Black Waters Gestalt (Inactive)

Game Master Just a Mort

Combat Map

Necropolis



Hello Forumites. My name is Mort and I’m interested in running a Gestalt one shot of a PFS scenario – Black Waters for a single player. I intend for this game to progress at a fast pace. This is my first time running a PBP online so I may be a little new on PBP aspects. I have ran games in person and on Roll20 many times.

I post minimum once per day, and I can probably do multiple posts per day as well.

My posting requirements are as follows – You are required minimally to post not more then 24 hrs after my last post(multiple back and forth posts throughout the day are, of course, welcome). The first time you get a PM warning, the 2nd time you get another PM warning, the third time, I’m looking for a new player. Should you have RL commitments that make you unable to do so, please inform me in the discussion thread. I’m not totally unreasonable.

The maps will be provided on Google Drive.

Character build rules:

Sources: All Paizo(subject to caveats under individual categories). No Third party allowed.
Starting Level : 5
Race: Common, Featured and Uncommon races with the following exceptions: No Svirfneblin, Fetchlings and Drow. You cannot create your own Aasimar/Tiefling variants and can only use those found in ARG, Blood of Fiends and Blood of Angels. You cannot roll for variant Aasimar or Tiefling abilities.
Alignment: Any non evil
Class: Any Paizo, Gestalt, two classes. No Third Party allowed.
Point Buy - 20
Starting Gold: 10500 gp
No Crafting allowed.
Deities: All Golarion
Background skills are in play.
HP – max for first level, 1/2max+1 after
You start with 2 traits as per normal.
Note that this is a PFS scenario, there WILL be combat – and since you’re doing this solo, you’re expected to handle the fight on your own, without any help from any other party members. Do not think you can talk your way out of everything.

House Rules:

Stealing this one from 5E, I will have everyone take 10 for Perception the moment they enter a new area to find monsters/traps(you’re seasoned adventurers afterall), and the result will be posted in the gameplay thread. If from the description of the room you choose to make more perception checks, you may roll them and I will tell you of the results.

Background info:

Your character has been hired by the Pathfinder Society. Just a One-Off Thing.
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?

Character background requirements:

Since this is a 1 shot, I don’t expect much detail. Just give me about a paragraph of minimum 100 words on your character.

About me:

I’m on GMT+8 time. I would think myself as a lawful neutral GM. That is, I will do everything by RAW. Please don’t expect me to do the rule of cool, because I am not into it – since we’re giving a bookful of rules, it is expected that they should be followed. I’m running this in part to see what it’s like on the GM screen of a PBP, to see what people will come up with as solo characters for a scenario meant for a party of 4, and how well they will do. In the name of science. I’m curious. It’s of my traits. If it works out well I might run more stuff in the future.

Besides submitting your character sheet and background, I want to know your posting frequency. I will pick players based on posting frequency and reliability, timezone, and also your character’s chances of successfully completing the mission. I will prefer if you have not played the scenario before, but if you did, not really too much of a matter. I will close the recruitment on 30/09/2016 midnight at GMT +8.


I am very interested in this, but it is going to take me some time to build up my character. I've never done a gestalt build before, but I've wanted to for a while.

I am in central time zone, currently GMT -5, and my normal postable times are 7am-10pm or so, with optimal times being 8am-5pm. I can easily post more than once per day, as I work at a computer and check frequently. So I think the biggest difficulty is going to be the time zone difference.

Right now I am toying around with a few different build ideas:
Paladin/Sorcerer
Paladin/Psycic
Sacred Huntsmaster/Zen Archer
Druid/Cleric

Let me know if you think the time zone difference is manageable, and I will develop on further.


Ooh, I have an idea for a paladin spiritualist. This seems like the perfect place for him.


Will you allow the purchase of partially charged wands at character creation?


About Maria Alregande

Maria is a young woman, quick of wit and blade, who was tragically marrooned by her crew on the southern shore of the Inner Sea. All right, so perhaps it was somewhat her own fault, but that doesn't change the fact that she needs a ship, a crew, and gold to pay for both.
Thus, she's out to make a relative fortune, with the end goal of returning to the Shackles.
Her ancestors were exiled from Cheliax a hundred years, and she hopes never to set foot in that cursed empire. So far so good.

She's also a priestess of Besmara. Not that it's a big deal to her - basically, she gets magical powers for doing stuff she'd have done anyway, so worship is great that way.

Personality
Maria loves three things; wealth, freedom, and the open sea. She's not one to think too much of consequences, although she does like to think of herself as a good person, when push come to shove.

Her sheet is available here.

About me: I live in the GMT +1 time zone, and has thus far posted at a semi-regular rate of between 1 to 2/day and 1/2 days, and while that is my 'natural' inclination for post rate, I don't believe that maintaining one game at a stricter post rate is going to be troublesome. Especially as the slower speed often arises out of waiting for other party members to post. Multiple posts may be possible occasionally.

Welcome to the play by post! I hope you'll have fun with it; it's a great medium.


GMT -5 is fine, GMT +1 not so optimal. I will flat out say Americans and Asians have an advantage with regards to the timezone differences.

Main reason is I'm doing this for science, and I don't want my experiment to take forever to complete.

No partially charged wands.


GM Mort wrote:

GMT -5 is fine, GMT +1 not so optimal. I will flat out say Americans and Asians have an advantage with regards to the timezone differences.

Main reason is I'm doing this for science, and I don't want my experiment to take forever to complete.

Well, that's a disappointment; this sounded like good fun. Good luck with the game then.

GM Mort wrote:
No partially charged wands.

Not that it matters, but I didn't end up using any regardless.


Can a large mount be used effectively in this scenario?

RPG Superstar 2012 Top 32

I'm interested. I'm in the Eastern US (GMT -4 or 5, depending on the season) and I can typically post multiple times a day. I have a bunch of ideas for builds I'll just have to figure which one to actually put together.


Unfortunately, PFS scenarios tend to be rather large creature unfriendly, so I'll tell you no. There's a feat called Narrow Frame that lets your large mount fit into 10 x 5 foot square, though, but it requires 3 int to take. It generally fixes mount issues, except for charging.

Completed submissions:
Maria Alregande - Cleric/Swashbuckler by Burnscar - GMT +1


Curious, GM Mort, very curious, I have never done a solo adventure but I think it would be interesting. I am able to post regularly, if not frequently. My time zone is -4 (EST) however I normally post more during the wee hours of the night. I work on third shift and am able to post frequently.

The character I would be interested in playing is Valda "bearkiller" Aslougsdauter a oracle/bloodrager angelic Aasimar. I created her for a Northlands Gestalt game but did not have the opportunity to play her.

I have included her "Fluff" but need to change the "crunch" since she is presently at first level.

Since we are playing a reflavored PFS game can we use the pathfinder traits, ie. Berserker of the Society?

Backstory:

Valda is the daughter of a farmer, Njáll and his wife Asloug, who own a small farm a good distance from the village, way back in the far reaches of the valley, near where the conifer forest meets the frost line. Her parents met when they were both young and adventurous; defending a village with their Jarls, they fell in love and her mother came home with her father and neither have gone a-viking since. Valda is the fourth of seven girls: three older; Kari, Ylva, Mahnhild and three younger: Bodil, Ase , Alfreda. She has earned the reputation of being the diplomat between them.

When she was very young, just weened, if something would not go her way she would throw a fit and get mad, her mother quickly changed that behavior with a switch and she quickly learned to control her temper. So after that when her sisters picked on her instead of fighting she learned to anticipate there aggression and would run away and hide. Eventually she learned to watch what was going on and calm her sisters down before the fighting started. When necessary, If the little ones would not see reason instead of cajoling them she would threaten them, using a switch like her mother had. At an early age she was so good at watching over her younger sisters her father had her watch the sheep, first learning in the low pasture with her sister Ylva, then learning in the high pasture with her sister Kari.

Eventually the sheep became her total responsibility. When one of her sisters was with her they would spar: using sticks as swords and axes, staffs as spears or wrestle and fight barehanded. It was ok to fight to learn, just not to let it turn to anger. Or, when alone, she would practice with the spear and daydream about leaving the farm and becoming a great warrior. It was while she was guarding the sheep that the attack came.

It was late spring and the pass to the high pasture had just opened. The day was clear and promised to be warmer than usual so father had told her to take the flock to the high pasture. Taking her spear as she normally did she shepherd the flock to the pasture, taking a couple of dogs with her. Around about midday the dogs started to bark the direction of the deep woods. Shortly, with both dogs growling and barking out of the woods came a bear. Not one of the common black bears that the dogs run off. Nor one of the larger brown bears that are problematic. This was one of the great white northern bears, Valda had never seen one before. It was huge, its skin hanging on it, maddened by starvation, it took one of the sheep. The dogs and Valda charged the bear.

It was after dark when Bodil and father found her, barely alive; the one sheep, the two dogs and the bear dead. While Valda was recovering she told her parents about her daydreams. That she wanted to go to the village and see more of the world. She wanted to go a-viking or be a huscarl. She wasn’t ready to get married and settle down as Kari had, maybe she would become a sailor on a merchant vessel like Ylva. When she fully recovered her parents provided her with the best equipment they could and watched her leave their small farm to start her own life.

appearance:

Valda Aslougsdottir is as tall as most men 6’ 4” and medium build. Her long blond hair, single braided on her right side laying on her shoulder, her blue eyes, varying from sky blue to almost white, her high cheekbones, thick lips and square jaw, make her a handsome woman. The bear claw scar, running from the right side of her face, her braid hiding the mutilated ear, tucking under her chin then crossing her neck and disappearing onto her left shoulder beneath her armor, keeps her from being beautiful.

She wears simple clothing: small cloths, stocking hose, blouse, skirt, jacket, scarf, gloves and great cloak all made from wool from the families sheep, woven on their farm, dyed mostly shades of blue from ingredients that she and her sisters harvested. Her fur-hide armor, boots, mittens and winter hat made by her mother, from the white bear Valda killed, defending the sheep she has left behind.

Her ruck sack made from sheep skin, filled with treasures her parents could spare: a blanket, an Iron pot, dried food, some torches, flint and steel, and her own ceramic mug, fired in her family’s kiln. The shield made by her mother with a boss that father formed from peat-iron, as was her bearded axe and scramaseax. The only item she carried that was not produced on her family’s farm was her spear, and that was given to her by her mother and her mother before her.

When she rages her entire countenance glows, not as a light per say but more as a presence. All the metal on her person or that she is touching takes on a golden hue. Finally the shadow she casts has angelic wings.

personality:

Valda is a peace keeper and a nurturer, cautiously friendly and optimistic. Having learned to control her temper and temperament from a young age; she is polite to a fault, only raising her voice when someone she cares about is in danger, and then only as a last resort.
On the Myers-Briggs scale she is:
ENFJ - The Giver

Popular and sensitive, with outstanding people skills. Externally focused, with real concern for how others think and feel. Usually dislike being alone. They see everything from the human angle, and dislike impersonal analysis. Very effective at managing people issues, and leading group discussions.

Her Story:

Valda was lying in a bed, not the straw stuffed mattress that she slept on up in the loft; but her parents bed, with wood posts, rope support and the down stuffed mattress. Dawn peaked in through the slots in the shutter covering the window. Half asleep she wonders ’It’s been years since I’ve cuddled with mother and father in this bed, I wonder how many time the mattress has been restuffed.’ Unconsciously she pulls the wool blankets up around her face and flinches when the blankets touch the freshly cleaned wound. OW! Now I remember, the bear…how did I get here, how long have I been asleep?’ As if on cue her father opens the door, walking in with a tallow candle followed by her sisters; Alfreda, Bodil, Ase and Alfreda. Her mother, Asloug, standing quietly in the doorway looking at her, ”I’ve seen that look before, is there something else wrong.’

Father lets the girls greet Valda and tell her about how they found her barely alive under the huge white northern bear that had mauled her and the dogs, the dogs had not been as lucky. Each of them chaotically told a part of the details: one would stop to think and another would start where the previous one had stopped, or would start at a different part of the tale.

Valda eventually learned that she had saved all but one of the flock. That father and Bodil had found her. Father carried her back to the house while Bodil brought the sheep out of the high field to the pen. How mother had cleaned her wounds and kept an eye on her for the next three day as she teetered on the brink of death from a pitched fever. How the girls had helped father go back the next day and bury the dogs and harvest the usable parts from the bear. How each of them had helped care for her and then did their regular chores as well as part of Valda’s.

When they were each done with their part of the story, mother added ”Now that you have gotten to talk to her, we need too. Give your sister a kiss and go catch up those chores you were bragging about.” As the four girls kissed her and left the room, her mother stood there in the doorway watching Valda, Valda began to squirm under the blankets. ’I know that look, something is not right, once the girls are gone, she’s going to want to talk, what is it that has her so concerned?’ As the girls leave Valda’s mother steps out of the doorway long enough to fetch two stools from the table and set them beside the bed.

Valda’s parents sat down on the two stools, watching her closely, her mother unable to lose the look of concern, her father giving her a genuine smile. ”Valda, we need you to tell us what happened, everything you can remember. Take your time if you need to, but tell us everything you can remember, it’s important.” Valda nodded ’that’s easy enough.’

She paused a moment, making sure she had the details right. ”Bent Ear was over by the tree line and started barking, then Hammer Tail trotted around that way, nose in the air, by the time he got to where she was they both started growling and giving that low wruff they did as a warning.” Valda stopped a moment so she didn’t start crying. ’They were good sheep dogs’ wiping her eyes, she continued. ”Out of the woods, over by the creek, the bear came to the edge of the field, it looked at the two dogs then at the sheep. It started to move toward the sheep. The dogs started running at it. I grabbed the spear and began running toward it also. The sheep scattered as it snatched up one of the yearlings. It turned at the dogs, swatting Hammer Tail first, I think it broke her neck.” Valda stopped to wipe her eyes. ”Then, just as it turned I plunged the spear in its chest, just as far as I could. That’s when it swatted me here.” She pulled the blankets back pointing to the four deep cuts running from the side of her head, under her chin, across her neck and shoulder. Pulling the blanket back up, lifting her left arm out from under the blanket exposing the deep slashes there, ”I must have raised my left arm, shield-like to stop another blow, but it must have not been as strong or I think I would have lost this arm. That’s when I went unconscious, I didn’t see it kill Hammer Tail or feel it land on me. But it must have because that’s how you found me.”

Valda’s mother looked at her father, the look of concern still there, her father now had a look of concern also, he asks. ”Are you sure that’s all that happened, no other noises, lights or other languages?” Her mother rested a hand on her husband Njálls arm. ”Maybe she doesn’t remember, I didn’t always remember. Njáll looked at his daughter, his look of concern becoming a look of sympathy. ”Valda let me tell you the story of how your mother and I met; the whole story.”

”As you know we were both with jarls who responded to a request from the village of Fiskerleje, a fishing village in one of the fiords across the bay. Your mother was a greatly honored huscarl of the Jarl Eivind Ørjansson. I sailed with Jarl Henrikson, I did not go a-viking, instead keeping to the farm here, but when I heard this trip was to protect the village I knew I needed to go.” Njáll stopped speaking, placing his hand on his wife’s as it rested on his arm, smiling at her, he continued addressing his daughter. ”The village of Fiskerleje had been attacked by raiding giants and trolls, many Jarls had responded, It seemed the more northmen there were the more giants and trolls there were. The outlying farms were destroyed; however the horde did not make it past the outer defenses early on. The warriors rotated defending the wall day and night, we all became familiar with each other that is where I first met your mother, there on the wall” He smiled at his wife again and continued.

”One evening after your mother and I had been guarding all day a particularly aggressive assault was started by a group of giants near where we were stationed. They started with throwing great rocks at the wall, when there was a small gap the giants charged, using axes and clubs to widen the gap as the warriors fought them off. After bloody fighting the giants had opened a wide enough hole that several trolls ran into the village. By this time all the warriors had been alerted and they had erected a shield wall around the few houses and alleys that the trolls had gotten in to.” Njáll took a deep breath his face showing his age.

”As you know the best defense against trolls is fire, so we put the torch to the buildings that the trolls had run into. We had thought that all of the villagers had been moved closer to the docks and that only the warriors were staying that close to the walls. We were wrong. We heard the screaming of children coming from the buildings. Without thinking I broke from the shield wall and rushed into the burning building from where we heard the children. I entered the low house from one end, standing on the other end were three large trolls, I yelled to the children, drawing my axe and shield, hoping I could fight off the trolls long enough for the children to flee. Then you mother came in.” He looked at Asloug with that questioning look he had. They made eye contact; she nodded her head and then looked at her daughter.

”She had heard the screaming of the children also and followed me in. She rushed past me, screaming in a language I didn’t understand. As she moved she changed, when I had seen her fight before she was disciplined almost methodical in her approach. This was different, this was wild, she attacked with abandon. Her style of fighting changing wasn’t that big of a deal, I had seen berserkers before. But her appearance changed as well. Her iron shirt and spanglehelm turned gold, even the tip of her coldiron spear appeared golden. She literally began to glow, like in the stories you hear about Valkyrie.” Njáll stopped speaking for a moment, breathing in deeply he continued. ”Her shadow, cast by that firelight had wings, I kid you not, I saw it, her shadow had wings. I stood in amazement, mouth open. She thrust her spear into the first troll, holy fire pouring from its tip, killing it outright. She turned on the second troll, thrusting her spear at an odd angle breaking the haft, leaving the cold iron tip in the screaming troll. Drawing her ULFBERHT blade she took the head off of the third troll, kicking it into the nearing fire. As the battle ended, she returned to her normal appearance, striking the head off of the second troll and drawing out her broken spear. Turning to me she said ‘get the children out’ well, I immediately grabbed up the three crying urchins and carried them out.” Father stopped speaking for a moment, breathing a heavy sigh, as if a great burden was relieved off of his chest.

”After that we had more and more occasion to spend time together, she asked me about my dreams, my plans, my future. She told me about her experiences her adventure. As you know she is a few summers older than I. I was a young farmer happy with tilling the soil, she was a famous huscarl of a famous Jarl. Soon the battle was over, we drove the giants and trolls from the destroyed fishing village, I don’t think it ever recovered, quite a shame really. When it was time to leave and we were loading our long boats, she announced to her jarl, the famous Eivind Ørjansson in front of the gods and everyone that she was leaving his service. She returned the fancy chain armor and spanglehelm, the heavy gold chain and even the ULFBERHT blade, keeping only her mother’s coldiron spear that we had re-hafted. She told him she was going home with me.” Valda had never seen her father smile as broadly as he smiled that cold spring morning telling her the story. Mother raised her hand, looking from her husband back to her daughter. It was time for mother to speak.

Winking at her husband, Asloug took up the tale. ”I had always told old Elvind that if I found a man braver than I that I would marry him. When your father rushed into that fire: not for glory, not for honor, not for wealth; but to save the lives of children he didn’t know from a village that he did not belong to moved me. It wasn’t just what he did but why he did it, when I saw him move from the relative safety of the shield wall for the lives of those urchins I knew I had to protect the life of my future husband. As I got to know him in those following days I knew I had made the right decision. So when I told the Jarl, I gave up nothing and gained everything.” Asloug winked at her husband and then returned her attention to Valda, ”Now that brings us to you!” Her appearance again becoming very serious.

”The simplest explanation is that my mother, like her mother before her, and hers before her, had the blood of a Valkyrie running through their veins. It would normally run true, one daughter having the gift, very rarely it would skip a generation. If that happened the grandmother would watch her granddaughters and once the gifted granddaughter was identified the spear would be handed down to her. The gift manifests very much like your father has described. The increased strength, the speed, the recklessness, the physical manifestations, which can be problematic as you can suppose, even the fatigue afterwards. What he didn’t describe is the great wander lust that comes with it. I knew that one of my daughters would have the gift. A telltale sign was the birth of all girls, not that we didn’t keep trying” Asloug again winked at her husband before focusing on Valda.

”Your gifting manifested very young, you would get angry over a perceived injustice and you would start to fuss in the celestial language mixing the different words with Norsk as little kids learning two languages are apt to do. This is the reason when you were little I wouldn’t let you fight with your sisters and made you keep your composure. When I saw the damage you did to the bear I knew that your bloodline had begun to rage.” Looking gently at her daughter, ”Even then the wound the bear gave you should have killed you. That was a death wound, you should have bled out. When your father brought you home your wounds, instead of still bleeding were almost healed. You were also talking in your sleep. At first I thought they were fever dreams, but you were consistently talking to Göndul in the celestial language. Do not be afraid, tell me what she said.” Her mother looked at her expectantly.

As her mother shared, the memories welled up inside Valda. She remembered screaming at the bear in the celestial language. She remembered the power and the vitality as she struck the bear with her spear, plunging it into the beast chest, just below its neck. She remembered continuing to thrust the spear in deeper even as the bear grievously raked her head, neck, shoulder chest and arm with its massive paw. She remembered the beast giant maw preparing to clamp down on her face as it collapsed on top of her, its life blood mingling with hers. She remembered the golden glowing figure of a beautiful spearmaiden dressed in golden-steel ringmail landing beside her, kneeling down and touching her forehead.

Valda turned to her mother, beginning to speak for the first time. “I have begun to remember everything. One of the Valkyrie landed beside me and said “You are not to die today little spear sister, I, Göndul have been sent to begin your training, Wotan has chosen you to be an oracle, one who bears life for those not chosen to die.“ Since then she has come to me in my dreams and taught me about what she called “Spheres of Power.” She said I would be able to heal people, one at a time or in groups. Also that I would be able to call on celestial help. healing and summon monster? Looking at her mother ”She told me I would have your gift, even though I didn’t understand what that meant at the time. She told me that there would be those who didn’t understand so I would need to be careful. Then she told me that the gift had a price; that when I was using it I would only be able to speak with the celestial community. Lastly she told me that when I gained my strength I would need to leave home and follow the course that would be laid out.”

Valda’s mother nodded in understanding, she bent over and kissed her daughter and said ”Rest now child, when your strength has returned we will have all things ready.” As Asloug departed, Valda’s father smiled and leaning over and kissing his daughter on the cheek, he wiped away a tear, trying to smile he whispered ”I will miss my little sheepherder, but I’ve always known you are your mothers daughter, follow your fate little one, follow your fate.”


When you talk about wee hours, give me a time range, in your time. I'll do conversions myself. Also, bezerker of society is fine.


Well, now actually, I work 11-7 EST, and post the most between 12 - 6 am. However I still check the boards before I go to bed around 9 AM, once I get up around 5 PM. and then again later in the evening before I go to work. My days off vary, but I still check the boards regularly.


That works for me. I generally prefer to pbp during my daytime hours as once I get to nights, I have handphone but not computer access - which means I can't edit the combat map.


OK, I finally have a character I like for this. Went through several iterations, but this one seems the most capable of solo play. Let me know if you have any questions.

Backstory:

Dellisar was abandoned at a young age for reasons never made clear to him - at least, not more clear than his reddish scaled skin and long, flexible tail made it. Whatever demon-spawn had graced his mother with him had scarred her enough to want nothing to do with him. Luckily, a kindly family of half-elves had taken him in despite his appearance. They knew what it was like to be shunned, and went out of their way to help those similarly shunned. Because of his parents elven heritage, he spent a great many hours training under them with a variety of combat drills.

Since coming to adulthood, Dellisar began traveling more, and found an outcast of his own to care for - a dinosaur by the name of Sarvin. People shudder when they see him, and are afraid of his very appearance - reactions Dellisar is more than familiar with. They have become inseperable in their travels, learning to fight side by side, relying on each other.

Dellisar has gotten quite used to being shunned; he really doesn't mind it anymore. He works for the Society from time to time, as that group tends to not be quite as judgmental as others, but really his ultimate goal is to travel and drink and pay his dues to Cayden Cailean.


Appearance:

Dellisar is a man of average height, with black hair and dark brown eyes. His tiefling features are very apparent, though - he has scaled skin, which is a reddish-brown color, and a long prehensile tail.

Character Sheet:

Dellisar
Male tiefling inquisitor (sacred huntmaster) of Cayden Cailean 5/rogue 5/gestalt 5
CG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 21, touch 15, flat-footed 16 (+5 armor, +5 Dex, +1 natural)
hp 43 (5d8+15)
Fort +7, Ref +10, Will +7
Defensive Abilities evasion, trap sense +1, uncanny dodge; Resist fire 5
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Offense
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Speed 40 ft.
Melee mwk cold iron short sword +7 (1d6+2/19-20) or
. . mwk cold iron short sword +7 (1d6+1/19-20)
Special Attacks bane (5 rounds/day), sneak attack +3d6
Spell-Like Abilities (CL 5th; concentration +2)
. . 1/day—darkness
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—cure moderate wounds, darkness, invisibility
. . 1st (5/day)—cure light wounds, divine favor, expeditious retreat, protection from evil
. . 0 (at will)—create water, detect magic, detect poison, light, read magic, stabilize
. . Domain Travel
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Statistics
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Str 14, Dex 20, Con 14, Int 14, Wis 14, Cha 5
Base Atk +3; CMB +5; CMD 20
Feats Alertness, Combat Expertise, Lookout[APG], Pack Flanking[ACG], Stick Together, Two-weapon Fighting, Weapon Finesse
Traits adopted, dirty fighter, warrior of old
Skills Acrobatics +13 (+17 to jump), Bluff -1, Climb +10, Disable Device +17, Handle Animal +2, Intimidate -1, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +7, Perception +12, Sense Motive +6, Sleight of Hand +13, Stealth +15; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Orc
SQ agile feet (5/day), animal companion (velociraptor (bodyguard) named Sarvin), animal focus (5 minutes/day), animal focus (bull[ACG]), hunter tactics, monster lore +2, rogue talents (combat trick, finesse rogue), shared vigilance, stern gaze +2, track +2, trapfinding +2
Combat Gear wand of cure light wounds, alchemist's fire (2), caltrops, smokestick, thunderstone; Other Gear +1 mithral chain shirt, mwk cold iron short sword, mwk cold iron short sword, belt of incredible dexterity +2, cloak of resistance +1, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of sealed summons (evil)[OA], backpack, bedroll, blanket[APG], masterwork thieves' tools, 416 gp, 4 sp
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Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (velociraptor (bodyguard) named Sarvin)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Inquisitor (Sacred Huntmaster) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Track +2 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

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

Sarvin
Velociraptor (bodyguard)
N Small animal
Init +5; Senses low-light vision, scent; Perception +3
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+5 Dex, +3 natural, +1 size)
hp 48 (5d8+20)
Fort +7, Ref +9, Will +2
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +9 (1d4+1), 2 talons +9 (1d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 17, Int 3, Wis 12, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Lookout[APG], Pack Flanking[ACG], Stick Together, Toughness, Weapon Finesse
[b]Tricks
Attack, Attack, Attack Any Target, Come, Down, Heel, Sneak
Skills Acrobatics +5 (+17 to jump), Perception +3, Sense Motive +3, Stealth +17
SQ attack, attack any target, come, down, heel, shared vigilance, sneak, tenacious guardian
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Hunter's Trick (Tangling Attack) (Ex) The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Hunter's Trick (Upending Strike) (Ex) The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Sneak [Trick] Creature stays hidden.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.


Upending strike will provoke from your target. Are you fine with that?

Also with your handle animal at only a +2, even with companion bond, you're at a +6 for handle animal. I will have to make you roll your handle animal in combat and out of it. You get 1 check per combat round for handle animal.

Also your animal companion's hp is wring. 5d8= 22.5, rounded down to 22. Animal companions do not start with full hp at lv 1.

You also forgot to buy rope (unless you think you won't need it).

Other then that, no other comments.


I did not realize that. Swap Upending Strike for Defend.

Also didn't realize how bad handle animal was. Swap Adopted(Warrior of Old) for Beast Bond. That brings me up to a +6 natural, +10 with companion bond.

So for companion HP, I always take average? Essentially, alternate every other level with +4 and +5, giving me 22+con right now, or 42 total after toughness? Sound right?

Drat, did forget rope, usually remember that one. Bought. I also have some spare gold for other purchases; will there be an opportunity to make purchases after a briefing of the mission?

Updated CS:

Dellisar
Male tiefling inquisitor (sacred huntmaster) of Cayden Cailean 5/rogue 5/gestalt 5
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+5 armor, +5 Dex, +1 natural)
hp 43 (5d8+15)
Fort +7, Ref +10, Will +7
Defensive Abilities evasion, trap sense +1, uncanny dodge; Resist fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk cold iron short sword +7 (1d6+2/19-20) or
. . mwk cold iron short sword +7 (1d6+1/19-20)
Special Attacks bane (5 rounds/day), sneak attack +3d6
Spell-Like Abilities (CL 5th; concentration +2)
. . 1/day—darkness
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—cure moderate wounds, darkness, invisibility
. . 1st (5/day)—cure light wounds, divine favor, expeditious retreat, protection from evil
. . 0 (at will)—create water, detect magic, detect poison, light, read magic, stabilize
. . Domain Travel
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 14, Wis 14, Cha 5
Base Atk +3; CMB +5; CMD 20
Feats Alertness, Combat Expertise, Lookout[APG], Pack Flanking[ACG], Stick Together, Two-weapon Fighting, Weapon Finesse
Traits beast bond, dirty fighter
Skills Acrobatics +13 (+17 to jump), Bluff -1, Climb +10, Disable Device +17, Handle Animal +6, Intimidate -1, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +7, Perception +12, Ride +6, Sense Motive +6, Sleight of Hand +13, Stealth +15; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Orc
SQ agile feet (5/day), animal companion (velociraptor (bodyguard) named Sarvin), animal focus (5 minutes/day), animal focus (bull[ACG]), hunter tactics, monster lore +2, rogue talents (combat trick, finesse rogue), shared vigilance, stern gaze +2, track +2, trapfinding +2
Combat Gear wand of cure light wounds, alchemist's fire (2), caltrops, smokestick, thunderstone; Other Gear +1 mithral chain shirt, mwk cold iron short sword, mwk cold iron short sword, belt of incredible dexterity +2, cloak of resistance +1, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of sealed summons (evil)[OA], backpack, bedroll, blanket[APG], hemp rope (50 ft.), masterwork thieves' tools, 415 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (velociraptor (bodyguard) named Sarvin)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Inquisitor (Sacred Huntmaster) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Track +2 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

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

Sarvin
Velociraptor (bodyguard)
N Small animal
Init +5; Senses low-light vision, scent; Perception +3
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+5 Dex, +3 natural, +1 size)
hp 42 (5d8+20)
Fort +7, Ref +9, Will +2
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +9 (1d4+1), 2 talons +9 (1d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 17, Int 3, Wis 12, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Lookout[APG], Pack Flanking[ACG], Stick Together, Toughness, Weapon Finesse
[b]Tricks
Attack, Attack, Attack Any Target, Come, Defend, Down, Heel, Sneak
Skills Acrobatics +5 (+17 to jump), Perception +3, Sense Motive +3, Stealth +17
SQ attack, attack any target, come, defend, down, heel, shared vigilance, sneak, tenacious guardian
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Hunter's Trick (Tangling Attack) (Ex) The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Sneak [Trick] Creature stays hidden.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.

Grand Lodge

Ooooh, this looks fun! I'll see if I can build something neat.


I've got a sorcerer/fighter I've been wanting to try out. I may do this here unless I think of something able to cover all bases a little more.


aaand once more, hopefully this time for good. I just realized what a difference unchained rogue makes, and I'm assuming that's allowed, since you didn't specify otherwise. I can stick with the previous submission if you prefer. I also neglected to add in background skills, so this sheet has added those in (Handle Animal and Sleight of Hand being the chosen skills).

Unchained character sheet:

Dellisar
Male tiefling inquisitor (sacred huntmaster) of Cayden Cailean 5/rogue (unchained) 5/gestalt 5
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+5 armor, +6 Dex, +1 natural)
hp 43 (5d8+15)
Fort +7, Ref +11, Will +7
Defensive Abilities danger sense +1, evasion, uncanny dodge; Resist fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk cold iron short sword +9 (1d6+6/19-20) or
. . mwk cold iron short sword +9 (1d6+3/19-20)
Special Attacks bane (5 rounds/day), sneak attack (unchained) +3d6
Spell-Like Abilities (CL 5th; concentration +2)
. . 1/day—darkness
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—cure moderate wounds, darkness, invisibility
. . 1st (5/day)—cure light wounds, divine favor, expeditious retreat, protection from evil
. . 0 (at will)—create water, detect magic, detect poison, light, read magic, stabilize
. . Domain Travel
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 13, Wis 14, Cha 5
Base Atk +3; CMB +3; CMD 19
Feats Alertness, Combat Expertise, Lookout[APG], Pack Flanking[ACG], Stick Together, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits beast bond, dirty fighter
Skills Acrobatics +14 (+18 to jump), Climb +8, Disable Device +18, Handle Animal +6 (BG), Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +6, Knowledge (religion) +6, Perception +12, Sense Motive +14, Sleight of Hand +14 (BG), Stealth +16; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic
SQ agile feet (5/day), animal companion (velociraptor (bodyguard) named Sarvin), animal focus (5 minutes/day), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hunter tactics, monster lore +2, rogue talents (combat trick, weapon training), shared vigilance, stern gaze +2, track +2, trapfinding +2
Combat Gear wand of cure light wounds, alchemist's fire (2), smokestick, thunderstone; Other Gear +1 mithral chain shirt, mwk cold iron short sword, mwk cold iron short sword, belt of incredible dexterity +2, cloak of resistance +1, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of sealed summons (evil)[OA], masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), 359 gp, 10 sp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (velociraptor (bodyguard) named Sarvin)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Inquisitor (Sacred Huntmaster) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Track +2 Add the listed bonus to survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

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

Sarvin
Velociraptor (bodyguard)
N Small animal
Init +5; Senses low-light vision, scent; Perception +3
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+5 Dex, +3 natural, +1 size)
hp 42 (5d8+20)
Fort +7, Ref +9, Will +2
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +9 (1d4+1), 2 talons +9 (1d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 17, Int 3, Wis 12, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Lookout[APG], Pack Flanking[ACG], Stick Together, Toughness, Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Heel, Sneak
Skills Acrobatics +5 (+17 to jump), Perception +3, Sense Motive +3, Stealth +17
SQ attack, attack any target, come, defend, down, heel, shared vigilance, sneak, tenacious guardian
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Hunter's Trick (Tangling Attack) (Ex) The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sneak [Trick] Creature stays hidden.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.


You may use your new submission and buy gear after mission briefing. Handle animal will still be needed if your animal companion is injured (DC goes up by 2, to total 12).

And don't forget your holy symbol. (Why am I reminding adventurers of things they should remember themselves, again?)

Animal companions get 4.5 hp/HD, Eidolons 5.5. Its stated in their respective sourcebooks.

Completed submissions:
Maria Alregande - Cleric/Swashbuckler by Burnscar - GMT +1
Delliscar - rogue/inquisitor - GMT -5


Got it, thanks. Never used an animal companion before, so still learning some of the finer points.

RPG Superstar 2012 Top 32

I have a question for you (GM)- the paladin's divine bond, if you pick a mount, it's usually a horse but right in the ability description it says sometimes they're more exotic... It lists dog and boar as examples of that, would you allow any other options? A bear would be my first choice but I'm open to other options too.


Sorry, nope. What you see on the paladin page of CRB is what you get. Camels, horses are available for medium paladins, while ponies, dogs and boars are available for small paladins.

Monstrous mount feat is a thing though. Unfortunately all paladin available choices are large, so your mount will need to burn a feat on Narrow Frame or end up squeezing everywhere.

RPG Superstar 2012 Top 32

So you won't even let a medium sized paladin take a boar?


I'll say yes(contary to RAW) for medium paladins taking a small mount(that becomes medium at 4), once you figure out a way to ride it(for more then 24 h at a stretch).

RPG Superstar 2012 Top 32

Well, there is the undersized mount feat...

I'm not certain I want to go that direction, I'm just trying to figure out my options.


Go ahead, just make sure your mount can take the weight(heavy is fine but not beyond).

RPG Superstar 2012 Top 32

I'm not ar all certain but I'm thinking about building a Paladin/Bard. I like that combo and have played it once or twice in short lived games. The specific idea I'm toying with right now would be a Warrior of the Holy Light/Duettist. He'd have a mount and a familiar to help in combat and light aura thing plus performance to help the animals perform in combat... He'd have good skills too from bard, but no trapfinding (though he have great saves to help against traps. Any objections?


No objections. Just mind that arcane failure of bard spells should you be wearing medium or heavier armour.


Mort, this is most of the crunch on my character, I still need to do the equipment and spell list but I wanted you to be able to look at the important stuff in case you had any questions.

Are you Ok with having an archetype for both classes?

Also do you mind if I repurpose the falcate as a Viking blade?

Valda Aslougsdauter:

Race Aasimar (Angelkin)
Classes/Levels Gestalt 5 Oracle(Warsighted) 5/Bloodrager (Untouchable Rager) 5
Gender: female
Size: med.
Age: 19
Special Abilities:
Alignment: neutral good
Languages common
Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 16

Initiative: 4 = + 2 [dexterity] +2 [trait]
Senses: dark vision
Speed: 30 ft.

AC: 18/20 = 10 + 6 [MW chainmail] + 2 [dexterity] + 2 [shield]
Touch: 12
Flat-footed: 16/18

Hit Points: 49 = [10+(4X6)+10 con +5 FC]

Fortitude save: + 6 = 4 [base] + 2 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 4 = 4 [base]

Base Attack: + 5
CMB: + 9 = 5 [base] + 4 [strength]
CMD: + 21 = 10 + 5 [base] + 4 [strength] + 2 [dexterity]

Melee:
short sword + 9 [1d6+4, 19-20, S]
ULFBERHT (Falcata) + 10 [1d8+4, 19-20 x3, S]
spear + 9 [1d8 +6, x3, P]
great axe + 9 [1d12+6, x3, S]

Ranger:
spear + 7 [1d8+4, x3, 20 ft. P]

Abilities
Traits:
Regional: Paragon of Speed Benefit: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
Combat: Barbarian of the Society Benefit: You may use your rage ability for 3 additional rounds per day.

Feats:
Power Attack
furious focus
exotic weapon proficiency

Race Traits:
[url=http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar]Aasimar
(Angelkin)
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving [/url]: ULFBERHT (Falcata)throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet

Class Traits:
Bloodrager (Untouchable Rager)
Level one:
Bloodline: Celestial
Bloodline power: Angelic Attacks
Bloodrage @ 5
Fast Movement:
level two
Uncanny dodge
level three
Blood sanctuary
level four
Raging Resistance
level five
Improved uncanny dodge

Oracle: (Warsighted)
Level one:
Mystery: Battle
Oracle's Curse: tongues
Martial Flexibility: This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.
Level two:
Mystery spell: enlarge person (2nd)
Level three:
Revelation: Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
ULFBERHT (Falcata)

Level four:
Mystery spell: fog cloud (4th)
Level five:
N/A

Favorite class bonus: + 1 to HP

Skills
Adventuring Skills:
15 = 5 x (4 - 1)
Acrobatics 2 = +2 Dex* + 1 Rank + 3 [class skill] -4 [armor]
Appraise -1 = -1 Int
Bluff 3 = +3 Cha
Climb 4 = +4 Str* + 1 Rank + 3 [class skill] -4 [armor]
Diplomacy 8 = +3 Cha + 5 Rank
Disguise 3 = +3 Cha
Escape Artist -2 = +2 Dex* -4 [armor]
Intimidate 3 = 3 Cha
Perception 8 = 0 Wis + 5 Rank 3 [class skill]
Ride 2 = +2 Dex* + 1 Rank + 3 [class skill] -4 [armor]
Sense Motive 0 = +0 Wis
Stealth -2 = +2 Dex* -4 [armor]
Survival 4 = +0 Wis + 1 Rank + 3 [class skill]
Swim 4 = +4 Str** + 1 Rank + 3 [class skill] -4 [armor]

Background Skills
10 = 5 x 2
Handle Animal 11 = + 3 Cha + 5 Rank + 3 skill
knowledge: (History) 9 = - 1 Int + 5 Rank + 3 skill + 2 race

Carry capacity
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.


You must be at least level 11 to take iron skin revelation, Robert. You can't take it at level 3.

You may reskin your weapons however you like. Archtypes for both sides are also fine.

Yes, I'm a snarky old goat, but my personal code states that all players must know what they signed up for, and there are no ambiguities. Thus, if I see anything that may seriously affect gameplay, it is my duty to point it out.

Its also in my interest that your characters are able to complete the entire scenario, since I'm trying to test out theories.

For those who have not played PFS before, to even the playing field:

http://paizo.com/threads/rzs2lf1m?Painlords-What-to-Expect-at-a-PFS-Table

His advice is good and it applies to any pathfinder games. Sure, as a single character, you will not be able to cover everything, gestalt or not. Its also general enough that its not spoilerific.


Duh, that's what I get for not reading the entire paragraph, I have changed it to weapons mastery: ULFBERHT (Falcata), I will work on getting the spell list and equipment list done by about this time tomorrow.


Dotting for interest.

Grand Lodge

Ack, I'll have to drop out, as I have played this, and don't want to be prepared for everything that could happen. (This scenario is quite fun!)


I know it seems a little weird, but I'm thinking about an Investigator (Empiricist) / Swashbuckler (Inspired Blade). I think I can make it work well.

I'm curious if you would allow an Android. It's not an ARG race, but most sources do put it in the Uncommon race category.


D20pfsrd listing of common, featured and uncommon races doesn't have android in it, so no.


Hia. Looks neat, I have not yet taken a look to see what would interest me so this is just a dot for now.
I seem to be in -8 time zone? I never did figure out how the system worked.
So Calgary, Canada, but my scedule is a fair bit later then most so I usually post between 6pm and ~3am.

GM Mort wrote:

Yes, I'm a snarky old goat, but my personal code states that all players must know what they signed up for, and there are no ambiguities. Thus, if I see anything that may seriously affect gameplay, it is my duty to point it out.

Its also in my interest that your characters are able to complete the entire scenario, since I'm trying to test out theories.

Works for me. I can do two spectrums quite well, riding the Rule of Cool where things are determined by the emotion in the moment, or go with an efficiency and logical approach. I simply have to switch into an analytical thinking mode.


Here's a rough draft of my character, I still have some cash left and need to write up the background.

Crunch:

Female tiefling gestalt 5 (investigator (empiricist) 5/swashbuckler (inspired blade) 5)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12, Sense Motive +9

Defense
AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +2 natural)
HP 34 (5d10)
Fort +3, Ref +8, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities charmed life 3/day, nimble +1, trap sense +1; Resist cold 5, electricity 5, fire 5, unfailing logic

Offense
Speed 30 ft.
Melee +1 silversheen rapier +11 (1d6+6/15-20+5 Precision) or
dagger +6 (1d4+1/19-20+5 Precision) or
bite +1 (1d6)
Ranged shortbow +8 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), studied combat (+2, 4 rounds), studied strike +1d6

Extracts
Investigator (Empiricist) Extracts Known
2nd - aid*, barkskin*, blur*, cure moderate wounds, extreme flexibility*, ironskin*, levitate*, see invisibility*, restoration (lesser), spider climb
1st - comprehend languages, cure light wounds, enlarge person (DC 15), identify, heightened awareness*, keen senses* (DC 15), long arm, polypurpose panacea, reduce person* (DC 15), true strike
* purchased
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9)
2nd - cure moderate wounds, see invisibility, spider climb
1st - cure light wounds, keen senses (DC 15), long arm, polypurpose panacea, true strike

Statistics
Str 13 +1, Dex 16 +3, Con 10 +0, Int 18 +4, Wis 10 +0, Cha 12 +1
BAB +5; CMB +6; CMD 20
Feats Armor Of The Pit, Fencing Grace, Flanking Foil, Weapon Finesse (rapier), Weapon Focus (rapier)
Traits militia veteran (Survival), pragmatic activator
SQ +1 skill point, alchemical burn, alchemy (alchemy crafting +5), dare (desperate evasion), fiendish resistance, inspiration (6/day), inspired panache, investigator talents (canny observer, underworld inspiration), keen recollection, maw or claw (bite), prehensile tail, skilled, trapfinding +2

Skills
Acrobatics +11; (Ranks:5, +3 class, +3 Dex, -0 ACP)
Appraise +8; (Ranks:1, +3 class, +4 Int)
Bluff +11; (Ranks:5, +3 class, +1 Cha, +2 racial)
Climb +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Diplomacy +5 (+8 to gather information); (Ranks:1, +3 class, +1 Cha) (+3 ceaseless observation)
Disable Device +16; (Ranks:5, +3 class, +4 Int, -0 ACP, +2 mwk tools, +2 trapfinding)
Disguise +1; (Ranks:0, +0 class, +1 Cha)
Escape Artist +11; (Ranks:5, +3 class, +3 Dex, -0 ACP)
Fly +3 (Ranks:0, +3 Dex, -0 ACP)
Heal +4; (Ranks:1, +3 class, +0 Wis)
Intimidate +1; (Ranks:0, +0 class, +1 Cha)
Knowledge (arcana) +9; (Ranks:2, +3 class, +4 Int)
Knowledge (dungeoneering) +9 (+11 to navigate underground); (Ranks:2, +3 class, +4 Int) (+2 compass)
Knowledge (engineering) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (geography) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (history) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (local) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nature) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nobility) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (other) +4; (Ranks:0, +0 class, +4 Int)
Knowledge (planes) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (religion) +8; (Ranks:1, +3 class, +4 Int)
Linguistics +12; (Ranks:5, +3 class, +4 Int)
Perception +12 (+16 to hear the details of a conversation or to find concealed or secret objects) (+18 vs. traps); (Ranks:5, +3 class, +4 Int) (+4 canny observer) (+2 trapfinding)
Ride +3; (Ranks:0, +0 class, +3 Dex, -0 ACP)
Sense Motive +9; (Ranks:2, +3 class, +4 Wis)
Sleight of Hand +8; (Ranks:2, +3 class, +3 Dex, -0 ACP)
Spellcraft +12; (Ranks:5, +3 class, +4 Int)
Stealth +10; (Ranks:2, +3 class, +3 Dex, -0 ACP, +2 racial)
Survival +6 (+8 to avoid becoming lost); (Ranks:2, +3 class, +0 Wis, +1 trait) (+2 tools)
Swim +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Use Magic Device +12; (Ranks:5, +3 class, +4 Int)
Racial Modifiers +2 Bluff, +2 Stealth, ceaseless observation
Languages Abyssal, Ancient Osiriani, Azlanti, Common, Draconic, Dwarven, Elven, Infernal, Shory, Thassilonian, Undercommon

Equipment and Encumberence
Weapons and Ammo +1 silversheen rapier, dagger, shortbow with 60 arrows
Armor and Defense +1 mithral chain shirt, pauldrons of unflinching fortitude +1/+2
Combat Gear potion of cure light wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10), oil (10)
Other Gear handy haversack (alchemy crafting kit, bedroll, canteen, folding shovel, grappling arrow, grappling hook, mapmaker's kit, mess kit, mug, piton (10), pot, silk rope (100'), trail rations (15), waterproof bag (ink, inkpen, formula book, journal)), bandolier (extracts), belt pouch (chalk (5), compass, fishhook, flint and steel, mirror, soap, twine (50')), belt pouch (money), concealable thieves' tools, explorer's outfit, wrist sheath (spring loaded)
Coins 33 pp, 15 gp, 12 sp, 11 cp
Carrying Capacity
L / M / H - 50 / 100 / 150 lbs.
Encumberence
Light Load - 38.38 lbs.

Tracked Resources
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Arrows - 0/60
Charmed Life +1 (3/day) (Ex) - 0/3
Dagger - 0/1
Holy water - 0/10
Inspiration (+1d6, 6/day) (Ex) - 0/6
Panache Pool (5/day) - 0/5
Potion of cure light wounds - 0/5
Trail rations - 0/15

Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor of the Pit Gain +2 natural armor.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Charmed Life +1 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fencing Grace Use Dexterity on rapier damage rolls
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Flanking Foil Foes you strike lose their flanking bonus against you
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Free usage on trained Bluff, Disable Device, Disguise, Intimidate, Knowledge, Linguistics, Slight of Hand, and Spellcraft checks.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Maw or Claw (Bite) Gain 1d6 bite attack.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.


Demon lurking - I require your time zone, background and posting frequency before I can add you to the list.


GM Mort wrote:
Demon lurking - I require your time zone, background and posting frequency before I can add you to the list.

Sorry about that, intended to include it with a more finalized submission. I am in EST / EDT (GMT -5/-4). I regularly post at least once a day on weekdays, at least once during the weekend. Specific times can be erratic, but are usually between 9am - 5pm and 9pm - midnight.


ok Mort, I think I have here "crunch" done, if she is selected I will create an Alias for her.

Valda Aslougsdauter:

Race Aasimar (Angelkin)
Classes/Levels Gestalt 5 Oracle(Warsighted) 5/Bloodrager (Untouchable Rager) 5
Gender: female
Size: med.
Age: 19
Special Abilities:
Alignment: neutral good
Languages common
Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 16

Initiative: 4 = + 2 [dexterity] +2 [trait]
Senses: dark vision
Speed: 30 ft.

AC: 23 = 10 + 7 [+ 1 chainmail] + 3 [+ 1 shield]] + 2 [dexterity] + 1 [ring]
Touch: 13
Flat-footed: 21

Hit Points: 54 = [10+(4X6)+10 con +5 FC + 5 toughness]

Fortitude save: + 7 = 4 [base] + 2 [constitution] + 1 [cloak]
Reflex save: + 4 = 1 [base] + 2 [dexterity] + 1 [cloak]
Will save: + 5 = 4 [base] + 1 [cloak]

Base Attack: + 5
CMB: + 9 = 5 [base] + 4 [strength]
CMD: + 21 = 10 + 5 [base] + 4 [strength] + 2 [dexterity]

Melee:
Alchemical Silver seax (short sword) + 9 [1d6+3, 19-20, S]
+ 1 ULFBERHT (Falcata) + 10 [1d8+5, 19-20 x3, S]
coldiron spear + 9 [1d8 +6, x3, P, brace]

Ranger:
coldiron spear + 7 [1d8+4, x3, 20 ft. P]
longbow + 7 {1d8, x3, 100 ft. P]

Abilities
Traits:
Regional: Paragon of Speed Benefit: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
Combat: Barbarian of the Society Benefit: You may use your rage ability for 3 additional rounds per day.

Feats:
exotic weapon proficiency: ULFBERHT (Falcata)
Power Attack
Toughness

Race Traits:
Aasimar (Angelkin)
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet)

Class Traits:
Bloodrager (Untouchable Rager)
Level one:
Bloodline: Celestial
Bloodline power: Angelic Attacks
Bloodrage @ 16
Fast Movement:
level two
Uncanny dodge
level three
Blood sanctuary
level four
Raging Resistance
level five
Improved uncanny dodge

Spell Resistance @ 13

Oracle: (Warsighted)
Level one:
Mystery: Battle
Oracle's Curse: tongues
Martial Flexibility: This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.
Orisons
Spells

Level two:
Mystery spell: enlarge person (2nd)
Level three:
Revelation: Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. ULFBERHT (Falcata)
Level four:
Mystery spell: fog cloud (4th)
Level five:
N/A
Spells @ 5th level: 1st = 6 + 1, 2nd = 4 + 1

Favorite class bonus: + 1 to HP

Skills
Adventuring Skills:
15 = 5 x (4 - 1)
Acrobatics 2 = +2 Dex* + 1 Rank + 3 [class skill] -4 [armor]
Appraise -1 = -1 Int
Bluff 3 = +3 Cha
Climb 6 = +4 Str* + 1 Rank + 3 [class skill] -4 + 2 [kit][armor]
Diplomacy 11 = +3 Cha + 5 Rank + 3 [class skill]
Disguise 3 = +3 Cha
Escape Artist -2 = +2 Dex* -4 [armor]
Intimidate 3 = 3 Cha
Perception 8 = 0 Wis + 5 Rank 3 [class skill]
Ride 2 = +2 Dex* + 1 Rank + 3 [class skill] -4 [armor]
Sense Motive 0 = +0 Wis
Stealth -2 = +2 Dex* -4 [armor]
Survival 4 = +0 Wis + 1 Rank + 3 [class skill]
Swim 4 = +4 Str** + 1 Rank + 3 [class skill] -4 [armor]

Background Skills
10 = 5 x 2
Handle Animal 11 = + 3 Cha + 5 Rank + 3 skill
knowledge: history 9 = - 1 Int + 5 Rank + 3 skill + 2 race

Gear:
cold weather outfit: N/A N/A
Bandolier @ 2: 1 gp. N/A
Cold iron Spear 4 gp. 6 lbs.
Alchemical silver seax (shortsword) 30 gp. 2 lbs.
longbow: 75 gp. 3 lbs.
Barbarian Pack: 9 gp. 26 lbs. backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, trail rations (5 days), waterskin.
also in Pack
Climber's Kit: 80 gp. 5 lbs. These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.
crowbar: 2 gp. 5 lbs.
Sub total: 201 gp. 47 lbs.

Magical Gear
cloak of resistance + 1: 1,000 gp. 1 lb.
ring of protection + 1: 2,000 gp. N/A
+ 1 Chainmail 1,300 gp 40 lbs.
+ 1 heavy wooden shield 1,157 gp 10 lbs.
+ 1 ULFBERHT (Falcata) 2, 318 gp. 4 lb.
in Bandoliers
Universal solvent @ 3 150 gp. N/A
Sub Total: 7,925 gp. 54 lbs.

Consumables:
in Bandoliers
Wand of CLW 750 gp. N/A
acid (flask) @ 10 100 gp. 10 lbs.
Scroll of Water Breathing 375 gp. N/A
Scroll of flying 375 gp. N/A
Potions of Gaseous Form 750 gp. N/A
in quivers
arrows @ 20 1 gp. 3 lbs.
blunt arrows @ 20 2 gp. 3 lbs.
Sub Total: 2,353 gp. 16 lbs.
total spent and carried: 10,479 gp. 117 lbs.
Available cash:in beltpouch: 21 gp.

Carry capacity
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.

Spells Knows:
Orisons: @ 6
enhanced diplomacy
guidance
stabilize
Read Magic
Detect Magic
Detect Poison

First level: @ 4
Cure Light Wounds
Shield of Faith
Sun Metal
Summon Monster
Mystery spell: enlarge person (2nd)

Second level @ 2
Cure Moderate Wounds
Lesser restoration
Mystery spell: fog cloud (4th)

with the new gear her appearance has changed a little. If I get bored I may write that up, hopefully that won't keep her from getting listed as "completed"

The Exchange

Completed submissions:
Maria Alregande - Cleric/Swashbuckler by Burnscar - GMT +1
Delliscar - rogue/inquisitor by dwhemi - GMT -5
Valda - Oracle/Bloodrager by Robert Henry - 11-7EST

Recruitment ends on 30/9/2016 midnight at +8 GMT. Any incomplete submissions at that point of time will not be accepted.


So that makes some 16 hours until closing? I note that all the submitted characters thus far have divine casting. I guess it is one of the most immediately useful abilities for a solo character to have.

I don't maintain high hopes for getting chosen, but I'll keep a watch on this nevertheless.


I will request those not chosen not to look at gameplay - because should the chosen player not shape up to posting expectations, here is where I'll be getting a new player.

RPG Superstar 2012 Top 32

I dragged my feet so much trying to settle on a build I like that now I'm really probably not going to have enough time to finish anything, lol. If I wake up early tomorrow I'll give it a try. If I do, I'll either be a mutagenic mauler brawler/kensai magus (based on buffing up and trying to clear the whole place before they run out), or the holy light pally/duettist bard I mentioned previously (who would have a combat capable mount and familiar to help even out the action economy gap, and add a couple extra skills).

Silver Crusade

Here is Demon Lurking's submission.

Everything should be in the profile, but I have copied it here just in case.

Kinvara Doone
Female tiefling gestalt 5 (investigator (empiricist) 5/swashbuckler (inspired blade) 5)

Crunch:

CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12, Sense Motive +9

Defense
AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +2 natural)
HP 34 (5d10)
Fort +3, Ref +8, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities charmed life 3/day, nimble +1, trap sense +1; Resist cold 5, electricity 5, fire 5, unfailing logic

Offense
Speed 30 ft.
Melee +1 silversheen rapier +11 (1d6+6/15-20+5 Precision) or
dagger +6 (1d4+1/19-20+5 Precision) or
bite +1 (1d6)
Ranged shortbow +8 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), studied combat (+2, 4 rounds), studied strike +1d6

Extracts
Investigator (Empiricist) Extracts Known
2nd - aid*, barkskin*, blur*, cure moderate wounds, extreme flexibility*, ironskin*, levitate*, see invisibility*, restoration (lesser), spider climb
1st - comprehend languages, cure light wounds, enlarge person (DC 15), identify, heightened awareness*, keen senses* (DC 15), long arm, polypurpose panacea, reduce person* (DC 15), true strike
* purchased
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9)
2nd - cure moderate wounds, see invisibility, spider climb
1st - cure light wounds, keen senses (DC 15), long arm, polypurpose panacea, true strike

Statistics
Str 13 +1, Dex 16 +3, Con 10 +0, Int 18 +4, Wis 10 +0, Cha 12 +1
BAB +5; CMB +6; CMD 20
Feats Armor Of The Pit, Fencing Grace, Flanking Foil, Weapon Finesse (rapier), Weapon Focus (rapier)
Traits militia veteran (Survival), pragmatic activator
SQ +1 skill point, alchemical burn, alchemy (alchemy crafting +5), dare (desperate evasion), fiendish resistance, inspiration (6/day), inspired panache, investigator talents (canny observer, underworld inspiration), keen recollection, maw or claw (bite), prehensile tail, skilled, trapfinding +2

Skills
Acrobatics +11; (Ranks:5, +3 class, +3 Dex, -0 ACP)
Appraise +8; (Ranks:1, +3 class, +4 Int)
Bluff +11; (Ranks:5, +3 class, +1 Cha, +2 racial)
Climb +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Diplomacy +5 (+8 to gather information); (Ranks:1, +3 class, +1 Cha) (+3 ceaseless observation)
Disable Device +16; (Ranks:5, +3 class, +4 Int, -0 ACP, +2 mwk tools, +2 trapfinding)
Disguise +1; (Ranks:0, +0 class, +1 Cha)
Escape Artist +11; (Ranks:5, +3 class, +3 Dex, -0 ACP)
Fly +3 (Ranks:0, +3 Dex, -0 ACP)
Heal +4; (Ranks:1, +3 class, +0 Wis)
Intimidate +1; (Ranks:0, +0 class, +1 Cha)
Knowledge (arcana) +9; (Ranks:2, +3 class, +4 Int)
Knowledge (dungeoneering) +9 (+11 to navigate underground); (Ranks:2, +3 class, +4 Int) (+2 compass)
Knowledge (engineering) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (geography) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (history) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (local) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nature) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (nobility) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (other) +4; (Ranks:0, +0 class, +4 Int)
Knowledge (planes) +8; (Ranks:1, +3 class, +4 Int)
Knowledge (religion) +8; (Ranks:1, +3 class, +4 Int)
Linguistics +12; (Ranks:5, +3 class, +4 Int)
Perception +12 (+16 to hear the details of a conversation or to find concealed or secret objects) (+18 vs. traps); (Ranks:5, +3 class, +4 Int) (+4 canny observer) (+2 trapfinding)
Ride +3; (Ranks:0, +0 class, +3 Dex, -0 ACP)
Sense Motive +9; (Ranks:2, +3 class, +4 Wis)
Sleight of Hand +8; (Ranks:2, +3 class, +3 Dex, -0 ACP)
Spellcraft +12; (Ranks:5, +3 class, +4 Int)
Stealth +10; (Ranks:2, +3 class, +3 Dex, -0 ACP, +2 racial)
Survival +6 (+8 to avoid becoming lost); (Ranks:2, +3 class, +0 Wis, +1 trait) (+2 tools)
Swim +5; (Ranks:1, +3 class, +1 Str, -0 ACP)
Use Magic Device +12; (Ranks:5, +3 class, +4 Int)
Racial Modifiers +2 Bluff, +2 Stealth, ceaseless observation
Languages Abyssal, Ancient Osiriani, Azlanti, Common, Draconic, Dwarven, Elven, Infernal, Shory, Thassilonian, Undercommon

Equipment and Encumberence
Weapons and Ammo +1 silversheen rapier, dagger, shortbow with 60 arrows
Armor and Defense +1 mithral chain shirt, pauldrons of unflinching fortitude +1/+2
Combat Gear potion of cure light wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10), oil (10)
Other Gear handy haversack (alchemy crafting kit, bedroll, canteen, folding shovel, grappling arrow, grappling hook, mapmaker's kit, mess kit, mug, piton (10), pot, silk rope (100'), trail rations (15), waterproof bag (ink, inkpen, formula book, journal)), bandolier (extracts), belt pouch (chalk (5), compass, fishhook, flint and steel, mirror, soap, twine (50')), belt pouch (money), concealable thieves' tools, explorer's outfit, wrist sheath (spring loaded)
Coins 33 pp, 15 gp, 12 sp, 11 cp
Carrying Capacity
L / M / H - 50 / 100 / 150 lbs.
Encumberence
Light Load - 38.38 lbs.

Tracked Resources
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Arrows - 0/60
Charmed Life +1 (3/day) (Ex) - 0/3
Dagger - 0/1
Holy water - 0/10
Inspiration (+1d6, 6/day) (Ex) - 0/6
Panache Pool (5/day) - 0/5
Potion of cure light wounds - 0/5
Trail rations - 0/15

Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor of the Pit Gain +2 natural armor.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Charmed Life +1 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fencing Grace Use Dexterity on rapier damage rolls
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Flanking Foil Foes you strike lose their flanking bonus against you
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Free usage on trained Bluff, Disable Device, Disguise, Intimidate, Knowledge, Linguistics, Slight of Hand, and Spellcraft checks.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Maw or Claw (Bite) Gain 1d6 bite attack.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Background:

Kinvara Doone was born in Cheliax and dropped at the back door of a Bellflower Tiller. Her parents are unknown. The Tiller smuggled the babe accross the border into Taldor where she grew up fascinated by ancient history. Her foster parents were retired adventurers, her father an alchemist turned apothecary, her mother a fencer and scoundrel turned locksmith. She learned curiosity from both other them and applied their teaching to a strange mix of swordplay and alchemy. Having made a small name for herself in dungeon delving she was approached by a Pathfinder agent and given an opportunity to apply, if she could find a simple ruby ring.


Completed submissions:
Maria Alregande - Cleric/Swashbuckler by Burnscar - GMT +2
Delliscar - rogue/inquisitor by dwhemi - GMT -5
Valda - Oracle/Bloodrager by Robert Henry - 11-7EST
Kinvara Doone - empiricist/swashbuckler by Demon Luring - GMT -5/-4


Huh. Okay, it turns out I was misremembering - I'm in GMT +2 due to daylight saving hours. There's not a long time until it returns to +1, though.


Recruitment has officially ended. I have selected Valda by Robert Henry. Please proceed to Gameplay thread

Thank you for your effort in the submissions.

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