
Doomed Hero |

Ok, finally getting all the kinks worked out.
Caine
Background
Greyson Caine was born under a sign of great religious significance to the church of light. He was raised to be a symbol of the churches power. They called him the Dawnbringer. His banner became synonymous with the church's might, for those who fought for justice and righteousness. It did not matter that he was young, barely more than a boy when he first donned the armor of the Dawnbringer, it was all propaganda anyway. He was more of a symbol than a person.
The problem was, Greyson believed it. He believed it all. He was humble, devoted, willing to die to bring justice to a downtrodden people. He fought. He killed. He bled. All for what he thought was good and true.
The problem was they taught him just a little too well. It took him a while to realize that things weren't adding up. The heretics saw *him* as the tyrant, and he just could not stomach it. He had to know why they hated the church so much. So he questioned them. Hard.
He was never satisfied with the answers, because they always told him what he didn't want to hear. "The church lies." "The church only cares for the church." "The archbishop is a monster"
So many. Why would they lie with their neck in the noose, they were going to die anyway. And so many of them.
He started to question. He started to pry. It was not until he found the Deacon burning documents proving the innocence of a large number of political prisoners who had accused the Archbishop of heinous acts that it all clicked into place for him.
He was never a bringer of justice. He was a bringer of tyranny.
The Deacon died by his hand. The papers exonerating the prisoners ended up in the hands of the groups Greyson had once fought against, but Greyson simply left.
Years later, on the edge of a lawless frontier town in a brothel reputed for bloodshed, a haggard drunk wandered in and stayed. The worst of the rabble learned to avoid the place, and the rest learned to behave. They tried to pay the drunk, but he refused the money. The girls tried to reward him, but he wouldn't touch them like that. So they fed him and let him drink, on the house, and let him use the baths. They even made him new clothes. The brothel prospered. He even helped them add a second story when the town began to expand after metals were found in the hills.
He never talked about his past and they learned not to ask. He was just Caine. He took care of the girls they took care of him.
Until one day a group of missionaries came to the brothel. Caine ignored them. Everyone assumed they were just more customers, One paid and went upstairs, but this time when the yelling started, Caine shot up the stairs like he'd been lit on fire and the only water was in that room.
Whatever he caught him doing to her, no one ever brought up again, but Caine beat the man near to death, beating him long after he'd fallen unconscious. When the other missionaries intervened dragging Caine off their comrade, he fought them all, displaying none of the casual reserve during the fight that he always had before. Bones were broken. Blood painted the floor. The first man never woke up. Others were maimed for life.
The other missionaries left with their comatose companion, vowing to bring the justice of the church to that town.
Two days ago word came that the Dawnbringer was coming.
But that was impossible. Wasn't it?
Build
Avari
Flowing Monk Maneuver Master/Brawler Fighter
Str 16
Dex 16
Con 14
Int 12
Wis 12
Chr 14
Two Weapon Fighting, (1st)
Combat Expertise (fighter 1)
Combat Reflexes (monk 1)
Redirect (flowing monk 1, immediate action Trip against attacker)
Flurry of Maneuvers (maneuver master 1, one extra maneuver as part of full attack)
Improved Trip (fighter 2)
Bravery
Evasion
Unbalancing Counter (flowing monk 2, AoOs render foes flat footed)
Close Control (brawler 2, bonuses to/against some maneuvers)
Maneuver Defense: (maneuver master 2, AoO vs some maneuvers)
Combat Reflexes (fighter 3)
Close Combat (brawler 3, bonuses with close-quarters weapons)
Flowing Dodge (flowing monk 3, AC bonuses vs more enemies)
Improved Disarm (fighter 4)
Ki Pool
Reliable Maneuver (maneuver master 4, Ki Point, roll twice for maneuver)
Notes
Mechanics-
Technically Flowing Monk and Maneuver Master don't work together because they overlap at the 17th and 20th level abilities.
I'm hoping you'll allow it anyway, since the game will likely never get there, and if it does, I can just pick one ability or the other.
As for everything else, basically he's built to abuse other melee combatants, knock them down, take their stuff and set them up for sneak attacks.
Background-
Caine's backstory requires that you allow a famous figure called the Dawnbringer to exist in the church (who Caine was born to be, but abandoned). Now, someone else wears the regalia (Here Mr. GM, have an antagonist...)
Other than that, Caine is out to destroy the church to replace it with all the things it's supposed to be about. He's Captain America if he'd been raised by Nazis and defected.
Ideally, I'd like him to eventually get back his Helm, Armor and Shield, to retake the mantle of the Dawnbringer and use the church's own iconography against them, possibly becoming a disciple of Erlik along he way.
If any of this doesn't work, just let me know how I need to change it.
Equipment-
He won't be starting with much, being more monk than fighter at first, but as the game progresses I'd love to get ahold of some fighter-type gear (armor/shield) that wouldn't interfere with his monk abilities.
Other-
I have a friend who will be submitting an entry soon. I think he'll be making a Fighter/Rogue who used to be an enforcer for the Church, but found out the current Dawnbringer isn't the real Dawnbringer and had a bit of a crisis of faith over the colossal lie, tying his backstory into mine. (This would be something akin to finding out jesus had been purposefully replaced, or something like that)
I'd imagine he'll be getting his entry in before the weekend is over. I can vouch for his ability as a writer and a gamer.

DarkOne the Drow |

Updated version of Chuluun, with new cat burglar archetype, improved background, fixed some skills that had errors, some feats, rogue talents and traits changes, and altered personality.
Fame/Infamy I left as ? for I not sure which to be, considering amongst druid, rangers and other nature lovers, he would be famous for helping the great cause of restoring nature, yet he would be disliked by the wealthy for being a pesky little thief as he usually only stolen common items
=================================
Chuluun
Gestalt character
Levels: Druid (Menhir Savant) 4 / Rogue (Cat Burglar) 4
Race: Ferrin
Alignment: Neutral
Fame/Infamy: ?
STR 10 (+0)
DEX 14 (+2)
CON 16 (+3)
INT 16 (+3)
WIS 18 (+4)
CHA 8 (-1)
Leveling: Wis(4)
Speed: 20', Climb 20' (never altered by armour or encumbrance)
Vision: 60' Darkvision
Deity: Liluri
Association/tribe: None
Languages: Common(r), Druidic(f), Ferrin(r), Sylvan(a), Undercommon(a), Auran(a)
Favoured class: Druid
+Appraise 4 (3+1+0) [+2 nonmagical]
*+Bluff 3 (-1+1+3)
*+Climb 12 (0+1+3+8)
*+Craft (Weapon) 7 (+3+1+3)
*+Diplomacy -1 (-1+0)
*Disable Device 13 (2+4+3+2+2.0)
*+Disguise -1 (-1+0)
*+Escape Artist 9 (2+4+3)
*+Fly 6 (2+1+3)
*Handle Animal 3 (-1+1+3)
*+Heal 8 (4+1+3)
*+Intimidate -1 (-1+0)
*Knowledge (Dungeoneering) 8 (3+1+3)
*Knowledge (Engineering) 9 (3+1+3+2)
*Knowledge (Geography) 8 (3+1+3)
*Knowledge (Local) 7 (3+1+3)
*Knowledge (Nature) 8 (3+2+3)
*Linguistics 0
*+Perception 11 (4+4+3) [+2.0 vs traps]
*+Perform (Untrained) -1 (-1+0)
*Profession 0
*+Ride 6 (2+1+3)
*+Sense Motive 9 (4+2+3)
*Sleight of Hand 6 (2+1+3)
*Spellcraft 10 (3+4+3)
*+Stealth 9 (2+4+3)
*+Survival 10 (4+3+3)
*+Swim 4 (0+1+3)
*Use Magic Device 0
* = class skill
+ = untrained
Skill ranks per level: 8 + Int
Ability Scores: +4 Con, +2 Int, -2 Cha
Appraisal: +2 on Appraisal checks on nonmagical goods containing gem and precious metals
Climb: speed 20', and +8 on Climb checks
Earth Singer: caster level: +1; only for descriptor (earth), domain (earth), bloodline(earth), revelations (stone mystery)
Evasion (ex): Successive Reflex save is no damage. Must be mobile, and light armour max.
Ferrin Immunities: Immune to paralysis, phantasms and poisons. +2 bonus on saves vs spells and spell like abilities
Forged Hide: Swift action; gain DR 5/-; duration: CL, may be non-consecutive; uses: per day, 3 + Con
Master Tinker: +2 on Disable Device, and +2 on Knowledge (engineering). Proficient on any weapon they craft.
Natural armour: +2
Class abilities
Acrobat talent (nimble climber): failed Climb check: >= 5; roll 2nd Climb check for surface: success stops fall with no damage
Armour Profeciency: light, medium, shield; no metal (druid restriction - loose powers for 24 hours)
Careful Disarm (ex): Spring trap only with 10 or more on Disable Device check. If triggered, add 2x Trap Sense bonus to Reflex save
Evasion (ex): Duplicate of racial evasion
Nature bond: Animal Companion (see below)
Orisons: re-usable level 0 spells
Place Magic (su): caster level: +1; duration: 1 round; uses: per day, 3+ Wis
Resist Nature's Lure (ex): +4 on savs vs fey spell-like and supernatural abilities. Also applies against plant targets: blight, entangle, spike growth and warp wood
Rogue talent (trap spotter): come within 10' of a trap, receives immediate secret Perception check for trap
Rogue talent (quick disable): diasrm a trap in half the time using Disable Device, minimum of 1 round
Spirit Sense (sp): detect presence of undead, fey, outsiders, astral, ethereal and incorporeal creatures (see Detect Undead, but for all at once)
Trapfinding: add 1/2 rogue level to Perception, also to Disable Device. Also use Disable Device to disarm magic traps.
Trap sense (ex): +1 on Reflex save vs avoiding trap; +1 dodge bonus to AC vs traps attacks
Wild Shape (su): small/Medium animals (beast shape 1); duration: 1 hour per druid level, or willing change back; uses: per day, 1; standard action no PAO; familiar forms (hawk/eagle, wolf)
Weapon Proficiency: all simple weapons, hand crossbow, natural attacks, rapier, sap, scimitar, scythe, shortbow, short sword
Feats
Combat Casting: +4 on Concentration while casting on defense
Spell Penetration: +2 on caster level checks
Traits
Focused Mind: +2 bonus on concentration checks
Reactionary: +2 on Initiative checks
AC: 14 (10+0+0+2+2); FF: 12; Touch: 12
Initiative: +4
Fort: +7, Ref: +6, Will: +8
CMD: 15
CMB: +3
Claws: +3; 1d4; x2; 5'
Light: 33
Medium: 66
Heavy/Overhead: 100
Max lift: 200
Push/Pull: 500
TO BE DONE
Body: ? lbs
Outfit: ?? Outfit; ? lbs
Back: Backpack; 2 lbs
Hands: ??
Fingers: ??
Outfit: ?? lbs
1 Pouch (Belt); 0.5 lbs
1 Spell Component Pouch; 2 lbs
Backpack: ?? lbs
1 Sack; 0.5 lbs
1 Flint and Steel; 0 lbs
2 Rations (Trail/Per Day); 2 lbs
1 Waterskin (Filled); 4 lbs
1 Sewing Needle; 0 lbs
10 Fishhook; 0 lbs
Pouch: 1 lbs
? Coin (Copper Piece); ? lbs
? Coin (Gold Piece); ? lbs
? Coin (Platinum Piece); ? lbs
? Coin (Silver Piece); ? lbs
Sack: ? lbs
?
Storage (camp, room, etc): 0 lbs
None (currently carrying everything)
Total weight carried: ?? lbs
Current load: ??
Special items
- None yet
Level 0 DC: 14 (unlimited uses per day)
Detect Magic
Stabilize
Guidance
Flare
Level 1 DC: 15
Cure Light Wounds x1
Obscurring Mist x1
Shillelagh x1
Level 2 DC: 16
Barkskin x1
Flaming Sphere x1
Heat Metal x1
Known spells
Level 0
Create Water (Conjuration)
Detect Magic (Divination)
Detect Poison (Divination)
Flare (Evocation)
Guidance (Divination)
Know Direction (Divination)
Light (Evocation)Chuluun
Mending (Transmutation)
Purify Food and Drink (Transmutation)
Read Magic (Divination)
Resistance (Abjuration)
Stabilize (Conjuration)
Virtue (Transmutation)
Level 1
Calm Animals (Enchantment)
Charm Animal (Enchantment)
Cure Light Wounds (Conjuration)
Detect Animals or Plants (Divination)
Detect Snares and Pits (Divination)
Endure Elements (Abjuration)
Entangle (Transmutation)
Faerie Fire (Evocation)
Goodberry (Transmutation)
Hide from Animals (Abjuration)
Jump (Transmutation)
Longstrider (Transmutation)
Magic Fang (Transmutation)
Magic Stone (Transmutation)
Obscuring Mist (Conjuration)
Pass without Trace (Transmutation)
Produce Flame (Evocation)
Shillelagh (Transmutation)
Speak with Animals (Divination)
Summon Nature's Ally I (Conjuration)
Level 2
Animal Messenger (Enchantment)
Animal Trance (Enchantment)
Barkskin (Transmutation)
Bear's Endurance (Transmutation)
Bull's Strength (Transmutation)
Cat's Grace (Transmutation)
Chill Metal (Transmutation)
Delay Poison (Conjuration)
Fire Trap (Abjuration)
Flame Blade (Evocation)Chuluun
Flaming Sphere (Evocation)
Fog Cloud (Conjuration)
Gust of Wind (Evocation)
Heat Metal (Transmutation)
Hold Animal (Enchantment)
Owl's Wisdom (Transmutation)
Reduce Animal (Transmutation)
Resist Energy (Abjuration)
Restoration (Lesser) (Conjuration)
Soften Earth and Stone (Transmutation)
Spider Climb (Transmutation)
Summon Nature's Ally II (Conjuration)
Summon Swarm (Conjuration)
Tree Shape (Transmutation)
Warp Wood (Transmutation)
Wood Shape (Transmutation)
Weight: 230 lbs
Gender: Male
Eyes: Emerald
Hair: None
Skin: Shades of metallic blue and silver, patchy
Dominant Hand: Right
Age: 23
Equipment will determine more detailed description, with and without gear.
Personality
Loner (keeps to himself), polite (showing proper respect where required), thinks before action, determined, people avoidance (where possible), helpful (often quietly), team player (in supportive role - learnt as druid on restoration projects)
One day when he was seven years old, he and Kasar was playing outside the mining encampment on the steep mountain slopes. While playing a game of tag, they heard a large cracking sound followed by thunderous rumble and the mountain slope shacking slightly below their feet. The sounds came from where the encapment direction and when they looked towards the encampment they saw huge dust cloud growing downwards of the mountain slope to the valley bottom. They ran back to the encampment and moved slowly forward as the dust disperse. To their horror, they saw the large section of the mountain slope with most of the encampment was gone in a massive rock slide. Seeing a partial damage building remaining they quickly made their way to the building to see who they could find. There they found their father sobbering believing he lost his entire family. Chingis was working in the mine with a few other miners, and luckily managed to escape a cave-in and could still get out.
The survivers decided it was not safe to remain at the mine, and so collected all they could savage from the remaining building and miner gear they could transport. After a few days travel they arrived at the village Yisugh, where the miners tried to find employment. Chingis managed to speak to Sokhatai, who was in the village at the time of their arrival. She happened to be a very wealthy weapon and armour merchant, who employed many ferrins in her smithies, and iron ore mine. Chingis signed an employment contract to work as a miner. As part of the agreement they made, Sokhatai would help to educate Chuluun and Kasar as he had lost all in the rock slide. She also provided quarters in her smithy compound for them to live.
Chuluun spent most of his free time roaming nearby outside the village, enjoying the outdoor mountanous beauty nature had to offer. Often the activities would including playing in the mountain streams, learning to catch fish with his claws, bouldering over the rock slopes, such as leaping, bouncing, climbing, moving on narrow ledges. Over time, his reflexes improved along with his acrobatic skills. Spending most of his youth in the outdoors in the nearby mountain forests, by streams, and climbing onto rock outcrops, he fell in love with nature, enjoying it's natural beauty and harmony. His family were not very religious, only celebrating the most important days within their quarters. With the influence of being much outdoors, he discovered the goddess of nature, Liluri. This often resulted in a few argumentive spats between his following of Liluri and traditional religion of the family.
At times he would sneak into the mine to explore, when he got caught he receiving a scolding from his father either in the mine or when his father got home for the day. He would also sneak into the smithies to snatch bits of iron to using in his climbing activities outside the village. Later he learnt how the locks, first on their quarters door lock, then onto other doors in the compound. Though he never took anything from the miners or crafters as they were poor as she family.
Even though his family was refugees, most of the villagers looked down upon them as if they were slaves. Even though his resentment to the wealthy grew, this did not stop Chuluun from helping them to pick up fallen items, grab a child out the way of galloping mounts. Yet as time passed he became more envious of the wealth.
When Chuluun was fourteen years old, Sokhatai decide to train him as a weapon crafter as part of the agreement to educate them. He relunctantly agreed to the training. After a few months and many arguments with his father, Chingis and Sokhati finally gave in to allow him to find a career in the wilderness. With the Sokhatai contacts, they discovered that Casiloi, a menhir savant druid, from Nerin currently working in a valley of a nearby town Asan. As Sokhatai needed to take a shipment to and do business in Scion, she took Chuluun along with her as Asan was on her route to Scion. At Asan, they met Casiloi, who agreed to take Chuluun under her care for a month to assess him to see if he would be suitable to be a druid. After the month had gone by and Sokhatai passed by on her return trip, Casiloi informed her that she would take Chuluun as an apprentice to learn the druidic ways. After many years in the wilderness under the guidance of Casiloi, Chuluun returned to his family home as a fully fledge druid. After a month reunion with his father and brother, he left to continue with his druidic duties.
While travelling, he saw how some of the wealthy were spending money on parties and lavished lifestyles. Most had little regard that their wealth accumulation resulted in unnecessary destruction of nature. This upset him very much, and one day he decided he would take some of the surplus wealth to fund nature restoration projects, and enjoy some comforts while travelling. As he travelled, he observed the wealthy and stole from those who did not pay much attention to protecting their wealth. He focussed on common items, small gems and money to steal, so the wealthy owner would not notice quickly that something was stolen. With time his burglary skills also improved, including disarming traps that he learn from other rogues he met on his travels.
- 9000 xp: Adventure start
- Next feat to be taken is Natural Spell
Levels: Animal 4
Experience: 9000 / 15000
Race: Hawk
Alignment: Neutral
Statistics
Ability Scores
STR 11 (+0)
DEX 17 (+3)
CON 12 (+1)
INT 2 (-4)
WIS 14 (+2)
CHA 6 (-2)
Speed: 10', Fly 80' (avg)
Vision: Low-vision
Deity: None
Association/tribe: Chuluun
Languages: Hawk
Skills
Fly +8
Perception 10
Racial abilities
Perception: +8
Class abilities (from druid)
Bonus tricks: 2
Link: druid can handle animal companion as free action
Share Spells: animal companion can be "you" target of spells
Evasion: avoid area-effect attacks
Ability Score: +1 to any
Tricks
Attack
Attack II
Defend
Down
Fetch
Guard
Heel
Seek
Feats
Flyby Attack: Can make standard attack during move action, instead of before or after move action
Weapon Finese: claws and bite, use Dex instead of Str for attack bonus
Wingover: able to make 180 degree turns without Fly checks, nor consumes additional movement
Defenses
HP: 20
AC: 16 (10+0+0+3+1+2); FF: 13; Touch: 13
Initiative: +3
Fort: +5, Ref: +7, Will: +3
CMD: 15
Offense
BAB: +3
CMB: +2
Claws (2x): +6; 1d4; 20/x2; 0'
Bite: +6; 1d46; 20/x2; 0'
Description
Gender: Male
Eyes: Yellow
Hair: None
Skin: Feathers, white underside, brown top side
Age: 2
Notes
- Possible future feat: Death from Above (UC)
Archetype for Rogue class
by DarkOne the Drow
Besides being adept at trap removal and lock picking, they are also very skillful in infiltrating homes of the wealthy and forgotten tombs by using their acrobatic skills. They are skillful in locating and disarming vicious traps that normally protect the wealth. Cat burglars also use their acrobatic skills to leave unnoticed or escape when spotted.
Expert Acrobat (Ex) (APG 132): At 1st level, an acrobat does not suffer any armour check penalties on Acrobatics, Climb Sleight of Hand , or Stealth skill checks while wearing light armour. When she is not wearing armour, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces Sneak Attack.
Acrobatic Talents (Ex): As the cat burglar gains experience in acrobatic skills, she learns a number of acrobatic talents. Starting from 3rd level, every two level there after and 20th level, she gains an acrobatic talent from the provided list. She may not select an acrobatic talent more than once, unless the talent allows multiple selecting. Acrobatic talents are Expert Leaper (APG 130), Fast Stealth (CR 68), Ledge Walker (CR 68), Nimble Climber (APG 131), Peerless Maneuver (APG 131), Rogue Crawl (CR 68), Rope Master (UC 70), Stand Up (CR 68), and Wall Scramble (UC 70). This ability replaces Sneak Attack.
Careful Disarm (Ex) (APG 132): At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap. This ability replaces Uncanny Dodge.
Distraction (Ex) (APG 132): At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue's presence again, the ability has no effect. This ability replaces Improved Uncanny Dodge.
Advance Acrobatic Talents (Ex): Starting from 11th level she can choose an advance acrobat talent instead of an acrobatic talent. Advance acrobat talents are Fast Tumble (APG 131), Hide in Plain Sight (UR 71), and Improved Evasion (CR 70). This ability replaces Sneak Attack.
Rogue Talents: The following rogue talents complement the cat burglar archetype: Fast Picks (APG 130), Fast Getaway (APG 130), Getaway Artist (APG 130), Hold Breath (UC 69), Quick Disable (CR 68), Quick Trapsmith (APG 131), Strong Stroke (UC 70), and Trap Spotter (CR 69).
Advance Talents: The following advance rogue talents complement the cat burglar archetype: Defensive Roll (CR 69), Getaway Master (UC 70), Skill Mastery (CR 70), and Thoughtful Reexamining (APG 132).

LastNameOnEarth |

Sheol Kala Karakarim
Fakir CN Wizard/Sorcerer
Diviner Wizard 4/Wildblooded Sage Sorcerer 4
Sheol now roams the world searching. He is not exactly certain what he is looking for, but he has an inkling. He wants knowledge; more than he could discover studying in any one place. He wants power; nothing so petty as the power of money, or the power of ruling some kingdom, but personal power that flows from his fingertips and from his words. He wants the power to sunder earth and destroy mountains in an instant. He wants purpose, and hopes to discover others in the world as gifted as he, so he can know the company of other giants among mortal men.
He is highly curious and very observant, taking in everything around him. His respect is hard to earn, and in fact, it’s possible no one has yet earned it. However, when he meets people with as great a potential as himself, he intends to learn as much as he can about them, so he can see why such people were placed among the common mortal throng.

Doomed Hero |

DM
If not, that's fine. I just thought I'd ask.

Chainmail |

Recruited by an old wizard, enigmatically named Papi, who was bedridden, the mission was simple. When my scrying reveals trouble, you will go where I tell you. You will find people being hurt, killed and oppressed where I send you. I have procured a fine charger to get you there in time.
Jurgen followed the wizards summons at all hours after moving into his rich mansion. Sometimes it was to break up a fight, stop someone from being punished by vigilantes, but the problem was sometimes he intervened in church business. The people he defended weren't always the "right ones". He avoided killing, especially the establishment types, but one mission brought him to an 'inquisition'. To save the innocent witch it was necessary to spill the blood of those in power. On a later mission he returned to find his employer, Papi, dead and killed by (according to the note) 'the powers that be'. Jurgen is no longer a fan of the 'powers that be'. He is now the mounted crusader; he just needs to find where to go; Papi is no longer there to tell him.
Crunch is easy, it will follow, background is more important.

DM DarknLight |

There are unique people in the church, the problem is you guys are to low level to be them. The lowest level order is the Holy Sentinels. The reason they are the 'iconic' order even though they are the weakest is because people see them the most often or even hear about.
I checked out flowing Monk and Maneuver Master, they replace about 3 or four of the same abilities. Which is about half of their abilities. So you have to pick either Flowing Monk or Maneuver Master.
Chainmail: Papi is a great name for a old man.

DarkOne the Drow |

I noted the personality is not the same as in the file for Chuluun.
Personality
Loner (keeps to himself), polite (showing proper respect where required), observant, inquisitive, thinks before action, determined, people avoidance (where possible), helpful (often quietly), team player (in supportive role - learnt as druid on restoration projects)

Doomed Hero |

DM-
As for the archetypes, you're mistaken. Diamond Body and Quivering Palm are the only places they overlap, at 11th and 15th level. At level 2 the Flowing monk replaces the usual bonus feat with an ability, but that doesn't interfere with the M-Master at all because all that happens at 2nd level for the M-Master is that a few feats are added to the usual list of options.
I hope you'll reconsider. If we ever do get to 11th level, I'll let you pick which of the two archetype abilities you'd prefer me to have. Until then there's no overlap at all.

DM DarknLight |

They each replace purity of body as well as Diamond Body and Quivering palm.
Flowing Monk:
Elusive Target (Ex)
At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.
This ability replaces purity of body and diamond body.
Maneuver Master
Meditative Maneuver (Ex)
At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check.
This ability replaces purity of body.

Doomed Hero |

DM-
I'd gladly lose either of the 5th level abilities to keep the rest.

Doomed Hero |

Caine mechanical draft 2
Replacing Maneuver Master with Monk of the Sacred Mountain (which do not overlap at all)
All this archetype stuff is to get rid of any "crouching tiger" feel and leave only someone who's a *really* good close combatant. This change is actually better mechanically, makes Caine more of a solid, tank-like character, which fits my vision better anyway.
Two Weapon Fighting, (1st)
Combat Expertise (fighter 1)
Combat Reflexes (monk 1)
Redirect (flowing monk 1, immediate action Trip against attacker)
Flurry of Blows
Stunning Fist
Power Attack (fighter 2)
Improved Trip (monk 2)
Bravery
Iron Monk (sacred mountain 2, Toughness & +1 AC)
Unbalancing Counter (flowing monk 2, AoOs render foes flat footed)
Close Control (brawler 2, bonuses to/against some maneuvers)
Still Mind (monk 3)
Combat Reflexes (fighter 3)
Close Combat (brawler 3, bonuses with close-quarters weapons)
Flowing Dodge (flowing monk 3, AC bonuses vs more enemies)
Bastion Stance (sacred mountain 4, immovable if I don't move)
Improved Disarm (fighter 4)
Ki Pool

Joshua Hirtz |

Alright, working on my character I'm trying to figure out which rage powers to take so that I can plan for the future since, like a lot of things, some rage powers come with prerequisites.
For this particular post, I was hoping to reference Hurling Charge from the Advanced Player's Guide. I was hoping to get your ruling on this particular power. Would you allow someone to throw a weapon with this rage power or be restricted to the item's thrown through the Lesser Hurling rage power? Perhaps allow a weapon if I lose the Touch Attack and Reflex for half damage?
I'm getting excited by this character concept now.

LastNameOnEarth |

A question about Arcane Bond: although it does not explain why, typically a character is not allowed to have both an Arcane Object and a Familiar, even if they are from different classes. Instead, it states that the classes stack for this purpose. In any regular game, this makes sense, as an arcane object does not grow over levels, so a single level dip into an arcane class would grant you a full power Arcane Object, and then reverting back to your other class would give a familiar at only 1 level below full. However, in our case, where a character has two full classes, it makes sense to allow both, as he is advancing each separately. I would like to ask whether you would wave this rule, and allow me have both, as the rule does not appear to have been made with gestalt classes in mind.

LastNameOnEarth |

Sure. The ruling is cool. I think it makes sense to allow it in this case, which is why I ask, but rules are rules, so I can't complain.
You are right, Sage does not get it, but I was going to apply the Tattooed Sorcerer Archetype, which replaces your first bloodline ability with... a familiar. So he would have a familiar regardless with that ability, and gets arcane bond again from Wizard.
Given the one or the other ruling, he may take the Primalist Wizard Archetype so that he is not losing a class feature altogether.
The other option is that while having an Arcane Object and a Familiar is out, there is nothing in the rules that states you can't have two familiars. He could do that instead since both classes give them independently.
Note: Both those archetypes are from Inner Sea Magic.

LastNameOnEarth |

There is nothing particular to the Tattoo sorcerer that it is intrinsic to Golarion, beyond the fact that it is ascribed to a particular region. The abilities and descriptions are actually quite general, and could be transplanted into numerous cultures in other settings. Tattoo magic is a very common theme in fantasy that shows up again and again in many settings.
When I read through the Primalist in more detail, I found it is actually very specific to a particular trait of Golarion, and is based around play in the Mana Wastes; a region where Primal Magic is common. The archetype has a useful first ability, but the other two only allow you to react to Primal Magic environments, which is only useful if the GM is including them in the campaign. As a result, I don't think it would be as useful as I thought to this character.

Doomed Hero |

I never got a response from you regarding the question about my background i asked earlier. Reposting in case you missed it the first time.

Joshua Hirtz |

Here's a mechanical rough draft. I still need to get you a background. I'm envisioning a kind of punk tattoo artist who's normally pristine looks are dimmed by his outrageous tattoos and attitude.
Hit Points 44 (28 (d12) + 12 (Con) + 4 (Favored Class))
Str 20 [+5] = 15 (7 points) + 1 (4th level) + 4 (Avari)
Dex 12 [+1] = 12 (2 points)
Con 16 [+3] = 16 (10 points)
Int 14 [+2] = 14 (5 points)
Wis 12 [+1] = 14 (5 points) - 2 (Avari)
Cha 9 [-1] = 7 (-4 points) + 2
Fort 7 = 4 (Base) + 3 (Con)
Reflex 5 = 4 (Base) + 1 (Dex)
Will 2 = 1 (Base) + 1 (Wis)
Base Attack Bonus 4
Mutagen
Bite +10 1d8+5
Claws x 2 +10 1d6+5
Rage
Claws x 2 +10 1d6+5
Feats
Endurance
Diehard
Improved Initiative (Quick Reactions)
Languages
Common, Avari, Giant, Ignan
Racial Abilities
Hatred (Humanoid(Incto, Rium))
Blood Drinker
Dark Vision
Weapon Mastery
Weapon Proficiency
Warrior Insight
Quick Reactions
Blood Drain
Sanguis Furor
Barbarian Abilities
Raging Drunk
Rage (13/rounds)
Rage Power - Beast Totem, Lesser (2nd), Hurling, Lesser(4th)
Invulnerability (DR 2/-)
Trap Sense +1
Alchemist Abilities
Alchemy
Sneak Attack +2d6
Brew Potion
Throw Anything
Discovery - Feral Mutagen (2nd), Lingering Spirit (4th)
Poison Resistance +2
Poison Use
Torturer's Eye
Cruel Anatomist
Swift Alchemy
Extracts per Day
1st - 4 = 3 (4th) + 1 (Int)
2nd - 2 = 1 (4th) + 1 (Int)
Extracts
1st - Crafter's Fortune, Cure Light Wounds, Deathwatch (Torturer's Eye), Endure Elements, Enlarge Person, Identify, Shield
2nd - Bull's Strength

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Wow, Joshua, our mechanics are fairly similar, but the concepts aren't even remotely similar.
You are an avari Tattoo artist, while I'm an Eruus mercenary trying to unlock the beast inside him after a chidhood of being mocked for being small, etc. Also, although I've got the character done, I don't have Hero Lab on this computer, although I can get the stat block tomorrow. I'll post it in here and then, for a while at least, get cracking on my backstory again.

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Male Eruus Alchemist (Beastmorph, Vivisectionist) 4/Barbarian
(Invulnerable Rager) 4
CN Medium Monstrous Humanoid
Init +0; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 45 (4d12+4d8+16)
Fort +6, Ref +4, Will +2
DR 2/-, 4/lethal;Immune Disease, paralysis, poison Resist Extreme Endurance (Cold)
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Gore +9 (1d6+5)
..Unarmed Strike +9 (1d3+5/20/x2)
Special Attacks Sneak Attack +2d6
Alchemist (Beastmorph, Vivisectionist) Spells Known (CL 6, 9
melee touch, 4 ranged touch):
--------------------
STATISTICS
--------------------
Str 20, Dex 10, Con 15, Int 15, Wis
9, Cha 12
Base Atk +4; CMB +9; CMD 19
Feats Brew Potion, Power Attack -2/+4, Raging Vitality, Throw
Anything
Traits Anatomist, Magical Knack: Alchemist
Skills Climb +9, Craft (Alchemy) +9, Heal +9, Knowledge
(Arcana) +6, Knowledge (Nature) +9, Perception +8, Ride +4, Spellcraft
+9, Survival +8, Swim +9 Modifiers Alchemy +4
Languages Abyssal, Common, Salvaj (Racial), Terran
SQ Beastform Mutagen, Fast Movement +10 (Ex),
Feral Mutagen (Su), Hatred (non-humanoid): Fey, Moment of Clarity
(1/rage) (Ex), Mutagen (DC 14) (Su), Poison Use, Poisoning (Standard
Action) (Ex), Rage (12 rounds/day), Savage Mind
(Ex), Renewed Vigor 1d8+2 HP (1/day) (Ex), Spontaneous Healing
(10/day), Wild Immunities,
Combat Gear None; Other Gear Feral Mutagen: +4
STR, -2 INT, +2 Nat AC
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anatomist +1 to confirm critical hits.
Beastform Mutagen Mutagen gives beastial features but grants one alter self ability.
Bestial Form: Eruus can tap into their inner beast turning themselves into hulking forces of nature doubling their height and multiplying their weight by eight. As a swift action Eruus can go to large size gaining +2 size bonus strength and constitution bonus and a -1 penalty on attack rolls and AC due to its increased size for a number of rounds equal to the Eruus' character level, the rounds of this ability must be consecutive. This change in size cause Eruus to fill a space of 10 feet and a natural reach of 10 feet. This ability can used a number of times per day equal to 3 + your constitution modifier.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance: Cold (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces Trap Sense.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite deals 1d8 points of damage (1d6 if the alchemist is small).
Fey Hunter +1 bonus to hit foes of chosen type.
Fire Magic Eruus are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal f ire damage. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 10 or higher, it also gains the following spell-like abilities: 1/day— flare, produce flame, spark, and Sun Metal. The caster level for these spell-like abilities is equal to the Eruss’ character level.
Magical Knack: Alchemist (Beastmorph, Vivisectionist) +2 CL for a specific class, to a max of your HD.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Use You don't accidentally poison yourself with blades.Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Renewed Vigor 1d8+2 HP (1/day) (Ex) 1/day while raging, heal yourself for 1d8+2 HP
Savage Instincts Eruus gain a +2 racial bonus to Perception and Survival checks.
Savage Mind Eruus gain a +2 racial bonus on all Will saving throws.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Healing (10/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wild Immunities Eruus are immune to disease, paralysis, and poison.
Backstory in the works.