
nate lange RPG Superstar 2012 Top 32 |

I might have been better off, honestly, staying straight Wizard but it just fit so well with the feel I was going for. Normally I wouldn't really consider a mystic Theurge (unless the starting level was in the teens, maybe) because you lose so many caster levels but faith magic lets you do it with only one level lost. Casting as a 2nd level cleric at 7th level probably isn't worth missing out on 4th level wizard spells really, but like I said the flavor just works so well (and if we play long enough I'm sure it would be worth it eventually).

Aolis Greenborn |

Originally I was thinking something similar with Aolis but I tend to take the long view with PCs I make. Who they may end up being at the end of the road, ie 20th level. So I have a bit of a grasp as to where their going. I could not see Aolis never being able to cast the most powerful spells, so I stopped banging my head against the MT wall and went spell sage with magaambyan arcanist to get what I was shooting for fluffwise without breaking mechanics. Not to mention trying to get mythic into the mix while keeping it organic proved beyond my ability.
Congrats Nate your a better man then me for making it work. :)

trawets71 |

Ok, here is what I have managed to come up with for Trawets Aarock and his paladin cohort Bachu
I know they both need some polishing but it's a good start.

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The followers can very well stay a work in progress. Don't worry about it.
Same with characters that need polishing. We can finish then at the start of the campaign, that, I fear, has a lot of social encounters and no combat.
Less than 6 hours left. Need to finish the reviewing, and then we start with the good news.

nate lange RPG Superstar 2012 Top 32 |

I only have 5 followers and they're all 1st level (maybe 6 if my blend of arcane and divine magic constitutes 'special power'). I'm not going to bother to actually build them unless I need to... I'll add a spoiler when I get time with names and classes; I'll probably do 1-2 wizards, 1-2 magi, a cleric, and maybe like an inquisitor or bard?

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First, let me invite and congratulate this 13 players for their great submissions, and welcome them to the campaign:
Second, let me say to:
If you finish your submission in the next couple of days, you are also welcome to join.
If somebody else make a submission but I don't mention you, please let me know, it was an oversight from my part.
So please, those accepted, go to the discussion thread, for more good news.

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Per our conversation:
Male human (Taldan) fighter (aldori swordlord) 6/aldori swordlord 1 (Pathfinder Player Companion: Inner Sea Primer)
NG Medium humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 shield)
hp 77 (7d10+7)
Fort +7, Ref +8, Will +4 (+2 vs. fear)
Defensive Abilities defensive parry
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Offense
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Speed 30 ft.
Melee +1 aldori dueling sword +14/+9 (1d8+5/19-20) or
. . dagger +11/+6 (1d4+1/19-20) or
. . dagger +11/+6 (1d4+1/19-20)
Special Attacks disarming strike
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Statistics
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Str 13, Dex 19, Con 12, Int 14, Wis 10, Cha 10
Base Atk +7; CMB +8 (+17 disarm); CMD 23 (27 vs. bull rush, 25 vs. disarm, 29 vs. grapple, 33 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Combat Expertise, Cornugon Smash, Dazzling Display, Exotic Weapon Proficiency (aldori dueling sword), Hurtful, Improved Disarm, Leadership, Nemesis, Power Attack, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, sword scion
Skills Acrobatics +14, Climb +7, Intimidate +12, Knowledge (nobility) +8, Perception +7, Ride +8, Sense Motive +10, Survival +6, Swim +7
Languages Common, Goblin, Hallit
SQ deft strike
Other Gear +2 mithral chain shirt, mwk buckler, +1 aldori dueling sword[ISWG], dagger, dagger, cape of free will +1/+2[MA], mark of the grinning skull, ring of protection +1, stagger-proof boots, bedroll, belt pouch, blanket[APG], flint and steel, masterwork backpack[APG], silk rope (50 ft.), soap, sunrod (3), twine (50')[APG], waterskin, wrist sheath, spring loaded (2), 841 gp, 3 sp, 8 cp
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Special Abilities
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Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +2 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Deft Strike (Ex) Can apply DEX bonus instead of STR with Aldori dueling sword.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Hurtful Make melee attack against creature you have just demoralized as swift action.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Leadership (score 7) You attract loyal companions and devoted followers.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Male human (Varisian) rogue (unchained, bandit, rake) 5 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Combat 71, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +8; Senses Perception +8
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 45 (5d8+5)
Fort +2, Ref +8, Will +1
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee mwk dagger +7 (1d4+4/19-20) or
. . mwk dagger +7 (1d4+2/19-20)
Ranged shortbow +7 (1d6/×3)
Special Attacks bravado's blade, sneak attack (unchained) +3d6
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Statistics
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Str 13, Dex 18, Con 12, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +4; CMD 18
Feats Combat Expertise, Improved Initiative, Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits brigand, bruising intellect
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space), Appraise +11, Bluff +8, Climb +7, Diplomacy +0, Disable Device +14, Intimidate +11, Knowledge (dungeoneering) +11, Knowledge (local) +11, Perception +8, Sense Motive +8, Sleight of Hand +12, Stealth +12, Swim +6; Racial Modifiers brigand
Languages Common, Dwarven, Gnome, Shoanti, Varisian
SQ ambush, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (surprise attacks, weapon training)
Combat Gear potion of cure moderate wounds (3), potion of invisibility (2), quick runner's shirt[UE], weapon blanch (silver)[APG] (5); Other Gear +1 studded leather, mwk dagger, mwk dagger, shortbow, belt of tumbling[UE], boots of the cat[UE], bedroll, chalk, concealable thieves' tools, flint and steel, harrow deck[UE], masterwork backpack[APG], masterwork thieves' tools, signal whistle, silk rope (50 ft.), sunrod (3), waterskin, wrist sheath, spring loaded (2), 3,397 gp, 9 cp
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Special Abilities
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Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surprise Attacks +2 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Two-Weapon Feint Forgo first melee attack to feint
Merus is a minor member of the Lebeda family. His family lives in Restov and as a result he was easily admitted to one of the Aldori dueling academies. He excelled at his training and graduated near the top of his class. As is common for young minor nobles with little to no prospective advancement, he spent much of his time carousing in Restov. It was during this time that he was infected with the political push for Rostland independence. Despite his family's close ties with the Surotovas, Merus had always despised them which made it even more appealing to back the independence movement. So far, he has successfully hidden his political leanings from his family, but he chafes at having to stay in the city.
It was during his carousing that he met his companion, Stefan. In an epic barroom tauntfest, they became good friends. They both have an extremely biting sense of humor (usually at others expense) and for almost two hours attempted to one up each other in insults. In fights they constantly exchange banter with each other, commenting on the faults of their opponents.
Stefan Tomanescu is a little darker than Merus. From Varisia, he has only been in Restov for a couple of years. He grew up on the streets and has not been exactly what one would call an upstanding citizen. However, he only "borrows" from those that can afford it. Unlike Merus who tends to spend money like water, Stefan treats parting with coin as if it it actually bleeds him. Thus he has substantially more liquid capital than Stefan. He is also more pragmatic, treating Stefan's political ambitions with humor. But even so he sees in Stefan something as he has definitely thrown in his lot with him wholeheartedly.