of Shield of Faith (1)

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Grand Lodge

stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat: 2d6 + 6 ⇒ (2, 6) + 6 = 14
stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stat: 2d6 + 6 ⇒ (4, 5) + 6 = 15

@DM: quick question: Would a Nagaji Naga Aspirant druid would be ok ?

I'll probably make a hunter if not

The Exchange

Grok:

Male Half Orc Witch 1 (Healing Patron)
N Humanoid
Init +6; Perception +5
--------------------
Defense
--------------------
AC 12, touch 13, flat-footed 10
hp 9
Fort +3, Ref +3, Will +4;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Dagger-1 (1d4-1)
Ranged Crossbow +2 (1d8)
Spells (CL 1; concentration +5)
. . At will—Light, Guidance, Detect Magic,
Lv 1 spells known (2/day): CLW, Mage armor
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 18, Wis 10, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Extra hex (Evil Eye)
Traits Reactionary, Seeker
Skills Perception +5, Spellcraft +8, Knowledge planes +8, Knowledge nature +8, Knowledge arcana +8, Heal +4
Hexes Slumber, Evil Eye
Alt racial traits Sacred tattoo
Languages Common, Orc, Draconic, Abyssal, Giant, Goblin
Gear
Crossbow, 20 bolts, Cold Iron Dagger, Backpack, 4 days rations, 50 ft silk rope, Grappling bolt, Waterskin, Flint and steel, 3 torches, Silver mace, Belt pouch, spell component pouch, TBD


Alchemists are not considered Arcane casters, but there extracts do count for crafting


This is G-units submission the crunch and fluff is in the alias. I'll also post the fluff here:

Picture

Personality:

Ikkit Claw is extremely curious, always wanting to know the why behind things. His inquisitiveness combined with his quick wit and quicker tongue has gotten him in trouble on more than one occasion. However there is more to him lurking below the surface, he is gregarious, perhaps a bit slow to trust, but good natured and sees everyone as a potential friend. He is a fierce defender of his friends and clan.

Appearance:

Ikkit stands a little under four feet tall with a thin but well-muscled build. His bright dark eyes gleam with a natural curiosity as he constantly looks about. His fur is a dark gray and his rodent like features are well defined with long whiskers and dark grey fur. Ikkit usually wears a leather armor, that has turned grey with age, with a bandolier strapped across his chest, and a scimitar sheathed across his back. Around his waist is an assortment of pouches as well as a dagger which is sheathed on his right hip and a light mace on his other hip.


Ten Minute Background:

Step 1: Concept and Background.

Ikkit Claw
1) He is an alchemist who was trained by his mother and he showed a natural aptitude for alchemy. He enjoys tinkering and experimenting with alchemical creations.
2) He is curious and wants to know the why behind everything. He loves puzzles, riddles, mysteries, and games of skill.
3) He would rather make a friend than an enemy but is a fierce defender of his clan and friends.
4) Although he is an alchemist he has been trained in the use of the scimitar by his grandfather.
5) Historically Ikkit’s family were nomadic traders. However, several generations ago, when the roads became too unsafe for travel, they settled in the warrens under Greywater Hollow. It has been his family’s dream to return to the nomadic lifestyle. While he was young Ikkit’s father designed an airship in an attempt to reestablish better communication with far off lands. His father left on that airship and never returned.

Step 2: Two Goals.
1) Ikkit would like to find a way for his family to return to their nomadic life as traders.
2) It would be cool to have Ikkit solve the mystery of why arcane magic doesn’t work any longer.

Step 3: Two Secrets.

1) Ikkit keeps his most valuable treasures and interesting items secreted in one of his belt pouches. He would only be willing to trade these items in dire circumstances.
2) Ivik Claw, Ikkit's father, is still alive.

Step 4: Relationships.

1) Ikkit's grandfather, Rikkan Claw, taught him the way of the blade and encouraged him to be inquisitive. He can often be found in the warrens training young ratfolk in the way of the dervish or playing dominos with his mates.
2) Shenq, a childhood friend of Ikkit and as equally inquisitive. The two were inseparable as youths but grew apart when Shenq started a family. Shenq is a successful merchant and a purveyor of information.
3) Krig is a nasty little goblin and a former captain in the Greywater Hollow Guard. Ikkit was responsible for Krig getting tossed out of the guard by exposing his heavy handed tactics. The goblin now makes a living as a bounty hunter and finder of lost goods. (hostile)

Step 5: Memories.

1) Ikkit remembers growing up in the communal warrens under Greywater Hollow, helping his mother with the creating and brewing of alchemical items. This started his own interest in alchemy.
2) Ikkit remembers the explosion that happened when he wasn’t paying close attention as he mixed alchemical components. The smell of his singed whiskers and little workshop burning is etched in his memory.
3) Ikkit often recalls the long hours his mother spent teaching him to dance. He often recalls her saying, “if you know how to dance you can have fun anywhere.”
4) He vividly recalls his father flying away in his airship and the feeling of dread as the ship grew smaller on the horizon.

Yes the name is inspired by the Ikit claw of warhammer (although I never played warhammer, just came across it as I searched for names).


1 person marked this as a favorite.

Lots of changes (I'll try to update this daily, if I missed anyone or there are any mistakes let me know):

Complete submissions
Eslax Ghoran Ranger Seth86
Armon Human Monk (unchained) Jarred Henninger
Grok Half Orc Witch Just a Mort Link to crunch
Ikkit Claw Ratfolk Alchemist (Grenadier) G-unit

Needs background
Unnamed Half-elf Druid (Menhir Savant) TheOrcnextdoor
Blik Blik Grippli Gunslinger (Musket Master) Uthraed
Skittch the Shady Ratfolk Rogue (Unchained) Threeshades
Alex Rydell Human Oracle (Life) TheOrcnextdoor

Expressed interest and a concept
Azten, Elven Wood Kineticist
Ira kroll, unchained monk
Algar Lysandris, Nagaji Druid (Naga Asirant)

Expressed interest
William Nightmoon
pauljathome
Olaf the Holy
JohnGarrett
Galahad0430
Tangaroa
orionbasher

Silver Crusade

I've got too much on my plate right now and so won't be submitting a character. Have fun


I had a character idea from a different recruitment thread that might work well here :)
I do have a question about the Wilds tho, how long would it have taken the Wilds to claim a field, and how recently could that have happened?

My idea is that of a lowly farmer, somewhere on the outskirts of Greywater Hollow. He battled against the encroaching jungle for as long as he could, yet, eventually the wilds won and he had to give up his land. However the Wilds changed not just his lands but him as well, and now he has an undeniable connection to the wilds, despite whatever he may desire.

So the idea is a human (or maybe halfling) Druid with a strong plant theme.
Would you allow me to take the Treesinger archetype with a non-elf race? (specifically human or halfling) I want to be human and this is a very plant focused archetype, however I dont yet know which one I will chose, and could take Racial Heritage if I absolutely needed to.

Another question (not for me) regarding increased casting times. A sorcerer who applies metamagic to a spell increases it to a full-round action. How does the increased casting time affect them? (again doesnt affect me).

Rolls:

Druid Gold: 2d6 ⇒ (2, 4) = 60
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18

10, 12, 13, 14, 15, 18
I think I can use those :)
I also dont think I have much time...


sorry i haven't checked in much today, been super busy. how is everyone coming along with ideas? deadline is in 2 or 3 days


Dotting.


2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12

Thinking of making an Aasimar (Garuda-Blooded/Plumekith) Druid (possibly World Walker) with a tie to the natural world.

Rolling for gold: 2d6 ⇒ (2, 6) = 8 × 10=80gp

Ammon/DM:

May we use the Variant Aasimar Abilities by chance? And if they are allowable, would you like me to roll for it? I'm sorry if this question has been asked before (I couldn't see it anywhere on the thread).


no worries, go ahead and use em, go ahead and gimme a roll


Thank you, Ammon. :)

Variant Aasimar Ability: 1d100 ⇒ 20

20: You gain an additional +2 racial bonus to your Dexterity score.

Nice!


1 person marked this as a favorite.
Ikkit Claw wrote:

This is G-units submission the crunch and fluff is in the alias. I'll also post the fluff here:

Picture

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

I feel like I should rename my character to Snikch.


Jokulmorder Zheng's Background:

Jokulmorder Zheng (Human Fighter)
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. Zheng was born to a Tianese Father and an Ulfen Mother. Zheng's father was a skilled wandering Blacksmith and Zheng's maternal grandfather really needed a male heir.
2. Zheng's father was an adventurer of decent reknown, trained by the samurai who were there before the fall. Zheng was never taught that code though. Not much use for dogma in a world where survival is key.
3. Zheng's background in smithing compromises mainly of ulfen and common weaponary
4. Zheng's first name, Jokulmorder, harkens to the sea monsters of legend, and relates to his mix blooded background (Grandpa Stormsteel was trying to come up with a name that was fearsome and something that the child would be proud of. Zheng's father very reluctantly agreed to this.) Naturally that means he's not too keen being involved in the affairs of others, because he was excluded as a child.
5. Zheng's in Varisia trying to make his way in the world , and sell his wares

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Character: getting a weapon of his to reknowned status
2. Player: Creating or finding a mythical weapon that grows with my pc throughout the course of the game.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

What Jokulmorder knows: He has a weird tattoo running down his chest he isn't supposed to show to away (In Mother's words) has squinty eyes (anyone of tian decent)
What Jokulmorder doesn't know: That tattoo details a technique of folding steel that strengthens the construction of most weapons, and might be the blueprint to an ancient weapon.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. Ashalyla : (pronouced Ah-sha-lie-la) a Snowcaster elf Jokulmorder knows only through the nickname "long ears" they met once and he has a crush on her.
2. Auntie "Zheng" Xiao Long : A former scorned lover of his father, who sees Zheng as the bastard child of her destined mate.She has kept her looks well over the years.
3. (I might be cheating here a little) Jian Zheng and Lyra Stormsteel, Pa and Ma Zheng respectively. Family is far away in Varista, but Zheng loves them dearly.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)"A quick drawn sword proves neither brawn nor bravery" Those songs his parents used to sing while working the forge sure were catchy.
2)The heat and flame of an open forge. It used to be unbearable, but the warmth was comforting now.
3)"She was pretty, that long-eared girl. She said she was heading down to Varista. Maybe I'll see her there?"


This is Ariarh Kane's submission - Seka of the Silver Wings, Aasimar (Garuda-Blooded/Plumekith) Druid (World Walker) 1.

At the moment it's just the crunch on the profile page. I will finalise the backstory and physical description/personality tomorrow.

:)


I'm drawing a blank on stuff, so I'll drop out in order to not hold anything up.


Alright, Seka is finalised now. All her crunch, relevant info, backstory and ten minute background appear on her profile.

Thank you for your consideration, Ammon, and best of luck to all. :)


I'm drawing a huge blank as well right now. I might not be able to come up with a backstory in time for this.


Happy Monday an here are the latest updates:

Complete submissions
Eslax Ghoran Ranger Seth86
Armon Human Monk (unchained) Jarred Henninger
Grok Half Orc Witch Just a Mort Link to crunch
Ikkit Claw Ratfolk Alchemist (Grenadier) G-unit
Seka of the Silver Wings Aasimar Druid (World Walker) Ariarh Kane

Needs background
Unnamed Half-elf Druid (Menhir Savant) TheOrcnextdoor
Blik Blik Grippli Gunslinger (Musket Master) Uthraed
Skittch the Shady Ratfolk Rogue (Unchained) Threeshades
Alex Rydell Human Oracle (Life) TheOrcnextdoor

Needs Crunch
Jokumorder Zheng Human Fighter orionbasher

Expressed interest and a concept
Azten, Elven Wood Kineticist
Ira kroll, unchained monk
Algar Lysandris, Nagaji Druid (Naga Asirant)
Cam James, Human or Halfling, Druid

Expressed interest
William Nightmoon
pauljathome
Olaf the Holy
JohnGarrett
Galahad0430
Tangaroa


Zheng Crunch:

Male Human Fighter 1
NG Humanoid
Init +2; Perception +1
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1;
--------------------
Offense Heavy Mace +5
--------------------
Speed 30 ft.

Spells
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 14, Wis 13, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Fast Learner (When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank),Power attack (–1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon)
Traits Artisan (+2 to a single craft skill),Eye for quality (+1 trait bonus on Appraise checks, you don't suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you.)
Skills Perception +1,Appraise +7, Craft (arms) +7, Knowledge (engineering) +6, Survival +5
Languages Common, tien, ulfen
Gear
masterwork artisan tools (55g),fighter's kit (9g),Mace (Heavy) (12g),Lamellar(Horn) (100g) TBD


gold: 5d6 ⇒ (6, 3, 6, 6, 1) = 22


kk guys coming down to the wire, i'll be picking officially some time tommorow. you have the entirety of today to get submissions in


This might be my last update, good luck all:

Complete submissions
Eslax Ghoran Ranger Seth86 fluff
Armon Human Monk (unchained) Jarred Henninger
Grok Half Orc Witch Just a Mort Link to crunch
Ikkit Claw Ratfolk Alchemist (Grenadier) G-unit
Seka of the Silver Wings Aasimar Druid (World Walker) Ariarh Kane
Jokumorder Zheng Human Fighter orionbasher cunch

Needs background
Unnamed Half-elf Druid (Menhir Savant) TheOrcnextdoor
Blik Blik Grippli Gunslinger (Musket Master) Uthraed
Skittch the Shady Ratfolk Rogue (Unchained) Threeshades
Alex Rydell Human Oracle (Life) TheOrcnextdoor

Expressed interest and a concept
Azten, Elven Wood Kineticist
Ira kroll, unchained monk
Algar Lysandris, Nagaji Druid (Naga Asirant)
Cam James, Human or Halfling, Druid

Expressed interest
William Nightmoon
pauljathome
Olaf the Holy
JohnGarrett
Galahad0430
Tangaroa


Is there still time to apply? I missed the start of character gen.


you have until midnight tommorow brah


I am fairly new to these boards, what do you use for a die roller?

Is the following ok from using this site?

http://www.mithrilandmages.com/dice_roller/

2D6+6 => 13
2D6+6 => 15
2D6+6 => 14
2D6+6 => 10
2D6+6 => 12
2D6+6 => 16


Paxx this site has a built in dice roller. Below the box where you type in your text you'll see this:

How to format your text:

Click on the box marked show and it will show you how to format your text to use the dice roller.


Thanks.

Stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stats: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Workable.


Thanks! re-rolling using this method

Stats: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14


working a Half-orc barbarian

x10=80 gp


I need to start by stating I have never played pathfinder online. My only experience is with good old fashioned pen and paper. I would like a little help with getting started. I have dice, paper, and some imagination for character design.

Stats---

2d6+6= 17 +2 19 Str
2d6+6= 8 Dex
2d6+6= 14 Con
2d6+6= 13 Int
2d6+6= 15 +2 17 Wis
2d6+6= 13 -2 11 Cha
Gold 4d6=(6+3+6+5)x10= 210gp
(I can totally reroll that if that's too much)

General Info---

Name: Chryso (Chris)
Class: Cleric
Deity: Helgreginn (I realize she's dead)
Domains: Protection and Healing

Appearance---

Chris is a incredibly large compared to the population of Greywater Hollow, being 6'6". His skin has a quartz type texture and is smooth with a light green color with black lines covering his body. He is very muscular but this is hidden by rock similar to baby fat.

Backstory---

As an Oread he is much of an oddity, not being fearful or timid of the new world around him. He couldn't wait to see the world outside his simple cave at the ripe young age of 50, which for Oreads that is relatively young. He could be seen as stupid but he is just very naive of his new environment.
Chris emerged from the earth not very far from the port town of Greywater Hollow. Before arriving he brought two things with him, an amulet with a pure white shield on it that gives him his cleric powers, and a book he found when living in a collapsed chapel. Since Helgreginn is dead this is how he receives his domain powers.
As he entered the walls of Greywater Hollow he thoroughly enjoyed learning about the people of the town. He soon found a job as a guard with the haflings in the morning and working at the tavern at night. He would do anything for the people of Greywater.


Vadok
Half Orc Barbarian

Crunch:

Male Half-orc Barbarian 1 (Toothy alternate racial/Invulnerable Rager Archetype)
CG Humanoid
Init +4; Perception +5, Darkvision 60 ft
--------------------
Defense
--------------------
Leather Armor
AC 14, touch 12, flat-footed 15
hp 16 (1d12+3+1 fav class)
Fort +5, Ref +2, Will +2;
--------------------
Offense: Earthbreaker +6 2d6+5/Toothy Bite +6 1d4+6, Sling(bullet) +3 1d4+5
--------------------
Speed 40 ft.

Special Abilities: Second primary attack with bite, Rage 7 rounds/day
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 17, Int 10, Wis 12, Cha 13
Base Atk +1; CMB +6; CMD 18
Feats Power attack (–1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon)
Traits Reactionary (+2 Initiative), Auspicious Tatto (
Skills Perception +1,Appraise +7, Craft (arms) +7, Knowledge (engineering) +6, Survival +5
Languages Common, Orcish
Gear (Starting gold 80 gp, 3 gp remaining)
Earthbreaker, Scimitar, Sling (20 bullets), Leather Armor, Brawler's Kit, Grappling Hook


Vadok Background

Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. Vadok is a first generation half-orc, conceived when the caravan of a good, but minor, noble house was pillaged by a ravaging tribe of orcs
2. His human mother died giving birth to him, but his mother's twin brother saw something of her in Vadok's eyes and could not bring himself to kill the infant
3. Unknown to the rest of his mother's family, Vadok's uncle secretly abandoned the baby half-orc on the outskirts of a different orc clan's territory
4. The child was remarkably hardy, surviving three days before he was discovered by a clan patrol - noting the large size of the infant he was presented to the chieftan who decided to keep him alive
5. The chieftan named the child "Vadok" which tranlates loosley into "Not quite dead"
6. As he grew Vadok was tormented by his peers, but grew to rival them in size and strength, eventually earning a measure of respect.
7. Although Vadok had earned a place in the tribe, something inside him was pulling him to seek something more

(not sure enough about the back history to specify names of families and clans

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Vadok discovering and possibly confronting his true origins
2. Vadok defeating an epic evil foe who nearly kills him

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

What Vadok knows: While he appreciates the ways of fighting he learned from the orcs, at heart he feels more connection to humans
What Vadok doesn't know: That his mother was part of a noble human family of which there are no current heirs (his uncle has no children)

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. Jarrel ?TBD? - Vadok's human uncle
2. Kresh - an orc in Vadok's adoptive clan who accepted him as a brother, Kresh is a shaman's apprentice
3. Barog - Current chieftan of a clan, the son of Vadok's true father, and who would likely kill Vadok if he knew he existed

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) The death of his adoptive chieftan father in a battle against an elvish force, Vadok made sure he was avenged
2) The first time he was called "half-breed"
3) The first time he swung his giant maul in battle


Going with a Dwarf Rogue.

Wealth: 4d6 ⇒ (3, 5, 6, 1) = 15


2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13

I have a Kitsune Storm Druid
I’m a noob so…

Fluff:
Nine Winds who's true name is Akiho Kaze (reverts to true form if said or heard)
Voidkin Kitsune Storm Druid1
Nine-Tailed Inheritor
Disguise +13 Pretty doesn't hide her ears and tail in human form because she has nothing to hide,but she likes her tradition
Nine used to live in a forest village. She and here family prayed in the village temple, and studyed divine magic together.
One day the King of the Forest demanded a sacrifice of two people, or he would destroy the village. Leaving only destruction in his wake.
The sacrifice was chosen through a lottery. Nine and her father won, but her mother swapped her pebble. Taking Nine's rite of sacrifice in her place.
Nine tried to stop it, but she was powerless under the King's might. Her parent's souls protected her, a made her a Nine-Tailed Inheritor.
She could only use the power to escape his wrath. Days later, a nomadic group of druids walked through her village.
Nine had failed to save her family, but the plauge was lifted. The sound of hacking and coughing was gone, and a fresh breeze blew out the smell of sickness.
Yet the entire village met to vote on what to Nine. The Druids walked in all four of them in single file weightlessly. The leader is an elf named ...
He said that if they planned to banish Nine, for defiaing the King of the Forest then they'd take her and train her. The village naturally agreed. Nine was 15 years old.
10 years Later~
Nine is now 25 years old. Having meditated for a while, and learning the some of the Druidic arts. Nine had a vision from Gozreh.
She appeared behind Nine, a beautiful woman who was wrapped in wind. She had green hair, and was holding a trident. She said that it was time to go and gain the power of the Storm.
"In order to.defeat your fears," then Nine sets out on her first adventure.
She teleported Nine to the Jungle.

Nature -The Way
Nine is given freedom from her flock by Gozrbeh. She was used to a discipline as she walked The Path. Nine was saved by an old tradition, and The Path that she walked showed her the value of loyalty. She craves adventure and works to benefit herself and others in order to find power to use it protect her friends. Her connection with Gozreh now gives her the powers of the storm. She holds her neutralty closely. Nine has Fey blood, and is afraid of captivity. She really doesn't like to be tied up or behind bars. She will do whatever it takes to get free.

She is also a Voidkim
Heritage Focus: A voidkin kitsune gains Skill Focus as a bonus feat at 1st level. He must choose Disguise, Knowledge (nature), or 'Stealth' as his chosen skill with this feat. In addition, the chosen skill is always a class skill for the voidkin. This racial trait replaces kitsune magic.
Sacred Study: A voidkin kitsune must select a divine spellcasting class as his favored class. He may not select archetypes that replace or diminish his favored class's ability to cast divine spells. Threat the voidkin's caster level as +1 higher when casting divine spells from his favored class. This racial trait replaces kitsune magic.

Crunch:
Str 9 (-1)
Dex 16 (3)
Con 14 (2)
Int 13 (1)
Wis 13 (1)
Cha 15 (2)

"Nine Winds", true name is Akiho Kaze
Female Kitsune; Lawful Neutral Medium Humanoid ( Kitsune, Shapechanger )
Region Forest of Spirits
Experience points 0
XP multiplying factor for multiclassing 100%
Multiclassing experience penalty 0%
Favored Classes
Total Classes 1.0
Face 5 ft.
Reach 5 ft.
Encumbrance Category: Light
Initiative +3 = +3[STAT] +0[MISC]
Armor Class 13 = +10[BASE] +3[STAT]
Ability Scores Str 9 (-1) = +11[USER] -2[MISC]
Dex 16 (+3) = +14[USER] +2[MISC]
Con 14 (+2) = +14[USER] +0[MISC]
Int 13 (+1) = +13[USER] +0[MISC]
Wis 13 (+1) = +13[USER] +0[MISC]
Cha 15 (+2) = +13[USER] +2[MISC]

Saving Throws Fortitude: +4 = +2[BASE] +2[CON]
Reflex: +3 = +0[BASE] +3[DEX]
Will: +3 = +2[BASE] +1[WIS]

Attacks Bite Melee; Number of Attacks: 1; Crit: 20; Crit Multiplier: x2; Reach: 5 ft. To Hit: -1 = +0[BAB] -1[STAT] +0[SIZE]
Damage: 1d4-1

Skills Acrobatics +5 = +2[TYPE=RACIAL|Agile] +3[STAT]
Appraise +1 = +1[STAT]
Artistry +1 = +1[STAT]
Bluff +3 = +1[RANK] +2[STAT]
Climb +3 = +1[RANK] +3[cskill CLIMB GTEQ 1,skill CLIMB GTEQ 1|TYPE=CLASSSKILL|Climb] -1[STAT]
Craft (Alchemy) +5 = +1[RANK] +3[cskill CRAFT (ALCHEMY) GTEQ 1,skill CRAFT (ALCHEMY) GTEQ 1|TYPE=CLASSSKILL|Craft (Alchemy)] +1[STAT]
Craft (Untrained) +1 = +1[STAT]
Diplomacy +3 = +1[RANK] +2[STAT]
Disguise +2 = +2[STAT]
Escape Artist +3 = +3[STAT]
Fly +3 = +3[STAT]
Heal +5 = +1[RANK] +3[cskill HEAL GTEQ 1,skill HEAL GTEQ 1|TYPE=CLASSSKILL|Heal] +1[STAT]
Intimidate +4 = +1[RANK] +1[TYPE=TRAIT|Imposing Scion] +2[STAT]
Perception +5 = +1[RANK] +3[cskill PERCEPTION GTEQ 1,skill PERCEPTION GTEQ 1|TYPE=CLASSSKILL|Perception] +1[STAT]
Perform (Untrained) +2 = +2[STAT]
Profession (Cook) +5 = +1[RANK] +3[cskill PROFESSION (COOK) GTEQ 1,skill PROFESSION (COOK) GTEQ 1|TYPE=CLASSSKILL|Profession (Cook)] +1[STAT]
Ride +3 = +3[STAT]
Sense Motive +2 = +1[RANK] +1[STAT]
Stealth +5 = +1[RANK] +3[cskill STEALTH GTEQ 1,skill STEALTH GTEQ 1|TYPE=CLASSSKILL|Stealth] +3[STAT] -2[OTHER]
Survival +3 = +2[Nature Sense] +1[STAT]
Swim -1 = -1[STAT]

Skill Points 1st level Druid: 5

Feats Magical Tail [Paizo Inc. - Advanced Race Guide, p.193]

Feats (Hidden Automatic) CMB Output [Paizo Inc. - Core Rulebook]

Special Abilities Favored Class Bonus ~ Druid ~ Kitsune [Paizo Inc. - Advanced Race Guide, p.192]
Trait ~ Imposing Scion [Paizo Publishing - Ultimate Campaign, p.60]
Trait ~ Knowledgeable Caster [Paizo Publishing - Ultimate Campaign, p.57]
Trait ~ Wisdom in the Flesh ~ Dex [Paizo Inc. - Advanced Player's Guide, p.333]
[]

Special Abilities (Automatic) Kitsune ~ Agile [Paizo Inc. - Advanced Race Guide, p.192]
Kitsune ~ Change Shape [Paizo Inc. - Advanced Race Guide, p.192]
Kitsune ~ Kitsune Magic [Paizo Inc. - Advanced Race Guide, p.192]
Kitsune ~ Low-Light Vision [Paizo Inc. - Advanced Race Guide, p.192]
Low-Light Vision [Paizo Inc. - Bestiary]
Kitsune ~ Magical Tail [Paizo Inc. - Advanced Race Guide]
Kitsune ~ Natural Weapon [Paizo Inc. - Dragon Empires Gazetteer]
Kitsune ~ Natural Weapons [Paizo Inc. - Advanced Race Guide, p.192]
Storm Druid ~ Nature's Bond [Paizo Inc. - Ultimate Magic, p.40]
Druid ~ Nature Sense [Paizo Inc. - Core Rulebook, p.50]
Druid ~ Orisons [Paizo Inc. - Core Rulebook, p.49]
Storm Druid ~ Spontaneous Domain Casting [Paizo Inc. - Ultimate Magic, p.40]
Druid ~ Wild Empathy [Paizo Inc. - Core Rulebook]
Wild Empathy [Paizo Inc. - Core Rulebook, p.50/64]

Special Abilities (Hidden) Favored Class Bonus ~ Hit Point [Paizo Inc. - Core Rulebook]
Favored Class Bonus ~ Skill Rank [Paizo Inc. - Core Rulebook]
Druid [Paizo Inc. - Core Rulebook]
[]
[]
[]
[]
[]

Special Abilities (Hidden Automatic) Humanoid Traits [Paizo Inc. - Core Rulebook, p.308]
Shapechanger Traits [Paizo Inc. - Core Rulebook, p.312]
Weapon and Armor Proficiency ~ Druid [Paizo Inc. - Core Rulebook]

Internal Abilities Setting Language ~ Default [Paizo Inc. - Advanced Race Guide]
Rule - Use Background Skills [Paizo Inc. - Pathfinder Unchained]

Internal Abilities (Automatic) Armor Prof ~ Light [Paizo Inc. - Core Rulebook]
Armor Prof ~ Medium [Paizo Inc. - Core Rulebook]
Artistry is a Class Skill [Paizo Inc. - Pathfinder Unchained]
Base Size ~ Medium [Paizo Inc. - Bestiary]
CMB [Paizo Inc. - Core Rulebook]
Combat Trick Tracker [Paizo Inc. - Pathfinder Unchained]
Current Size ~ Medium [Paizo Inc. - Bestiary]
Default [Paizo Inc. - Bestiary]
Default Language ~ Kitsune [Paizo Inc. - Advanced Race Guide]
Class Skills ~ Druid [Paizo Inc. - Core Rulebook]
Race Traits ~ Kitsune [Paizo Inc. - Advanced Race Guide]
Shield Prof [Paizo Inc. - Core Rulebook]
Size Tracker [Paizo Inc. - Bestiary]
Weapon Prof ~ Auto [Paizo Inc. - Core Rulebook]
Weapon Proficiencies ~ Druid [Paizo Inc. - Core Rulebook]

Internal Abilities (Hidden Automatic) Archetype Display [Paizo Inc. - Core Rulebook]
FACE_5 [Paizo Inc. - Bestiary]
REACH_5 [Paizo Inc. - Bestiary]

Class Druid [Paizo Inc. - Core Rulebook]

Skill Breakdown
Acrobatics +5 = +2[TYPE=RACIAL|Agile] +3[STAT]
Appraise +1 = +1[STAT]
Artistry +1 = +1[STAT]
Bluff +3 = +1[RANK] +2[STAT]
Climb +3 = +1[RANK] +3[cskill CLIMB GTEQ 1,skill CLIMB GTEQ 1|TYPE=CLASSSKILL|Climb] -1[STAT]
Craft (Alchemy) +5 = +1[RANK] +3[cskill CRAFT (ALCHEMY) GTEQ 1,skill CRAFT (ALCHEMY) GTEQ 1|TYPE=CLASSSKILL|Craft (Alchemy)] +1[STAT]
Craft (Untrained) +1 = +1[STAT]
Diplomacy +3 = +1[RANK] +2[STAT]
Disguise +2 = +2[STAT]
Escape Artist +3 = +3[STAT]
Fly +3 = +3[STAT]
Heal +5 = +1[RANK] +3[cskill HEAL GTEQ 1,skill HEAL GTEQ 1|TYPE=CLASSSKILL|Heal] +1[STAT]
Intimidate +4 = +1[RANK] +1[TYPE=TRAIT|Imposing Scion] +2[STAT]
Perception +5 = +1[RANK] +3[cskill PERCEPTION GTEQ 1,skill PERCEPTION GTEQ 1|TYPE=CLASSSKILL|Perception] +1[STAT]
Perform (Untrained) +2 = +2[STAT]
Profession (Cook) +5 = +1[RANK] +3[cskill PROFESSION (COOK) GTEQ 1,skill PROFESSION (COOK) GTEQ 1|TYPE=CLASSSKILL|Profession (Cook)] +1[STAT]
Ride +3 = +3[STAT]
Sense Motive +2 = +1[RANK] +1[STAT]
Stealth +5 = +1[RANK] +3[cskill STEALTH GTEQ 1,skill STEALTH GTEQ 1|TYPE=CLASSSKILL|Stealth] +3[STAT] -2[OTHER]
Survival +3 = +2[Nature Sense] +1[STAT]
Swim -1 = -1[STAT]


DBH here, with Targan Blacklock. A Dwarf locksmith/trap maker, now having to consider working the other side of his trade due to poor finances.

Crunch:

Targan Blacklock. Male Dwarf Rogue 1. Medium humanoid (dwarf)

Init +2; Senses Darkvision (60 ft.), Perception +5,

DEFENSE: AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, ), hp 10 (1d8)+2

Fort +2, Ref +4, Will +1, +2 vs. poison, spells, and spell-like abilities

OFFENSE: Speed 20 ft.

Ranged light crossbow +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
Melee dagger (cold iron) +2 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Melee battleaxe +1 (1d8+1/x3)

Special Attacks Sneak Attack 1d6

STATISTICS: Str 13, Dex 15, Con 14, Int 15, Wis 13, Cha 10

Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush) (17 vs. trip)

Feats Point-Blank Shot, Weapon Finesse

Skills:
Acrobatics +5,
Acrobatics (Jump) +1
Appraise +6
Craft (Alchemy) +6
Craft (Locks) +6
Craft (Traps) +6
Craft (Untrained) +2
Disable Device +6
Escape Artist +1
Knowledge (Engineering) +7
Knowledge (Local) +6
Perception +5, Perception (Notice unusual stonework) +7, Perception (Trapfinding) +6
Sense Motive +1
Stealth +5
Survival +6,

Languages Common, Dwarven, Orc, Undercommon

SQ Craftsman, Darkvision, Finesse Training, Hardy, Hatred, Stability, Steady, Stonecunning, Trapfinding, Weapon Familiarity,

Possessions studded leather; outfit (traveler's); thieves' tools; smoked goggles; battleaxe; Light Crossbow ; Wrist Sheath [ Dagger (Cold Iron); ];

SPECIAL ABILITIES
Craftsman (Ex) Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Darkvision (Ex) Range 60 ft.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Finesse Training (Ex)

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.

Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Sneak Attack (Ex)

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

His life story so far.

Backstory:

1: Five things about Targan’s concept and background.

Targan is from a long line of Trap makers and Locksmiths. The family name Blacklock comes from his Great great great Grandfather Karlak, who invented the famous Black lock trap. Which left the unwary lockpicker charred black and smoking.

2. The Dwarfs have suffered in the new age, not as badly as some, but still times are tight. Targan was one of the Dwarves who volunteered to leave the hold to make room for others. Setting off to make his way as a tradesman in the strange new world.

3. He ended up in Greywater hollow, eventually adjusting to the fact it had Goblins as its guards! ‘Least it’s not Elves!’ Targan decided, keeping his mouth wisely shut.

4. He would be considered progressive by Dwarves, the Blacklocks having a degree of contact with the other races to exchange information and new techniques in lock making and trapping.

5. He hasn’t been able to break the market yet and frankly is skint! So Targan is for the first time in his life contemplating doing something scandalous for a good tradesdwarf and going adventuring.

2: Two goals I would like Targan to reach.

1. Targan to make enough money to set up his own workshop, large enough that he can write to his family and offer work to other Blacklocks.

2. Once he has his business up and running Targan could find a nice dwarven girl and marry, raising a fine brood of sprogs to follow in his footsteps.

3. Two secrets about Targan. One known, the other unknown.

1. Targan studied his Great Grandfather’s journals from the time before the world changed. One journal hold the details of the work his Great Grandfather performed for a major temple of Adabar. One now long lost. Except the Targan knows where it might be?

2.What Targan doesn’t know is that others are aware he might hold the key to the long lost temple, and are watching him to see if he makes a move for it.

4. Three people tied to Targan through blood, romance or honor.

1. His sister Kilda, she was the one selected to leave the hold, Targan took her place from love, while she’s a good locksmith Kilda is too quiet and gentle to survive the outside world.

2. Stavan Gilles. Targan built the trap and lock that lead to Stavan’s brother Benton being caught and jailed. Stavan holds Targan responsible for his brother’s death in the prison, not his brother’s stupidity.

3. Aryllia, a Harpy guard, Targan sold her a lock for her personal chest. They talked a little and oddly got on, now they met occasionally for a drink and to catch up on each others lives. An odd friendship, but one they both enjoy.

5. Three memories Targan has.

1. Growing in in the security of his family workshop, surrounded by kin, the smell of oil and metal, the sounds of craftsmen working along with the muted hum of deep voices.
2. Leaving home for the first time, stepping out into a wild new world with all he owned on his back. Blinking at eh sun in his eyes.
3. The first time he saw an ocean and stopped to stare, unable to believe that much water could exist. Made even more strange by the large sails of ships passing by on the water.

The Exchange

Why does everyone submit everything at the last minute, lol.


Time differential.

That's my story and I'm sticking to it!

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