Death-Lok's WotR Campaign (Inactive)

Game Master Death-Lok


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Working on a Half-Orc Warpriest of Sarenrae, focus on the redemptive aspects of her faith.

@Death-Lok sorry wont be needing the Aasimar racial roll anymore.

@Madcaster would you want to connect our backstories if we're both selected seeing as we'll both be holy warriors of Sarenrae?


1: 4d6 ⇒ (4, 6, 6, 1) = 17 = 16*
2: 4d6 ⇒ (5, 1, 5, 4) = 15 = 14*
3: 4d6 ⇒ (6, 2, 4, 6) = 18 = 16*
4: 4d6 ⇒ (1, 5, 5, 1) = 12 = 11*
5: 4d6 ⇒ (6, 3, 4, 2) = 15 = 13*
6: 4d6 ⇒ (3, 5, 3, 1) = 12 = 11
7: 4d6 ⇒ (2, 6, 2, 6) = 16 = 14*
8: 4d6 ⇒ (3, 4, 2, 3) = 12 = 10

I've placed a * next to the stats I'll keep.


Dot.

Roll: 4d6 ⇒ (3, 1, 3, 6) = 13 -> 12
Roll: 4d6 ⇒ (1, 6, 1, 1) = 9 -> 8
Roll: 4d6 ⇒ (1, 6, 4, 5) = 16 -> 15
Roll: 4d6 ⇒ (5, 6, 3, 2) = 16 -> 14
Roll: 4d6 ⇒ (5, 5, 1, 1) = 12 -> 11
Roll: 4d6 ⇒ (2, 4, 1, 1) = 8 -> 7
Roll: 4d6 ⇒ (5, 3, 3, 2) = 13 -> 11
Roll: 4d6 ⇒ (5, 3, 2, 2) = 12 -> 10

15, 14, 12, 11, 11, 10. Hmmm...not great, especially compared to some of the others. I'll see what I can figure out.

EDIT: Could you roll on the Aasimar alternate ability table for me?


Phntm888: 1d100 ⇒ 77...You gain a +2 racial bonus on Knowledge (planes) checks.
Madcaster: Going to have say no to Holy Warrior Package.


4d6 ⇒ (6, 2, 3, 6) = 17 15
4d6 ⇒ (3, 5, 6, 5) = 19 16
4d6 ⇒ (1, 3, 2, 5) = 11 10
4d6 ⇒ (1, 3, 4, 2) = 10 9
4d6 ⇒ (4, 6, 5, 1) = 16 15
4d6 ⇒ (6, 6, 3, 4) = 19 16
4d6 ⇒ (6, 3, 6, 1) = 16 15
4d6 ⇒ (2, 2, 3, 4) = 11 9

Final array 15, 16, 10, 15, 16, 15, that's a 41 point buy, but then for Wrath of the Wrighteous high power levels is much more the norm. I might have a Bard, actually, that could be fun.


...That's actually really useful, considering the AP.

I'll be submitting an Aasimar Cleric (Herald Caller) of Iomedae with Touched by Divinity as my Campaign trait. I think I've found a way to make that grouping of stats work for it in a manner I'll enjoy and helps keep me from being too one-note.


Can't ... stop ... from ... rolling ...

4d6 ⇒ (2, 2, 1, 4) = 9 8
4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (4, 4, 5, 2) = 15 13
4d6 ⇒ (2, 4, 1, 4) = 11 10
4d6 ⇒ (4, 2, 3, 5) = 14 12
4d6 ⇒ (4, 3, 2, 1) = 10 9
4d6 ⇒ (4, 6, 5, 3) = 18 15
4d6 ⇒ (5, 3, 6, 1) = 15 14

yes, a straight. wait, wrong game.

15, 14, 13, 12, 11, 10 - 18 pt buy. I'm not feeling very heroic with this array.

The dice gods have spoken. Have fun.


Here is my submission, Sarela Falrin, Herald Caller cleric of Iomedae. Let me know if everything looks good, or if I need to change anything. If it's alright, I'll make the alias when I'm selected. If not, I'll make it now.

Crunch:

Sarela Falrin
Medium aasimar cleric (herald caller) 1
LG outsider (native)/humanoid (human)
Init +1; Perception +3; darkvision 60 ft
Favored Class: Cleric
FCB: +1 Skill Point
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 8/8 (1d8)
Fort +2, Ref +1, Will +6; +1 vs spells and effects originating from outsiders with the evil subtype
Special Defenses acid resistance 5, cold resistance 5, electricity resistance 5
OFFENSE
Speed 30 ft
Melee longsword +2 (1d8+2, 19-20/x2)
Melee dagger +2 (1d4+2, 19-20/x2)
Ranged sling +1 (1d4+2, x2, 50 ft)
Ranged dagger +1 (1d4+2, 19-20/x2, 10 ft)
Special Attacks touch of good 6/day, channel energy 1d6 (5/day, DC 12)
Spell-Like Abilities (CL 1st)
Shield of faith - 1/day
Spells Prepared (CL 1st, Concentration +4 (+5 summon monster))
1st-level (2+1/day) - protection from evil (D)
0th-level - guidance, stabilize
STATISTICS
Str 14, Dex 12, Con 11, Int 10, Wis 17, Cha 14
Base Atk +0; CMD +2; CMB 13
Traits Purity of Faith, Touched by Divinity (shield of faith)
Feats Armor Proficiency (light) (B), Divine Fighting Technique (Iomedae’s Inspiring Sword), Weapon Proficiency (simple, longsword) (B)
B - granted by class features
Skills (ACP -2) Diplomacy +6, Heal +7, Knowledge (history)* +4, Knowledge (planes) +6, Knowledge (religion) +4, Linguistics* +6, Sense Motive +9
*- Background Skill points
Languages Common, Celestial, Hallit
SQ Aura (LG), call heralds, dedicated summoner, divine heralds, domain (Glory), orisons, scion of humanity, spontaneous casting, truespeaker
Gear longsword, dagger, sling with 20 bullets, 10 cold iron bullets, chain shirt, cleric’s kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin), silver holy symbol, 6 gp, 6 sp

Special Abilities:

Racial Abilities
Ability Scores: +2 Wis, +2 Cha
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider(native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Replacing daylight spell-like ability: +2 racial bonus on Knowledge (planes)

Traits
Purity of Faith: Requirement(s) Iomedae
Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.

Feats
Divine Fighting Technique (Iomedae’s Inspiring Sword):
Iomedae demonstrates how to turn a longsword into a shining beacon of hope.
Initial Benefit: While wielding a longsword, you can perform an impressive display of prowess as a full-round action. All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 round + 1 round per 5 points of base attack bonus you have.
Advanced Prerequisites: Dazzling Display, Weapon Focus (longsword), base attack bonus +10.
Advanced Benefit: As a standard action or at the end of a charge, you can make an attack against a foe with a longsword. If you succeed, you grant all allies who can see your attack a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 minute.

Class Features
A Herald Caller gains 4+Int modifier skill points per level.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Domain: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Good Domain Powers
-->Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Backstory:

Sarela was raised in the city of Kenabres. She was found one morning on the steps of St. Clydwell’s Cathedral, wrapped in blankets, with no name or note of any kind. A crusader and his priestess wife, Haron and Almina Falrin, offered to raise and care for the child, and named her Sarela. The two cared for her and raised her in the faith of Iomedae, as well as their two sons. Though Sarela was the youngest, she was a sociable child, always willing to play with others, with a patience that was remarkable for such a young child. She was also the one who never fought going to church or prayers to Iomedae. She said she liked the church of Iomedae, and she felt comfortable there. She seemed to have an easy devotion to Iomedae, and never seemed willing to test the boundaries of the faith. She even called her stuffed lion Iomedae.

When she was 3, the Fourth Crusade broke out with Khorramzadeh’s attack on the Kite, cracking the Wardstone. Her mother stayed within Kenabres while her father journeyed forth to fight the demons. Three years later, her father was killed in the fighting, and his body returned to Kenabres for burial. Though Sarela cried when she first heard the news, the next day she seemed to be in much better spirits. When asked about it, she said that Iomedae had told her he was with her now and he would still be watching over her, keeping her safe. She did, however, change her lion’s name to Haron.

Throughout the Fourth Crusade, Sarela grew, continuing to show a path that lead to Iomedae. She would still speak of dreams she had where Iomedae told her things, and what were once regarded as a child’s fanciful thoughts were slowly looked at as possible signs of unaddressed trauma, possibly from her father’s death. Still, she showed no evidence of demon-taint, and her devotion to Iomedae remained ever strong. It was no surprise when she reached adulthood and chose to begin training to become a priestess of Iomedae, following the footsteps of Almina, as that path seemed pre-ordained from childhood.

Sarela applied herself to her priestly studies, focused on Crusader history and religion, but with a natural aptitude for studies of demons and other outsiders, as well as languages. Though not unskilled with the sword, it was clear that her talents did not lie towards being a powerful warrior or paladin. She did show some affinity for praying to Iomedae for divine power, in particular in calling for aid. She showed a natural affinity for summoning the servants of her deity, to the point where she was capable of doing so even without having asked Iomedae to allow her to do so in her morning prayers.

Her friendly, outgoing nature changed little, as well, despite Iomedae’s faith being one of the more militant. This made her well-suited, after a few years, to helping new students get acquainted with their surroundings and feel comfortable in the clerical students’ quarters, some being away from home for the first time. Sarela was able to make friends with many of her peers. She still had her dreams of conversations with Iomedae, but she’d learned to pick up on the cues that it made other people look at her funny, so she wasn’t quite as outspoken about them as she had been. After 8 years of study, Sarela graduated as a priestess of Iomedae. Due to her outgoing personality and her skill with languages, the church had her minister to Kellid refugee camps, as well as assist in negotiating disputes between them. She easily picked up their native tongue, and even amongst the Kellids she was not disliked - although she wasn’t quite as successful in making friends with them.

Sarela often looked forward to Armasse, and this year’s was no exception. On the eve of Armasse, she again dreamed of Iomedae, but, rather than taking place in a field or having a conversation with the goddess, she merely dreamed she was laying in bed, sleeping, as a lion stood between her and the door, watching over her and protecting her. When she awoke, Sarela wasn’t sure what to make of it, and so prepared for Armasse like usual - wondering all the while why Iomedae had felt she needed the extra protection.


Stellarcell wrote:

4d6 -1 = 7

4d6 -2 = 14
4d6 -1 = 8
4d6 -1 = 9
4d6 -1 = 8
4d6 -1 = 12
4d6 -1 = 11
4d6 -1 = 15

15,14,12,11,9,8. I guess it could be worse but I will make it work and try to have something submitted to you soon.

Damn, that's a 12 point buy.

ability rolls:

4d6 ⇒ (6, 2, 6, 2) = 16 14
4d6 ⇒ (2, 2, 5, 2) = 11 9
4d6 ⇒ (1, 2, 5, 6) = 14 13
4d6 ⇒ (1, 5, 6, 6) = 18 17
4d6 ⇒ (5, 1, 2, 1) = 9 8
4d6 ⇒ (2, 6, 2, 1) = 11 10
4d6 ⇒ (1, 6, 6, 3) = 16 15
4d6 ⇒ (2, 3, 6, 6) = 17 15

17 15 15 14 13 10.

I'll come up with a character concept tonight when I get home.


GM, I am considering an Aasimar or a Tiefling. Would you kindly roll on the Variant Abilities tables for me? I'm not sure on what race yet but this way I'll know my options when I'm building


What are posting expectations?


Dode: 1d100 ⇒ 32
Aasimar - You can cast shield other once per day as a spell-like ability.
Tiefling - You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
Mainer: Once per day at least M-F, exceptions allowed for RL issues


4d6 - 1 ⇒ (3, 1, 6, 2) - 1 = 11
4d6 - 2 ⇒ (2, 5, 2, 6) - 2 = 13
4d6 - 2 ⇒ (2, 2, 2, 2) - 2 = 6
4d6 - 1 ⇒ (6, 2, 5, 1) - 1 = 13
4d6 - 2 ⇒ (2, 6, 6, 6) - 2 = 18
4d6 - 3 ⇒ (3, 6, 6, 3) - 3 = 15
4d6 - 4 ⇒ (4, 5, 6, 4) - 4 = 15
4d6 - 3 ⇒ (3, 5, 3, 4) - 3 = 12

I'll get sonething drawn up.


@Death-Lok, Changed Well-Provisoned Adventurer for Clergy Member.

Spoiler:
Idiel Velwer
Male LG Aasimar, Outsider (Native)
Paladin 1
Deity: Sarenrae
Init +1; Senses: Perception +3, Darkvision 60 ft.

Defense
AC: 16 =10 +5 armor, +1 dex
Touch: 11 =10 +1 dex
Flat-footed: 15 =10 +5 armor

HP: 13 (1d10 +3 Con)

CMD: 16 =10 +1(BAB) +1(Dex) +4(Str)

Fort: +5 =+2(class) +3(Con)
Ref: +1 =+0(class) +1(Dex)
Will: +3 =+2(class) +1(Wis)
Spell Resistance: 6 vs evil spells and spell-like abilities, and spells and spell-like abilities cast by evil outsiders
-1 penalty on saving throws against fire effects. Whenever you are adjacent to open flames or are on fire, you take a -1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire.
+2 bonus on saving throws against effects with the evil descriptor
+2 bonus on Constitution checks to stabilize when you are reduced to negative hit points (but not dead)

Offense
Speed: 30 ft. (20 in armor)

CMB +5 =+1(BAB) +4(Str)

BAB: +1
Melee:
+5 Greatsword (2d6+6, 19-20/x2, S) or
+5 Lucerne Hammer (1d12+6, x2, B or P, reach, brace) or
+5 Scimitar, cold iron (1h:1d6+4 / 2h:1d6+6, 18-20/x2, S)

Ranged: +2 Dagger, cold iron (1d4+4, 19-20/x2, 10 ft., P or S)

Other:
Angelic Blood - each time you take bleed or blood drain damage, each adjacent undead creature or creature with the evil subtype also takes 1 point of damage.
Detect Evil - at will as the spell
Smite Evil 1/day - choose an evil target, gain +Cha to atk, +lvl to dmg, +Cha deflection bonus to AC. If evil outsider, evil dragon or undead - dmg on the first successfull attack increases to 2*lvl. Bonuses remain until the target is dead or until paladin rests.

Spell-Like Ability:
1/day - Endure Elements

Statistics
Str 18 (16 +2 race)
Dex 12
Con 16
Int 14
Wis 13 (11 +2 race)
Cha 17 (15 +2 race)

Traits:
Touched by Divinity (Campaign) - You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).
-Deity: Sarenrae
-Domain: Sun
-1st-level domain spell: endure elements

Called (Faith) - 1/day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Burned (Drawback) - You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Clergy Member (Race) - You belong to a particular faith, and your religious leaders see you as a mortal aspect of their deity. You are treated with respect and graciousness whenever you visit a temple of your faith. You receive a +1 trait bonus on Diplomacy checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a nonmagical item worth 50 gp or less.

Feats:
1[character]: Angelic Blood

Skills:
4 per level =2(class) +2(Int)
+1 favored class @ lvl 1
+2 background per level
5+2 total

+9 Diplomacy 1 +3(cha) +3(class) +2(race)
+7 Intimidate 1 +3(cha) +3(class)
+6 Kn. (religion) 1 +2(int) +3(class)
+5 Sense Motive 1 +1(wis) +3(class)
+5 Survival 1 +1(wis) +3(class)

Background:
+7 Handle Animal 1 +3(cha) +3(class)
+5 Profession (Guard) 1 +1(wis) +3(class)

*ACP -

Languages: Common, Celestial, Dwarven, Elven

Racial features:
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Variant Aasimar Ability: You gain an additional +2 racial bonus to your Strength score.
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Class Features:
1[paladin]: Aura of good, detect evil, smite evil 1/day

Gear/Possessions
Scale mail (AC+5, MDB+3, ACP-4, ASF 25%, 30 lbs.)

Greatsword (2d6, 19-20/x2, S, 8 lbs.)
Hammer, lucerne (1d12, x2, B or P, brace, reach, +2 to CMB to sunder medium or heavy armor, 12 lbs.)
Scimitar, cold iron (1d6, 18-20/x2, S, 4 lbs.)
2 Dagger, cold iron (1d4, 19-20/x2, 10 ft., P or S, 1 lb.)

Silver Holy Symbol (Sarenrae) (1 lb.)
Traveler's Outfit (5 lbs.)

Kit, paladin’s: (30 lbs.)
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol (Sarenrae).

Carrying Capacity: Light 0-100 lbs. Medium 101-200 lbs. Heavy 201-300 lbs.
Current Load Carried 93 lbs.

Money: 88 GP

Background
Idiel was born in Kenabres. He was mainly raised by his mother, a priestess of Sarenrae while his father defended the borders of Worldwound and was out on other missions. Idiel always felt connected to Sarenare, and not only because of his mother. There was something else. He sometimes received messenges and vague visions, prophesizing about his future.
He did not have any doubt when he joined the Church and later became a servant of his god. Idiel did his very best: he followed Sarenrae teachings, helped at the church, learned from the Crusaders and did guard duty inside the city. It paid off - after years of training and service, he was accepted into Mendevian Crusaders and finally was able to follow his father's footsteps.

Appearance
Idiel is a tall, well-built man. He has bright green eyes, short silvery hair and beard. On the right side of his neck and down to the arm and waist there is a bad burn - he got it on one of his patrols when a stray demon ambushed them and conjured massive fire.

Sarenrae Paladin Code:The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.

  • I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
  • I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
  • I am fair to others. I expect nothing for myself but that which I need to survive.
  • The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
  • I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
  • I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
  • I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
  • Each day is another step toward perfection. I will not turn back into the dark.

Edit: @Gramork, Sure. Let's do that if we're both selected.


Perception: 4d6 - 3 ⇒ (3, 3, 5, 4) - 3 = 12
Perception: 4d6 - 2 ⇒ (4, 2, 5, 6) - 2 = 15
Perception: 4d6 - 2 ⇒ (2, 2, 6, 6) - 2 = 14
Perception: 4d6 - 2 ⇒ (3, 2, 5, 2) - 2 = 10
Perception: 4d6 - 1 ⇒ (1, 1, 2, 6) - 1 = 9
Perception: 4d6 - 3 ⇒ (3, 6, 5, 3) - 3 = 14
Perception: 4d6 - 2 ⇒ (6, 2, 5, 3) - 2 = 14
Perception: 4d6 - 1 ⇒ (2, 5, 1, 1) - 1 = 8

10, 12, 14, 14, 14, 15... Well okay, point buy-wise that's not terrible.

@Death-Lok Are you Planning to do an alternate to the start? I know a lot of people like to do that for roleplay reasons, so I'm curious.


Kobolum - Yes, there will definitely be an alternate start to AP.


Dotting for interest! Looking at a human unchained barbarian who will acquire world serpent totem powers. He was born under a strange star, and though prophesied to bring an end to a powerful foe of Golarion, this revelation has been hidden from him since birth. Recently, his tribe's shaman counseled him on the voices he was hearing, directing him to listen to the spirits and go to Kenabres. Still knowing little-to-nothing of his fate, but trusting in the spirits and in his elders, he has arrived at the Worldwound to test his mettle and see what destiny has in store for him.

4d6 ⇒ (3, 4, 2, 3) = 12 = 10
4d6 ⇒ (5, 5, 5, 5) = 20 = 15
4d6 ⇒ (6, 2, 2, 6) = 16 = 14
4d6 ⇒ (3, 6, 3, 6) = 18 = 15
4d6 ⇒ (6, 1, 2, 4) = 13 = 12
4d6 ⇒ (2, 2, 4, 1) = 9 = 8
4d6 ⇒ (5, 5, 2, 2) = 14 = 12
4d6 ⇒ (3, 1, 2, 6) = 12 = 11

15, 15, 14, 12, 12, 11. Not crazy awesome, but I'll take it.


Here is my crunch (went with half-elf ranger). Still missing gear (will add if selected) and will work on backstory.

Jericho:

Jericho Darkleaf
Male half-elf ranger 1
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +10
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft.
Melee cold iron bastard sword +5 (1d10+6/19-20) or
dagger +5 (1d4+4/19-20) or
morningstar +5 (1d8+4)
Ranged javelin +3 (1d6+4)
Special Attacks favored enemy (evil outsiders +2)
—————
Statistics
—————
Str 19, Dex 15, Con 14, Int 11, Wis 12, Cha 11
Base Atk +1; CMB +5; CMD 18
Feats Dodge, Skill Focus (Perception)
Traits elven reflexes, exposed to awfulness, treerazer's bane
Skills Acrobatics -2, Appraise -2, Bluff -2, Climb +6, Diplomacy -2, Disguise -2, Escape Artist -2, Fly -2, Heal -1, Intimidate -2, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Linguistics +1, Perception +10, Ride -2, Sense Motive -1, Stealth +4, Survival +5, Swim +0; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven
SQ elf blood, meticulous, track +1, wild empathy +1
Other Gear lamellar (leather) armor, cold iron bastard sword, dagger, javelin (3), morningstar
—————
Special Abilities
—————
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Dot


Stats: 4d6 ⇒ (5, 6, 6, 6) = 23 18, always nice
Stats: 4d6 ⇒ (4, 4, 5, 2) = 15 13
Stats: 4d6 ⇒ (5, 1, 1, 1) = 8 7, yeah...thank god it's the lowest >.>
Stats: 4d6 ⇒ (2, 6, 4, 3) = 15 13
Stats: 4d6 ⇒ (2, 4, 3, 5) = 14 12
Stats: 4d6 ⇒ (1, 2, 4, 3) = 10 9, thankfully second lowest
Stats: 4d6 ⇒ (6, 6, 4, 2) = 18 16
Stats: 4d6 ⇒ (3, 4, 6, 4) = 17 14

Finalized stats are 18,16,14,13,13,12....all in all a really powerful starting build. I'm humbled by the dice a bit...

Looking at possibly tossing in a fiery hearty, hot blooded barbarian with this kind of stat compliment.

More thoughts and character build will be incoming as I figure it out.

Dwarven Barbarian Exile:

Fosead GreatBelly
Male exiled dwarf unchained barbarian 1 (Pathfinder RPG Ultimate Combat 30, Pathfinder Unchained 8)
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 16 (1d12+4)
Fort +5, Ref +3, Will +2 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school)
Defensive Abilities defensive training; Resist stubborn[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven boulder helmet +5 (1d4+4) or
dwarven longhammer +5 (2d6+6/×3) or
dwarven waraxe +5 (1d10+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer)
Special Attacks rage (7 rounds/day), hatred, relentless[APG]
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 13, Wis 15, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Power Attack
Traits armor expert, exposed to awfulness
Skills Acrobatics +0 (-4 to jump), Climb +5, Craft (armor) +5 (+7 on checks related to metal or stone), Craft (weapons) +5 (+7 on checks related to metal or stone), Intimidate +4, Knowledge (nature) +5, Perception +6, Survival +6; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Undercommon
SQ big game hunter, rock stepper[ARG]
Other Gear scale mail, heavy steel shield, dwarven boulder helmet[ARG], dwarven longhammer[ARG], dwarven waraxe, armorsmithing tools, backpack, bedroll, flask, mug/tankard, waterskin (2), weapon cord[APG], weapon cord[APG], weaponsmithing tools, whetstone, 27 gp, 3 sp, 1 cp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 7 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.

I should be able to start working on the actual background, personality, and the like possibly by tonight or tomorrow...but no guarantees. Hopefully, I'll fold out this dwarf in time for submission.

Thoughts are a Dwarven warrior who was eventually driven from his kingdom for his ferocity and willingness to win at any cost. Taking to exile instead of allowing himself to be executed, the dwarf still carries the tokens of Trudd and Angradd though he had been excommunicated by the clergy of his clans.
He now seeks a glorious death, worthy of himself and an unwinnable war to which he can push himself beyond even his own power till he ultimately collapses.


Okay, here is what I have as far as complete and almost complete applications:

Uthraed - Female Human Paladin
Darknessman - Male Tiefling Ranger
DM Doctor Evil - Male Human (Kellid) 2-Weapon Fighter
Nazard - Male halfling rogue (knife master/scout)
Vayelan - Male Human Sorcerer
Madcaster - Male Aasimar Paladin
Phntm888 - Female Aasimar Cleric
Lucendar - Male Half-elf Ranger (missing backstory)
Vitaliano - Male Dwarven Barbarian (missing backstory)

Everyone else just rolled stats. If I missed someone, please let me know.


I am going with a dwarven alchemist. I'll have stats and everything ready if picked. The back story was about him being a smith that lost a few good ore spots during the original invasion


So the obvious for this kind of game is a paladin or cleric, but I wanted to try for something a little different. I'm going for a bard archetype I've been wondering about, the Arrowsong Minstrel. They seem to be a nice combo of arcane abilities and bardic support. If you go with the mythic stuff, I would imagine a trickster might work pretty well. And I chose a catfolk because I've always wanted to try one.
So, here's Ferrus. He's more or less done, I just need to clean up his equipment a bit. Let me know if you'd like me to change anything.

Character Sheet:

Ferrus
Catfolk Bard(Arrowsong Minstrel) 1
LG Medium humanoid (catfolk)
Init +4; Senses scent; Perception +5
—————
Defense
—————
AC 18, touch 14, flat-footed 14 (+3armor, +4Dex, +1shield)
hp 10 (1d8+1)+FCB
Fort +1, Ref +6, Will +1;
—————
Offense
—————
Speed 30', 20' climb
Melee
Cold Iron Morningstar +2 (1d8+2), x2
Dagger +2 (1d4+2), 19-20/x2
Ranged
Longbow +4/+5* (1d8/+1*), x3, 100'
Dagger +4/+5* (1d4+2/+3*), 19-20/x2
*at 30'
—————
Statistics
—————
Str 15, Dex 18, Con 13, Int 10, Wis 8, Cha 20
Base Atk +0; CMB +2; CMD 16
Feats Point Black Shot, Prof:(Simple Weapons, Shields, Lt Armor, Longbow)
Traits Chance Encounter(campaign), Magical Knack(Bard)
Skills AcrobaticsX1+8, BluffX1+9, Climb +10, DiplomacyX1+9, KN:planesX1+4, PerceptionX1+5, StealthX1+10, Survival +1
Backgrnd:Perform(sing)X1+9, KN:nobilityX1+4
Racial Modifiers +2 Perception, Stealth, & Survival, +8 Climb
Languages common, catfolk
FC:Bard; FCB:1)+1HP
Spells known: 0)@will-dancing lights, detect magic, lullaby, prestidigitation; 1)2/day-true strike, gravity bow
SQ cat's luck (1/day roll reflex save twice and take better result)
Gear cold iron morningstar, longbow, hide shirt, buckler, dagger, backpack, etc.
—————
Special Abilities
—————
Natural Hunter (bonus to perception, stealth and survival)
Cat's Luck (special reflex save)
Scent
Climber (climb speed)
Chance Encounter-1/day reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth as free action
Bardic Performance-9 rnds/day
-Inspire Courage +1 competence bonus
-Countersong (perform for saving throws for sonic or language dependent spells, 30')
Spells & Cantrips (Diminished spellcasting-1 fewer spell per level)
Arcane Archery-add spells to bard list (magic weapon, gravity bow, true strike, ricochet shot, magic missile); add spell@4th lvl and every 4 after; bard levels count as BAB for feats & prestige classes; can fulfill somatic components while wielding a bow

------------------------------------------------
Spoiler:
Ferrus lived his early years as a member of a small nomadic group of catfolk living on the plains of Katapesh. They moved about seasonally, taking advantage of resources here and there, and occassionally trading with more sedentary villages. But that life was short lived for Ferrus. His people were attacked in a raid by humans, and he was captured and sold into slavery.

After a short time in Katapesh city, he was bought by a noble Chelish family and moved to Ostenso. He was largely kept as a curio, an oddity shown off to their wealthy friends. As he grew older, he was made to serve food or drinks, or occasionally act as a jester. His only pleasure was singing to himself at night the lullabies his mother used to sing to him as a child. But the family grew bored with him as he matured. Eventually he was sent to work in the families agricultural fields.
Oddly enough, he found agricultural work to be more satisfactory. He still felt his confinement, but at least he could see the sky, and he could speak with others, primarily halflings. Several of the halflings he worked with became good friends of his.

One evening several of his small friends came to him and let him know of an escape plan. The halflings were contacted by agents of an underground railroad that would eventually lead them to a small freighter bound for Andoran. After weeks of sneaking and hiding, they were finally in the home stretch to the pier where they would board this vessel. That's when they were ambushed by Hellknights.

The plight of the slaves looked dire, til a small cadre of men jumped from the ship, led by a shining paladin of Iomedae, Fiacre. These men routed the Hellknights, but Fiacre was mortally wounded in the battle. Ferrus dragged the man aboard the ship, refusing to leave his body behind. Before he died, Fiacre gave Ferrus a ring on the solomn promise that he would deliver the ring to Fiacre's son, Ajax, living in Kenebres.

It took many months for Ferrus to travel to Kenabres. He had no idea of the distance involved. But his freedom kept his heart light. Many times he lost his way, but he usually managed to find people helpful enough to put him straight. As he travelled, he learned quite a lot, listening to tales and telling his own. When he finally reached the right area, he accidentally wound up beyond the Mendevian border. Fortunately, he was found by a strange woman wearing the symbol of Desna and wielding a bow. She led him to a group of crusaders heading back to Kenabres. In fact, Ajax was one of the crusaders. Ferrus gave Ajax his father's ring and headed back with him to Kenabres. Not really having anywhere else to go and being inspired by Fiacre's heroism, Ferrus has been living in Kenabres for some time now and learning ways that he may be able to help.


Lisla

Female Lawful Good Human Magus 1

Hit Dice: (1d8+2con+1fcb)

Hit Points: 11

Initiative: +6

AC: 12 (touch 12, flatfooted 10, CMD 14, FCMD 12)

Saves: Fortitude: +4, Reflex: +2, Will: +3

Abilities: STR 14, DEX 14, CON 14, INT 15, WIS 12, CHA 12

Skills: Intimidate +5, Knowledge (Arcana +6, Dungeoneering +6, Planes +6) Use magic device +5

Feats: Improved Initiative

Traits: Riftwarden Orphan, Bladed Magic

Appearance and backstory pending


4d6 - 1 ⇒ (5, 1, 3, 6) - 1 = 14
4d6 - 1 ⇒ (1, 3, 3, 3) - 1 = 9
4d6 - 1 ⇒ (6, 3, 1, 4) - 1 = 13
4d6 - 1 ⇒ (1, 4, 1, 2) - 1 = 7
4d6 - 2 ⇒ (3, 6, 4, 2) - 2 = 13
4d6 - 1 ⇒ (1, 4, 1, 1) - 1 = 6
4d6 - 2 ⇒ (4, 2, 3, 5) - 2 = 12
4d6 - 3 ⇒ (5, 6, 3, 3) - 3 = 14

So: 14, 14, 13, 13, 12, 9. That's... really not good... Oh well!

I'm planning to submit an Elven Eldritch Guardian Fighter vmc. Rogue - he's basically built to be a rogue with a bit more combat potential (it's mostly a fluff decision - as backstory will explain!)

Interested? I hope so!

Grand Lodge

4d6 ⇒ (5, 5, 3, 6) = 19 16
4d6 ⇒ (6, 5, 4, 4) = 19 15
4d6 ⇒ (6, 4, 3, 2) = 15 13
4d6 ⇒ (6, 2, 4, 6) = 18 16
4d6 ⇒ (2, 5, 6, 2) = 15 13
4d6 ⇒ (1, 1, 4, 4) = 10 9
4d6 ⇒ (4, 1, 6, 4) = 15 14
4d6 ⇒ (2, 3, 6, 1) = 12 11

16, 15,13, 16, 13, 14. I can work with that


Jericho complete:

Jericho Darkleaf
Male half-elf ranger 1
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +10
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft.
Melee cold iron bastard sword +5 (1d10+6/19-20) or
dagger +5 (1d4+4/19-20) or
morningstar +5 (1d8+4)
Ranged javelin +3 (1d6+4)
Special Attacks favored enemy (evil outsiders +2)
—————
Statistics
—————
Str 19, Dex 15, Con 14, Int 11, Wis 12, Cha 11
Base Atk +1; CMB +5; CMD 18
Feats Dodge, Skill Focus (Perception)
Traits elven reflexes, exposed to awfulness, treerazer's bane
Skills Acrobatics -2, Appraise -2, Bluff -2, Climb +6, Diplomacy -2, Disguise -2, Escape Artist -2, Fly -2, Heal -1, Intimidate -2, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Linguistics +1, Perception +10, Ride -2, Sense Motive -1, Stealth +4, Survival +5, Swim +0; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven
SQ elf blood, meticulous, track +1, wild empathy +1
Other Gear lamellar (leather) armor, cold iron bastard sword, dagger, javelin (3), morningstar
—————
Special Abilities
—————
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background: Jericho Darkleaf is the product of his elven father and human mother's joining 21 years ago. He grew up in the fishing village of Erages, which is almost entirely half-elven in the country of Kyonin. His mother, Janis Darkleaf, was a ranger, who fell in love with the elven mage. However, she never disclosed Jericho's father's identity to him. She did train the child, who grew up inheriting her human strength, in the arts of combat and nature. Jericho followed her footsteps but was always curious about his father: did he know about his existence? Had he rejected him because he was a half-breed? These questions became an obsession for the young Jericho. He decided he had to impress his elven father, should he ever meet him, so he volunteered in serving the elven forces' war against the demon Treerazer for three years. Jericho was critically hurt during combat, almost losing his life, and receiving a deep scar on the left side of his face, which resulted on the loss of his right eye. When the demon lord was confined to the swamp, Jericho returned home only to learn that his mother had contracted some terminal illness. She died six months after his return. On her deathbed, she revealed to him that his father lived in Kenabres serving the crusaders' forces in the Worldwound and that he knew nothing about his existence. She asked him for forgiveness for not telling him earlier, which Jericho gladly gave her, while he was consumed with grief. Minutes later, his mother died peacefully. After burying his mother, Jericho's path was clear: find his father. He gathered his belongings, armor, elven crafted bastard sword, and made the trek on the waterways skirting Kyonin’s eastern border heading north to the Worldwound to combat the unholy forces arrayed there. His knowledge of demons would serve him well there. But the principal reason Jericho came to the mouth of hell itself: find his father and advise him he has a son and hope to the gods that he does not reject him.

Appearance: Jericho inherited his mother's strength and agility, but his father's elven appearance. He is 5'8" with green eyes and pale skin and wears a red cloth on his face to cover his eye and hide the scar on his face.
Pic


1: 4d6 ⇒ (2, 6, 4, 3) = 15 13
2: 4d6 ⇒ (6, 5, 5, 6) = 22 17
3: 4d6 ⇒ (5, 6, 6, 4) = 21 17
4: 4d6 ⇒ (6, 6, 4, 4) = 20 16
5: 4d6 ⇒ (4, 5, 6, 1) = 16 15
6: 4d6 ⇒ (1, 4, 6, 3) = 14 13
7: 4d6 ⇒ (6, 2, 2, 1) = 11 10
8: 4d6 ⇒ (4, 6, 1, 3) = 14 13


4d6 ⇒ (3, 2, 2, 4) = 11
4d6 ⇒ (1, 5, 2, 4) = 12
4d6 ⇒ (1, 5, 5, 2) = 13
4d6 ⇒ (4, 1, 2, 2) = 9
4d6 ⇒ (2, 1, 5, 5) = 13
4d6 ⇒ (4, 4, 2, 3) = 13
4d6 ⇒ (1, 5, 2, 2) = 10
4d6 ⇒ (6, 2, 6, 6) = 20

...so, 18/12/12/11/11/9.

I've been handed worse. Definitely says caster of some sort to me, though.

Given your stance on paizo's base classes, I assume third party products are also off the table? Specifically, I'd be interested in some sort of non-"creating undead" Death caster from Spheres of Power, focused on debilitating with ghost strike in combat, and hopefully some helpful utility outside of it. Currently thinking either Incanter or Thaumaturge, but I'll wait for a verdict before I go further.

Edit: Actually, it might be a lot of fun to go with, say, an Oracle. Oracle of bones would fit with the Death Sphere theme, but I really want to stay away from "Minion master Necromancer", which is pretty well focused on by the Bones mystery in my opinion. I'm tending towards shadow, for a doom and gloom mystery, but with more utility, and I was heavily considering Shadow as a secondary, utilitarian sphere to focus on.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Dot. reading supplemental posts.


Dotting. Reading posts and rolling stats.

4d6 ⇒ (6, 2, 2, 6) = 16=14
4d6 ⇒ (1, 5, 2, 1) = 9=8
4d6 ⇒ (6, 4, 6, 1) = 17=16
4d6 ⇒ (2, 4, 5, 1) = 12=11
4d6 ⇒ (3, 6, 2, 1) = 12=11
4d6 ⇒ (1, 5, 6, 4) = 16=15
4d6 ⇒ (5, 4, 2, 3) = 14=12
4d6 ⇒ (5, 6, 3, 1) = 15=14

I am going to make an Aasimar Unchained Summoner. Sounds great, and unchained can't take synthesist. My eidolon's going to be angelic-themed and be my way to fight in the crusade.

Taking the Marshal- Trait: His mother was one of the first crusade paladins. She died in battle a long time ago, but he has felt the call to battle the demons himself. He discovered his heritage years earlier, and the dimensional potential in his blood lets him call a powerful angelic outsider to aid in their battles.

Ikelos Featherlight:

Ikelos Featherlight
Male aasimar unchained summoner 1 (Pathfinder Unchained 25)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—Daylight
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—summon monster I
Summoner (Unchained) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—celestial healing, mage armor
. . 0 (at will)—acid splash, detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 14, Int 12, Wis 16, Cha 18
Base Atk +0; CMB +0; CMD 13 (11 vs. dirty trick)
Feats Extra Evolution[UM]
Traits child of the crusades, loyalty across lifetimes, outsider ties
Skills Diplomacy +6, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Spellcraft +5; Racial Modifiers +2 Diplomacy
Languages Abyssal, Celestial, Common, Sylvan
SQ eidolon (unchained), life link, naive
Other Gear leather armor, light crossbow with 50 bolts, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, trail rations (5), waterskin, 7 gp, 10 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Naive -2 to AC vs. improvised weapons.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

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

Kazadriel
Biped
LG Medium outsider (angel)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +2 (+1 trait bonus vs. enchantment spells and effects); +4 bonus vs. poison
Resist acid 5, cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +5 (2d6+4)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (slam)
Skills Diplomacy +4, Intimidate +4, Perception +4, Survival +4
Languages Common
SQ angel save bonus
--------------------
Special Abilities
--------------------
Angel Save Bonus +4 to save vs. poison.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.


Okay let's give it a try!

4d6 ⇒ (2, 2, 5, 6) = 15
4d6 ⇒ (5, 1, 2, 2) = 10
4d6 ⇒ (5, 5, 6, 4) = 20
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (3, 6, 5, 3) = 17
4d6 ⇒ (2, 3, 2, 6) = 13
4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (1, 2, 2, 2) = 7

That'll give me :

16/16/15/14/13/11

Not bad at all, I will quickly think of a potential character. Probably a Ranger or à Paladin.

Is Ninja a possibility? With a role play makeover to make them fit in Kenabres of course.


Joseph Stoltz: No 3pp.
Steelguts: Ninja is fine if reskinned away from Oriental flavor.
Lots of great submissions - you all are making it difficult.


Death-Lok wrote:

Joseph Stoltz: No 3pp.

Steelguts: Ninja is fine if reskinned away from Oriental flavor.
Lots of great submissions - you all are making it difficult.

No problem. I couldn't guarantee a character one way or another. I'll try to get something up in time, but my next few days are pretty darn busy unfortunately.

Grand Lodge

KARL BARTHAS
Male Human Monk 1
LG Medium humanoid (human)
Init +3; Perception +6,

DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 misc, )
hp 10 (1d8)+2
Fort +4, Ref +5, Will +4

OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d6+4) (FoB +3/+3 1d6+4)
Melee bo staff (two handed) +4 ((two handed) 1d6+6) (FoB +3/+3 1d6+4)
Ranged shuriken +3 (1d2+4) (FoB +2/+2 1d2+4)
Special Attacks Flurry of Blows, Stunning Fist,

STATISTICS
Str 18, Dex 16, Con 14, Int 13, Wis 15, Cha 13
Base Atk +0; CMB +4; CMD 20
Skills - Acrobatics +7, Climb +8, Intimidate +5, Knowledge (Planes) +6, Perception +6, Ride +3, Sense Motive +2, Stealth +7, Survival +2, Swim +8,
Background Skills – Profession Trapper +5, Profession Farmer +5,
Languages - Abyssal, Common
SQ - AC Bonus, Bonus Feat, Skilled, Unarmed Strike,
Possessions - bo staff; outfit (monk's); monk's kit(a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.) ; caltrops (x2); chalk (1 piece) (x5); inkpen; journal; shuriken (x20);

FEATS

Combat Reflexes – You may make as many attacks of opportunity in a round as you have dexterity bonuses.

Crane Style – Fighting Defensively only has a -2 penalty to attack instead of a -4. In addition, when fighting defensively or using full defense while in Crane Style, add an addition +1 to the armor bonus granted.

Dodge – Gain a +1 dodge bonus to armor class.

Improved Unarmed Strike – unarmed strikes may now be lethal attacks without a penalty.

Stunning Fist – once per day your character may make an attack that stuns the target for one round. The save DC is 12 fortitude.

SPECIAL ABILITIES
AC Bonus (Ex) When unarmored and unencumbered, you add +2 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feat Humans select one extra feat at 1st level.

Fiend Blood (Knowledge (Planes)) The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

BACKGROUND
Karl Barthas grew up on a small farm several miles outside of Kenabres. Although there had always been rumors that the blood of demons ran through his veins, his family had denied it. Taking solace in being devout members of Iomadae’s flock, they faithfully attended her chapel, and raised their son Karl to honor her as well. When he was fourteen years old several cultists kidnapped him and attempted to tap into his so-called fiendish heritage in order to summon a demon outside of the ward. Thanks to shoddy work on the conjuration circle the summoning failed, but the unspent arcane energies rushed into Karl’s body and burst the magical bonds holding him to the altar. Not only that, it burst open a seal within his soul, unleashing a torrent of knowledge about the great beyond, and the abyss in particular. Using his newfound knowledge he was able to bluff his way out of the circle of cultists until he could escape.

He returned home, but only to discover that his mind would not close. The effects of the ritual stayed with him, bolstering his knowledge of the great beyond and lending him an unmitigated fury against all things demonic. As his anger began to play out against those around him he made the decision to seek peace and tranquility in the path of the monastics. Karl traveled to the Monastery of Tala in Mendev, and trained to still his mind. In time he was able to come to grips with his heritage, and accept what had happened to him. Even when fury at the abyss threatened to overwhelm him he learned to channel it into his fighting style. After spending several years in the Monastery, he has left on his own and traveled to Kenebres with hopes of enlisting and serving in combat against the demonic hordes.


Would you allow a small sized (young) tiefling? A pickpocket that was given the choice between the usual punishment and fighting at the worldwound?


How long are you planning on keeping recruitment open? Im going to be away from the internet for a few days and am not quite done.


Yokaiboy: Sure, we can say that you rolled a 44 on the alternate racial traits.
Gramork: I posted Deadline is 9/3 at 6:00pm EST in response to someone's question.


Dot for interest.

Also Stat rolls
1 4d6 - 1 ⇒ (4, 1, 5, 4) - 1 = 13
2 4d6 - 3 ⇒ (5, 4, 3, 6) - 3 = 15
3 4d6 - 3 ⇒ (6, 4, 3, 3) - 3 = 13
4 4d6 - 1 ⇒ (3, 1, 6, 5) - 1 = 14
5 4d6 - 1 ⇒ (2, 1, 1, 5) - 1 = 8
6 4d6 - 1 ⇒ (4, 3, 2, 1) - 1 = 9
7 4d6 - 1 ⇒ (2, 6, 1, 3) - 1 = 11
8 4d6 - 4 ⇒ (6, 6, 4, 5) - 4 = 17

Hmm not too shabby.
I've got a Dwarven Ranger with Divine Tracker Archetype concept I've been building for PFS but haven't used yet.
Stats after racial: STR 17 DEX 15 CON 15* INT 13 WIS 16* CHA 9*

**Will create a new Alias if selected**

Are you okay with Dwarven Pantheon Diety from Dwarves of Golarion book? (Specifically Angradd - pg 29)


Getting together a Divine Hunter/Oathbound (Oath of the Crusade) Paladin of Erastil


Hm. Always wanted to play WOTR...


Stat: 4d6 ⇒ (3, 1, 1, 4) = 9 8
Stat: 4d6 ⇒ (2, 6, 6, 5) = 19 17
Stat: 4d6 ⇒ (3, 6, 4, 6) = 19 16
Stat: 4d6 ⇒ (3, 1, 2, 6) = 12 11
Stat: 4d6 ⇒ (5, 3, 6, 1) = 15 14
Stat: 4d6 ⇒ (1, 5, 6, 6) = 18 16
Stat: 4d6 ⇒ (3, 4, 5, 6) = 18 15
Stat: 4d6 ⇒ (3, 4, 2, 4) = 13 11

17 16 16 15 14 11

Pretty rad. I'll see what I can come up with


Lisla's Appearance and backstory:
Lisla is a woman with light brown hair and eyes, and a head shorter than most other women with angular features that would almost make her appear to be a short elf. She has small scars consisting of burns and scratches on her hands.

Lisla was raised by her aunt and uncle, her godparents really (a sickly dwarf and a crusader missing her left arm and leg), and grew up on their stories. From her uncle she hear stories of what the land was like before the Worldwound, and from her aunt she heard stories of the grueling wartime exhaustion of the Fourth Crusade. And from both of them she heard tales of her parents, Riftwardens fighting against the demons of the Worldwound.

No one knows of her parents fate however, disappearing a month after her own birth. Lisla does not dare hope that they are alive, knowing that the Worldwound and the demons who inhabited it take all without mercy. But she knows, in her heart, that whoever is responsible for her parents disappearance is still alive, and that they're destined to meet one day.

Growing up on stories of righteous crusaders and her are Riftwarden parents left her confused for most of her childhood, unsure of what she wanted to be growing up. Lisla wanted to go in and lead charges against the demons and fight for righteousness in the crusades, but she could feel arcane power coursing through her veins and had heard tales of what her parents had done before their disappearance. As she grew out of her youth she decided to use both, wield a sword in one hand and magic in the other and started experimenting with such forms of combat. The results of many of these experiments can still be seen on her hands, but she kept practicing and eventually started to strike a balance between the arcane forces that she wielded and the material equipment that she carried with her.


Adderyn: Angradd is fine.


Got a character up. Bit basic but I had a rough night :p

Kaihlan is ready. Will go up the archery tree; he has melee options but won't be as good with them.

Might eventually multiclass into Fighter for a couple of levels for Weapon Training.


Here we go, Barkon Goldenhide dwarven smith and alchemist extraordaniare

Barkon Goldenhide:

Barkon Goldenhide
Dwarf alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d8+4)
Fort +5, Ref +4, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +1 (1d8+1/×3) or
warhammer +1 (1d8+1/×3)
Ranged bomb +3 (1d6+2 fire)
Special Attacks bomb 3/day (1d6+2 fire, DC 12), hatred
Alchemist Extracts Prepared (CL 1st; concentration +4)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 17, Int 14, Wis 13, Cha 10
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits accelerated drinker, arcane temper
Skills Acrobatics +0 (-4 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Craft (alchemy) +6 (+7 to create alchemical items), Craft (blacksmith) +6, Disable Device +4, Perception +5 (+7 to notice unusual stonework), Spellcraft +6, Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear lamellar (leather) armor[UC], battleaxe, warhammer, 38 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (3/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Updated List:

Uthraed - Female Human Paladin
Darknessman - Male Tiefling Ranger
DM Doctor Evil - Male Human (Kellid) 2-Weapon Fighter
Nazard - Male halfling rogue (knife master/scout)
Vayelan - Male Human Sorcerer
Madcaster - Male Aasimar Paladin
Phntm888 - Female Aasimar Cleric
Lucendar - Male Half-elf Ranger
Vitaliano - Male Dwarven Barbarian (missing backstory)
RobL - Male Catfolk Bard
Koboloum - Female Human Magus
Rungok - Male Aasimar unchained summoner
Gwahir777 - Male Human Monk
Dode - Male Ifrit Paladin
Fatmanspencer - Male Dwarven Alchemist (backstory?)


Death-Lok wrote:
Adderyn: Angradd is fine.

Thanks, I'll try to have a full character up by the end of the day.


Gaius is ready for your inspection. He's a Fighter vmc. Rogue, so very much fulfilling the secondary frontline role with a variety of useful skills like lockpicking to help out of combat.

Crunch and fluff are both in the alias.

Hopefully you like - even though you have loads of martial characters already! :D


Sorry for the late reply but here is the link to application character.
If picked, current plan is to go TWF -Sword & Shield and take the War and Good Blessings at 4th level, but I'm willing to adjust depending on party composition and roles needed to be filled.
Silash Stoneblood

Thanks for the opportunity to apply, and even if I'm not selected I hope everyone has a great time.

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