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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slayerlevel2: 1d10 ⇒ 1

oops

slayerlevel2: 1d10 ⇒ 5


Has anyone noticed the Dice Rollers fondness to 2's on HP. I think it knows.


It is a bit of a theme.


Submitting Geralt Eletharian. There are some small details left incomplete in the crunch but those can easily be finished. He's an Ifrit, but there aren't a lot of good Ifrit portraits so I'm leaving this one for now.

HP: 1d6 ⇒ 4

Geralt Eletharian, Crunch:

Geralt Eletharian

Male Ifrit Sorcerer(Protean) 2

Chaotic Neutral Medium Humanoid

Init +3; Senses Perception -1

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

Defense

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

AC 13, touch 13, flat-footed 10 [+3 Dex]

hp 11

Fort +1, Ref +3, Will +2

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

Offense

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

Speed 30 ft.

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

Magic

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

Caster Level 2; Concentration +6

Spells Per Day

0th: n/a

1st: 5

Spells Known

0th: Resistance, Dancing Lights, Prestidigitation, Daze, Acid Splash

1st: Mage Armor, Burning Hands

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

Statistics

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

Str 13, Dex 17, Con 13, Int 14, Wis 8, Cha 19

Base Atk +1; CMB +1; CMD 14

Skills (with invested ranks):

Bluff +8 (1 rank)
Intimidate +8 (1 ranks)
Know(Arcana) +6 (1 rank)
Know(Local) +5 (1 rank, +2 feat bonus)
Know(Planes) +7 (2 ranks)
Sense Motive +2 (1 rank, +2 feat bonus)
Spellcraft +6 (1 rank)
Use Magic Device +8 (1 rank)

Feats

Street Smarts: +2 to Know(local) and Sense Motive checks

Traits

Tough Minded (+1 to Will Saves)

[remaining]

Languages

Common, Ignan, [2 remaining]

SQ

Gear Wand of Cure Minor Wounds,

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

Special Abilities

Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level; DC 11 +Charisma modifier).

Protoplasm (Sp) At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

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

Geralt’s story:

Geralt never knew his parents. He has never known any family or law beyond the gangs that ruled the streets of Old Korvosa and the guard that - occasionally - attempted to do something about them. He was a a typical ifrit in most ways - flighty, fiery, passionate - save one: he rarely seemed to lust for control or power. He did, however, have a massive problem with authority and a seeming inability to accept that anybody had the right to order him around, no matter who they were. His ‘boss’ - the leader of his particular gang - learned how to handle him, never ordering but rather cajoling, convincing, and bribing the young man to do as the gang required. The youth’s sorcerous talents made this more desirable than simply kicking him out or killing him.

This special treatment did invite a good deal of resentment, though, and before long that caused problems. When the old boss died at the hands of a rival gang, Geralt was strong and well-liked enough to have taken his place if had so desired, but Geralt had as little interest for holding power over others as having others hold power over him. Instead, one of his rivals rose up and seized the position, and then promptly had Geralt beaten unconscious and imprisoned. He was placed in a stone room with iron chains so his powers would not be able to free him - or so the new boss thought.

Unknown to them all, even to Geralt himself, was that Fire was only one part of his heritage. Enraged by his imprisonment, acid began to drip from Geralt’s hands, and soon enough the iron chains that bound him collapsed into so much sizzling rust. When next they came to feed him, Geralt made a violent escape, killing several of his former gangmates and wounded the boss. For some time, he was forced to stay on the run from their vengeance. None of the other gangs would trust him and take him in, and so Geralt was forced into that most precarious of position for a poor man in Korvosa - independance.

But this fit him well, as it turned out. He began to have dreams of far-away places and developed a powerful wanderlust, hating to stay in one place or work at one task for very long. He ranged all about town, making a name for himself in the shady not-quite-criminal underworld of the poor districts. Eventually he amassed enough wealth to see a mystic, trying to discover more about his powers - and learned that rather than the normal Ifrit bloodline, his sorcery sprung from a connection to Elemental Chaos, the Protean dimensions of the cosmos.

Geralt continues his eclectic existence to this day, but thinks the day might be coming when it will be time to break from old patterns - loose and ill-formed as they may be - and try something truly new.


Jack "Feral" Garrison wrote:
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?

Yep. The idea is that at the start of play, everyone has a reason to hate Lamm. It's something of an assumption for the first adventure (I think, never played it). However, you could simply be tracking down a missing child or something from a different place, and your hunt is currently pointing you to Korvosa and Lamm.


This is Avoron here, I've made Hazel an alias for ease of reference. Her statblock is included in her profile and includes a few updates, such as the Murky-Eyed flaw and the feat Ascetic Style. I've also changed her traits to Bullied, Heavy Hitter, and the Reformed Criminal campaign trait to better portray her struggle to survive on the streets and rooftops of Old Korvosa.


Hmm. This sounds interesting. I have a hexcrafter magus at about the right level, though her stats and equipment will have to be adjusted. Just as a disclaimer, I have GMed this adventure path, so while I would like to think I can keep GM and player knowledge separate, if it makes a difference, I have to admit I know the 3.5 version rather well.

Dice rolling:

4d6 ⇒ (3, 3, 5, 1) = 12
4d6 ⇒ (2, 6, 5, 2) = 15
4d6 ⇒ (3, 2, 1, 2) = 8
4d6 ⇒ (4, 5, 4, 5) = 18 = 14
4d6 ⇒ (3, 5, 2, 1) = 11
4d6 ⇒ (4, 6, 2, 4) = 16
rerolls:
1d6 ⇒ 2
2d6 ⇒ (6, 6) = 12 = 18
3d6 ⇒ (3, 6, 3) = 12 = 12
OK = 14
2d6 ⇒ (6, 6) = 12 = 17
1d6 ⇒ 1
rerolls (bis):
1d6 ⇒ 2
18
12
14
17
1d6 ⇒ 3 = 14
rerolls (cis):
1d6 ⇒ 4 = 12
18
12
14
17
14

Yeesh, so that's an array of 12, 18, 12, 14, 17, 14.
Well, we'll see how this changing things. Incidentally, just to put all my cards on the table, I was hoping to take the Ritual Hex feat eventually, and maybe Sacred Geometry at some point still later. I'm terrible at optimization, but I understand the latter especially might need to be toned down, and I'm open to suggestions to make it work.


Ritual Hex is fine. We'll leave Sacred Geometry out this time around, so we're not having people who are algebraically allergic get angry.


Jack "Feral" Garrison wrote:
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?

^Yo.

Sczarni

Ah, darn, I absolutely love Sacred Geometry (this is a joke statement).

Sczarni

Crispus Crunch:

Crispus
Male human Warlord (Vanguard)
CN medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 21
Fort +4, Ref +1, Will +2 (with +1 trait bonus)
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Mwk Spiked Shield +5 (1d6+5+1d6)
Lance +4 (1d8+5+1d6)
Maneuvers Readied
Throwing Shell.
Oaken Shield.
Iron Shell.
Bronze Lancer's Charge.
Maneuvers Known
Throwing Shell: Shield ranged attack, 20ft, 2d6 damage.
Oaken Shield:+4 AC against single attack
Bronze Lancer's Edge: +1d6 to next charge attack
Bronze Lancer's Charge: +1d6 charge, no aoo
Iron Shell: Deflect attack with opposing attack roll + shield bonus.
Angering Smash: -4 to attack others beside initiator
Shoulder Rush: +4 to overrun or bull rush, no aoo

Stances Known
Phalanx Fighter: +1d6 to lance + shield bash, link shields for AC
Defending Shell:+1 AC/4 levels
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 13, Wis 13, Cha 17 (after racial bonus)
Base Atk +2, CMB +5, CMD 18
Feats Improved Shield Bash (bonus), Pikeman's Training, Power Attack
Traits: Missing Daughter, Steel Skin
Skills: Bluff +8, Intimidate +10, Swim: +7, Climb: 7, Ride: +6, Handle Animal: +8
Languages Common, Giant
Combat Gear: Mwk Full Plate with dragon helm, Lance, Mwk Spiked Metal shield
Other Gear: Light horse (combat trained), rations, cheap booze. 0gp

Crispus Backstory:

Crispus was originally from Cheliax, but his family moved to Korvosa, as their business of petty crime was receiving too much attention. But as luck would have it, his parents were caught when he was a teenager and sentenced to be exiled after botching a heist in East Shore.

Jobless and holding a house he was quickly going to lose due to a mortgage he couldn't pay, he needed some help. His father once said the name Gaedren Laam, and he asked around town for this man who might lend him a job. Eventually, he became associated, but never friends with the fellow, doing bully-work at the docks and in the city. All he had to do was rough a few people up, get them to pay protection money, or stand behind someone that did the talking. And he got paid a decent wage.

A few years go by, and Crispus takes his practiced skills and joins the military as a contracted sell-sword. Used his money to buy an intimidating helmet, a weapon, some armor, and a shield. Before he left for his first contract, he was very adamant about securing his love interest's favor and bedding her before leaving, certain that her dowry would cover the expense of their house while he was gone.

Then he fought under a blank flag, not caring who he was fighting. He loved the rush, the conflict, and bashing poor sods to death with a "defensive only tool". But he never felt like burning down places or killing those that surrendered. That wasn't really fun to him. But he did gloat at every opportunity of his victories, and his bed wasn't as lonely as his wife would have liked (if he ever told her...). And he was an ass, but a likable guy to his fellow mercenaries.

This was how he made his living. His wife, Yola, had a lovely daughter and the brief moments that Crispus returned to them were his favorite, fighting being his second choice. But when his daughter was old enough to fetch bread and cute enough to pick pockets, she was abducted from the marketplace. Crispus returned to his very upset wife and promised that he would find her, even if he had to tear down every building in town to do so.

Guards weren't useful at all, probably because he had been an ass to them, said he did real fighting and was way better at it then they were. Who knew they could remember all those times! Graeden, Crispus heard, was into child pickpockets and probably convinced his daughter, Floriana, he was an old friend of the family. Of course, riding around the town on his horse wasn't the most subtle of search methods and he was growing more anxious in finding his little Floriana.

For the first time in his life, things weren't looking so good, and any and all help could mean the world to him.

Liberty's Edge

Character sheet complete for Nina.

https://www.rpgcrossing.com/profiler/view.php?id=66636

Let me know if you can't access that. If you can't i'll transfer it onto here, but I like this site's sheet better as it can hold more details.

Just a quick overview.

Nina Anders

Barbarian / Oracle (Dual-Cursed)

Mystery: Life
Curses: Lame, Haunted(Does not progress)

Sczarni

Hey Yure, if you put url=yourlinkhere in these brackets [] and /url in the same brackets at the end of your link, with a little blurb in the middle, you could make it easier to click on. Like this Character sheet. If you have trouble after that, you can hit reply to my comment, or anyone's comment, and steal their code if it isn't in spoilers.

Also, kudos to you. Dual-Cursed Oracle is the best thing. My favorite campaign combo platter.

Warlord HP: 1d10 ⇒ 1
Again: 1d10 ⇒ 7


I'm submitting Oja Ahnk for your consideration.

dice rolls:

1d6 ⇒ 3
1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 6; re-roll

1d6 ⇒ 6
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 4

1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 2; re-roll
1d6 ⇒ 5; re-roll
1d6 ⇒ 2; re-roll
1d6 ⇒ 3; re-roll

1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 6
1d6 ⇒ 4; re-roll

1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 6; re-roll
1d6 ⇒ 1; re-roll
1d6 ⇒ 1; re-roll
1d6 ⇒ 2; re-roll
1d6 ⇒ 2; re-roll
1d6 ⇒ 6; re-roll
1d6 ⇒ 3; re-roll

1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 4; re-roll
1d6 ⇒ 2; re-roll
1d6 ⇒ 4; re-roll

17 16 14 14 16 13

2nd Level HP: 1d10 ⇒ 7


Well, I have been interested in maybe playing a full caster, let's take a crack at the rolls.

rolls:

4d6 ⇒ (5, 2, 6, 2) = 15
4d6 ⇒ (1, 5, 4, 2) = 12
4d6 ⇒ (1, 4, 1, 4) = 10
4d6 ⇒ (4, 3, 4, 5) = 16
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (2, 5, 5, 6) = 18

rerolls:

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

reroll2:

1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 2

reroll3:

1d6 ⇒ 4

HOkay, that comes out to, 16 16 11 16 17 15

Sczarni

Crispus Final Draft:

Crispus
Male human Warlord (Vanguard)
CN medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 21
Fort +4, Ref +1, Will +2 (with +1 trait bonus)
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Mwk Spiked Shield +5 (1d6+5+1d6)
Lance +4 (1d8+5+1d6)
--------------------
Maneuvers Readied
--------------------
Throwing Shell.
Oaken Shield.
Iron Shell.
Angering Smash
--------------------
Maneuvers Known
--------------------
Throwing Shell: Shield ranged attack, 20ft, 2d6 damage.
Oaken Shield:+4 AC against single attack
Bronze Lancer's Edge: +1d6 to next charge attack
Panthera on the Hunt: +2 to attack and damage on charge, no aoo
Iron Shell: Deflect attack with opposing attack roll + shield bonus.
Angering Smash: -4 to attack others beside initiator
Shoulder Rush: +4 to overrun or bull rush, no aoo
--------------------
Stances Known
--------------------
Phalanx Fighter: +1d6 to lance + shield bash, link shields for AC
Defending Shell:+1 AC/4 levels
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 13, Wis 13, Cha 17 (after racial bonus)
Base Atk +2, CMB +5, CMD 18
Feats Improved Shield Bash (bonus), Pikeman's Training, Power Attack
Traits: Missing Daughter, Steel Skin
Skills: Bluff +8, Intimidate +10, Swim: +7, Climb: 7, Ride: +6, Handle Animal: +8
Languages Common, Giant
Combat Gear: Mwk Full Plate with dragon helm, Lance, Mwk Spiked Metal shield
Other Gear: Light horse (combat trained), rations, cheap booze. 0gp
--------------------
Class Abilities
--------------------
Gambits

At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three things: a risk, a rake, and a reward.

Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

Unbreakable Gambit

Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a non-harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.

Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier.

Guardian's Gambit
Risk: The warlord attempts a successful charging shield bash attack against an opponent.

Reward: If the shield bash attempt is successful, the warlord and all allies within 30-ft. may make a free 5-ft. step, even if they have already made one this turn.

Weapon and Armor Proficiency

The vanguard commander is proficient with all simple and martial weapons, all armor and shields (except tower shields).
This ability replaces the warlord's standard weapon and armor proficiencies.

Maneuvers

The vanguard commander gains access to Iron Tortoise and loses access to Solar Wind. Perception is no longer a class skill, Bluff is now a class skill.

New disciplines: A warlord with the vanguard commander archetype adds Eternal Guardian to his list of available disciplines and gains Intimidate as a class skill.

This alters the warlord's maneuvers and replaces a warlord's standard new disciplines.

Improved Shield Bash

The vanguard commander gains the Improved Shield Bash feat as a bonus feat at 1st level.

This ability replaces the bonus feat gained at 1st level, and bonus feats resume as normal at 6th level and on.

Tactical Presence

At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.

Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
--------------------
Stances
--------------------
Stance of the Defending Shell
Discipline: Iron Tortoise (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION
An Iron Tortoise disciple learns a valuable stance that forms the core of their discipline, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The initiator gains an additional +1 bonus to his shield AC while in this stance, and this bonus increases by +1 for every 4 initiator levels he possesses after 1st level (+2 at 5th, +3 at 9th, +4 at 13th, and to a maximum of +5 at 17th level).

Phalanx Lancer
Discipline: Piercing Thunder (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION
Through heavy conditioning and strength training, you have become adept at using a shield in tandem with a polearm to great effect. While maintain this stance, you can wield a normally two-handed discipline weapon as a one-handed weapon (or a normally one-handed discipline weapon as a light weapon) when using a shield in your off hand. When fighting in this manner, your attacks with discipline weapons and shield bashes deal an additional 1d6 points of damage (+1d6 per ten initiator levels).

In addition, adjacent allies (up to a maximum number equal to your initiation modifier) wearing shields may interlock their shields with yours as a free action on their turn. Each shield-bearing character improves their shield bonus to AC by +1 for each ally in this position (up to a maximum of +5). Allies linking shields with you in this manner do not need to be in this stance unless they wish to increase the number of allies within the phalanx as well.

Special Note: If you possess the armament shield class feature (see Zweihander Sentinel warder archetype in Path of War), its benefits are suspended while you maintain this stance. You must be wielding an actual shield to interlock it with the shields of allies.

--------------------
Maneuvers
--------------------
Iron Shell
Discipline: Iron Tortoise (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You

A shield is used for defense primarily, a basic martial truth. It turns aside harm, and the shield of a disciple of the Iron Tortoise can do the same thing in ways that others cannot. The initiator makes an opposed attack roll as if making a shield bash attempt at his full base attack bonus plus his shield bonus to AC against his enemy's attack roll to deflect a single enemy's melee or missile attack (that is not a spell or power).

Oaken Shield
Discipline: Piercing Thunder (Counter); Level: 1
Initiation Action: 1 Immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION
You shift your weapon’s haft into a more defensible position, shielding you from assault. You can initiate this counter in response to a melee or ranged attack being made against you. Your shield bonus to your AC against that attack increases by +4 (if you have no shield bonus to AC, your shield bonus increases to +4).

Angering Smash
Discipline: Iron Tortoise (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round

DESCRIPTION
By making a quick shield bash, the disciple taunts and aggravates his foes into striking at him solely. The initiator makes a melee shield bash attempt upon a creature, and if successful, they suffer a -4 penalty on attack rolls to attack any other target but the initiator.

Throwing Shell
Discipline: Iron Tortoise (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION
Using a special technique developed for surprisingly effective ranged attacks, the disciple of the Iron Tortoise knows how to deliver his shield in a powerful throw in a manner similar to a champion discus thrower. The initiator throws his shield (light or heavy shields; this does not work with bucklers or tower shields) with a range increment of 20 ft. as a ranged attack, inflicting damage as if the character had just shield bashed his opponent and inflicting an additional 1d6 points of damage and the shield falls to a space adjacent of his target (the player may choose which space it lands in). If the attacked target is within the first two range increments, then the initiator may catch the shield as a free action and regain use of his shield on his turn.

Panthera on the Hunt
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION
With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuver gains +2 circumstance bonus to attack and damage rolls on his charge attack, and ignores attacks of opportunity from moving through threatened squares.

Shoulder Rush
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION
The disciple of Primal Fury uses his aggression to take opportunities whenever possible, and a solid shoulder into a foe at an opportune moment can tip the scales of war in the disciple's favor. As a standard action, the initiator may make a bull rush or overrun attempt with a +4 circumstance bonus, and this attempt does not provoke attacks of opportunity.


Crispus Backstory:

Crispus was originally from Cheliax, but his family moved to Korvosa, as their business of petty crime was receiving too much attention. But as luck would have it, his parents were caught when he was a teenager and sentenced to be exiled after botching a heist in East Shore.

Jobless and holding a house he was quickly going to lose due to a mortgage he couldn't pay, he needed some help. His father once said the name Gaedren Laam, and he asked around town for this man who might lend him a job. Eventually, he became associated, but never friends with the fellow, doing bully-work at the docks and in the city. All he had to do was rough a few people up, get them to pay protection money, or stand behind someone that did the talking. And he got paid a decent wage.

A few years go by, and Crispus takes his practiced skills and joins the military as a contracted sell-sword. Used his money to buy an intimidating helmet, a weapon, some armor, and a shield. Before he left for his first contract, he was very adamant about securing his love for one of the elven-learned-types and bedding her before leaving, certain that her dowry would cover the expense of their house while he was gone.

Then he fought under a blank flag, not caring whom he was fighting. He loved the rush, the conflict, and bashing poor sods to death with a "defensive only tool". But he never felt like burning down places or killing those that surrendered. That wasn't really fun to him. But he did gloat at every opportunity of his victories, and his bed wasn't as lonely as his wife would have liked (if he ever told her...). And he was an ass, but a likable guy to his fellow mercenaries.

This was how he made his living. His wife, Yola, had a lovely daughter and the brief moments that Crispus returned to them were his favorite, fighting being his second choice. But when his daughter was old enough to fetch bread and cute enough to pick pockets, she was abducted from the marketplace. Crispus returned to his very upset wife and promised that he would find her, even if he had to tear down every building in town to do so.

Guards weren't useful at all, probably because he had been an ass to them, said he did real fighting and was way better at it then they were. Who knew they could remember all those times! Graeden, Crispus heard, was into child pickpockets and probably convinced his daughter, Floriana, he was an old friend of the family. Of course, riding around the town on his horse wasn't the most subtle of search methods and he was growing more anxious in finding his little Floriana.

For the first time in his life, things weren't looking so good, and any and all help could mean the world to him. If he has to rough up the old coot, he better make sure he actually has his daughter.

Okay, just got it set up the way I want; pretty sure anyway. As always, I'll create an alias if I'm selected. Good luck y'all.


Amaranthine Witch wrote:

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.

stormcrow27 it seems you missed my question. If you don't have the books and I end up selected I could pass the parts I intend to take in a PM.


stormcrow27 wrote:
Ritual Hex is fine. We'll leave Sacred Geometry out this time around, so we're not having people who are algebraically allergic get angry.

Got it. At least it's not partial differential equations. :) *Shudders as she thinks back to college math courses.*

Anyway, this is Qunnessaa again with her character submission. The mechanical side is complete, but I hope to add a bit more to her backstory explaining just what she's doing in Korvosa this evening.

As a quick outline until then, she's the daughter of instructors at the elven magical academy in the Mierani Forest, the Tower of Stars. She's returning from a grand tour of the Inner Sea to see how other folks do it, and learn a bit more about non-elven cultures. Unfortunately, the tour went horribly wrong, and although she's finally got back to Varisia at least, when she stopped back in Korvosa to visit the Acadamae for old time's sake, she ended up being framed for murder. Having cleared her name, she means to track down the man who was really responsible, the vile Gaedren Lamm. She is not amused, and she wants revenge...

She's sort of a mix of Baron Munchausen and Dr. Livingstone, only the real deal, without nasty colonialist overtones, and as an eccentric witch of an elven heiress.

Party role-wise, she's mainly an experiment to see how flexible a magus I could roll up, so focusing on collecting odds and ends (including odd spells) and seeing where they end up - she's not meant to be the biggest, baddest fighter, wizard, or fighter/wizard, but can hopefully support folks with more focus. :)


Alright, I'm all done my newly improved,Griffith. I'm going to add a bit of extra fluff here and there but he's done.


Still working on some of the crunch and fluff, sorry it is taking so long. I am in the process of crafting a human fighter to bring to the table. Rolling for health now.

HP: 1d10 + 4 ⇒ (7) + 4 = 11

Not bad at all. So the general premise of this guy is that he is a trained guard working for a minor noble/official (not sure exactly which yet) that had been scrimping and saving in order to marry his fiancé. Two weeks prior to their marriage she was murdered, and though he has what he believes to be a promising lead (her ring was sold to a merchant by Lamm) the law enforcement view the evidence to be too circumstantial to follow it up. Frustrated, he has obtained permission from his employer to take some time off to follow up on the lead in order to have some closure.

More details will follow soon.


Ahhhh ok. I'm going to throw in on this with a revised version of my occultist, Aemon Grahame. I'll need to tweak some things, re-build him as an retired criminal/information broker rather than a retired adventurer/scholar.

Rolls:

Original:
4d6 ⇒ (3, 1, 6, 2) = 12
4d6 ⇒ (4, 2, 6, 5) = 17
4d6 ⇒ (5, 5, 2, 6) = 18
4d6 ⇒ (1, 6, 6, 3) = 16
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (2, 1, 4, 5) = 12

Re-Rolls:
2d6 ⇒ (3, 6) = 9
1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 5
2d6 ⇒ (5, 1) = 6

Re-Re-Rolls:
1d6 ⇒ 2
1d6 ⇒ 4

Re-Re-Re-Roll:
1d6 ⇒ 2

One More Time
1d6 ⇒ 5

3 , 3, 6, 6=15
4 , 4, 6, 5=15
5 , 5, 5, 6=16
5, 6, 6, 3 =17
4, 3 , 3, 6=13
5, 4 , 4, 5=14

DM:

Would you be open to letting me use this version of the Eberron Changeling? It was built using the Advanced Race Guide (build notes are at the bottom of the page), and it would really fit the idea of a creature that Lamm could force into servitude and benefit his organization, and would also be helpful in his current career as an information broker. If you're uncomfortable with a character that can disguise himself basically at will, I won't feel bad about keeping him human :)


@ stormcrow27:

Okay, got it! This is Xilfæ-îr for your perusal.

Got all the number-crunchy bits done.
Including her gear and all that.

The back-story is a bit longer than I planned it to be.
But once I got an idea started, I just kept going.

Thanks!

Xilfæ-îr, back-story:

I. Who is Xilfæ-îr?
Xilfæ-îr is a hardened and lucky survivor. She survived a childhood as
maltreated and tortured slave in a drow household. She survived trying to
emasculate the Korvosan crime boss she had been sold to. Then, in a kinder twist
of fate, she was brought up from the depths of trying to survive from one day to
the next.

II. Pain in the Darkness, Pain in the Light
Being born a half-drow bastard in a drow household means a slave's life filled
with suffering and torment. Such was Xilfæ-îr's start in life. She was was one
of the few half-drow slaves to survive to adolescence. Her heinous upbringing
gives her a flinty mind, and a body that is agile and resilient.

Being a survivor, and showing martial promise, Xilfæ-îr was put into a caravan
bound for the surface world to sell ilicit luxury goods. However, the caravan
was ambushed by mercenaries intent on stamping out trading with the Underdark.

The caravan was quickly overcome. By some strange twist of fate, Xilfæ-îr was
knocked out early in the fighting and was taken prisoner. The mercenaries
immediately struck camp for Korvosa with their booty and prisoners.

This is when Xilfæ-îr experienced her first sunrise. She rarely encountered
anything as bright as a candle. Despite hearing of sunlight, Xilfæ-îr was
ill-prepared. She howled and shuddered in pain, surprise and, fear. He captors
had not paid her much mind to then, as she was loaded on a wagon with other
prisoners. Her reaction made clear her half-drow nature.

Too proud to kill any helpless prisoners, the mercenaries' leaders finally
decided to sell Xilfæ-îr off to the shady orphanage owned by Gaedren Lamm. They
were pleased with themselves, because they successfully hoodwinked a criminal.
Gaedren had not bought a delicate flower of a half-elf but a caustic thorn.

Gaedren soon realized he been swindled for a change. No amount of threats,
brow-beating, abuse, or starvation could faze Xilfæ-îr. She survived worse than
him as a matter of course. He only tolerated her, barely, because he was fearful
of the drow blood in her.

Matters came to a head between Xilfæ-îr within days. Gaedren berated her in
front of all his "Little Lamms" for shoddy work delivering Shiver, so he could
avoid paying her for a job she did to perfection. Xilfæ-îr would have none of
that. She unleashed a vicious tirade of her own, including colourful and
breathtakingly rude anecdotes about his fondness for children and animals.

Xilfæ-îr drove her point home by using her knee to drive Gaedren's manhood
towards his lungs. Clutching himself, writhing in agony, and incandescent with
rage, Gaedren ordered the Little Lamms to beat Xilfæ-îr to death for an extra
silver piece. EACH!

Gaedren himself was incapacitated and in no condition to check if Xilfæ-îr was
truly dead. He did not know his orphans had only put on a good show. They left
her near death's door. But none wanted to land the fatal blow after what she did
to their hated boss. They left her for dead on a trash heap as Gaedren demanded.
All secretly prayed she would survive to come back to haunt him anew.

As it turned out, their prayers were answered. Although who answered them
exactly, none can say.

III. A New Beginning
With the sun rising on her battered form, Xilfæ-îr started groaning in pain with
what little strength was left her. A passerby, Baalla, heard Xilfæ-îr's pitiful
sounds, went to to investigate, and brought Xilfæ-îr from the brink of death
with her healing skill. She ran home, returning with her husband, Jaagryn, to
bring the battered and unconscious waif home.

They took Xilfæ-îr to their apothecary in the Midland district, and nursed
Xilfæ-îr back to health. Baalla and Jaagryn are not simple folk. They are
retired adventurers of some skill. She is a sorceress, and he a bard. But they
are too kindly to refuse healing a half-drow when most in Korvosa would not.
Xilfæ-îr also reminds them of their daughter, who was murdered at about
Xilfæ-îr's age.

Baalla and Jaagryn were a puzzle to Xilfæ-îr at first. The first people she met
who were kind to her for the sake of being kind. Soon enough, Baalla and Jaagryn
became her parents, in truth, if not in law.

With difficulty, Baalla and Jaagryn convinced a magus they know, Seiseu, to
train Xilfæ-îr. Seiseu agreed when she saw for herself the boundless devotion
Xilfæ-îr has for Jaagryn Baalla and Jaagryn. She was also pleasantly surprised
with Xilfæ-îr's talents and dedication to training.

While training under Seiseu, Xilfæ-îr put much time and effort into learning how
to pass her self off as a human. She is proud of this. It is seldom that anyone
walking by her in the streets of Korvosa even suspects she is not fully human.

Sunlight is still a problem for Xilfæ-îr, though. She cannot bear the outdoors
during the day except when heavily overcast. On the other hand a few thieves in
the night have received painful … reprimands … from Xilfæ-îr for trying to prey
on the home of Baalla and Jaagryn.

The kindness of Baalla and Jaagryn taught Xilfæ-îr friendship and loyalty for
their own sake. She is therefore fiercely loyal to anyone who befriends her.
There are, however, still a few dark edges from her drow upbringing. She
intensely focuses on retribution against any who wrong Baalla, Jaagryn, her
friends or herself.

She still remembers Gaedren, of course. And does not like what she remembers.
She wants to settle the score with Gaedren. Sooner rather than later.

More importantly, Xilfæ-îr wants to transcend survival and make a name for
herself. The recent unrest in Korvosa makes the time right for her to do just that.


Zayne Iwatani wrote:
Jack "Feral" Garrison wrote:
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?
^Yo.

Sure. Me Conan and me smash camel good!


Amaranthine Witch wrote:
Amaranthine Witch wrote:

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.

stormcrow27 it seems you missed my question. If you don't have the books and I end up selected I could pass the parts I intend to take in a PM.

Sorry things have been a bit busy. YOu're more then welcome to send them in a PM and I will take a look.


Headsman, link for GM convenience and my own.

Selection coming on Monday... I'm getting hyped.

GM, can you give any tips to people who want to increase their chance of being picked? I'm done getting my sheet ready and I'm getting restless.


Rolling lv 2 hp for an Arcanist with a temper.

1d6 ⇒ 3

Not bad. With a Con of 16 and both favored class bonuses, that's 17hp. Unless I'm mistaken that's pretty good for a 2nd level full arcane caster, although given the rolling method it's hard to have low hp.


So, on a whim I figured I'd go through the thread and see what we had going:

"Headsman" - Human Barbarian
Nina Anders - Human Barbarian/Oracle/Rage Prophet (Healer)
Ry'ean De'Turro - Human (former Drow) Swashbuckler
Io Dorean - Human (Pure-Blood Azlanti) Brawler
Lucien of the Sable Company - Human Ranger
Nicolai Fortescu - Human Wizard
Jember Fatespun - Human Clever Godling
Yanis Bulion - Half-elf Vitalist
Jovich Devir - Drow Rogue
Aram Minosta - Human Cleric/Fighter
Xilfæ-îr - Half-Elf Eldritch Scion Magus
Silvinia - Tiefling Paladin
Maka - Half Giant Psychic Warrior
Jack "Feral" Garrison - Human Barbarian
Lubella Heathertoes - Halfling Dawnflower Dervish Bard
Geralt Eletharian - Ifrit Sorcerer
Hazel Fletcher - Human Sorcerer/Monk
Crispus Crunch - Human Warlord
Oja Ahnk - Human Brawler/Barbarian
Machaera Selanna - Elf Magus/Wizard

I included only characters with a full crunch and background, do speak up if you're not in there.


I am not listed here.
Griffith Leodian/Caisramriel: Grigori Angelic paragon.


Cydrius wrote:
GM, can you give any tips to people who want to increase their chance of being picked? I'm done getting my sheet ready and I'm getting restless.

I know the feeling - once I get all these ideas bouncing around in my head, the waiting gets to me a bit.

Cydrius wrote:
I included only characters with a full crunch and background, do speak up if you're not in there.

Not sure how much they had in the way of background, but there was also Grox, a trox vivisectionist alchemist/unchained barbarian, as well as Axious Fiduciam, a human magus with VMC wizard.

And because scrolling back through four pages of posts is a bit of a pain, here are the links to all submitted characters:

Maka, LG Half-Giant Psychic Warrior
Hazel Fletcher, LG Human Fey Sorcerer (Seeker)/Unchained Monk (Scaled Fist)
Crispus, CN Human Warlord (Vanguard)
Headsman, CG Human Barbarian
Nina Anders, CG/CN Human Barbarian/Life Oracle (Dual-Cursed)
Ry'ean De'Turro, CG Human Swashbuckler
Grox, CN Trox Alchemist (Vivisectionist)/Unchained Barbarian
Io Dorean, CN Human Brawler (Shield Champion)
Lucien, LG Human Ranger (Sable Company Marine, Urban Ranger)/VMC Paladin
Nicolai Fortescu, CG Human Diviner Wizard
Jember Fatespun, CN Human Clever Godling
Yanis Bulion, NG Half-Elf Vitalist
Jovich Devir, NG Drow Unchained Rogue
Axious Fiduciam, LG Human Magus/VMC Wizard
Aram Minosta, CG Human Cleric/Fighter
Xilfæ'îr, CN Half-Elf (Drow-Descended) Magus (Eldritch Scion)
Silvinia, LG Tiefling (Pit-Born) Paladin (Oath of Vengeance)
Jack "Feral" Garrison, CN Human Unchained Barbarian (Primal Disciple)
Lubella Heathertoes, NG Halfling Bard (Dawnflower Dervish)
Geralt Eletherian, CN Human Fighter (Cad)
Oja Ahnk, CG Human Barbarian (Brutal Pugilist, Drunken Brute)/Brawler
Machaera Selanna, CG Elf Magus (Hexcrafter)/Transmuter Wizard (Primalist)
Griffith Leodian, NG Grigori Angelic Paragon


Oops, apologies, Griffith.

Thanks for all the linking, Hazel. I am impressed.


Also just for clarification, Aram is primarily a cleric, he just has the one level of fighter for proficiencies because clerics of Gorum tend to wear spiked plate and carry big ass weapons. :)


Cydrius wrote:
Thanks for all the linking, Hazel. I am impressed.

Yep, I definitely typed up that list on the spot for the benefit of all posters, and did not, say, spend much of my afternoon looking through it to satisfy my own curiosity. Of course not, that would be silly and borderline obsessive.

Aram Minosta wrote:
Also just for clarification, Aram is primarily a cleric, he just has the one level of fighter for proficiencies because clerics of Gorum tend to wear spiked plate mail and carry big ass weapons. :)

Likewise, Hazel would most likely advance almost completely in unchained monk, but I dipped a level in sorcerer because

a) true strike, laughing touch, and wand access were too convenient to pass up
and
b) playing a monk/sorcerer multiclass just sounded like so much fun


Quote:
Yep, I definitely typed up that list on the spot for the benefit of all posters, and did not, say, spend much of my afternoon looking through it to satisfy my own curiosity. Of course not, that would be silly and borderline obsessive.

Same here with my list. How selfless we are!


Just popping in again to say that I've added a bit to Machaera's background to explain why she's hanging around in Korvosa, so I think that's that.

Oh, and like a few other folks, Machaera's just dipping: she'll very likely advance exclusively as a magus from now on, but how could one go to Alkenstar and not dabble in 1) primal magic, 2) firearms?

Thanks too to Cydrius and Hazel for compiling their lists. :)


A correction to Hazel Fletcher's post vis a vis this character - that is using old build info. In this incarnation Geralt is an Ifrit Protean sorcerer, stats can be found in the post here. I'll put the updated info into the profile when I have a chance.


Sorry about that, the profile threw me off.


One of my favorites! I'll try my hand:

Dice Rolls:

Attributes: 4d6 ⇒ (5, 2, 2, 3) = 12
Attributes: 4d6 ⇒ (2, 5, 1, 1) = 9
Attributes: 4d6 ⇒ (2, 6, 5, 1) = 14
Attributes: 4d6 ⇒ (2, 1, 4, 3) = 10
Attributes: 4d6 ⇒ (1, 3, 3, 5) = 12
Attributes: 4d6 ⇒ (6, 1, 6, 1) = 14

Rerolls
reroll: 2d6 ⇒ (5, 3) = 8
reroll: 3d6 ⇒ (3, 3, 6) = 12
reroll: 2d6 ⇒ (4, 1) = 5
reroll: 2d6 ⇒ (6, 3) = 9
reroll: 1d6 ⇒ 4
reroll: 2d6 ⇒ (5, 3) = 8

re-reroll
reroll: 1d6 ⇒ 2

re-re-reroll
reroll: 1d6 ⇒ 2

rererereroll
reroll: 1d6 ⇒ 6


Will have a background up and ready soon. =^^=


I'm still working on my background, but my crunch is in place. As a synopsis of my background:

Synopsis:

Zurisatro is Varisian and his family has Sczarni ties. Growing up in the Shingles, he knew only poverty and want until his brother sought to serve in the Sczarni gangs. His elder brother became involved with increasingly less savory peers as he sought to earn the money to see his family safe. Zurisatro worshiped his older brother, and so he followed his brother when he was asked to help despite his misgivings about the muggings, petty theft, and worse that he was now involved in. While serving as a spotter for an ambitious burglary (against a Cerulean society protected target), he missed the approach of a group of the Cerulean society who had gotten wind of the attack. In the ensuing carnage, Zurisatro escaped, but his brother was not so lucky.

Distraught and feeling guilty, he sought the aid of family and the guards to bring his brother's murderers, but no one would help. Disillusioned, he saw the dark path ahead of him should he continue a life of crime. Instead he turned to begging, doing odd work, and anything else he could to make a pinch (copper) or, rarely, a shield (silver). In a stroke of luck, he had the fortune of cleaning for a retired master of the Acadamae. He so impressed the man, Eugeni, that he agreed to take him as his sole apprentice. Since that day, he has begun to master the arts of magic and blade. He has proved a rapacious student. Training in both sword craft and magic (and fed properly for the first time in his life), Zurisatro has grown strong and quick both mentally and physically. He has been taking work as a private guard where his arcane and martial prowess has proved lucrative. He recently sought to gather his sister away with him, only to find her missing. Fearing to lose his only remaining sibling, he has decided that he will recover her from her abductor, no matter the cost.

As far as my black blade (Bladebound) and hexcrafter archetypes go, I was thinking that he found the unusual blade (which didn't detect as magical) in a magic shop. The cutlass is marked with Desnan butterfly and is obviously high quality, but it's origin is unknown. It was found as part of expedition into Thassilonian ruins and it's unknown how long it was there. @GM stormcrow27 How would you prefer to handle its further backstory and intelligence? Would you want to incorporate that into your plans for the game (if I am selected) or should I think more about the nature of the blade?

I'll post again when I'm happy with a better written version of the above.


Been very interested in Curse of the Crimson Throne, let's see what I can come up with.

4d6 ⇒ (5, 3, 6, 2) = 16 = 14
4d6 ⇒ (3, 4, 5, 2) = 14 = 12
4d6 ⇒ (1, 2, 6, 1) = 10 = 14
4d6 ⇒ (2, 5, 1, 4) = 12 = 13
4d6 ⇒ (4, 1, 6, 6) = 17 = 16
4d6 ⇒ (6, 2, 5, 1) = 14 = 15

2d6 ⇒ (5, 3) = 8
1d6 ⇒ 4
1d6 ⇒ 4


Wow! Twenty-three applicants for sure, probably twenty-five.

The GM has a lot of work ahead, looking through that list!

Plenty of stiff competition too!


I had a couple questions over in the Mummy's Mask discussion thread Stormcrow.


lvl 2 hp:

1d8 ⇒ 5


Sorry about the delay, but I finally submit my application: Quintus Vrathton, LN Human Fighter (no archetype). If selected I will create an alias for him. Good luck all!

Background:

Quintus Vrathton grew up in Korvosa's East Shore. The only son of non wealthy parents, he grew up quickly (though not unhappily) as an apprentice guard in one of the local nobles' retinues. In that time he excelled in learning the basics of fighting in armor, maintaining said weapons and armor, care for and commanding of guard animals, and even a bit of structural engineering from the maintaining of some of the ... surprises... the lord maintained for intruders.
It was also during this apprenticeship that Quintus met his betrothed, Martha Wallec. Martha was one of the seemstresses for his employer's household. Over the course of three years Quintus gradually courted Martha, eventually convincing her to marry him. The ring he gave her was unique: a mithril and gold band holding a small ruby at its center. Martha, suffice to say, was shocked more by the value of the ring than the purposal.
"What, this? This was my maternal grandfather's wedding gift to his bride. Apparently he was quite the adventurer before settling down here. So don't lose it, ok?" Even now, Quintus smiles a bit at the memory of her gapping eyes and mouth. He would give anything, even that ring, to have her back.
Two weeks later, a week before they were to be wed, Martha was murdered while completing a few errands. No witnesses were ever identified, and had the guard not brought Quintus to the scene to identify the body it is likely that she would have been buried in the Grey as an unknown person. The only things missing from her body were her coinpurse and the ring he had given her, leading the local authorities to believe it was a robbery gone awry.
Two months later Quintus found that a local shop owner had been sold the ring. The ring's monetary value is prohibitive, and while the shop owner was sympathetic to Quintus' plight he was unwilling to write off the amount he had spent on the ring as a loss. The two things he was willing to do was to allow Quintus to buy back the ring "at cost", and to give him the name of the man who sold it to him: Gaedren Lamm.
The 22 year old now hunts the man called Lamm, determined to get answers about the night his beloved was slain and to recoup some of the money necessary to buy back his family heirloom.

Stats:

STR: 17
DEX: 12
CON: 17
INT: 16
WIS: 13
CHA: 14

Skills:

2(Base)+2(Free)+3(INT)+1(Human)+1(Favored Class)
  • Climb (Bonus=8)
  • Craft: Armor (Bonus=8)
  • Craft: Weapons
    (Bonus=8)
  • Handle Animal (Bonus=7)
  • Intimidate (Bonus=9)
  • Knowledge:
    Dungeoneering (Bonus=8)
  • Knowledge: Engineering (Bonus=8)
  • Profession:
    Guard (Bonus=6)
  • Survival (Bonus=6)

Feats:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Fast Learner: You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit
point and +1 skill rank instead of choosing either one or the other benefit
or you can choose an alternate class reward.
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks
made to resist nonlethal damage from exhaustion; Constitution checks made to
continue running; Constitution checks made to avoid nonlethal damage from a
forced march; Constitution checks made to hold your breath; Constitution
checks made to avoid nonlethal damage from starvation or thirst; Fortitude
saves made to avoid nonlethal damage from hot or cold environments; and
Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor
is fatigued the next day.
Weapon Focus: Warhammer: Choose one type of weapon. You can also
choose unarmed strike or grapple (or ray, if you are a spellcaster) as your
weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon.
Dazzling Display: Your skill with your favored weapon can frighten
enemies.
Prerequisite: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can
perform a bewildering show of prowess as a full-round action. Make an
Intimidate check to demoralize all foes within 30 feet who can see your
display.

Traits:

Armor Expert: You have worn armor as long as you can remember, either
as part of your training to become a knight's squire or simply because you
were seeking to emulate a hero. Your childhood armor wasn't the real thing
as far as protection, but it did encumber you as much as real armor would
have, and you've grown used to moving in such suits with relative grace.
When you wear armor of any sort, reduce that suit's armor check penalty by
1, to a minimum check penalty of 0.
Lost Love: Fiance: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks.

Class Traits:

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Racial Traits:

+2 to One Ability Score (INT): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Random Crunch:

Hit Points: 25/25
Hit Dice: 2d10
Alignment: LN
Favored Class: Fighter
Armor Class: 24
Touch Armor Class: 11
Flat-Footed Armor Class: 23
Saving Throws:
Fortitude: 6
Reflex: 1
Will: 1 (2 vs Fear)
Initiative Bonus: 1
Base Attack Bonus: 2
Melee Attack Bonus: 5
Ranged Attack Bonus: 3
CMB: 5
CMD: 16
Spell Resistance: n/a
Speed:
Base Speed: 30 FT
Armored Speed: 20 FT
Lift/Push:
Light Load: 86 lbs or less
Medium Load: 87 lb - 173 lb
Heavy Load: 174 lb - 260 lb
Lift Over Head: 260 lb or less
Lift Off Ground: 520 lb or less
Drag or Push: 1300 lb or less

Items Owned:

MW Full Plate: GP: 1500
Tower Shield: GP: 30
MW Warhammer: GP: 312
Fighter's Kit: GP: 9
Longbow: GP: 75
Arrows (20): GP: 1
Remaining GP: 73


Here is my submission of a Conjuration(Teleportation) Specialist from the Acadamae.

Enodrus Stat Block:

Enodrus Tarn Age 26 Height 5’ 5” Weight 155 lbs
Human Wizard (Specialization - Conjuration(Teleportation), Opposition – Enchantment and Evocation)
Rat Familiar

NG Medium humanoid (human)
Init +8; Senses Perception +3

DEFENSE
AC 18, touch 12, flat-footed 15 ()
HP  15 (2d6+4)(6,5)
Fort +5, Ref +2, Will +4

OFFENSE
Speed 30 ft.
Melee  dagger +2 (1d4+1 19-20/x2)
Ranged  mwk light crossbow +4 (1d8 19-20/x2)80 ft or dagger +3 (1d4+1 19-20/x2) 10 ft
Spells Prepared (CL 2st; concentration +6)
1st (4/day, DC 14) —
0th (4/day, DC13) —
Specialization School: Conjuration

STATISTICS
Str 11, Dex 15, Con 15, Int 17, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 13
FCB – Level 1-2: Skill Point
Feats (3) Scribe Scroll, Improved Initiative, Acadamae Graduate
Traits (2) Drug Addict(Personal Addiction)[+1 fortitude], Arcane Temper[+1 concentration, +1 initiative]
Skills(18) Appraise +7 (1 rank), Escape Artist +4 (2 ranks), K(Arcana) +8 (2 ranks), K(Dungeoneering) +8 (2 ranks), K(Nature) +8 (2 ranks), K(Religion) +8 (2 ranks), K(Planes) +8 (2 ranks), Linguistics +7 (1 rank), Perception +3 (+5 when in arms reach of familiar) (2 ranks), Spellcraft +8 (2 ranks)
Languages(4) Common, Orc, Goblin, Shoanti, Varisian
Gear [18 gp, 5 sp] Bandolier(0.5 gp/- lbs), Scroll Case (1 gp/0.5lbs)[Scroll of Shield(25 gp), Scroll of Grease x 2(50 gp), Scroll of Magic Weapon (25 gp)], Scroll Case (1 gp/0.5lbs)[Scroll of Expeditious Retreat(25 gp)], Scroll Box (5gp/1lb)[Scroll of Shield(25 gp), Scroll of Comprehend Languages x 2 (50 gp/- lbs), Scroll of Magic Weapon (25 gp), Scroll of Endure Elements(25 gp)], Potion of CLW x 4 (200 gp/2 lb), Ioun Torch (75gp/-lbs), mwk light crossbow (335 gp/4 lbs), crossbow bolts x 20 (2 gp/2lbs), dagger x 3 (6 gp/3 lbs), Cracked Dusty Rose Ioun Stone (500 gp/-), Sunrod x 5 (10 gp/5 lbs), Thunderstone x 3 (90 gp/3 lbs), Alchemist Fire x 3 (60 gp/3 lbs), Traveller’s Any-tool (250 gp/2 lbs), Holy water x 3 (75 gp/3 lbs), Potion of Lesser Restoration x 2 (100 gp/1 lb), Wizards Kit[backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin](21gp/15lbs)

Scrolls bought and used to scribe spells into spell book (Scroll of Magic Weapon(25gp+10gp), Scroll of Endure Elements (25gp+10gp), Scroll of Detect Secret Doors (25gp+10gp), Scroll of Detect Undead (25gp+10gp), Scroll of Expeditious Retreat (25gp+10gp)
Encumbrance Light < 38, Medium <76, Heavy < 115, Total Carried = 34 lbs
SQ Shift, Summoners Charm
Spellbook (30/100)
0th Level - Acid Splash, Arcane Mark, Bleed, Detect Magic, Detect poison, Detect Radiation, Disrupt Undead, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
1st Level – Mage Armor, Grease, Vanish, Summon Monster 1, Protection From Evil, Comprehend Languages, Enlarge Person, Web Bolt, Magic Weapon, Endure Elements, Detect Secret Doors, Detect Undead, Expeditious Retreat

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Enodrus’ Backstory:

Demanding. Harsh. Deadly. The Acadamae kills, maims, and traumatizes its students. The weak die, drop out or are dismissed. The strong survive to complete the start of their education, with graduation from the Acadamae only being the beginning of a lifetime of learning.

Enodrus’ time at the Acadamae was standard for those who enrolled and were accepted. His first few years were torturous, serving the professors, instructors, and senior students as a slave. Those few friends he made in the beginning were all gone by the end of his fourth year, two dead to traps and another lost to shiver.

For the remaining years Enodrus worked hard, breaking his body to surpass those around him. His study left little time for anything else and his mind was beginning to go by the end of his sixth year. It was then that Enodrus remembered the musings of an old classmate, their name forgotten.

”Shiver helps make it all go away for a while, no harm in that right?”

The thought echoed in his mind for weeks after he first thought it. Enodrus was on top of his schooling, his family was safe and living happy lives, supporting him as they could. The only thing he was missing was time to stop for a bit and relax. Shiver might be able to help him stop thinking for a bit. There’s no harm in that right? Enodrus eventually thought.

Seeking out and finding it, Enodrus began using shiver. At first it was only a bit. His schooling didn’t suffer, no one noticed anything out of the ordinary. Then another round of exams happened. Enodrus needed more and more breaks, and so used more and more shiver. Enodrus’ schooling began to suffer, but he was still passing, still allowed to stay.

This slow decent went on for over a year. Eventually, during another set of tests, Enodrus took too much. Some of his acquaintances found him in his room, nearly dead. Help was gotten and though it was close Enodrus lived.

The few months were hard. Constant cravings, seizing, and other withdrawal symptoms haunted Enodrus as he fought to get over his addiction. To focus his mind he hunted down the man responsible for its trafficking it to him. Enodrus promised himself that after his graduation he would hunt the man down and end his profiting off of others misery. One day Endrus would kill Gaedren Lamm.


Going to submit a warpriest, coming up with a backstory now.

1d8 ⇒ 7


Well, I think Janel is done. He fills a roguish role and can do a little healing.


Visarya; samsaran warpriest; is done for now.

Statblock:
Visarya Adica
Female samsaran warpriest of Shizuru 2
LG Medium humanoid (samsaran)
Size 6' 7"; 175 lb.; Age 96
Init +2; Senses low-light vision; Perception +4
--------------------
DEFENSE
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 19 (2d8+4)
Fort +4, Ref +3, Will +8; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk katana +5 (1d8+2/18-20)
Ranged mwk composite longbow +4 (1d8+2/x3)
Special Attacks blessings 4/day (Glory: glorious presence, Good: holy strike), fervor 5/day (1d6), sacred weapon (1d6, +0, 0)
Spell-Like Abilities (CL 2nd; concentration +3)
1/day—comprehend languages, deathwatch, stabilize
Warpriest Spells Prepared (CL 2nd; concentration +6)
1st—divine favor, grace, true strike
0 (at will)—detect magic, enhanced diplomacy, guidance, light
--------------------
STATISTICS
--------------------
Str 15, Dex 14, Con 12, Int 15, Wis 18, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (katana), Weapon Of The Chosen
Traits deft dodger, missing son or daughter
Skills Diplomacy +6, Intimidate +6, Knowledge (religion) +6, Sense Motive +8, Spellcraft +6, Survival +8
Languages Celestial, Common, Minkaian, Samsaran
SQ mystic past life
Combat Gear potion of cure light wounds (4)
Other Gear mwk lamellar (steel) armor, mwk heavy steel shield, arrows (20), mwk composite longbow (+2 Str), mwk katana, bedroll, belt pouch, flint and steel, mwk backpack, mess kit[UE], pot, silk rope (50 ft.), silver holy symbol of Shizuru, soap, spell component pouch, trail rations (5), waterskin
Wealth 282 gp, 1 sp
--------------------
SPECIAL ABILITIES
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 5/day) (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. She can also use this ability to quickly cast spells that aid in her struggles. This ability can be used a
number of times per day equal to 1/2 her warpriest level + her Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels she possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets herself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage she would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell she has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Glorious Presence (DC 15) (Su) At 1st level, you can touch an ally and grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her foes. This functions as sanctuary, except if the ally attacks an opponent, this effect ends with respect to only that opponent. This is a mind affecting effect.
Holy Strike (Su) At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Warpriest) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Sacred Weapon (Su) At 1st level, weapons wielded by a warpriest are charged with the power of her faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on her level and not the weapon type. At 4th level, the warpriest gains the ability to enhance one of her sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, she can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is good, she can add ghost touch and holy. If she is lawful, she can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round).
Weapon of the Chosen The influence of your deity guides your favored weapon. As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit.
--------------------

Background:
Background: Visarya has traveled far and wide since leaving her homeland of Tian Xia. At the moment, she finds herself in Korvosa, a city she is quickly realizing is crippled by decadence and corruption. She has vague memories of her previous life as a proud paladin named Adica and participating in the First Mendevian Crusade about a century ago, sometimes waking in the middle of the night as half-remembered demonic hordes plague her dreams.

For the past few years, Visarya has wandered Golarion, seeking employ here and there as a sword for hire, although she has proven to be quite selective with her employers. Currently she is, or rather, was, under the employ of some local nobleman as a bodyguard for their household. During a trip to the markets however, their youngest son went missing, and the blame fell to her. This was met with a rather sudden ending of their business relation, but Visarya's honor prevents her from just leaving the matter at rest, and so the past few weeks she's found herself wandering the streets of Korvosa, rather aimlessly, as she searches for rumors and shadows.

Physical description: Visarya is a samsaran, nearly seven feet tall. Her skin is azure blue, contrasted by the midnght black of her hair. Her white, pupil-less eyes many people find unnerving, and they give her a stern demeanour. She is clad in a rather uncommon armor seemingly made of row upon row of small steel plates. At her hip she carries a strange curved blade, and from her neck dangles a silver symbol of the same blade in front of a sun.


The big decision time is approaching... good luck, everyone!


Yes, Good Luck, all.

Lots of cool submissions for the GM to look through.

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