GM BeastMaster's Isles of Kathlan

Game Master BeastMasterFTW

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This is my submission.

I'll update with a proper Backstory and other tidbits once I'm sure your okay with this GM Beastmaster.

You said we could use CR +1 templates so I made a 4th Bloodrager Werebear.

The basic premise would be a Lawful Good type "savage paladin" from the Silvan Isles with a heart of gold. He is coming on the mission to ensure the safety of the crew and to gain the extra gold to fund a refuge upon the island for displaced refugees.

My avatar would be my human form with this being my Hybrid Form.


Just a question, from where would a grippli most likely hail?

Sounds interesting....

4d6 ⇒ (3, 1, 3, 6) = 13
4d6 ⇒ (5, 1, 2, 6) = 14
4d6 ⇒ (3, 5, 1, 4) = 13
4d6 ⇒ (5, 6, 2, 5) = 18
4d6 ⇒ (4, 2, 4, 3) = 13
4d6 ⇒ (2, 4, 3, 1) = 10
Not bad.... I can work with those....

Would a Chakram Dervish for a finesse type of Fighter work?

Arknight wrote:

Sounds interesting....

Not bad.... I can work with those....

Would a Chakram Dervish for a finesse type of Fighter work?

when dropping the lowest:


I am juggling between classes that might makes a good Sky Privateer. Swashbuckler? Unchained Rogue? Daring Champion Cavalier? Maybe even a Bard/Skald? Decisions, decisions.

Perhaps rolling my stats will give me an idea!:

Set 1:
4d6 - 1 ⇒ (1, 6, 4, 3) - 1 = 13
4d6 - 1 ⇒ (4, 1, 5, 2) - 1 = 11
4d6 - 3 ⇒ (3, 4, 5, 3) - 3 = 12
4d6 - 1 ⇒ (2, 4, 3, 1) - 1 = 9
4d6 - 2 ⇒ (5, 2, 2, 2) - 2 = 9
4d6 - 3 ⇒ (5, 3, 5, 6) - 3 = 16

Set 2:
4d6 - 1 ⇒ (1, 2, 2, 1) - 1 = 5
4d6 - 5 ⇒ (6, 6, 6, 5) - 5 = 18
4d6 - 1 ⇒ (3, 5, 1, 4) - 1 = 12
4d6 - 2 ⇒ (5, 3, 5, 2) - 2 = 13
4d6 - 4 ⇒ (5, 4, 6, 6) - 4 = 17
4d6 - 1 ⇒ (1, 1, 2, 1) - 1 = 4

4d6 - 3 ⇒ (6, 6, 5, 3) - 3 = 17
4d6 - 1 ⇒ (6, 1, 5, 5) - 1 = 16

And that gives a final set of...


I don't think I have ever rolled stats that good. I could be anything I wanted.

I was curious as to what we've had submitted so far, so here's the list of 'finished' submissions that I see looking back through the thread:

Durak Barrowbreaker, crossbowdwarf
Arielle Windsong, sylph witch
Thirrion Velding, half-elf machinesmith
Rusty, android fighter
Haarold the Undying, dwarf fighter
Reinhardt Von Brandt, human fighter
Brokk Speaks with Past, grippli shaman
Bjorn Oakhide, werebear bloodrager
Yamauchi Hideaki, tengu monk

I think that's everyone. Did I miss anyone?

Hmmm... we seem to have a *lot* of fighter-types.

The template is fine bjorn, and a grippli would probably come from silvan isles or feicui dao.

KM WolfMaw wrote:

when dropping the lowest:


since that's actually a 17 put buy, I'll reroll:

4d6 - 1 ⇒ (3, 1, 5, 3) - 1 = 11
4d6 - 2 ⇒ (6, 6, 3, 2) - 2 = 15
4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17
4d6 - 3 ⇒ (4, 6, 3, 4) - 3 = 14
4d6 - 3 ⇒ (3, 4, 3, 5) - 3 = 12
4d6 - 1 ⇒ (3, 5, 2, 1) - 1 = 10

That's actually a 28 pt buy, so will go with that.

I'm thinking something along the lines of an Unchained Rogue (Knife Master).

How "advanced technology" is Nekorol? Would it allow for using stuff from the Technology Guide?

No Arkknight. They have not reached that level yet, they are simply higher than every other place. Think of it as about 1950s level tech, but a bit different. Its a sort of combination between tech and magic, creating an almost steampunk like feel, but with magic rather than steam or electricity. Ill explain more once i pick characters and we start the campaign, but basically No, not that level yet.

Still trying to come up with something.

Maybe I should quit with the "special snowflake" ideas, and try something "normal".

Silvan isles it is.
I hope a more healery type is fine. But he has enough other tricks up his sleeve. Well along his tongue.

Pathfinder Rulebook Subscriber


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

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

Meh. That's 25 points, on the better one, will just use 25 point buy.

Been looking for a mid-low level game for a while. Human Brawler (Snakebite Striker). I'll work on the backstory and character sheet, and should have a proper application tomorrow.
4d6 ⇒ (3, 1, 2, 1) = 7=6
4d6 ⇒ (4, 5, 1, 6) = 16=15
4d6 ⇒ (2, 3, 1, 2) = 8=15
4d6 ⇒ (4, 5, 4, 5) = 18=7
4d6 ⇒ (4, 1, 4, 4) = 13=12
4d6 ⇒ (4, 3, 5, 3) = 15=14
4d6 ⇒ (1, 2, 1, 4) = 8=12
4d6 ⇒ (6, 3, 2, 1) = 12=12
4d6 ⇒ (1, 6, 6, 5) = 18=17
4d6 ⇒ (4, 6, 6, 3) = 19=16
4d6 ⇒ (6, 6, 1, 2) = 15=14
4d6 ⇒ (4, 4, 4, 4) = 16=12
4d6 ⇒ (6, 4, 5, 4) = 19=15
4d6 ⇒ (3, 6, 1, 6) = 16=15
Going with the second array.

Hey, GM, I have a quick question relating to the backstory of my submission: where might one find Kasatha spinal swords? Alternatively, if the item's connections to an alien race are incompatible with your campaign, would you be willing to allow me to re-skin the weapons to something more appropriate to the setting?

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Interesting background.
The stats should be kept in the order in which they are rolled or they can be rearranged?

4d6 ⇒ (5, 4, 3, 2) = 14 =12
4d6 ⇒ (2, 5, 5, 5) = 17 =15
4d6 ⇒ (3, 4, 3, 5) = 15 =12
4d6 ⇒ (4, 1, 2, 3) = 10 =9
4d6 ⇒ (1, 1, 2, 1) = 5 reroll 4d6 ⇒ (1, 2, 5, 1) = 9 =8
4d6 ⇒ (6, 1, 4, 3) = 14 =13

second set

4d6 ⇒ (4, 4, 2, 3) = 13 =11
4d6 ⇒ (4, 1, 6, 2) = 13 =12
4d6 ⇒ (6, 2, 2, 4) = 14 =12
4d6 ⇒ (6, 6, 2, 6) = 20 =18
4d6 ⇒ (1, 5, 1, 6) = 13 =12
4d6 ⇒ (2, 3, 6, 3) = 14 =12

GM Beastmaster wrote:
Sorry, no psionics. Partially because they don't really fit in, partially cause I don't really like them.

What do you think of the occultist?

While the class use psychic magic, it don't use psionic points of similar mechanics. Most Paizo occult classes work like normal spellcasting classes.

- * - * -

How common are undead in your setting?

- * - * -

Background: you say that technology is about early 1800. There is a nation that resemble England of that period?

- * - * -

There are specific languages in the game, especially for the human races? With limited communication between the isles for a long period, multiple languages seem the norm.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Diego Rossi wrote:

Background: you say that technology is about early 1800. There is a nation that resemble England of that period?

To better define that question: there is a nation that resemble the English culture of around 1830, with arranged marriages, limited rights for women and so on?

I am thinking to make a upper class woman that fled from an arranged marriage to start an independent life, but that work only if there is an appropriate culture.

I've finished the character.

Agrimar was taken in at a very early age by a childless Tengu named Dilin in a fairly remote part of Feicui Dao, and lived with him up until the age of approximately 20, training in the ways of the blade. When there was a mudslide on the mountain they lived on, Dilin got Agrimar safely into the cellar, scarificing himself. Agrimar salvaged the few possessions that survived the mudslide and set out to find a new home. For seven years, he managed to survive on the mountain, until he stumbled across an elven settlement. He stayed there for about a year, before stowing away on a ship to the Tathran Federation. There, he took one of the few jobs he could get with his limited Common: a Talium miner. If it fits anyone else's backstory, he could have met one of the other PC's on Tathran. There, he earned his nickname "The Snake" for his quick reflexes and wiry frame.

Reason to be on the mission:
Agrimar is coming on the crystal transportation mission to get off Tathran, and the 2000 gold piece reward is more than what he makes in 3 years. Though he would never openly say it, he also feels guilty that he was unable to rescue Dilin, and wants to be able to protect people. Since he has heard Karthen-Dathalan tensions have been running high, he suspects there may be trouble.

Agrimar is about 5'7", but inherited a hunched posture from his Tengu upbringing, with a lean frame. He is bald, tan, and has black eyes. He has a somewhat gravelly voice, and Common is not his first language.
Agrimar is suspicious of most people, having only ever gotten close to one other person, Dilin, and spent the majority of his life out of contact with the rest of the world. Once he knows he can trust someone, though, the bond is very strong. He is outwardly quite serious, due to the majority of his early years involving training with blades, with no socialization. He claims to prefer solitude to being in the company of others, and he does find a certain comfort away from crowds. Inwardly, though, being completely on his own reminds him of the brutal years after the death of his adopted father.

1) As mentioned in his reason for joining the mission, Agrimar feels a need to protect those around him.
2) Every night, Agrimar goes outside and meditates with a small keepsake made of black feathers, honouring Dilin's sacrifice.
3) Agrimar pretends to prefer solitude, as mentioned in the description, but is only reminded when he is totally alone of his years spent in the wilderness.

Kasatha Spinal swords would be found from Kasatha, who are basically nomads in this setting, not native to anywhere really. Occult classes are fine. Undead are as common as they are in golarion. Dathalan empire is very similar to what you are describing. For different languages, yes, each Island chain has its version of common, however, most speak the language that is spoken in the dathalan empire. Think of it as the language of the Dathalan empire is English. Not everyone speaks it, but many do.

Out of curiosity, are you planning on using maps?

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

A list of the possible characters, to help with choosing thies between them.

EmissaryOfTheNorth: Reinhardt Von Brandt, human Fighter 4 /
general concept Philosophy Associate Professor (or aspiring to become one if that's too much of a stretch)

Fury of the Tempest: Saurian Shaman

Whiskey and a Bonesaw: Sun Warrior Mageknight

Kevin O'Rourke 440: Rusty, Android Fighter (5)

TheWaskally :

Master Han Del of the Web:

drbuzzard: Haarold the Undying. Dwarf guard assigned by the Tathran federation

rorek55: Thirrion Velding - half helf - Machinesmith 4/Inspired blade 1


Sarabian: dwarven magus from Tathran

Almonihah : mercenary ronin tengu - katana-wielding monk

Grumbaki : Durak Barrowbreaker, dwarven crossbowman from the Tathran federation

Arielle Windsong : Sylph - Witch

alexgndl :

Joseph Soltz :

Guy St-Amant :

Dαedαlus : Nightmare Kitsune sorcerer.

"The Lucky Halfling" :

Alistair Wellington II :

Pennate :

Brain_in_a_Jar : Bjorn Oakhide, human 4th Bloodrager

Helikon: Brokk speaks with Past, Grippli Shaman who is guarding some medicine sold to the University.

The Pale King : former Sky Pirate turned Sky Privateer.

Arknight :

KM WolfMaw :

rhesus_pieces :

Agrimar the Snake: Human Brawler (Snakebite Striker)

Diego Rossi: Kelly Duncan, Occultist 5, a female student of the Kaliax University with some dubious background.
(I have the background in mind, but I need some time to write it down).

The name of my ronin tengu monk is Yamauchi Hideaki. ;)

Here, for the most part, is my magus, Tarja Steelcutter. I'm still working out her equipment - I've got the purchased stuff down, but I figure that like most experienced adventurers, about 50-75% of her stuff is bought, and the rest just found and hung on to.

Mostly done with my character, just a little bit more on the stats side (and some polishing of the backstory), but here's Nox Umbrae for consideration, the most heroic CE character you'll meet. (But most definitely E. Think the Punisher combined with Deadpool.)

Here is Diego Rossi submission: Kelly Duncan.

25 points build, dual talented trait.

Why she is in the transportation mission? A simple reply: money. Her tuition fees at the University are coming up and that will leave a large hole in her founds.
She as a part time job at the Kaliax University as a interpreter, but that pay a fraction of what she will get from this job.

She know, at least by face, the other students and teachers of the University that joined the trip and is acquainted with the mercenaries hired by the University from previous jobs.

Background for the GM:
Kelly Fitzoy (known as Kelly Duncan) is the second daughter of a upper class banker, director of a provincial branch of one of the major firms. In her family plans she was meant to marry a second cousin (another banker) and be a good house lady. She was taught the proper skills for a lady: learning how to dress (Extremely Fashionable trait), how to cook, how to behave in society, the fine arts (dance, poetry, how to play an harpsichord). They gave her a good general to education, but didn’t thought she would ever have to work outside of the home to live.
She wasn’t happy with her prospective future prospect but was resigned to it.
Her family was all made by strict Adabarian followers, a faith that Kelly respected but never felt as hers.
She is an avid reader and has read everything she could find from a early age (Avid reader trait).
She was taught to be meek with authoritarian figures, respect her father authority and never talk back. That ingrained in her a defensive reflex (Reactionary trait).
All changed when she was sixteen and, while rummaging in a chests in the attic in preparation for her wedding, that was meant to be held after her seventeen birthday, she found an old Desnan holy symbol.
In her mind she saw the tale of the holy symbol, how it was worn by the ancient alchemist Khalid ibn Yazid and how she could use it to do some of the magic she used.
That opened to her a world of possibilities that were previously negated and spurned her into searching for more items capable of unlocking her powers and an interest into occult researches.
Her family was appalled by her unseemly interests, her newfound willfulness and the new habit of carrying a Desnan holy symbol. They tried to discipline her and took away the holy symbol. Behind closed doors they even spoke of sending her to an asylum. She was able to overhear that and was terrified by the prospect.
Instead of returning to her previous meek posture she decided to act. She stole a commoner dress from the servant quarters, her holy symbol and some money from the family safe and fled. She renounced her Adabaran faith and embraced Desna as her patron deity, seeing her as the one that granted her her freedom. While that was her conscious decision, she is still the same girl, and deep down she feel that she has betrayed her family and faith and when she fail in something she see that as a punishment for her wickedness and start to doubt herself (the Doubt drawback).
After fleeing from her home Kelly started working odd jobs and doing even a bit of larceny to live while studying in whatever library she was able to access and visiting curio shops trying to find more objects of power.
In time she was able to make some money resolving a poltergeist problem thanks to her ability to read an object history that allowed her to put the spirit to rest. That allowed her move to …. and enroll in the Kaliax University, where she has found a part time job as an interpreter thanks to her extensive knowledge of languages (I have left open one of the starting language slots, to add another human language. She know Dathalan (her native language), Karthen elf and dwarf as starting languages and learned Aklo with a point in linguistic . Can you suggest another language?)
Kelly real name is Kelly Fitzroy, but she use the name Kelly Duncan. She know that using her first name isn’t a good idea, but she is attacked to it and don’t want to change it.
She is a runaway in a society that see women as inferiors, and her family said she was abducted for ransom. The police and maybe some private investigator hired by the family are still searching for her. If she was found and captured she would probably be sent to an asylum or a nunnery to quell the scandal.
To reduce the chance of being discovered she routinely disguise herself (take 10 every morning), applying makeup and dressing as a lower middle class male student, a dress code very far away from her original style. The more effective part of that disguise is that she has acquired a deep tan, something that a upper class lady will never acquire. The muscles that she has acquired in her new life, together with gaining almost 5 inches in height help that disguise too.
She has picked some pocket and stolen some item in her first year on the run. While she was never caught there is some description of her and in some provincial town there are police officers that could recognize her face. The most egregious theft was that of the crystal that she use as her illusion implement. The shop owner where he shoplifted it pursed her for several streets and has seen her fairly well. It happened a bit less than 4 years ago.

Plot hooks
Kelly is always strapped for cash. While she has a good reserve of money, that is her get away emergency found. The University tuition weight heavily on her and she is always willing to accept odd jobs to make meets ends. Even things of dubious legality.
She has a part time job at the University as an interpreter and some time she get other works from the Faculty of Arcane Sciences.
She is extremely protective of her freedom and easily resent interferences in it. Generally she interpret male attention on her in the worst possible way and had several brawls with male students. In her 3 years at the University she had three duels at the first blood and won two of them. It is possible that the male students she bested did have some grievance with her.
The was able to enroll in the University thank to the money she made putting to rest a poltergeist that was troubling the Wendell family, the family of a wealthy merchant. They had moved to a newly build house in (choose an appropriate city), but the house was haunted by a poltergeist. At first it was relatively harmless, but in time it become more and more dangerous. The night she meet them they had fled the house in panic and the youngest son was wounded. She was able to heal him with her magic and then entered the house, discovering that it was built on an ancient, abandoned graveyard. Moving the graves to a new location with the appropriate rites quelled the poltergeist. Beside paying her for the job the family has taken a liking for her and they are occasionally in correspondence with her. She is fond of them.

Life synopsis
Born in ***** Kelly ran from home 3 weeks before her seventeen birthday. She lived in the streets for 18 months before her chance encounter with the Wendell family. Two months after that she enrolled in the Kaliax University Faculty of Arcane Sciences. A true jack of all trades and master of none, she has followed several courses. For her preparedness to all chances and opportunities in life is more important than being the absolute best. That has created friction with some of the professors, that see that as a waste of a natural talent or laziness.
After joining the University and being beaten in her first duel, she took lessons in fencing (if there is one, from a female teacher, possibly befriending her), learning how to use a rapier well. After that she had two other duels and was victorious in both.

For Kelly freedom is the core value of her life, and of other people life. She revere Desna because she see her as the entity that freed her, she value knowledge and money as instruments allow her to protect her freedom.
She is fiercely loyal to her friends, but slow to make new ones, especially males. She is fully capable to work and collaborate with other people without the need to call them friends.
The rapport with her family is ambivalent, on one hand she still love them, on the other she feel that they don’t comprehend her and will try to bind her in the straitjacket of her old life. so she love and fear them at the same time.
Under all that there is still the small girl that loved romantic tales and want to find her true love, even if her adult self isn’t convinced at all that true love exist.

At 5’ 7” Kelly is relatively high for a woman, with black hairs, blue eyes and a tanned face. She is well built and very quick, generally she wear a sturdy west and an armored coat during expeditions, and some good looking but not very expensive combination of coat and trousers. Generally she has a rapier at her right side. When doing her interpreter work she wear garments appropriated to the mores of the people with which she has to work and she has shown to be able to dress well when needed.

Know background for the players:
Kelly Duncan is a student enrolled at the Kaliax University Faculty of Arcane Sciences, one of the few commoners that study there without a sponsorship from some rich family.
While not a great beauty, her black hairs, blue eyes, tanned skin and well build frame make her pleasant to look at. Her habit of dressing like a male put a lot of people off. While she speak perfect Dathalan without any accent, there are voices that she came from one of the foreign isles, maybe even from the Karthen Alliance. She is rarely seen without a rapier at her right side (she is left handed).
Her reputation isn’t so good. While capable to achieve good results in her studies, she is far from one of the top students, she has a rowdy reputation and she was involved in several brawls. She had three know duels in the three years she was here, all to first blood so no serious injury was ever done. After losing the first she rapidly did become a better fighter and won the other two. She live in a boarding house near the campus, apparently with no male relative taking care of her and work as a part time interpreter for the faculty. There are rumors she do more illicit jobs on the side to pay for the University fees. For sure she has been absent from the lessons for teens of days at a time in several occasions.
One of her saving graces is that she has participated to several field trips organized by the Faculty and she has been extremely helpful every time there has been trouble. She is a spellcaster capable to cure wounds and cancel hostile magic, she is not a weak combatant and, if she is given the time to talk, she often is capable do defuse tense situations (well, at least if she isn’t the one that has started them).
She is a familiar face for most of the student and teachers at the University. She is known by several mercenaries that work for the University, either for her interpreter work or for some guard job she did.

Condensed statblock:

Kelly Duncan
Female human occultist 5
CG Medium humanoid (human)
Init +5; Senses aura sight; Perception +9
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
hp 38 (5d8+10)
Fort +8, Ref +6, Will +7
Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+1/19-20) or
mwk cold iron rapier +8 (1d6+3/18-20) or
silver kukri +6 (1d4/18-20)

Ranged coat pistol +6 (1d4/×3) or
composite longbow +6 (1d8+1/×3)

Implement Schools
Abjuration (Desna hoy symbol, 4 points) Resonant—warding talisman; Focus—aegis +1, mind barrier, unraveling

Conjuration (Compass, 3 points) Resonant—casting focus; Focus—flesh mend, servitor

Illusion (Crystal, 2 points) Resonant—distortion 10%; Focus—minor figment

Occultist Spells Known (CL 5th; concentration +9)
2nd (3/day)— glitterdust (DC 16), mirror image, resist energy
1st (5/day)— cure light wounds , disguise self , shield
0 (at will)— create water , ghost sound (DC 14), resistance

Str 13, Dex 16, Con 14, Int 19, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Fencing Grace UI, Weapon Finesse, Weapon Focus (rapier)
Traits avid reader, extremely fashionable, reactionary
Skills Acrobatics +3 (-1 to jump), Artistry (literature) +8, Bluff +5, Craft (calligraphy) +8, Craft (clothing) +8, Diplomacy +6, Disable Device +6, Disguise +8, Heal +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +9, Perform (dance) +1, Perform (keyboard instruments) +1, Profession (cook) +5, Ride +1, Sense Motive +5, Sleight of Hand +4, Spellcraft +10, Stealth +1, Survival +2, Swim -1, Use Magic Device +9

Languages Aklo, Dathalan , Dwarven, Elven, Karthen +1

SQ doubt, implements 3, magic item skill, mental focus (9/day), object reading, shift focus

Combat Gear: armored coatAPG, mwk chain shirt, arrows (20), coat pistol UC, composite longbow (+1 Str), dagger, mwk cold iron rapier, paper cartridge UC, salt shot cartridgeUC (2), silver kukri, amulet of natural armor +1 , handy haversack , ring of protection +1 , versatile vest

Other Gear: calistria's kindness (5), healer's kit, bedroll, belt pouch, chalk (8), chalk (2), chewing stick, comb (0.2 lb), courtier's outfit, explorer's outfit, fashionable accessories, flint and steel, hairbrush (0.3 lb), ink, inkpen, jewelry UE, journal UE, masterwork thieves' tools, mirror, nail file (0.1 lb), occultist's implement OA, occultist's implement OA, peasant's outfit, pot, scholar's outfit, scissors (0.3 lb), soap, sponge, tooth powder (0.1 lb), torch (10), trail rations (5), traveler'soutfit, waterskin,
569 gp, 4 sp

Tracked Resources
Alchemical cartridge (paper) - 0/5
Alchemical cartridge (salt shot) - 0/2
Arrows - 0/20
Calistria's kindness - 0/150
Dagger - 0/1
Healer's kit - 0/10
Mental Focus (9/day) (Su) - 9/9
Mental Focus: Abjuration Assigned (9 focus) - 4/9
Mental Focus: Abjuration Spent (4 focus) - 0/4
Mental Focus: Conjuration Assigned (9 focus) - 3/9
Mental Focus: Conjuration Spent (3 focus) - 0/3
Mental Focus: Illusion Assigned (9 focus) - 2/9
Mental Focus: Illusion Spent (2 focus) - 0/2
Shift Focus (Abjuration [Desna hoy symbol], 8 focus) (Su) - 0/8
Torch - 0/10
Trail rations - 0/5

Special Abilities
Abjuration (Desna hoy symbol) Abjuration implements are objects associated with protection and wards. Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.

Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.

Aura Sight (Su) Read the aura of creatures around you, as aura sight.

Casting Focus (+1 CL) (Su) Use as extra focus component to add to CL for conjuration spell.

Conjuration (Compass) Implements used in conjuration allow the occultist to perform magic that
transports or calls creatures. Implements: Bowl, brazier, compass, figurine, lantern, mirror.

Distortion 10% (max 15%) (Su) As standard action, gain miss chance until your next attack.

Doubt -4 for an hour on any skill or ability check after you fail that type of check

Fencing Grace Use Dexterity on rapier damage rolls

Flesh Mend 1d8+5 (Sp) As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is

Illusion (Crystal) Illusion implements allow the occultist to distort the senses and cloak creatures from sight. Implements: Crystal, hat, mask, prism, ring.

Implements (Su) Gain a series of items which grant access to schools and powers.

Magic Item Skill Add half level as bonus to Use Magical Device.

Mental Focus (9/day) (Su) You have a pool of points that activate your focus powers.

Mind Barrier (-10 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.

Minor Figment (5 rounds) (Su) 1 focus: create minor figment, as ghost sound or minor image.

Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.

Servitor (Summon Monster II) (Sp) Standard action and 1 focus to summon a single creature, as
summon monster

Shift Focus (Abjuration [Desna hoy symbol], 8 focus) (Su) Shift focus from one implement to another, but lose 1 point.

Unraveling (Sp) 1 focus: unravel adjacent magical effect, as targeted dispel magic.
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.

For now I have added only the basic information in the character page.
If chosen i will update it or send herolab PDF of the character to the GM.

There is a list of languages?
I have taken:
Aklo (with linguistic), Dathalan , Dwarven, Elven, Karthen
and still have a free starting slot. Any suggestion for another human language?

Updated link list:

Durak Barrowbreaker, crossbowdwarf
Arielle Windsong, sylph witch
Thirrion Velding, half-elf machinesmith
Rusty, android fighter
Haarold the Undying, dwarf fighter
Reinhardt Von Brandt, human fighter
Brokk Speaks with Past, grippli shaman
Bjorn Oakhide, werebear bloodrager
Yamauchi Hideaki, tengu monk
Kelly Duncan, human occultist
Nox Umbrae, dark kitsune sorcerer
Tarja Steelcutter, dwarven magus
Agrimar the Snake, human brawler

Did I miss any links?

Looks like you missed me. I forgot to include a link before.

Agrimar the Snake wrote:
Looks like you missed me. I forgot to include a link before.

Edited you in. :)

Set 1
4d6 ⇒ (2, 1, 2, 4) = 9 8
4d6 ⇒ (2, 6, 1, 2) = 11 10
4d6 ⇒ (5, 1, 6, 6) = 18 17
4d6 ⇒ (2, 4, 2, 5) = 13 11
4d6 ⇒ (3, 4, 3, 5) = 15 12
4d6 ⇒ (5, 4, 4, 1) = 14 13

That's 17 points

Set 2
4d6 ⇒ (2, 3, 5, 3) = 13 11
4d6 ⇒ (4, 6, 3, 5) = 18 15
4d6 ⇒ (2, 2, 4, 5) = 13 11
4d6 ⇒ (1, 4, 6, 2) = 13 12
4d6 ⇒ (2, 6, 1, 1) = 10 9
4d6 ⇒ (6, 3, 5, 3) = 17 14

That's 15 points.

I'll take the 25 point buy if that is all the same ;)

TheBobJones here - For your consideration

I present Gerontius, human transmuter (shapeshifter). I have made him for a different game, and will have to tweak a bit of equipment here and there, depending if I make it and the party make up. He is inherently selfish and cruel which translates to evil on this alignment scale. But there is good in there, probably. Regardless, his goals and motivations will align with the party. Feel free to PM me is you would like more clarification.

Bonded item: Amulet of Mighty Fists +1 (Talium Crystal pendant)

Feats and Traits: Both Varisian Tattoo and Transmuter of Korada are accounted for in my origin story.

The sun's rays fought to break the heavily frosted cloud cover and brighten the verdant green grass beneath the baby's chubby feet as it crawl-hopped around the forest clearing. A strikingly beautiful woman giggled at the baby as it covered itself with ground detritus. An equally handsome man laughed with her, wrapping his muscular arms around her slender shoulders and kissing her cheek warmly. "This was the right choice. I am so glad I let you talk me into this." he huskily whispered in her ear. Smiling warmly, she craned her neck to kiss him passionately on the lips. After disengaging from the embrace, she pushed herself to her feet to follow the baby and its jerky movements. Seeing the dirt smudges and unwelcome burrs covering its curly hair, she whispered some words in the arcane language of magic while fingering the Talium Crystal pendant around her neck. All of the dirt, soil, leaves, and small insects pushed off the baby's body, hovered for a moment, then fell to the ground from whence they came revealing a perfectly clean baby. Lifting the baby into her arms, cradling its head in her delicate fingers, the family walked back to their cozy cottage nestled on the edge of the woods.

Ten years later
Crying real tears of pain and frustration, the child cowered on the ground protecting his vital parts with hands, elbows and arms.

"Weak. You are and have always been week." came the steady voice of a slighter larger, slightly older boy standing above him. Though older and larger, the familial similarities were unmistakable. Both boys would be considered good looking with their curly hair, and deep brown eyes. "Get up, come at me again." the older boy admonished.

"No. I won't! You can't make me. Gerontius you're a bully. Just because you get beat up by the other kids doesn't give you the right to pick on me." the other boys and girls, all with the same curly hair and eyes, watched the two interact without blinking.

"I do not get beat up. I allow them to exercise a bit of power over me. This allows them to underestimate me, and for me to be reminded of what it is like to be without power so if and when that happens, I do not panic, like you are now. I can retain my composure and wait for the opportune time - retaliate. Like you should be now. But you are too weak, too scared, too feeble." Without warning, Gerontius placed a hard kick to the boy's exposed rib-cage which was left exposed as they conversed. "Never let your guard down. Ever."

"You are supposed to be my big brother, my protector, Gerontius." the boy choked out as he coughed cried through his pain. "You are supposed to help me." he sobbed into his hands as their other siblings picked up on the emotion of the exchange and began to cry too.

"I am you fool. I am." Gerontius whispered to himself as he strode out of the room hearing the lithe footfalls of his mom approaching to investigate the ruckus.

Five years later
Seated around a large circular table, freshly waxed to a high polish, the slightly aged but still beautiful couple address their oldest son while the rest of the family watched. The dad, voice clear and strong, began. "Gerontius, son, we warned you to stop. We told you that you could no longer torment your brothers and sisters. We saw the bruises. We know that you have disobeyed our commands." Wrinkles standing out around his eyes, grey touching his brown curls, his face reflected the somber mood.

A bit hesitantly, his wife's feminine voice began shakily, "You cannot ... you will not ... be allowed to continue. I know that you have read my books of magic; specifically my book of the empyreal lord Korada, and that you look for more. You will not be allowed to continue your research in this house." quickly turning to her husband for support, she gripped the Talium Crystal pendant tightly.

"You mother speaks rightly. You are no longer welcome at our house. Your destiny, whatever you make of it, does not include us, or this family. My son you are, physically, but in spirit I hope never to see you again until you abandon your ways. How you act, your choices, are exactly why we left Dathalan for the peace and tranquility of the Silvan Isles. Your mother and I fought too hard, for too long, for you to ruin it. Here take this and be gone." he flung a small leather pouch across the table that landed with a loud clink of rattling coins.

Without moving for the pouch, a toneless Gerontius began. "I will not be bought off by coins. Mother knows what I want, what it will take. You two have no idea of the power I possess, but you both know that I have no hesitation to unleash my fury here and now. So choose, easy or hard. Quickly, my patience nears an end."

One of Gerontius' siblings began to cry loudly as his parents' exchanged worried glances. His younger brother attempted to rise from his seat. At a curt gesture from his father, quickly lowered himself back to his seat. Exhaling sharply, Gerontius' father addressed him once more. "Must you take everything? Cannot you just go peacefully? Is there nothing good left in you?" Gerontius slowly shook his head back and forth. NO

"Very well, take it and be gone never to return." Removing the Talium Crystal pendant from her slender neck, Gerontius' mother reached across the table, pulled his hand towards her palm up, placed the pendant in his cupped hand, closed his fingers around it, and pushed his hand back.

"Very well, the price has been paid. You will hear from me no more." Turning to his brothers and sisters, "You lot, remember what I taught you." he grinned maliciously, pushed back from the table and walking out the door. Slowly counting, listening to the receding footsteps, the family quickly huddled together in a tight embrace.

"We are safe now. Today and forever." their father spoke reassuringly to them all. Gods, I pray I am right. he silently thought to himself.

" Kaliax University. What is the cheapest way I can get there? My funds are low and I need to get there." came Gerontius measured plea.

"Wells, more than yous gots. Haha. Spent too much monies on them books you like so much. And yous don't knows no more spells." came the half-orcs garbled response. "Whys you wants to go there? Great here in the Tathran Federation."

Looking at the bleak mountainous landscape around him, pulling the bearskin cloak tightly around him to stave off the bone-chilling wind, Gerontius gave a half-chortle. "Don't mess with me. Just book me passage." came the thinly veiled threat.

"Okay, okay, no need to be so testy. I am just bustings you up. For you, best way to be low key, save some coins, yous might want to work. Heard they are looking for guards, big shipment. I happens to knows one of the miners. Can put some good words for you. Unless they heard 'bout you, then you gots big problems. More than I can helps with." and he slapped the man on the arm.

[bigger]"Ouch! Gods you dolt! That is where my new tattoo is. Do that again and I will end you." Gritting his teething in a rare display of impatience, Gerontius just growled back, "Just arrange the transport. As soon as possible."

"No problems. Consider it dones. I will send words you want to bes a guard on a shipment. Until then lay low, and no more killings."

Tossing the half-orc a much smaller pouch, Gerontius gripped his Talium Crystal pendant before responding. "Very well, the price has been paid. Once I am on the ship, you will hear from me no more."

The half-orc laughed. Through the veneer of confidence, his insides were really a mess of nerves. Gods, I pray I am right. he silently thought to himself.

Physical Description:
Standing well below six-feet, Gerontius is a well muscled, good looking youth. Barely old enough to grow chin stubble, he routinely bathes and keeps up pristine grooming habits. He constantly fights his auburn-brown curls atop his head that threaten to obscure hiss vision. His dark-brown eyes hide his mischievous, many-times, cruel behavior.

secrets, GM only:
Gerontius had a love interest that was supposed to leave Silvan Isles but never rendezvoused with him once he reached the Tathran Federation. He also recently learning that in the Kaliax University is an esoteric tome of magic for transmuters (could also be a magic item like a Shapeshifter's Headband). Lastly, his ancestor was a famous evil spellcaster. Confronted with this could be the tipping point between truing good, or falling in evil forever.
Out of tropes ;)

Male human transmuter (shapechange[APG]) 5 (Pathfinder RPG Advanced Player's Guide 147)
LE Medium humanoid (human)
Init +4; Senses Perception +4
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex; +2 deflection vs. evil)
hp 45 (5d6+15)
Fort +4, Ref +4, Will +4; +2 resistance vs. evil
Speed 30 ft.
Melee mithral dagger +8 (1d4+5/19-20)
Ranged mwk heavy crossbow +5 (1d10/19-20)
Special Attacks battleshaping
Spell-Like Abilities (CL 5th; concentration +5)
. . 3/day—mage hand
Transmuter Spells Prepared (CL 5th; concentration +8)
. . 3rd—fly, heroism, monstrous physique I[UM]
. . 2nd—alter self, bull's strength, mirror image, telekinetic volley
. . 1st—enlarge person (DC 15), long arm[ACG], mage armor, protection from evil, shield
. . 0 (at will)—detect magic, light, prestidigitation
. . Opposition Schools Divination, Necromancy
Str 20, Dex 14, Con 14, Int 16, Wis 8, Cha 10
Base Atk +2; CMB +7; CMD 19
Feats Combat Casting, Multimorph[UM], Power Attack, Scribe Scroll, Spell Focus (transmutation), Varisian Tattoo[ISWG]
Traits reactionary, transmuter of korada
Skills Appraise +7, Diplomacy +3, Fly +10, Intimidate +5, Knowledge (nobility) +11, Knowledge (planes) +11, Linguistics +8, Perception +4, Profession (torturer) +4, Sense Motive +1, Spellcraft +11
Languages Abyssal, Common, Elven, Halfling, Infernal, Thassilonian
SQ arcane bond (+1 amulet of mighty fists), physical enhancement (+2)
Combat Gear scroll of see invisibility, silver crossbow bolts (50), wand of infernal healing (50 charges), reagent, ginger extract (50), reagent, magnesium (10), thunderstone; Other Gear blunted bolts (10), crossbow bolts (20), mithral dagger, mwk heavy crossbow, +1 amulet of mighty fists, cloak of resistance +1, pathfinder pouch, book lariat[ACG], earplugs[APG], smoked goggles[APG], spell component pouch, sunrod (2), wizard starting spellbook, wrist sheath, spring loaded, 4,742 gp, 6 sp, 7 cp
Special Abilities
Arcane Bond (+1 amulet of mighty fists) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Battleshaping +1 (6/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divination You must spend 2 slots to cast spells from the Divination school.
Multimorph Your studies in transmogrification have increased your control over shapechanging spells. When you cast a spell of the polymorph subschool on yourself, you may expend 1 minute of the spell's duration as a standard action to assume another form allowe
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shapechange Associated School: Transmutation
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.

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Thirrion will be a secondary front-liner with utility and some range abilities, Will eventually have his own suit of power armor!

Background added.

Just a reminder here, Character submissions end at midnight est on july 4th. Be sure to get everything finished by then, especially background and secrets.

Good thing you reminded me, I forgot to have a secret. I believe Hideaki's submission should be complete. Do you want it in a post or is it fine to keep it just in his profile?

On that same note, how big should the secrets be? I realized that the ones I used were pretty small.

Bigger Secret:
In order to pay for accommodations on Tathran, Agrimar borrowed money from a mob, with no intention of paying it back. Unfortunately for him, they have other ideas, and have not forgotten.

GM Beastmaster wrote:
Just a reminder here, Character submissions end at midnight est on july 4th. Be sure to get everything finished by then, especially background and secrets.

All in the GM section of the background.

2 Small changes to the character: with the 5th level spell swap I will change cure light wounds with Mage armor and I will buy a darkwood bucker.

keep them all in profile, and also make all the changes you want until the campaign starts.

Liberty's Edge

Would you be open to the Avowed class, available in playtest below? Played without the psychic bent of course, since psioncs doesn't fly in Kathlan. aytest-The-Avowed-a-3pp-warlock-with-a-psychic-bent

Gonna have to say no, sorry.

Liberty's Edge

Thanks for looking. An Incanter from SoP is still good though, right, if we're jonesing for some nonVancian casting?

Silver Crusade

Math! wrote:
Thanks for looking. An Incanter from SoP is still good though, right, if we're jonesing for some nonVancian casting?

Wouldn't an arcanist cover that?

Liberty's Edge

I don't see how, but if GM Beastmaster is open to 3pp options that's a relatively rare opportunity and I prefer to try out one of them that I've had my eye on.

Speaking of, here's a tempting one: the Monster Cowboy (played without guns, they're just not my bag). Not a caster, so competing with a wider field, but now that I've seen it I feel like I ought to ask. (Plus CBR is on) Even if riding a bulette isn't the wisest choice for someone on an island in the sky, Rule of Cool trumps wisdom.

go for it. Reminder, submissions close tomorrow at midnight, and I will post who got in the next day, so get everything finished up.

Just about done with Nox. She'll be finalized tonight. I was worried I wouldn't get it done in time, but I managed it.

Tarja got rounded out last night. She's still carrying a fair amount of cash, but it makes sense for her mercantile nature.

One last question: How long is this adventure, level-wise?

... Damnit. Thought I had another day. Turns out I don't.

And I really liked the background I had crafted as well...

Well, good luck to those who have way better time management skills than me.

Pennate, here. This is my (incredibly late) submission for this campaign.

Err...I just noticed that, for some reason, my secrets aren't fitting into my alias's personal details, so I'll try to post them here.


Secret 1:
In the later parts of his mercenary career, Finrik was known not only for the method of remuneration that gave him his nickname, but also for his usage of a unique, branched blade, decorated with yellow and black, Calistrian ornaments and bearing a wasp-head pommel, which Finrik referred to as his "Calistrian stinging sword." The halfling has bundles of varying stories for its origin, usually involving divine intervention or finding the sword embedded in the innards of some foul demon or monster. In reality, though, the weapon once belonged to a Kasatha assassin with whom he shared a friendly rivalry; when his competitor died during a scenario in which it (Finrik could never discern its gender) and Finrik were sent by different factions to assassinate a problematic noble, Finrik took a few choice possessions from its corpse so that, in a way, he could keep their rivalry alive by carrying a piece of his acquaintance with him on his missions. Among Finrik's loot was also a small, bilingual dictionary of sorts, which allowed the halfling to learn the assassin's language, though he keeps this fact obscured.

Secret 2:
With his mind preoccupied by his escape, Finrik assumed that his adopted daughter's people were by some unknown event, but he never stopped to consider that the contrary might be a possibility. Indeed, a few other hobgoblins managed to survive the event, driven far away by the conflict, and eventually returned to the site of the destruction. Among these hobgoblins were the parents of the infant Finrik took with him, who failed to find their daughter in the spot where she, alongside other children, had been hidden while the main portion of the hobgoblin militia was too preoccupied to defend the settlement. While Finrik is completely unaware of these events, this does little to change the raging spirit that dwells within the pair, who presumably seek revenge on those they deem responsible.

Secret 3:
When asked about his motivation for taking part in the mission, Finrik often grows serious and mutter something about swimming in debt or being in a situation that could lead to the loss of his home. However, the halfling greatly exaggerates the severity of his predicament; he was able to alleviate most of his burden with a portion of the gold he acquired as an assassin, and, had he stuck to his job, he would have been able to incrementally and completely pay off his debt in a matter of weeks. Finrik's true motivation for participation is much different; try as he might to adjust to a safe life, Finrik could never fully put the thrill of his adventures out of his mind, and he grew increasingly restless over the years. Luckily, the advent of the Tathran caravan gave him a perfect excuse to resume his old ways, and it wasn't hard for the halfling to devise a cover for his actions.

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