
Joshua Hirtz |

Fafhrd
Now-a-days, he fills his time making a living as a tattoo artist, gambling, and attempting to drink away his dishonor.
Despite his falling out with the military, he is still a respected warrior. His mix of untamed fury and alchemical concoctions has sealed the doom of many enemies.
Hit Points 44 (28 (d12) + 12 (Con) + 4 (Favored Class))
Ability Scores
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
Saves
Fort 7 = 4 (Base) + 3 (Con)
Reflex 5 = 4 (Base) + 1 (Dex)
Will 2 = 1 (Base) + 1 (Wis)
Base Attack Bonus 4
Attacks
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)
Traits
Accelerated Drinker
Optimistic Gambler
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
However, his gambling addiction has helped show him that sometimes a bit of a bluffing can go a long way and he is rather eager to show that he will do what it takes to reclaim his honor and protect his country.
Besides these traits, he can come off as a rather arrogant and rude man, but once some has gained his trust, he will put his life on the line for them.
If you wish, I could also kind of explain I see his abilities fitting in with his character. Such as I see the Vivisectionist Archetype matches him pretty well as he has gained a concept of people's weak points through being a tattoo artist and years of combat.

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My Flash Drive got corrupted, somehow. In any case, I've rewritten the backstory, or at least a synopsis of what I had. I'm sure I've forgotten a thing or two, but they don't really affect the outcome.
Jelani learned much from the addle-brained alchemist, everything from anatomy to alchemical concotions. Some of these, Jelani learned to use to bring out the beast in him, not only helping his horns grow in, but also increasing his muscle mass greatly over time.
Jelani and the alchemist got along well together, until the alchemist started changing. He began making more mutagens, many more. It was mentally taxing on him, and he began changing when he used. He would, instead of staying home researching or sleeping, go out at night, running through the rooftops. Eventually, he became violent during these fits. He started bombing competing alchemist's shops and homes, and was eventually arrested. The last thing he told Jelani was that, no matter what, he must not let the beast control him, for that is the road where the death of self lies.
Jelani moved on after a while. He left the shop, determined to start anew somewhere else, as he had done before. He has since subsisted on Mercenarial jobs, doing what he could to live. This has brought him to (name_of_start), to a rather peculiar job. One that appeals to him, although he is not sure why. The beast inside him seems to enjoy the prospects as well, and one way or another, they will see this job to its end: The destruction of the so-called "Church of Light." They had gotten in his way enough, as it were, already, and here he was, being hired to take it out. These others, however, were a mystery."At least," he reasoned,"At least I have a purpose again."
(Invulnerable Rager) 4
N Medium Monstrous Humanoid
Init +0; Senses Darkvision (60 feet); Perception +8
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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
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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.
That should be everything, right?

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Wow, it is tough to do nothing. So I compiled a list of Applicant s so far.
Chainmail- Avari Barbarian(mounted fury)/Summoner(Broodmaster)
Trinam- Eruus barbarian/Monk
Ironic Hero- fakir Bard(Archivist)/Alchemist(mindchemist)
DarkOne the Drow- Ferrin Druid/rogue
lastNameOnEarth- Fakir Wizard/Sorcerer
MisterLurch- Fakir Rogue(Knife Master)/Alchemist
Doomed Hero- Avari Monk/Fighter
Edgar Lamoureux-Eruus Barbarian(Invulnerable Rager)/Alchemist(Vivisectionist, Beastmorph)
Joshua hirtz- Avari Alchemist(Vivisectionist)/Barbarian(invulnerable Rager)
Don't get mad if I missed you, I'm easily distracted and... Ooh, the Stumbleupon button is mighty shiny.
Also, DNL, is my app missing anything? I don't think so, but I may be wrong.
Another thing: There are a lot fewer applicants than I thought.

DarkOne the Drow |

How strange this is. Last night I compiled a list of interested players in a spreadsheet, so indicating race, classes, if they pulled out, still to submit and submitted.
The list that has completed submitting the required information is:
Chainmail
DarkOne the Drow
Doomed Hero
Edgar Lamoureux
Ironic Hero
Joshua Hirtz
LastNameOnEarth
Well if Chuluun gets chosen, I will add some more background to get to the point of being in a party.
If the church is being destructive to nature or dealing with unnatural beings, it would surely get the druids attention.
*Eagerly awaits for tomorrow.

DM DarknLight |

After much review I have picked the characters, I know there are a few people who showed interest by posting a character and would take everyone if I had faith in my GMing skills for a large party but I do not.
Here are the five:
Asriel Collins
Caine
Chuluun
Fafhrd
Sheol Kala Karakarim
The discussion thread is up, please post in it, for Edgar and Chainmail if any of the others back out or leave I will ask you guys to step in if you still wish to play.

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Would you consider the Cabalist? I could mix that with another caster fairly efficiently. Thinking oracle right now, but maybe sorcerer.
I assume that it changes the casting stat, as bard casting is via charisma. Would you also consider letting it change the stat used for other magus stuff, effectively making it charisma-bassed instead of intelligence?

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Oh no, now I see it doesn't. I read "Instead, the cabalist gains cantrips, spells known, and spells per day as a bard of the same level (though still using the magus class spell list) and thought that it would change to exactly bard casting, resulting in Cha as casting tat. You're right though, but thanks for allowing me to change it to charisma. This could take a little longer, as I don't really program in Hero Labs, so I'll have to do this by hand.

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I can't do that today. Yesterday, my mom turned off the router, so I couldn't post it.
Male - Avari - Magus (Bladebound) 4 Sorcerer (Wildblooded) 4
NG Large
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 18, touch 10, flat-footed 17. . (+4 armor, +4 shield, +1 Dex, -1 size)
hp 35 (4d8+4d6+16)
Fort +6, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 60 ft.
Melee +1 Scimitar +10 (1d8+9/18-20/x2) and
. . Unarmed Strike +9 (1d4+8/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Spellstrike
Sorcerer (Wildblooded) Spells Known (CL 4, +9 melee touch, +3 ranged touch):
2 (4/day) Bull's Strength (DC 16)
1 (7/day) Identify, Mage Armor (DC 15), Expeditious Retreat (DC 15), Vanish (DC 15)
0 (at will) Dancing Lights, Open/Close (DC 14), Detect Magic, Mage Hand, Drench (DC 14), Spark (DC 14)
Magus (Bladebound) Spells Known (CL 4, 9 melee touch, 3 ranged touch):
2 (2/day) Mirror Image (DC 16) Bladed Dash
1 (4/day) Shocking Grasp, Enlarge Person (DC 15), Illusion of Calm (DC 15), Shield (DC 15)
0 (at will) Acid Splash, Light, Ghost Sound (DC 14), Arcane Mark
--------------------
STATISTICS
--------------------
Str 18/24, Dex 14/12, Con 14, Int 19, Wis 8, Cha 8
Base Atk +5; CMB +11; CMD 22
Feats Eschew Materials, Extra Arcane Pool, Extra Arcane Pool
Traits Magical Lineage: Shocking Grasp
Skills Appraise +8, Bluff +1, Climb +11, Diplomacy +1, Fly -1, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +13, Knowledge (Nature) +13, Knowledge (Planes) +13, Perception +3, Ride +5, Spellcraft +13, Stealth -3, Swim +11
Languages
SQ Arcane Bolt (1d4+2) (7/day), Arcane Pool (+1) (9/day) (Su), Black Blade (Ex), Black Blade Abiliites (Ex), Metamagic Adept (1/day) (Ex), Racial Points Power Level: 20 RP, Sage, Spell Combat (Ex), Spell Recall (Su)
Combat Gear +1 Scimitar;
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bolt (1d4+2) (7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Arcane Pool (+1) (9/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Black Blade (Ex) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familia
Black Blade Abiliites (Ex) A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Racial Points Power Level: 20 RP Before you buy traits and abilities, you must determine the race's power level, decided by the GM based on the needs of her campaign. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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Sorry I can't do more, I've apparently got a bunch of stuff going on today. :/ Surprise games, yay!

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Edgar Lamoureux wrote:Edgar, how are you getting around arcane spell failure for your sorcerer spells? I'm not too familiar with the magus, so this might be a stupid question.I can't do that today. Yesterday, my mom turned off the router, so I couldn't post it.
** spoiler omitted **...
For now, I'm going to be going with just Mage Armor. Next level, I'll be taking Arcane Armor training and probably using Studded Leather, giving a 5% spell failure chance. I figure I can deal with that.
Once I can get access to the computer with Hero Labs again, I'll post his spellbook, and his sorcerer spells known are already shown.

Viktor Stasiuk |

0-
All Zero-level Magus Spells
1-
Corrosive Touch
Enlarge Person
Grease
Illusion of Calm
Mirror Strike
Mount
Shield
Shocking Grasp
True Strike
Unseen Servant
Warding Weapon
2-
Mirror Image
Bladed Dash
I accidentally left spells active on his profile.
I'm converting an alias I've got over to this character. I'll have his build back up, without buffs this time.

Viktor Stasiuk |

Male - Custom Race - Magus (Bladebound) 4 Sorcerer (Wildblooded) 4
NG Medium
Init +2; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 35 (4d8+4d6+16)
Fort +6, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Scimitar +8 (1d6+6/18-20/x2) and
. . Unarmed Strike +7 (1d3+5/20/x2)
Special Attacks Spellstrike
Sorcerer (Wildblooded) Spells Known (CL 4, +7 melee touch, +5 ranged touch):
2 (4/day) Bull's Strength (DC 16)
1 (7/day) Identify, Mage Armor (DC 15), Expeditious Retreat (DC 15), Vanish (DC 15)
0 (at will) Dancing Lights, Open/Close (DC 14), Detect Magic, Mage Hand, Drench (DC 14), Spark (DC 14)
Magus (Bladebound) Spells Known (CL 4, 7 melee touch, 5 ranged touch):
2 (2/day) Bladed Dash, Mirror Image (DC 16)
1 (4/day) Shocking Grasp, Enlarge Person (DC 15), Illusion of Calm (DC 15), Shield (DC 15)
0 (at will) Acid Splash, Light, Ghost Sound (DC 14), Arcane Mark
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 19, Wis 8, Cha 8
Base Atk +5; CMB +7; CMD 19
Feats Eschew Materials, Extra Arcane Pool, Extra Arcane Pool
Traits Magical Lineage: Shocking Grasp
Skills Appraise +8, Bluff +1, Climb +8, Diplomacy +1, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +13, Knowledge (Nature) +13, Knowledge (Planes) +13, Perception +3, Ride +6, Spellcraft +13, Swim +8
Languages
SQ Arcane Bolt (1d4+2) (7/day), Arcane Pool (+1) (9/day) (Su), Black Blade (Ex), Black Blade Abiliites (Ex), Metamagic Adept (1/day) (Ex), Racial Points Power Level: 20 RP, Sage, Spell Combat (Ex), Spell Recall (Su)
Combat Gear +1 Scimitar;
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bolt (1d4+2) (7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Arcane Pool (+1) (9/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Black Blade (Ex) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familia
Black Blade Abiliites (Ex) A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Racial Points Power Level: 20 RP Before you buy traits and abilities, you must determine the race's power level, decided by the GM based on the needs of her campaign. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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^Reposted build.