Curse of the Crimson Throne

Game Master stormcrow27

Go kill the evil queen of Korvosa and get fat lootz or get dead. test


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Silver Crusade

@DeviousDevious I'm pretty sure you continue to re-roll until all of your dice are 3 or better.


Ooo. Extra skill points. Fun!

Guess I'll take this opportunity to pick up the Heart of the Streets alternate racial trait. It looks fun and fitting for the character.


4d6 ⇒ (3, 5, 5, 4) = 17
4d6 ⇒ (6, 2, 5, 1) = 14
4d6 ⇒ (6, 2, 5, 6) = 19
4d6 ⇒ (3, 1, 1, 6) = 11
4d6 ⇒ (5, 6, 4, 4) = 19
4d6 ⇒ (2, 1, 5, 3) = 11

rerolls: 2d6 ⇒ (6, 6) = 12
rerolls: 1d6 ⇒ 6
rerolls: 2d6 ⇒ (3, 4) = 7
rerolls: 2d6 ⇒ (5, 5) = 10

So
14
18
18
13
15
15

Silver Crusade

Let's see what Desna has in store for me.

4d6 ⇒ (6, 1, 6, 2) = 15
4d6 ⇒ (2, 2, 2, 5) = 11
4d6 ⇒ (6, 4, 2, 1) = 13
4d6 ⇒ (6, 6, 5, 6) = 23
4d6 ⇒ (5, 3, 2, 6) = 16
4d6 ⇒ (3, 3, 1, 3) = 10

re-roll 1: 2d6 ⇒ (3, 3) = 6
re-roll 2: 3d6 ⇒ (4, 5, 5) = 14
re-roll 3: 1d6 ⇒ 4
re-roll 4: none
re-roll 5: 1d6 ⇒ 2
re-roll 6: 1d6 ⇒ 2

re-re-roll 5: 1d6 ⇒ 6
re-re-roll 6: 1d6 ⇒ 5

missed re-rolling the 1 on number 3: 1d6 ⇒ 4

(6,3,6,3) 15
(4,5,5,5) 15
(6,4,4,4) 14
(6,6,5,6) 18
(5,3,6,6) 17
(3,3,5,3) 11


4d6 ⇒ (2, 1, 5, 4) = 12 5/4/6
4d6 ⇒ (5, 5, 6, 4) = 20 5/5/6
4d6 ⇒ (2, 1, 5, 1) = 9 5/5/5
4d6 ⇒ (1, 5, 6, 5) = 17 5/6/5
4d6 ⇒ (1, 6, 5, 4) = 16 6/5/6
4d6 ⇒ (2, 2, 3, 1) = 8 3/4/4

2d6 ⇒ (1, 6) = 7
3d6 ⇒ (5, 2, 4) = 11
1d6 ⇒ 3
1d6 ⇒ 2
3d6 ⇒ (2, 2, 3) = 7

1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 6
2d6 ⇒ (2, 4) = 6

1d6 ⇒ 4
1d6 ⇒ 4

So 15, 16, 15, 16, 17, 11, unless I f$$$ed up somewhere...


HP: 1d12 ⇒ 1

Good thing that wasn't a two.

HP: 1d12 ⇒ 3

The dice roller has a sense of humor it seems.


Hm... dot for interest, will need the traits sent to me though.

Lets see what the bones say.

The Bones say nothing...:

1: 4d6 ⇒ (3, 5, 1, 3) = 12
2: 4d6 ⇒ (6, 1, 6, 3) = 16
3: 4d6 ⇒ (1, 1, 5, 2) = 9
4: 4d6 ⇒ (6, 5, 1, 1) = 13
5: 4d6 ⇒ (6, 1, 3, 3) = 13
6: 4d6 ⇒ (3, 3, 5, 6) = 17

1 rerolls: 1d6 ⇒ 1
2 rerolls: 1d6 ⇒ 5
3 rerolls: 3d6 ⇒ (5, 1, 1) = 7
4 rerolls: 2d6 ⇒ (2, 2) = 4
5 rerolls: 1d6 ⇒ 4

1 rerolls 2: 1d6 ⇒ 4
3 rerolls 2: 2d6 ⇒ (3, 4) = 7
4 rerolls 2: 2d6 ⇒ (4, 2) = 6

4 rerolls 3: 1d6 ⇒ 6

So 1: 3+5+4 = 12
2: 6+6+5 = 17
3: 5+5+4 = 14
4: 6+6+5 = 17
5: 6+4+3 = 13
6: 6+5+3 = 14

Should have something brewed soon, those are good stats for a lot of things.

Grand Lodge

Yanis Bulion:

Male half-elf vitalist 2 ( Ultimate Psionics 69)
NG Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +11
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d6+4)
Fort +5, Ref +2, Will +7; +2 vs. enchantments, +1 trait bonus vs. disease
Immune sleep
—————
Offense
—————
Speed 30 ft.
Melee spear +3 (1d8+3/×3)
Vitalist Powers Known (power points 10, ML 2nd; concentration +9)
1st—biofeedback, collapse (DC 15), natural healing
0 (at will)— dazzle, sense poison, sicken body (DC 14)
—————
Statistics
—————
Str 14, Dex 15, Con 14, Int 16, Wis 18, Cha 17

Base Atk +1; CMB +3; CMD 15

Feats Psionic Body, Skill Focus (Autohypnosis)

Traits reassuring advice, Varisian immunity

Skills Autohypnosis +12, Bluff +8, Diplomacy +8, Heal +10, Knowledge (local) +7, Knowledge (psionics) +7, Perception +11, Sense Motive +8; Racial Modifiers +2 Perception

Languages Celestial, Common, Dwarven, Elven, Varisian

SQ collective, collective healing, elf blood, guardian's touch, health sense, spirit of many, transfer wounds,
vitalist method (guardian method)

Combat Gear potion of cure light wounds (3), potion of delay poison, alchemist's kindness APG (2),
Antiplague (2), antitoxin (2), blood block (2), healer's kit, smelling salts, soothe syrup (2);

Other Gear mwk lamellar (leather) armor UC, spear, goblet of quenching, belt pouch, bottle of strong brandy (1.5 lb), doctor's mask, doctor's outfit, donkey, chest, medium, good lock, light wagon, potion of cure light wounds, surgeon's tools, 345 gp
—————
Special Abilities
—————
Collective (4 members, 120 Feet) (Su) You have a collective of up to 4 individuals within 120 feet

Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).

Darkvision (60 feet) You can see in the dark (black and white only).

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Guardian Method A guardian vitalist focuses his skill on keeping his allies from suffering wounds. He develops psionic abilities that deflect, absorb, and reflect damage proactively, rather than healing wounds after they are suffered.
Guardian Power: A

Guardian's Touch A guardian vitalist of 2nd level who utilizes transfer wounds grants the target a number of temporary hit points equal to his class level. These temporary hit points last a number of rounds equal to the vitalist's Wisdom modifier (minimum 1) and do not stack with any other temp hit points.

Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action with a DC of 15 to determine if any of the members of his collective are afflicted by a disease or poison.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Psionic Body Bonus HP +2

Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

Transfer Wounds (7/day) (Su) All vitalist’s learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points


fluff:

As a person of medical experience Yanis used his knowledge of the human body and mind to his best benefit. Yanis spent most of his days in the poorest sections of Korvosa. His wagon was a sign to the people that healing had come at last and that it brought hope.
Yanis' father grew up in Varisia, travelled the country side with his wagon of good be them legal or illicit, during one such outing he discovered a Drow female lost on the surface. His father was quickly over whelmed by the woman’s skill with mental magic as he called it, also her looks because she was clad in torn armor and clothing.

Yanis' mother found a place among the outcast that Varisia had roaming their country side, Yanis being half human and half Drow took almost half from both his parents. Skin tan in colouring despite the season, ears with a slight peak to them, hair the colour of Cold Iron and eyes as dark brown as the deep earth.

After his parents died Yanis took up in Korvosa because he felt that around the sick and ill he would not be judged as much. He always had his doctors clothing on and would often let the children assist him with treating the sick and allow them to wear the beaked mask that helped him stay safe from air borne plagues.


Donkey:

Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
—————
Offense
—————
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
—————
Statistics
—————
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run B
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Combat Gear potion of cure light wounds (2); Other Gear chest, medium APG, good lock, light wagon,
surgeon's tools UE
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Wizard hp 1d6 ⇒ 5


stormcrow27 wrote:
Sure in fact everyone gets 2 more skill points a level. It's what we did for Way of the Wicked when I ran it and everyone died before they even got out of the jail...

Cool, will take that into account and have this guy mostly together tonight. :)

HP(Magus L2) before I forget: 1d8 ⇒ 6


Lekkric wrote:

Deleted my post a couple spots up because there was a mess of rolling and rerolling, so here we go again:

rolls and rerolls:

stats:
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (2, 6, 6, 3) = 17
4d6 ⇒ (3, 6, 2, 3) = 14
4d6 ⇒ (5, 1, 6, 5) = 17
4d6 ⇒ (2, 5, 2, 1) = 10

and 2nd lvl hp:
1d10 ⇒ 10

rerolls:

line 1: 1d6 ⇒ 5 1d6 ⇒ 1
line 2: 1d6 ⇒ 4 1d6 ⇒ 2 1d6 ⇒ 1
line 3: 1d6 ⇒ 6
line 4: 1d6 ⇒ 5
line 5: 1d6 ⇒ 3
line 6: 1d6 ⇒ 2 1d6 ⇒ 4 1d6 ⇒ 2

so 12, 11, 18, 14, 16, 11, with 10 hp at level 2. I can put together an Aegis with those numbers :)

After the explanation of the rerolls, I learned that I can continue to reroll some of my stats :)

more rerolls:

line 1: 1d6 ⇒ 6
line 2: 1d6 ⇒ 5 1d6 ⇒ 6
line 6: 1d6 ⇒ 5 1d6 ⇒ 5

Ok with my new rerolls my stats are:
4+5+6=15
5+5+6=16
6+6+6=18
6+5+3=14
5+6+5=16
5+5+5=15

Well... That's pretty good lol.


stormcrow27 wrote:
Sure in fact everyone gets 2 more skill points a level. It's what we did for Way of the Wicked when I ran it and everyone died before they even got out of the jail...

Lovely, I'll take this opportunity to swap out Skilled and give Hazel the Dimdweller alternate racial trait.


Dotting and will adjust the character soon
Stat1: 4d6 ⇒ (4, 6, 5, 5) = 20 16
Stat2: 4d6 ⇒ (4, 3, 6, 3) = 16 13
Stat3: 4d6 ⇒ (1, 2, 2, 4) = 9 15
Stat4: 4d6 ⇒ (2, 5, 2, 4) = 13 15
Stat5: 4d6 ⇒ (6, 2, 2, 2) = 12 14
Stat6: 4d6 ⇒ (5, 2, 4, 3) = 14 13

Stat3 reroll: 3d6 ⇒ (5, 1, 4) = 10
Stat4 reroll: 2d6 ⇒ (6, 3) = 9
Stat5 reroll: 3d6 ⇒ (4, 5, 4) = 13
Stat6 reroll: 1d6 ⇒ 4

Stat3 reroll2: 1d6 ⇒ 6

Hp: Level 2: 1d8 ⇒ 2


Oh, thanks for the head's up.

roll1: 4d6 ⇒ (6, 2, 3, 4) = 15
roll2: 4d6 ⇒ (6, 2, 4, 4) = 16
roll3: 4d6 ⇒ (6, 1, 2, 2) = 11
roll4: 4d6 ⇒ (3, 2, 2, 1) = 8
roll5: 4d6 ⇒ (1, 4, 5, 4) = 14
roll6: 4d6 ⇒ (6, 3, 3, 3) = 15

roll1-reroll: 1d6 ⇒ 3
Roll 1 Total: 13

roll2-reroll: 1d6 ⇒ 1
roll2-reroll2: 1d6 ⇒ 5
Roll 2 Total: 15

roll3-reroll: 3d6 ⇒ (3, 4, 1) = 8
roll3-reroll2: 1d6 ⇒ 3
Roll 3 Total: 13

roll4-reroll: 3d6 ⇒ (3, 2, 1) = 6
roll4-reroll2: 1d6 ⇒ 1
roll4-reroll3: 1d6 ⇒ 5
roll4-reroll4: 1d6 ⇒ 6
Roll 4 Total: 14

roll5-reroll: 1d6 ⇒ 4
Roll 5 Total: 13

Roll 6 Total: 12

Fixed with continuing rerolls.
13, 15, 13, 14, 13, 12 is slightly improved. Let's see what I can make work...


Stat1
4d6 ⇒ (2, 2, 5, 3) = 12
2d6 ⇒ (3, 1) = 4
1d6 ⇒ 1
1d6 ⇒ 3
5,3,3,3 = 5,3,3 = 11

Stat2
4d6 ⇒ (4, 3, 2, 3) = 12
1d6 ⇒ 4
4,3,3,4 = 4,4,3 = 11

Stat3
4d6 ⇒ (5, 2, 5, 1) = 13
2d6 ⇒ (1, 6) = 7
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 4
5,5,6,4 = 5,5,6 = 16

Stat4
4d6 ⇒ (1, 2, 5, 5) = 13
2d6 ⇒ (1, 5) = 6
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 4
5,5,5,4 = 5,5,5 = 15

Stat5
4d6 ⇒ (2, 6, 6, 2) = 16
2d6 ⇒ (3, 4) = 7
6,6,3,4 = 6,6,4 = 16

Stat6
4d6 ⇒ (1, 6, 6, 1) = 14
2d6 ⇒ (6, 1) = 7
1d6 ⇒ 3
6,6,6,3 = 6,6,6 = 18

Liberty's Edge

Such a rolling madness! I feel like I should roll... But I'll wait.


Submission is ready.


Yep. Thassilon occupied more-or-less the same area that Varisia is in now, so lots of the Runelords could have Varisian/Chelaxian descendants.

Well… the thing is, she wasn't a student. While she certainly was gifted enough (and would have made an excellent magus) to become an arcane spellcaster, she wasn't ever a student. To her "father," she was merely an experiment, trying to revive a lost race. When she discovered the truth (that she was nothing more than an experiment, and that her "father" murdered her real parents after they refused to part with her), she ran away and forswore ever casting magic, intentionally forgetting the little she had learned. Instead, she relied on her fists to keep her safe. She's still a little distrustful of wizards, but once she meets one that isn't evil, she'll warm up quickly enough. Also, she isn't particularly lustful… She's closer to wrath, but even then, anger isn't her most defining personality trait.
All told, if she were going to be an arcane caster, I would totally look into Thassilonian-style casting. However, as I want to try something different this time, so I went the entirely non-magical method.

Also, I'm guessing no Background Skills, as you basically gave everyone an improved version already?


Cool. Updating Lucien now.


Axious Fiduciam:

Axious Fiduciam
Male human Magus.2 (VMC Wizard)
LG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 10 (1d8+2)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (30 ft. in armor)
Melee Estoc +5 (2d4+3/18-20)
Space 5 ft.; Reach 5 ft.
Magus Spells Known (CL 2nd; concentration +7)
. . 1st (3/day)—Burning hands (DC 14), chill touch (DC 14), corrosive touch (DC 14), Shocking Grasp (DC 14), long arm, magic missile, shield,True strike
. . 0 (3/day)—daze (DC 13), detect magic, light, read magic, acid splash, arcane mark, dancing lights, disrupt undead, flare, ghost sound, mage hand, open/close, prestidigitation, ray of frost, spark
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 15, Int 17, Wis 12, Cha 13
Base Atk +1; CMB +4; CMD 17
Feats Skill Focus(Knowledge (Arcana)), Eldritch Heritage (Arcane)
Traits Heirloom Weapon, Desperate Focus, Headstrong
Skills Climb +7, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Planes) +9, Linguistics +8, Spell Craft +8, Swim +7
Languages Common, Elven, Dwarven, Halfling, Orc, Gnome
Other Gear MW Estoc,+1 Chain shirt, 1250gp
--------------------
Special Abilities
--------------------
Arcane Pool; A pool of arcane energy that is equal to 1/2 magus level(min 1) + int mod that can be used to apply an enchantment bonus on any weapon currently in hand by one per arcane point spent to a max of Magus level/4 this is a swift action.
Spell combat; As a full round action a magus can Cast a spell no longer then a standard action and attack with as many attacks they would have in a full attack with the weapon in hand. All attacks done during spell combat have a -2 on attack rolls. A magus can take a penilty on attack rolls when casting defensively up to the magus int mod as a bonus on concentration checks.
Spellstrike; Any spell that requires a melee touch attack can be delivered through the Magus's weapon
Arcane school; Admixture
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Lekkric18 here, I decided not to go with an aegis. This is my submission, an evangelist cleric of Gorum.


@ stormcrow27:

It are I, Xunal again.
I have the number crunching bits for my submission, Xilfæ'îr.
I just need to do the hard bit (and the most fun part too): back-story.

Just let me know if I made any mistakes and/or include material you'd rather not have in your game.
The only not-quite so standard material I included was Bastards of Golaian (BoG).

I know a half-drow is a bit of a stretch in Korvosa.
Which is why I took the thematic Pass for Human feat.
I figured I had good enough stats to skip the class optimization business.

Before I forget: HP for level 2 (1d8):
Magus HP (1d8): 1d8 ⇒ 4

Thanks!

Stat Block:
Xilfæ'îr

Female half-elf (drow-descended) (Half Drow) magus (eldritch scion) 2 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 20 (2d8+8)
Fort +6 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +5, Will +4
Weaknesses light blindness
--------------------
Offence
--------------------
Speed 30 ft.
Melee carver (m.w. gladius) +5 (1d6+3/19-20) or
cutter (m.w. longsword) +5 (1d8+3/19-20)
Ranged long thorn (m.w. longbow, str +3) +6 (1d8+3/×3)
Special Attacks eldritch pool (+1, 4 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +5)
1/day—dancing lights, darkness, faerie fire
Magus (Eldritch Scion) Spells Known (CL 2nd; concentration +5)
1st (3/day)—shield, shocking grasp, true strike
0 (at will)—acid splash, detect magic, disrupt undead, ray of frost, read magic
Bloodline Arcane
--------------------
Statistics
--------------------
Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 18
Feats Pass For Human[APG]
Traits armor expert, tortured
Skills Climb +7, Disguise +4 (+14 to disguise yourself as human (and ignore the penalty for different race while doing so)), Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (planes) +5, Perception +5, Spellcraft +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ bloodrager bloodline (arcane[ACG]), elf blood, poison use, thinblood resilience
Other Gear mwk chain shirt, carver (m.w. gladius)[UC], cutter (m.w. longsword), long thorn (m.w. longbow, str +3) (+3 Str), 390 gp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dancing Lights (1/day) - 0/1
Darkness (1/day) - 0/1
Eldritch Pool +1 (4/day) (Su) - 0/4
Faerie Fire (1/day) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Eldritch Pool +1 (4/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Pass for Human +10 to Disguise yourself as a human. Can take 10 on this check in human areas.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (only in mystic focus) (Su) Deliver touch spells as part of a melee attack.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poiso
--------------------

========== Build Information =====

Stat array: 17, 16, 16, 16, 13, 12 
Point buy equivalent = 48
STR 16, DEX 19(17), CON 16, INT 13, WIS 12, CHA 16

Physical Description
26 years old, 5 ft.3 in. (160 cm), 105 lb. (48 kg)
Skin: Unusually fair
Build: Petite, but wiry
Hair: Platinum blonde
Eyes: Dark amber, almost brown
Special: Can pass off as a human with little effort

Traits:
• Armour Expert (combat) — armour AC penalties reduced by 1
• Tortured (campaign) — +1 reflex save

Racial Traits:
• Half-Drow — Half-Elf Heritage (BoG)
• ‥ Thinblood Resilience — +2 Fort vs disease & Poison, and Poison Use(BoG)
• ‥ Poison Use — cannot accidentally poison self applying poison to a weapon
• Drow Descended — racial archetype (ARG)
• Drow-Blooded — has darkvision and light blindness
• ‥ Darkvision — 60 feet
• ‥ Light Blindness — blinded and dazzled by bright light
• Drow Magic — can cast drow spells each 1/day
• ‥ Dancing Lights — can cast 1/day, CL is character level
• ‥ Darkness — can cast 1/day, CL is character level
• ‥ Faerie Fire — can cast 1/day, CL is character level
• +2 to one Ability Score — Dexterity
• Elf Blood — counts as both human and elf for racial effects
• Keen Senses — +2 to Perception

Additional:
• Her skin is very fair; almost alabaster-white
• Eyes are dark amber, and look light light brown at a distance
• She's a looker! Albeit it a bit on the dangerous side.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Backstory:
I. INTRODUCTION
It's said some people will do anything for money. Silvinia has done so much more than most - selling favors for food, selling Shiver for shelter, selling herself for survival, until finally selling her soul in exchange for a sliver of salvation... of serenity….of satisfaction…..

II. UNHAPPY CHILDHOOD
Silvinia’s childhood was thrice-cursed: born demon-blooded, abandoned at birth, and abused by a long series of unknown adopters. She doesn't blame her birth parents -- whoever they are -- for ‘exposing’ her as an infant to presumed death in the Varisian wilds. There’s even some twisted logic to it, given the superficial similarity the uneducated might posit between the horns on her head, which mark her demonic heritage, and the goat-like antlers of fey like the satyr and faun. Silvinia likes to imagine that her well-intentioned but misguided parents had hoped some good forest fairies would adopt and raise her as their own.

As it happened, however, she was found by figures far less noble, who for the sake of a quick and dirty profit sold her as a supernatural novelty to unsavory parties intrigued by the freakish scaly-skinned, demon-horned baby. Who knows how many times she changed hands in those earliest years of her pitiable life? But somehow, as a small child, she eventually ended up in the possession of one of the many crass street thugs and cruel slumlords who populate the extensive Korvosan criminal underground -- the infamous Gaedran Lamm.

To her craven criminal captor, Silvinia was a precious boon -- so much more than just another easy source of income. At first, she was sent out on the streets just to beg, other times to sell trinkets or baubles. But she soon proved to be something of a valuable novelty herself, drawing attention by the mere fact that she was tiefling. And she had other-worldly qualities about her, too -- most of all a kind of pit-born charisma that seemed to consistently draw larger-than-average sales. Soon she was entrusted with some of Lamm’s most lucrative contracts, like selling Shiver to drug-addicted aristocrats.

But Silvinia’s ‘gifts’ were yet another curse, as her ‘owner’ -- alternately contemptuous and terrified of her preternatural ancestry -- treated Silvinia even more inhumanely than her humanoid counterparts in the child racket ring. Among the ‘Little Lamms’, Silvinia was often tortured when others were merely beaten. She was starved when others were simply cut rations. And she was caged, and chained, and cruelly treated by even her fellow unfortunate slaves.

III. UNLIKELY TRANSFORMATION
Silvinia’s redemption came in the unlikely form of one of Lamm’s Shiver clients -- a nobleman whom she discovered also occupied a position of influence in the Church of Abadar. Desperate to escape Lamm’s clutches -- and knowing that an Abadarian would never take her in for charity alone -- Silvinia made a potentially lucrative proposal, basically offering herself as slave to the nobleman in exchange for rescue from her evil crime boss. The nobleman, seeking to curry favor with his religious superiors, renegotiated the terms, and Silvinia wound up in an unpaid lifelong indentured servitude -- the official term is ‘temple acolyte’ -- to the Bank of Abadar.

Silvinia proved just as adept at her new position as her old, and her supernatural charisma, unusual appearance, and intriguing backstory quickly caught the attention of several leading priests and arbiters. In fact, she soon became something of an Abadarian poster child, and a useful propaganda tool in the church’s competition with the Temple of Asmodeus. For not only did Silvinia represent a life transformed from lawless criminality to lawful obedience and submission to the church, but as a pit-born tiefling with the blood of chaotic demons running through her veins, the very fact that it was the church of Abadar -- and not that of her fellow evil outsider Asmodeus -- which ultimately taught her order and self-discipline was a feather of enormous pride in the caps of the Abadarian priesthood.

As Silvinia matured into adolescence, every opportunity was taken to give her greater exposure to the Korvosan public as a noteworthy triumph of law and order over chaos and crime. Ultimately, the church’s desire to promote her as their pious protege culminated in sponsorship to palatinate orders.

Personally, Silvinia relishes each new pedestal from which to shine. As far as she is concerned, her debt of gratitude to the church of Abadar knows no bounds, and so she eagerly pursues her role as paladin of the order. Her grudge against Gaedran Lamm helps to fuel her righteous passion, and she has sworn an oath of vengeance upon him, and all who like him perpetrate heinous transgressions against law and good.


Pathfinder Pawns Subscriber

re-reroll: 1d6 ⇒ 2

re-rereroll: 1d6 ⇒ 6


Updated stats and finished background

stats:

Maka
Half-Giant Psychic Warrior 2
LG Medium humanoid (Giant)
Init +2; Senses – Low Light Vision Perception +8
_____________________
Defense
_____________________
AC 21, touch 12, flat-footed 19 (+6 armor, +2 dex, +3 shield) CMD 18
HP 22 (2d8+12)
Fort +6, Ref +2, Will +3
_____________________
Offense
_____________________
Speed 20 ft
Melee Lg Battle Axe +6 (2d6+4) x3
Ranged Lg Longbow +3 (2d6) x3
_____________________
Statistics
_____________________
Str 19, Dex 15, Con 16, Int 13, Wis 17, Cha 12
Base Attack +1, CMB +6, CMD 18
Feats: Psionic Talent, Psionic Body, Weapon Focus: Battle Axe, Psionic Weapon
Traits: Missing Child- Missing Sibling, Armor Expert
Adventuring Skills:
Acrobatics +6 (Rank +1, Class +3, Dex +2)
Autohypnosis + 8(Rank +2, Class +3, Wis +3)
Climb +8 (Rank +1, Class +3, Str +4)
Knowledge Psionics +5 (Rank +1, Class +3, Int +1)
Perception +8 (Rank +2, Class +3, Wis +3)
Sense Motive +9 (Rank +2, Class +3, Wis +3, Trait +1)
Spellcraft +5 (Rank +1, Class +3, Int +1)
Survival +8 (Rank +1, Wis +3, Racial +4)
Swim +8 (Rank +1, Class +3, Str +4)
Languages: Common, Giant
Armor Check Penalty -3
Gear: Mw Breastplate (350gp), +1 Heavy Wood Shield (1,157gp), Large Longbow (150gp), Arrows 20 (1gp), Potion Cure Light Wounds x6 (300gp) Lg Battle Axe (50gp) 92gp
____________________
Racial Abilities
____________________
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.

Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.

Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.

Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Survivor: Half-giants gain a +4 racial bonus to Survival checks.
______________________
Special Abilities
_______________________
Bonus feat: Weapon Focus, Psionic Weapon
Psionic proficiency
Warrior’s path: Mind Knight
_______________________
Psionics
_______________________
Power Points: 9
Powers: Call Weaponry, Vigor, Inevitable Strike

background:

Tucked away in the mountains between Riddlepot and Celwynvian there is monastery where devotees of Irori strive for perfection. There the three leaders, Braum the half-elf Monk, Gillan the Dwarf Fighter, and Talia the Were-rat Seer, teach and train those they find worthy. It is in the isolation that many find and develop psionic abilities to influence the world around them and to empower themselves.

Braum the Monk is a master of the body, leads  the exercises and meditation to improve followers body and mind. It is said his family has been at the monastery since Celwynvian fell.

Gillan the Fighter is a master of arms and armor, teach those that wish to wield weapons as extensions of their bodies and turn armor into a second skin. He is the newest master, it was under the tutelage of Talia that he was able to unlock his own psionic abilities.

Talia the Seer is a master of the mind, she taught both Braum and Gillan to tap into their psionic potential. She is an exile from Riddlepot after a falling out with the Were-rat gang leader Zaphris, who wanted to use her abilites to line his own pockets.

It was in this place and under these three masters that Maka was trained. Maka's tribe lived near the monastery and members of this family would occasionally train there, maybe one or two a generation. Maka was a hulking figure who often had to duck threw doorways. While many would mistake the towering black haired man for a human, a trained eye would identify him as a Half-Giant. Maka was imposing even by Half-Giant standards, with tree trunk like legs, arms like branches, and fists like anvils. He kept his coal like hair short so it wouldn't interfere with his vision or his sallet helmet. Maka preferred this style of helmet because other than his size it was his facial features that testify to his true nature. The blocky shape of his head oft gave people pause, but it was his red eyes that would cede any doubt. In many circumstances they might pass for a brown of sorts but in the light of day their burgundy color was unmistakable.

It was during a visit that Talia picked up on something in Maka, while all Half-Giant have innate psionic abilities, she sensed much in him. He was a teenager, a child by Half-Giant standards, when he began living and training at the monastery. Talia worked to expand upon his natural talents and unchain his mind; Braum worked to strengthen and refine his body and mind; Gillan worked to unite body and mind in to a fierce warrior.

Into his thirties and his training completed Maka was feeling a bit stifled by monastery life, and felt that it was not the place where he would perfect himself. "Careful  what you wish for," Talia would warn. Warnings from the she-rat were always unsettling, it always seemed she know something you didn't (and she probably did). Gillan and Braum both new it was only a matter of time before Maka would leave, training in the monastery would only get him so far and he had such great potential.

Then that day came. While Gillan and Maka where sparring Talia reached out to them both mental and requested their presence at the main gate. When they arrived the found Maka's mother crying. Mieke, his youngest sister had gone missing. As Maka was about to run out the gate he felt as if his body had turned to stone and once again felt Talia reach into his mind, "wait for the morning, I will gather what info I can for you in the meantime," she said. Maka's strength returned and agreed to wait.

Talia did not like to use her abilites to reach past the monastery grounds for fear of exposure, but for Maka and his family she did. "I feel something blocking me, not wards or such something else, but I was able to get you Korvosa - a city, and Lamm - a person, that's all I'm being allowed to see. I'm sorry I can't give you more," Talia said sorrowfuly. It was enough for Maka he gathered his gear and headed out.

Now laying on the floor of a rented room in an inn in Korvosa he lays motionless focusing on and feeling the world around him.

personality and appearance:

The 8 foot tall 360 pound Maka is a sight to behold. He keeps his black hair short and his face clean shaven to help hide his distant relation to his Giant forbearers. If his size doesn't give him away his face and head often do. His block head and broad toothy smile paired with burgundy eyes usually tip off those who care to this mountain of a man a close look.

Maka tries to maintain a cool head and a friendly spirit. He loves to test his abilities against others.


Now the question for me is Angel or Dragon?


Okay playing an Angelic Paragon.
Hp for Angel class: 1d10 ⇒ 8


Io Dorean wrote:

Yep. Thassilon occupied more-or-less the same area that Varisia is in now, so lots of the Runelords could have Varisian/Chelaxian descendants.

Well… the thing is, she wasn't a student. While she certainly was gifted enough (and would have made an excellent magus) to become an arcane spellcaster, she wasn't ever a student. To her "father," she was merely an experiment, trying to revive a lost race. When she discovered the truth (that she was nothing more than an experiment, and that her "father" murdered her real parents after they refused to part with her), she ran away and forswore ever casting magic, intentionally forgetting the little she had learned. Instead, she relied on her fists to keep her safe. She's still a little distrustful of wizards, but once she meets one that isn't evil, she'll warm up quickly enough. Also, she isn't particularly lustful… She's closer to wrath, but even then, anger isn't her most defining personality trait.
All told, if she were going to be an arcane caster, I would totally look into Thassilonian-style casting. However, as I want to try something different this time, so I went the entirely non-magical method.

Also, I'm guessing no Background Skills, as you basically gave everyone an improved version already?

Yup. Works for me.


Xilfæ'îr wrote:

@ stormcrow27:

It are I, Xunal again.
I have the number crunching bits for my submission, Xilfæ'îr.
I just need to do the hard bit (and the most fun part too): back-story.

Just let me know if I made any mistakes and/or include material you'd rather not have in your game.
The only not-quite so standard material I included was Bastards of Golaian (BoG).

I know a half-drow is a bit of a stretch in Korvosa.
Which is why I took the thematic Pass for Human feat.
I figured I had good enough stats to skip the class optimization business.

Before I forget: HP for level 2 (1d8):
[dice=Magus HP (1d8)]1d8

Thanks!

** spoiler omitted **...

BoG isn't an issue at all. I had a drow fire sorcerer in a Kingmaker game who managed to convince the good racist elven ranger in the group that he was a surface elf for a while until he got killed by bandits.

Liberty's Edge

@Stormcrow27 - Do you want completed character sheets before the players are picked or after?


There we go. Got my character's complete sheet ready.

"Headsman", half-shoanti, half-street urchin, completely ready to break Lamm in half.


Yure wrote:
@Stormcrow27 - Do you want completed character sheets before the players are picked or after?

Before if we can. It makes it a lot easier for us poor old DMs to review what we're allowing into our world before the murderhobos plot to steal a warp core from Silvermount in Numeria and design anti-matter torpedoes to get mass xp.

Liberty's Edge

In that case

Ability Scores: 4d6 ⇒ (1, 4, 6, 3) = 14

Reroll: 1d6 ⇒ 6

Ability Scores: 4d6 ⇒ (4, 3, 5, 6) = 18

Ability Scores: 4d6 ⇒ (1, 4, 2, 4) = 11

Reroll: 1d6 ⇒ 6
Reroll: 1d6 ⇒ 3

Ability Scores: 4d6 ⇒ (3, 4, 1, 4) = 12

Reroll: 1d6 ⇒ 4

Ability Scores: 4d6 ⇒ (4, 2, 5, 3) = 14

Reroll: 1d6 ⇒ 2

2nd Reroll: 1d6 ⇒ 3

Ability Scores: 4d6 ⇒ (6, 1, 1, 4) = 12

Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 3

Stars without racial modifiers =

Str: 13
Dex: 14
Con: 16
Int: 12
Wis: 12
Cha: 15


stormcrow27 wrote:
BoG isn't an issue at all. I had a drow fire sorcerer in a Kingmaker game who managed to convince the good racist elven ranger in the group that he was a surface elf for a while until he got killed by bandits.

Cool, thanks!

Been brainstorming on a back-story today.
Just need to make it a cohesive read.


For anyone interested, I found this blog post that summarizes the Player's Guide as converted for Pathfinder. It has the new versions of the campaign traits in there, as well.

Liberty's Edge

Oracle HP: 1d8 ⇒ 2


Pathfinder Pawns Subscriber

HP: 1d8 ⇒ 2


Griffyth. Here is the crunch for my character, I will work on the fluff tomorrow.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

rolls:
4d6 ⇒ (5, 1, 3, 4) = 13
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (5, 6, 6, 1) = 18
4d6 ⇒ (3, 2, 6, 1) = 12
4d6 ⇒ (5, 1, 6, 3) = 15
4d6 ⇒ (6, 3, 1, 5) = 15

reroll 1s:
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 2

reroll 2s:
1d6 ⇒ 5

reroll 2s in the reroll 1s:
1d6 ⇒ 5

stats:

13
10
18
14
15
16


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Well, I can't edit anymore.

Can we use N.Jolly's stuff for the kineticist (Kineticists of Porphyra I-IV and Legendary Kineticists)? I'd like to submit a telekineticist of some sort if so. If not I suppose I'd go with an oracle.


Here is what I have so far. Not fond of the flavor of a lot of the campaign traits though. Do you have to be from Korvosa or tied to Lamm?

EDIT: One other thing. I am using a PoW archetype for barbarians but giving it an urban flavor. The Urban barbarian archetype technically can't overlap because both replace fast movement but I was wondering if I could at least swap the skills for the urban set?


dot


rolls
stat: 4d6 ⇒ (5, 4, 4, 3) = 16
stat: 4d6 ⇒ (5, 1, 1, 3) = 10
stat: 4d6 ⇒ (6, 1, 4, 2) = 13
stat: 4d6 ⇒ (6, 5, 3, 3) = 17
stat: 4d6 ⇒ (6, 5, 5, 3) = 19
stat: 4d6 ⇒ (2, 3, 1, 1) = 7

13
5,3, rerolls stat: 2d6 ⇒ (5, 3) = 8
6,4, rerolls stat: 2d6 ⇒ (2, 3) = 5
14
16
3, stat: 3d6 ⇒ (3, 6, 6) = 15

next:
13
13
6,4,3, reroll stat: 1d6 ⇒ 3
14
16
15
so: 13,13,13,14,16,15

Silver Crusade

Bard HP:1d8 ⇒ 1
re-roll:1d8 ⇒ 8

Silver Crusade

Here is my submission: Lubella Heathertoes, a Halfling Dawnflower Dervish Bard.

stats:

Lubella Heathertoes
Female halfling bard (dawnflower dervish) 2 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
hp 25 (2d8+9)
Fort +4, Ref +9, Will +5; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d3+1/19-20) or
mwk cold iron scimitar +8 (1d4+5/18-20)
Ranged mwk light crossbow +8 (1d6/19-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 2nd; concentration +6)
1st (3/day)—cure light wounds, expeditious retreat, feather fall
0 (at will)—detect magic, light, mage hand, message, read magic
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 15, Int 14, Wis 11, Cha 19
Base Atk +1; CMB +1; CMD 16
Feats Dervish Dance[ISWG], Toughness
Traits missing son or daughter, resilient
Skills Acrobatics +9 (+5 to jump), Diplomacy +9, Escape Artist +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +7, Perform (dance) +8, Perform (sing) +9, Spellcraft +6, Stealth +14; Racial Modifiers +2 Perception
Languages Common, Halfling, Kelish, Varisian, Varisian
SQ battle dance, versatile performance (sing)
Combat Gear cold iron crossbow bolts (10), cold iron crossbow bolts (10), silver crossbow bolts (5), acid (2), alchemist's fire (2), oil, smokestick (2); Other Gear mithral chain shirt, dagger, mwk cold iron scimitar, mwk light crossbow, bedroll, blanket[APG], chalk, crowbar, flint and steel, ink, inkpen, journal (worth 10 gp, 1 lb), masterwork backpack[APG], paper (5), pot, sewing needle, silk rope (50 ft.), silver holy symbol of Sarenrae, soap, trail rations (5), waterskin, 5 gp, 7 cp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed
Versatile Performance (Singing) +9 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Background:

Lubella was born into a lower class Halfling family in Katapesh. Her father died of plague when she was 14, and the remaining family was plunged into poverty. Lubella was sent to serve on an estate of the Church of Sarenrae, where her talent was quickly recognized, and she was groomed to enter the Cult of the Dawnflower. Lubella disliked the rules and structure of her training, and began getting into trouble.

After a series of infractions, such as curfew violations, public intoxication and various pranks, a transfer was arranged to the Temple of Sarenrae in Korvosa (sending the problem to someone else). As a junior staff member, she is the designated errand runner and odd job person. One day several months ago, she was taking young Paolo Marras, son of a temple preist, to the market, when he was abducted. She blames herself for being distracted by the diversion ocaused by an accomplice, and has been searching for him every since. She has heard of Gaedren Lamm, and wonders if he was involved.


Personality:

-Lubella is outgoing and friendly, but is initially guarded about confiding in others.

-She has matured since her days of youthful indiscretions and is trying to be more responsible. She still likes her wine and can get a bit rowdy when she has over-indulged.

-She is highly altruistic; she will devote considerable energy to helping people she doesn't know. Wealth is unimportant for it's own sake - it only matters as a mean to helping others.

-She will associate with evil creatures if the greater good is served, or if she feels that they could be redeemed.

-Violence is a last resort; diplomacy is her preferred option.

-Lubella aspires to live by the paladin code of Sarenrae. She often falls short, although she comes closer than she would give herself credit for - she is filled with doubts that she doesn't live up to the high standards of behavior that she sets for herself.


Code of Conduct:

Lubella aspires to live by the Paladin Code of Sarenrae, although she sometime fall short:

· I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.

· I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.

· I am fair to others. I expect nothing for myself but that which I need to survive.

· The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.

· I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.

· I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

· I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.

· Each day is another step toward perfection. I will not turn back into the dark.


Party Role:
Main Skill Competencies: Acrobatics, Bluff, Diplomacy, Escape Artist, Sense Motive, Stealth

Combat Role: Melee fighter (moderate damage, strong defenses). Lubella seeks to fight the most dangerous opponent, despite her diminutive stature. She has minor healing abilities (cure light wounds).

Note: Her bardic Inspire Courage bonuses only apply to herself.


Favourite Kelish Sayings:
Dawn will come.
lehibwa'ah fishereqel
(leh-hee-bwah-AH fee-sheh-reh-KEL)

Sunlight banishes lies.
li'ekhrabah mutzeirnil et drejem (lee-ehkh-rah-BAH moo-tzeh-ee-MEEL eht dray-JEM)

Hold my wine and watch this!
bashaddti et yenananni w ri'oyeti et eleh
(bah-SHAD-tee eht yey-na-NAHN-ee wuh reeh-oh-yeh-TEE eht eh-LAY)

Kelish translations from the Paizo blog.

Lantern Lodge

Teiidae wrote:
Griffyth. Here is the crunch for my character, I will work on the fluff tomorrow.

FYI you don't get Feats for taking Drawbacks you get 1 TRAIT for 1 drawback. any more drawbacks after 1 don't benefit you in anyway.

Unless i missed the GM homeruling this.


Dm said UA flaws which are different from the drawback trait system. If he's open to trait flaws I'd love to take one as well.

Lantern Lodge

ah 3.5 flaws its been a while...


trait flaws are fine, as are UA flaws for da feats. 1 of each please, so I don't have a bunch of 1 eyed, drunk, one-legged, agoraphobic, alcoholic, chicken-infested heroes saving Korvosa.


Opps, let me get rid of a 3.5 flaw and the added benefits.

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