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Here he is. I said I would submit someone with Infernal ancestry, as the Devils and Demons are constantly fighting in the world of D&D and Pathfinder. I didn't pick the Infernal bloodline, but the fire elemental bloodline, as the Infernal bloodline gives a bunch of stuff that I personally would not use. Not to mention protection from good is not something I want. When I look at the stuff Infernal gives, it gives resistance to fire, so fire elemental would be a good bloodline to represent Infernals as well. When I look at the elemental bloodline, it says you may have gained this magic from outsiders. Infernals are outsiders. Not to mention, there were other outsider that his ancestors intermingled with, like the fire genies and Efreetis so his bloodline isn't purely Infernal or Efreeti, but Fire Elemental in general.
As far as character build, I have light armor proficiency as a feat now, but my armor is kilt and has no armor arcane spell failure chance. When I get the gold for it, I hope to purchase mithril shirt and take arcane armor training.
Then I'm going to focus on stuff like spell penetration, spell focus and the stuff where I can bypass spell resistance. As well as Iron will and stuff that increases his saves. He won't have metamagic feats, because I don't use those.

Takka of the Toad |
1 person marked this as a favorite. |

I believe I've got everything right. The rules for animal companions confuse me a tad at times, so if I messed up something, lemme know.
"I will not falter! Ride, Sleek! Froggie ho!"
Male Kobold Cavalier 1
LG Small Humanoid (reptilian)
Deity: Apsu Homeland: Kenabres
Init +2; Senses Perception +0, Darkvision 60 ft.
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Defense
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AC 19 Touch 13 Flat-footed 17
HP 11/11
Fort +3 Ref +2 Will +1
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Offense
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Speed 20 ft.
Melee Lance +2 (1d6/x3/Reach 10')
Ranged Shortspear +4 (1d4/x2)
Special Tactician (Precise Strike)
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Statistics
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Str 10, Dex 15, Con 12, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +0; CMD 12
Feats Quick Draw, Precise Strike
Traits Courageous, Indomitable Faith
Skills Handle Animal +5, Linguistics +1, Ride +6, Sense Motive +4
Languages Draconic, Common
Combat Gear Wooden, Heavy Wooden Shield, Lance, 10 Shortspears
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Equipment
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TN Medium Magical Beast (reptilian)
Init +2; Senses Perception +0, Darkvision 60 ft.
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Defense
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 23 (2d10+3)
[b]Fort +6, Ref +5, Will +0
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Offense
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Speed 30 ft. Climb 30 ft.
Melee Bite +4 (2d6+3)
Ranged[b] Slime Squirt +4 (ranged touch)
[b]Special Attacks Belly Grease, Slime
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Statistics
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Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 16 (20 vs. bull rush, overrun, and trip)
Feats Jumper
Skills Acrobatics +16, Climb +10, Escape Artist +6 (Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist)
Languages Boggard (can’t speak)
SQ hunker
Belly Grease - The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
Hunker - The slurk gains a +4 bonus to its CMD to avoid bull rush or overrun attempts.
Slime - A slurk’s back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk’s back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.
One slurk in particular had grown very attached to Takka, who named the little toad mutant Sleek. Although strong, Sleek suffered from poor senses and even being partially blind in one eye. While the others abandoned the little slurk, Takka could not bear to see another creature suffer the same loneliness he had, and took to raising him away from the others. Helping him to grow big and strong, Takka soon learned how to ride Sleek and help him to maneuver in spite of his poor sight. In return, Takka found himself no longer needing to hobble about, instead letting Sleek do the legwork.
Feeling a sense of exile from his tribe, but finding his care of Sleek strangely rewarding, Takka decided to head for the surface with his new ride. Upon reaching the ground above, whittled out some armor and weapons from the trees, arming both himself and Sleek with these new tools and set out to become a wandering knight. He would protect and aid those like Sleek, those that the world had cast aside, and help them to realize their potential!
His first task is to seek out the silver dragon Terendelev, known well for being a guardian of the Worldwound. He hopes that under her instruction, he can learn to become a true champion of the weak and downtrodden.

Balacertar |

Applying with Kyami a bard seeking for a true hero at the Worldwound. But she has some darkness, a secret to hide.

Yokaiboy |

@Mordack: Asking the hard and interesing question why we chose to play what we chose to play ;). Why a drider: a drider represents the dichotomy between man and monster, that other races also represent(like tieflings or halforcs), in a more cleanly split way, the upper half, a beatifull elfen girl and the lower half a giant spider. The same dichotomy exists between what people expect (a simple Monster) and what she is, a girl with motivations, goals, dremas and free will.
So my motivation for a drider is toying with the dichotomy between peoples (PCs and NPCs) expectations and reality, which on that level and in this setting almost requires a race as exotic as a drider(the "normal" "monsterous" races are running around in too great numbers to pull it of, people are used to them :))
thank you for the Question, it made me question things and made me come to new realizations :)

Douglas Muir 406 |
Guys, thanks for the question and answer above. I still say no to the drider, but I realize now that you've given the matter real thought. Honestly, I thought you were just some munchkin who wanted to play THE WEIRDEST! race in the party. I see now that I was wrong.
This may also be the reason so many people are choosing monstrous races and/or neutral aligned characters: it lets them reify the dichotomy. You could also internalize the duality by having a more "normal" character who struggles with psychological or mental issues, but not everybody wants to play that.
Hm.

Takka of the Toad |

Guys, thanks for the question and answer above. I still say no to the drider, but I realize now that you've given the matter real thought. Honestly, I thought you were just some munchkin who wanted to play THE WEIRDEST! race in the party. I see now that I was wrong.
This may also be the reason so many people are choosing monstrous races and/or neutral aligned characters: it lets them reify the dichotomy. You could also internalize the duality by having a more "normal" character who struggles with psychological or mental issues, but not everybody wants to play that.
Hm.
Yeah. It's why I love to play kobolds: they are underdogs both mechanically and theme-wise. It's also why I went with a cavalier; they are better with a team, because they can support others through more than just buffs and ranged covering fire.
For me, kobolds are fun because they yield some unorthodox concepts. It's fun to see something that has no business being a hero try to play the hero. Why do they pursue it? Why choose this route? Why be good when the nasty tricky path is far easier? Is it better to be born 'good' or to overcome your evil nature through great effort? (Yes, I did shamelessly rob that from Skyrim...)

Bertholdt Escheus |
Application is ready. I've reworked the fluff a bit, and added some hooks for you.
He's an evangelist cleric, but I can easily change the archetype if there is a bard in the group with Inspire Courage.
As is, I see him as a great buffer, passable healer, and secondary melee in combat.
Feel free to make comments or offer suggestions.

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DM, any chance we could get feedback on our characters? Even if it is just a sentence or two. I don't mean to be a bother about it, but when I get no feedback from a DM, I sometimes wonder if the DM looked at my submission at all. It is one of my pet peeves that I have to have feedback that way I know that the DM didn't just skip over reading the character entirely whether it would be intentional or unintentional. Though I do let it slide if selection is done by the players and the DM is rerecruiting.

Razza Kolvir |

Application is ready. I've reworked the fluff a bit, and added some hooks for you.
He's an evangelist cleric, but I can easily change the archetype if there is a bard in the group with Inspire Courage.
As is, I see him as a great buffer, passable healer, and secondary melee in combat.
Feel free to make comments or offer suggestions.
Your character and mine would make an interesting pair; we're both Clerics but are on completely opposite ends of the spectrum in terms of what we do, with you being the buffer cleric and mine focusing more on debuffs.

Coramus Thallon |

Submissions:
Xantrius - Male Tiefling Paladin
Sir Constantine Godalming - Male Half-Orc Paladin (Redeemer)
Milhar Korashi - Female Elven Rogue
Valax Soars-on-Land - Male Half-Orc Mad Dog Barbarian
Donna Silverwind - Female Human Alchemist (Mind Chemist)
Loric Solnebren - Male Human Rogue (Sanctified Rogue)
Quylle - Female Stryx Zen Archer Qinggong Monk
Xildhal Kreedan - Male Kobold Inquisitor
Westran "Clawface" Woodwalker - Male Human Gunslinger
Bertholdt Escheus - Male Human Cleric (Evangelist)
Karla Lisel - Female Human Separatist Cleric
Mordack Dunstar - Male Human Sorcerer (Fire-Elemental Bloodline)
Takka of the Toad - Male Kobold Cavalier
Coramus Thallon - Male Human Wizard (Conjurer)
Kyami - Female Kitsune Bard
All, it is very likely I have left someone out. Please reply to this comment and add yourself if I neglected to add you.
Good luck to everyone!

Yokaiboy |

I present Haruka Shiraboshi Miko from Minkai from the Shrine of the messager foxes(Shrine dediated to Daikitsu's messager foxes)
human inquisitor (iconoclast) (preacher) 1
NG Medium humanoid (human)
Init +1; Senses Perception +8
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +7
OFFENSE
Speed 30 ft., Agile Feet (7/day)
Ranged longbow +1 (1d8/x3)
Melee quarterstaff (two handed) +0 ((two handed) 1d6)
Special Attacks judgment / destruction, judgment / healing, judgment / justice, judgment / piercing, judgment / protection, judgment / purity, judgment / resiliency, judgment / resistance, judgment / smiting, stern gaze
Known Inquisitor Spells (CL 1st, concentration +5): 1st (2/day)—cure light wounds, protection from evil
0 (at will)—create water, detect magic, light, read magic, stabilize
STATISTICS
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Point-Blank Shot
Skills Acrobatics -2 , Climb -3 , Diplomacy +4 , Escape Artist -2 , Fly -2 , Heal +8 , Intimidate +1 , Knowledge (Arcana) +5 , Knowledge (Planes) +5 , Knowledge (Religion) +5 , Perception +8 , Ride -2 , Sense Motive +9 , Spellcraft +5 , Stealth -2 , Swim -3
Languages Common
SQ agile feet (7/day), bonus feat, bonus inquisitor spell, judgment (sacred), shake effects, skilled
Gear armored coat, longbow, quarterstaff, outfit (monk's), arrows (20) (3), arrow, blunt (20), coin (silver piece) (8), holy text (cheap), mess kit, belt pouch (3), spell component pouch , holy symbol(Silver)
SPECIAL ABILITIES
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Domains
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it.
touched by divinity
Inquisitor ~ Domains
Inquisitor Spell Level 0
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Shake Effects (Ex) At 1st level, an iconoclast gains a +2 bonus on all saving throws against effects that come from a magic item. This ability replaces monster lore.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
Travel
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 1
Haruko grew up as an orphant in the Shrine of the Messager Fox. Even at a young age she often had dreams of foxes, especialy after she explored the surroundings of the Shrine or after she played a (successful) prank.
The young Miko always had a strong connection the Daikitsu's messager foxes. As she grew older she had visions of Daikitsu telling her that a important Message from Daikitsu was waiting for her to be delivered. The things the growing girl enjoyed most were achery and the Springtime Festival of the Foxes, in which she played the role of the messager fox as soon as she was old enough to do so.
On the day she recived her ordination as a full Miko she recived a Vision from Daikitsu finally telling Haruka the Message she is to deliver, '''Travle to the Wound in this plane and fight in my name, so the world shall know that they don't stand alone, that we stand on their side '''.
on the day after her vision she explained it to the Head Miko, packed her stuff, said her goodbyes and hit the road.
After traveling almoust a year and running out of funds somewhere in Avistan, she finaly reached Kenabres.
takes her dutys as miko serious,polite to strangers but can be miscivous especialy, when among people she knows.
For Haruka personal freedom is very important, she is someone that gives second chances to those that are serious.
will help people in need if she sees the necesety or is asked for help.
Haruka is a girl slightly below avarage size with redish brown hair, a bit above soulder lenght, warm brown eyes and a cute mouth with a miscivous smirk.
P.S. not a native speaker

Yokaiboy |

Submissions:
Xantrius - Male Tiefling Paladin
Sir Constantine Godalming - Male Half-Orc Paladin (Redeemer)
Milhar Korashi - Female Elven Rogue
Valax Soars-on-Land - Male Half-Orc Mad Dog Barbarian
Donna Silverwind - Female Human Alchemist (Mind Chemist)
Loric Solnebren - Male Human Rogue (Sanctified Rogue)
Quylle - Female Stryx Zen Archer Qinggong Monk
Xildhal Kreedan - Male Kobold Inquisitor
Westran "Clawface" Woodwalker - Male Human Gunslinger
Bertholdt Escheus - Male Human Cleric (Evangelist)
Karla Lisel - Female Human Separatist Cleric
Mordack Dunstar - Male Human Sorcerer (Fire-Elemental Bloodline)
Takka of the Toad - Male Kobold Cavalier
Coramus Thallon - Male Human Wizard (Conjurer)
Kyami - Female Kitsune Bard
Haruka Shiraboshi - Female Human Inquisitor (Iconoclast)(Preacher)
All, it is very likely I have left someone out. Please reply to this comment and add yourself if I neglected to add you.
added myself :)
Good luck to everyone!

Yokaiboy |

human inquisitor (iconoclast) (preacher) 1
NG Medium humanoid (human)
Init +1; Senses Perception +8
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +7
OFFENSE
Speed 40 ft., Agile Feet (7/day)
Ranged longbow +1 (1d8/x3)
Melee quarterstaff (two handed) +0 ((two handed) 1d6)
Special Attacks judgment / destruction, judgment / healing, judgment / justice, judgment / piercing, judgment / protection, judgment / purity, judgment / resiliency, judgment / resistance, judgment / smiting, stern gaze
Known Inquisitor Spells (CL 1st, concentration +5): 1st (2/day)—cure light wounds, protection from evil
0 (at will)—create water, detect magic, light, read magic, stabilize
STATISTICS
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Point-Blank Shot
Skills Acrobatics -2 , Climb -3 , Diplomacy +4 , Escape Artist -2 , Fly -2 , Heal +8 , Intimidate +1 , Knowledge (Arcana) +5 , Knowledge (Planes) +5 , Knowledge (Religion) +5 , Perception +8 , Ride -2 , Sense Motive +9 , Spellcraft +5 , Stealth -2 , Swim -3
Languages Common
SQ agile feet (7/day), bonus feat, bonus inquisitor spell, judgment (sacred), shake effects, skilled
Gear armored coat, longbow, quarterstaff, outfit (monk's), arrows (20) (3), arrow, blunt (20), coin (silver piece) (8), holy text (cheap), mess kit, belt pouch (3), spell component pouch , holy symbol(Silver)
SPECIAL ABILITIES
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Domains
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it.
touched by divinity
Inquisitor ~ Domains
Inquisitor Spell Level 0
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Shake Effects (Ex) At 1st level, an iconoclast gains a +2 bonus on all saving throws against effects that come from a magic item. This ability replaces monster lore.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
Travel
Magic fang 1x per day

Douglas Muir 406 |
DM, any chance we could get feedback on our characters? Even if it is just a sentence or two.
Yours was a good submission but not a great one. The key is the "creative writing" part -- the character description and background. In your case, this was okay, but not outstanding. You gave a wall of text that's basically a description of your character's ancestry, plus the fact that he's shy, and that demons may be hunting him. Not bad, but... it doesn't pop.
Doug M.

Douglas Muir 406 |
What catches my eye? In roughly descending order:
1) Really good writing. We're going to write for each other's entertainment, so skillful writing is a plus. Grammar and spelling also count. (Which is why I asked nonnative speakers to identify themselves.) Presentation counts too -- walls of text, not so great.
2) Good ideas. Be clever. Be creative. And give me a plot hook or two -- I may never use them, but they're nice to have.
3) Signalling commitment. Consider two builds that are both about equal in terms of writing and ideas. But one is from a person who posted a build and then disappeared from the thread, while the other person hung around and made some comments, or PM'd me with a question. Who should I prefer?
Finally, (4) The Hail Mary. There were some crazyass character concepts. It's a thin line between "that is so cool" and "that is so dumb", but a couple of people managed to walk it. I chose just one of these, because I think the Highlander Principle must be applied here.
That narrows things down to ten or so. Then I have to play "party sudoku". Like, if I choose the best five, maybe I end up with three half-orcs and two kobolds, four of whom are paladins. I don't require that a party be perfectly balanced, but a party with three skill monkeys and no healer is probably going to be less fun. So I shuffle around those ten or so until I get a group that looks viable. That's where I am right now. Results shortly.
Doug M.

Takka of the Toad |

DM, are you by chance a teacher or an author or have one of those related careers?
Aw, man, I would've loved it if you were. A teacher who was into D&D would probably be my favorite. The way you listed out your requirements and explained them concisely like you did above gave me that impression, but I'm glad I wasn't the only one thinking that. XD

Douglas Muir 406 |
Many thanks to everyone who submitted; I had a hard time narrowing it down. But narrow it down I did. So, the envelope says:
Sir Constantine Godalming, male half-orc paladin;
Balek Nine-Fingered, male human Cleric of Erastil;
Haruka Shiraboshi, female human Inquisitor (Iconoclast)(Preacher)
Kyami, female kitsune Bard
aaaand
Takka of the Toad, kobold cavalier.
And a sixth player will join us shortly. Okay, over to the discussion thread -- we have much to discuss!
Doug M.