GM Captain Trips - Dying Light Homebrew (Inactive)

Game Master Chad Newman

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I see, if you can let me know if you don't like my reason for being part of the Prophets, I will change up the background to focus more on a reason to be a Lantern Bearer instead. I was in a zone to write up my character and didn't see that you had posted your response yet.
I apologize for being a bit vague with names for the unknowns as I like the feel of even me as a player not knowing the name when I see it come up and accidentally meta-ing. I hope what I presented is at least an interesting read, if you have any questions or requests I'll be happy to hear them and make changes if needed.


Dotting for interest.

Looking at a Soulbolt archtype.


GM Captain Trips, for your consideration, Barlo "The Bum Sage"


Hello everyone. I didn't find an answer for the following question, so I'm reposting it, since I'm very interested in the campaign and I have a character I would like to use in this campaign, unless that hurt my chances of being accepted, in which case I would make a different one.

Diego Rossi wrote:

You have something against recycling characters from dead campaigns?

I have a character from a campaign that has stopped 2 months ago. The GM disappeared without a word.

Liberty's Edge

Too many good proposals... you are going to get dozens at least.
I withdraw. Good Luck.


Interesting.


Currently my character is basically a part of the self serving fashion but helping all factions out in the process for a price. He figures if he is gonna do the jobs, why be picky who he does them for as long as they pay and don't ask anything too shady. Anything noble for money so to speak.


Well here is part two, including part one for ease of read and continuity. I am thinking the Pathfinder Society for Voros faction, they seem the best fit and offer a good amount of freedom which Voros would like. Let me know if you want me to end it here or go as far as his arrival and time in Absalom. Not sure how much of a faction relationship you want the PC's to have.

Voros Viator Stats:

Voros Viator
Male Human (Varisian) Pact Wizard 1
NG Medium humanoid (human)
Init +3; Senses Low-light Vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +1 Armor, +1 Nat)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4, 19-20/x2)
Range Light Crossbow +2 (1d8, 19-20/x2) or
Dagger +2 (1d4, 19-20/x2)
Atk Options Hand of the Apprentice (7/day)
--------------------
SPELLS (CL 1st) +1 vs SR, CONCENTRATION +6
--------------------
Wizard Spells:
1st- Summon Monster I, Color Spray
0 (at will)- Detect Magic, Dancing Lights, Prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Conjuration), Augment Summoning, Alertness
Traits Clever Wordplay, Arcane Temper
Skills Craft (Alchemy) +8, Diplomacy +8, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Linguistics +8, Perception +7, Spellcraft +8
Languages Common, Varisian, Draconic, Infernal, Celestial, Thassilonian, Giant
Combat Gear Potion of Cure Light Wounds (3), Potion of Shield of Faith +2, Scroll of Identify, Scroll of Comprehend Languages (2), Scroll of Obscuring Mist (2), Scroll of Snowball
Other Gear Explorer's Outfit, Haramaki, Dagger, Light Crossbow, Bolts (30), Spring Loaded Wrist Sheath (2), Bandolier (2), Spellbook, Wizard's Kit, Scrivener's Kit, Hemp Rope (50 ft.), Familiar Satchel, Scroll Box,

Money 23 gp
--------------------
Special Abilities
--------------------
Racial:
Fey Magic- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. (Diplomacy and Perception. Urban Terrain Only 1/day- Create Water, Know Direction, Purify Food and Drink, Cure Light Wounds)

Class and Archetype:
Arcane Bond- At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Familiar- A pact wizard must select a familiar for his arcane bond. The familiar's loyalty ultimately lies with the pact wizard's patron, and it reports back to the patron on the wizard's activities. (Ioun Wyrd- Signis)

Pact Focus- At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can't pick conjuration as an opposition school. (Necromancy)

Pact- A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.

Aura- A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons- A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.

Hand of the Apprentice- You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Personal Spellbook
1st- Windy Escape, Color Spray, Magic Missile, Summon Monster I, Obscuring Mist, Comprehend Languages, Snowball, Ear-Piercing Scream, Identify
0- all

Voros Viator Fluff Part Two:

Born Viorec Crispin the bastard son of a powerful Korvosan merchant family scion and a Varisian nomad. His father denied his birthright, family name, and true existence as his son. Viorec's mother did not press the issue after the rejection, she placed her son above a city bound man with ease. So the first few years of his life Viorec grew up as a true varisian amid the endless roads and caravans of his people. His fathers blood was thick in him, marking him more as a chelaxian then his peers, yet his soul and nature were varisian which was all his people truly cared for. Yet fate was as unkind as his father for the man he never knew did not forget his bastard. Finding an early grave on a merchant run he lived long enough to legitimize his son before he passed on to the next world. So the korvosan's used their wealth and influence to find their wayward cousin, doing so easily. With the information gathered they knew Viorec would not be parted from his mother and adopted family, they also knew that his caravan family was not to be trifled with. So they hired a handful of specialized mercenaries to kidnap the boy. The mercenaries were well versed in their trade and befriended the caravan for many weeks, earning their trust and waiting for the perfect moment. One festive night they had it, easily spiriting Viorec away and escaping in the night. Viorec's mother and her family did all they could to find the mercenaries and her child. Yet with their task completed and payment received the mercenaries left for distant lands.

Viorec fought at first as all children would, yet will careful molding and time he became what they made him. Naturally intelligent with the tutors and teachers of a wealthy merchant family his hunger for knowledge was stroked and nurtured. Going so far as to show a talent for magic at a young age, he was as many other wealthy intelligent children in Korvosa were as well, sent to the Acadamae. With his prior conditioning and training he not only excelled in the magical school but the aspects of ruthlessness and cunning favored by his family came to the forefront. By the end of his first year no less then half of his classmates were dead, higher then even the schools average rate. Strangely enough not a single one of those that crossed Viorec were among those left alive. The next two years of slave like work did not seem to find Viorec as much as the others. When the time finally came to properly learn magic, he had some how gained a lead. Specializing in conjuration that the school favored and required. His rise and stay at the top of the class followed until his last exam where he summoned a erinyes, a feat none other of his year or the last six graduating classes before his managed.

Upon his return to his family he was granted gifts and praise in abundance. Yet he sought more knowledge and mastery of magic. Growing tired of the merchant work he completed with ease, he finally booked passage to Cheliax. Arriving in the devil tainted country he quickly fell in with the wealthy and powerful, a league far greater then that of his own home. His talent, youth, and power opening doors and opportunities. Which he took with abandon and enjoyed for a time. His ruthless nature and cunning mostly served him well as it did in the past, but in the end he was mortal and Cheliax was home to true devils. Running afoul of their schemes he found his death and glimpsed his fate. Standing among the other souls waiting in the boneyard, the fiends of hell came for him. Delighting in his pain and damnation, still fate cared not for hell or it's kind. For Viorec's soul was torn from hell's own grasp by a force of good that not only saved him but sent him back to the mortal realm.

Viorec's mother had not forgotten him or given up on her lost son. For she had found him, only too late. She had found him after he had been twisted by his fathers family and tainted by infernal influences. Being a priestess of an empyreal lord all her life she had prayed and worked in the ways of her god to save and redeem her son. So upon his death and before his judgment he was given a second life. Reborn a cleansed but old soul in a new body, Viorec Crispin was indeed dead. Voros Viator was alive and well. The price was not paid by his mother alone for Voros lost all of his power, knowledge, and time. He had been truly reborn with only, now distressing, memories of his former life. He was as he had been before his father's family had changed him, a child yet to find his place in the world.

Voros was raised by his aged but twice over mother. For the second chance was as much for her as for him. Despite having the memories of another life and the thoughts of a man, Voros turned out to be a good child free from the oppressive ways of city folk with a mother that loved him dearly. As in his first life he traveled the lands of Varisia. His rebirth having thinned his chelish blood if not destroyed it, he was welcomed as a brother in every sense. So he once more grew into a man, this time on the road among friends as well as family. Yet while time had been reset for him, it was not the same for his mother and the years of happiness still moved at the same pace as those without. She died peacefully shortly after Voros reached manhood. That night he had a vivid dream of things long past, flashes of history and his own past. The dreams came in waves without reason or direction. Giant's and men bring great works to life in stone and art. Dragon's lowering their heads to a single man in robes and jewels. A quaking of the world as it was consumed in ash and darkness. These few stood and fell before his mind and swirled as one into he thought madness would claim him. Just then it all disappeared and he stood before a strangely noble creature, it bore a crown of horns upon it's head. Great wings draped down it's sides like a fanciful cloak and it wore runic robes of silver and pale gray. A trio of parts humanoid, serpent, and dragon all black scaled yet wise of expression. It raised a hand, for a moment he hesitated then took it in his own. With that he awoke in a sweat with sudden movement drawing his attention towards the wagon that he had shared with his mother upon the road. He drew a dagger and slowly made his way to the shadowed corner, only to be blinded by the sudden light as something threw off the sack it was moving under. Recovering quickly, after having dropped his weapon he tackled the light, only to have it disappear if not whatever he had grasped. Blinking the spots from his eyes focused on it as it moved with in his grasp. It was a gem with many smaller bits of gem and rock floating about it. A name and a few words came to his mind unbidden as if the dream had yet to completely depart. "Signis, your familiar".

With the death of his mother and the arrival of Signis, he felt it was time to do something more with his second life. He had no doubt that he would not get a third. Something he had retained from his former life was his keen wits and love of knowledge, as such he set out to improve them once more. This time he would do so in his own way and not the way others thought he should. None the less he would need some schooling so he would visit all the mage academies he knew of. With the exception of the Acadamae, which he shunned along with all of Korvosa and Cheliax for good measure. His first stop was Magnimar, it was one of the largest and friendliest cities in Varisia by reputation. The cities was certainly lively and while it had much knowledge to offer with it's museams and galleries. It's two arcane schools of note did not take to Voros. The Golemworks was more like factory and merchants school then one of learning, while the Stone of Seers was focused on who they allowed to learn from them that Voros simply was not suited. None the less he left Magnimar in good graces as he continued his search. He headed to Riddleport next and nearly lost a good deal of coin upon entering the place by way of a cut purse. Making haste to the Cypher Lodge, he quickly found the so called cyphermages to be more interested in their own knowledge and improvement above all else. He felt he would learn little form them and lose what little wealth he had in the process. Leaving Riddleport in no small rush he returned to the caravan routes of his people, joining them while he figured out his next move.

By luck or chance the caravan he joined had a stop over at Galduria which he quickly learned had it's own school of magic. Not daring to get his hopes up, he visited and inquired at the Twilight Acadamy as it was called. To his relief it's very founding was due to the same reasons he did not join the city bound colleges he had encountered, to keep themselves removed from politics. Finding them to only focus on learning but with a wide approach that did not narrow their vision. So taken was he with their way of approaching magic that he joined them that very night. Spending the next few years learning much and rediscovering his talent for magic. All the while sharpening his wit and expanding his knowledge in more ways then in reading tomes.

When it came time for Voros to leave the acadamy, he left behind good friends. Yet was gifted with a storval auroch leatherbound spellbook, a case of potions, and a scrollbox with scroll scribing materials to aid him on his journey. Which he started by once more returning to his people, taking the caravan routes throughout Varisia. This time his goal was unknown to him, he would seek out the mysteries and knowledge hidden in his homeland as so many before him did. There being no shortage of ruins and ancient structures still standing from the past.

During his exploration of one ruin that sparked his interest, he came across another group. Clearly they were explorer's with their equipment and foreigners at that taking their manner of dress and looks into account. Choosing caution he was about to be on his way when he noticed a thassilonian rune of warning above the arch they were crossing under. Yelling out to stop, the group turned but the ones in the front kept moving as they turned right under the arch. He noticed the rune glow, yelling to take cover the words barely left his mouth when the old magic took effect. Even he had not taken into account the scope of the ward as a massive wave of force spread out centered on the arch, reaching even him. Having the good fortune of being on the edge knocked him senseless and backward regardless. He only just regained his wits in time to see another glowing rune on the stone above where he landed. Scrambling to run away, the magic took effect. Only this time it was not destructive magic, the effect was one he knew well, a summoning. Against his better judgment he spared a glance over his shoulder, he spied an exotic beauty even by the standards of his people, that was until he noticed the beastly lower half of her body. Akin to a great wild cat of some sort, clearly a monster of some kind he kept running. Yet with the feline grace and speed granted by her form the cat woman not only outpaced him but cut him off. A wicked dagger in human like hands and feline claws preparing to lash out he knew he was done. Not that he intended to be easy, suddenly another blast burst forth before him. Directly on the woman's chest, she was bathed in fire. Not one to question good fortune he back peddled and brought out his crossbow. Before he could even take aim a few more explosions dropped down on the monster. He noticed their source was from where the first rune had triggered, small orbs of some kind were being flung over a pile of stones. In mere moments their was nothing left of the creature and a man that looked as if he had not slept soundly the night before came stumbling towards him. He steadied himself enough to drink from a vial, shaking his head but looking better for it. His wild hair not being considered, he introduced himself as an alchemist and explorer. Apparently his warning had saved a few lives among them, the alchemist included. He wished to know how he had known about the trap and how to repay the kindness. It was from this that Voros first encountered the Pathfinder Society and the science of alchemy.

My muse is being mean to me again so will hopefully have him completed tomorrow. I know he is not yet. ;)


GM Captain Trips wrote:


@Herkymr the Silly - No templates

I will write up another character then or modify this one enough to work. I also saw Bullpup mention me in his post, I have dm'd him for several different campaigns and he definitely works with a group well but also keeps things lively with new ideas etc.

Liberty's Edge

Here is my Character, Julius Miller. A inquisitor of Cayden Caillian
I have used him in a campaign that died. Originally he was a inquisitor of Sarenrae, I think I have corrected all the informations, but it is possible that there is something still wrong.

If selected I will check it again and replace the informations on his profile.

Background:
Born in a village near Almas in Andoran, Julius is the 7th son of a miller. While fairly affluent, his father was strongly against the idea of dividing his inheritance between several boys: "Our estate should remain unified and strong in the hands of a single person, that is how our family has managed it for centuries.", so every child after the first was meant to find his way in the world with a good initial allowance and a benediction from the family, but nothing more.
Luckily for the young Julius he has a birthmark in the shape of a mug on the back of his left hand. That birthmark was noticed by a wandering priest of Cayden Caillian that proposed his father to train the child in the tenets of his faith. His father readily agreed and at the tender age of 10 Julius left his house to wander the world with the old priest.
Julius found the wandering lifestyle and the faith in of Cayden Caillian agreeable with him, less agreeable the interpretation of his first mentor as he was heavily in the more mystical and contemplative part of the faith.
The strapping lad was more interested in seeing and experiencing things than in meditating on stone plinths and studying mystical portents.
After being passed from a teacher to another he finally found his right calling with the more militant branch of the church. He became an inquisitor of the church of Cayden Caillian, tasked with protecting the travelers, especially against magical treats.
Recently he completed his training and started doing his Wanderjahre along the roads of Golarion, trying to find people willing to pay him for his protection.
So far he hasn't been very successful as most of the time he has helped poor people in need for free or received promises of pay hat rarely were maintained.

Juilius is still in contact with his family, that includes his father Calvin, his mother Jane, 4 surviving brothers and sisters and a large number of cousins, but he isn't very close to any of them.
His best friend is protector Colson, an aged inquisitor that has taught him the arts of his profession. During his training they operated together along the Ceheliax –Andoran border, often helping escaped slaves.
Just before the end of Julius training they fought (together with other people) a group of slavers backed by a powerful necromancer. During that battle Coulson was hit by some powerful undead that left his mark on him (permanent negative levels). They survived but were forced to flee. Protector Coulson isn’t rich enough to pay for all the restorations needed and is heavily crippled by the damage, so currently he is in retirement in a village in Andoran, managing a Barn there .
Only after their last battle Julius learned that his mentor was a Tiller of the Bellflower Network. In that occasion Coulson made him a member of teh Network, to be his future replacement.
Julius has recently moved to Absalom in the hope of raising the money to help his mentor and friend. maybe he could find some Caidenite cleric willing to help in exchange for work near the Starstone.

Personality:
Julius is a trusting person, always willing to think the best of any sentient beings and even most animals, always giving them a second and often a third chance. The only kind of creature that he distrust on first sight are the undead.
He is carefree, with a tendency to spend his money with ease and a noticeable curiosity about anything.
He keep a traveling journal of his experiences, something that his first teacher strongly urged it to do. He even register his dreams in it.

Statblock:

Jiulius Miller
Male human (Taldan) inquisitor (spellbreaker) of Cayden Caillian 1 ( Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 52)
CG Medium humanoid (human)
Init +1; Senses Perception +7
—————
Defense
—————
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5; +2 trait bonus vs. charm and compulsion
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee morningstar +3 (1d8+3) or
rapier +3 (1d6+3/18-20)
Ranged mwk longbow +2 (1d8/×3) or
sling +1 (1d4+3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +4)
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Inquisitor (Spellbreaker) Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , shield of faith
0 (at will)— create water , disrupt undead , light, stabilize
Domain Travel
—————
Statistics
—————
Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Toughness
Traits birthmark, civilized
Skills Acrobatics -4 (-8 to jump), Handle Animal +1, Heal +7, Intimidate +1, Knowledge (arcana) +5,Knowledge (geography) +2, Knowledge (local) +6, Knowledge (religion) +5, Perception +7, Profession (miller) +7, Sense Motive +4, Spellcraft +5, Survival +7

Languages Common, Dwarven

SQ stern gaze +1, strong-willed

Other Gear scale mail, buckler, arrows (20), morningstar, mwk longbow, rapier, sling, sling bullets (20), backpack, belt pouch, flint and steel, holy text, journal, spell component pouch, vial, waterskin, wooden holy symbol of Cayden Caillian, mule, bedroll, bit and bridle, blotter (0.2 lb), chewing stick, comb (0.2 lb), feed (per day), hairbrush (0.3 lb), hemp rope (50 ft.), inkpen, knife for cutting quills into pens (0.5 lb), mess kit, nail file (0.1 lb), pack saddle, pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), saddlebags, scissors (0.3 lb), soap, sponge, tea (per cup), tooth powder (0.1 lb), trail rations, wine, common (per pitcher), 14 gp, 3 sp, 3 cp
—————
Tracked Resources
—————
Arrows - 0/20
Judgment (1/day) (Su) - 0/1
Sling bullets - 0/20

Special Abilities
—————
Birthmark +2 save vs. charm & compulsion

Inquisitor (Spellbreaker) Domain (Travel)

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Judgment (1/day) (Su) Variable bonuses increase as the combat continues.

Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.
—————
Mule (donkey)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
—————
Statistics
—————
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run B
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear bedroll, bit and bridle, blotter (0.2 lb), chewing stick, comb (0.2 lb), feed (per day) (5),
hairbrush (0.3 lb), hemp rope (50 ft.), inkpen, knife for cutting quills into pens (0.5 lb), mess kit, nail file
(0.1 lb), pack saddle, pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), saddlebags,
scissors (0.3 lb), soap, sponge, tea (per cup) (50), tooth powder (0.1 lb), trail rations (5), wine, common
(per pitcher)
—————
Tracked Resources
—————
Feed (per day) - 0/5
Trail rations - 0/5
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

More detailed statblock

Combat:

Attack
Rapier +3 damage P 1d6+3 18-20/x2
Morningstar +3 damage B/P 1d6+3 20/x2
Sling +1 damage B 1d4+3 20/x2
mwk longbow +2 (1d8/×3)
CMB +3
Ranged touch +1
Touch +3

Defense
AC 17 Flat footed 16 Touch 11
scale + buckler, dex 12
CMD 14
Concentration +4

Saves
Fortitude +4
Reflex +1
Will +5 (2 rolls vs mind affecting spells)
+2 trait bonus on all saving throws against charm and compulsion effects

Initiative +1
Movement 20 (30 base)

Skills:

Skill points are the values within the parenthesis.
All values are already modified by the armor where appropriate

Acrobatics -4
Appraise +1
Bluff +0
Climb -2
Diplomacy +0
Disguise +0
Escape Artist -4
Fly -4
Handle animal (1b) +1
Heal (1) +7
Intimidate +1
Knowledge (arcana) (1) +5
Knowledge (geography) (1) +2
Knowledge (local) (1) +6
Knowledge (nature) (1) +5
Knowledge (religion) (1) +5
Perception (1) +7
Profession (miller) (1) +7
Ride -4 -
Sense Motive +4
Spellcraft (1) +5
Stealth -4
Survival(1) +7
Swim -2

Traits, feats and special abilities:

class abilities
Judgment (1/day) (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Judgment of Sacred Destruction +1 (Su)
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Judgment of Sacred Healing 1 (Su)
The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Judgment of Sacred Justice +1 (Su)
This judgment spurs the inquisitor to seek justice, granting a +1
sacred/profane bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Judgment of Sacred Piercing +1 (Su)
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred/profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Judgment of Sacred Protection +1 (Su)
The inquisitor is surrounded by a protective aura, granting a +1 sacred/profane bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Judgment of Sacred Purity +1 (Su)
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred/profane bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Judgment of Sacred Resiliency 1: Magic
This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Judgment of Sacred Resistance 2
The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Judgment of Smiting (Magic) (Su)
This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Strong-Willed (Ex)
At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.

Agile Feet (6/day) (Su)
For 1 rd, you ignore difficult terrain.

Feats
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits
Birthmark (faith)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god–you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Civilized (social)
+1 trait bonus on Knowledge (nobility) and (local) checks. Knowledge (local) is always a class skill for you.

Racial trait:
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
+2 to strength and wisdom

Spells:
Inquisitor (Spellbreaker) spells known (CL 1st;
concentration +4)
Melee Touch +3 Ranged Touch +1
1st (2/day)—cure light wounds, divine favor, shield of faith
0th (at will)—create water, detect poison, disrupt undead , light,
stabilize
[D] Domain spell; Domain Travel
-

Gear:

Carried by Julius
Total Weight Carried: 70/230 lbs, Light Load
(Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs)

Belt pouch (4 @ 1 lbs) 0.5 lbs
Flint and steel <In: Belt pouch (4 @ 1 lbs)> -
Holy text (Cayden Caillian) <In: Belt pouch (4 @ 1 lbs)> -
Journal <In: Belt pouch (4 @ 1 lbs)> 1 lb

Buckler 5 lbs
Scale armor 30 lbs
Explorer's outfit (Free) -
Holy symbol, wooden (Cayden Caillian) -
Morningstar 6 lbs
Rapier 2 lbs
Sling –
masterwork longbow
20 arrows
Sling bullets x20 0.5 lbs
Spell component pouch 2 lbs
Waterskin 4 lbs

Money
14 gp, 3 sp, 3 cp

Mule

Carried by Donkey
Total Weight Carried: 135/225 lbs, Medium Load
(Light: 75 lbs, Medium: 150 lbs, Heavy: 225 lbs)

Backpack (empty) 2 lbs
Bedroll 5 lbs
Bit and bridle 1 lb
Blotter 0.2 lbs
Chewing stick -
Comb 0.2 lbs
Feed (per day) x5 10 lbs
Hairbrush 0.3 lbs
Inkpen -
Knife for cutting quills into pens 0.5 lbs
Mess kit 1 lb
Nail file 0.1 lbs
Pack saddle 15 lbs
Pen nibs -
Pigment for making ink 0.2 lbs
Pot 4 lbs
Rope 10 lbs
Ruler, small 0.1 lbs
Saddlebags (7 @ 5.5 lbs) 8 lbs
Scissors 0.3 lbs
Soap <In: Saddlebags (7 @ 5.5 lbs)> 0.5 lbs
Sponge <In: Saddlebags (7 @ 5.5 lbs)> -
Tea (per cup) x50 0.5 lbs
Tooth Powder 0.1 lbs
Trail rations x5 <In: Saddlebags (7 @ 5.5 lbs)> 1 lb
Vial -
Wine, common 6 lbs

Other informations.

Posting habits:

I live in Italy. Generally I post at 5.00-6.00 AM GMT, then from 19.00 to 24.00 GMT. More on Saturdays and Sundays, while I am usually busy Friday night. I often post even outside that hours, especially between 14.00 and 19.00 GMT, but I can't guarantee that.

Character Role:

Melee primarily with some spell support.

Future developments: I will probably take the Evangelist prestige class.

Friends and foes:

Close Friend. Protector Coulson (detailed above)

Unknown friend: Father Porthios, the cleric that discovered Julius. While Julius has almost forgotten him and discount him as more than a casual acquaintance, he has still think of the boy as a pupil and inquire on his whereabouts and wellbeing.
He is a middle power cleric with little combat skills and heavily interested in history and religion.

Know enemy: the necromancer that Julius and protector Coulson fought in their last battle together. They were able to free several slaves and that is a burning shame for him.
He is a Chelaxian wizard of no mean powers.

Unknown enemy: his older brother Richard. He has entered the Andorean bureaucracy and made a position in it but he envy Julius freedom and feel that he had to face hardships to reach his position while Julius had his position dropped in his lap by a chance sign on his hand.
He has no PC levels, but he is a high level expert, a corrupted bureaucrat that know how to use the government resources for his personal goals and that has was money resources with which he can hire whoever he need.

Faction:

Bellflower Network.
Introduced by protector Coulson to be a future Tiller.

Current and future background skills:

Profession (miller) is self explanatory.
Animal handling: as Julius travel often he use a donkey for transportation, he has learned to manage it.

Profession (brewer or wine maker): for the religion
Profession (scribe): for his diary


Diego Rossi wrote:

Here is my Character, Julius Miller. A inquisitor of Cayden Caillian

I have used him in a campaign that died. Originally he was a inquisitor of Sarenrae, I think I have corrected all the informations, but it is possible that there is something still wrong.

If selected I will check it again and replace the informations on his profile.

** spoiler omitted **...

Cool character. At first, I thought an inquisitor of Cayden Cailean was strange, but the backstory made sense.


@Bullpup Rustycap - One submission per player only.

@TheWaskally - Please re-read my submission requirements.

@Walter das Sombras - If you have a concept from another game that you want to submit I have no problem with that. Nothing wrong with coming up with a great character idea and wanting to get a chance to play it. However, the character must fall under the creation guidelines for this campaign.

@Vincent Fleming - Based on your background, the Prophets may just work. Let me do some thinking and see if I can come up with a good reason why it wouldn't. Otherwise, its good.


Dying Light Recruitment

Submission Update - Sunday

This is a "daily" update of character submissions for this campaign. I will make every attempt to update the thread daily with any new submissions. At the bottom of the post I will offer any comments or questions for any new additions to this list. If a character has an * next to it that means that I have questions or concerns about the character and the submission should not be considered final yet. If for some reason a character is not being considered for the campaign I will note the reasons at the bottom as well.

-Melee-

Mowque - Quarick Frezhal - Gnome Swashbuckler (Mouser)
Diego Rossi - Jiulius Miller - Human Inquisitor (Spellkiller)

-Ranged-

Vincent Fleming - Darnarian Irithyl - Elf Slayer (Bounty Hunter)
DMRavem - Samsi bint Ka'ab - Elf Marksman (Shroud)

-Skill-

Nickadeamous - Isavara - Half Elf Investigator (Empiricist)

-Divine-

None yet!

-Arcane-

catmanbeck - Penka "Prebleached" Bashment - Gnome Summoner (Wild Caller)

Questions/Comments for Characters Added

- Isavara - While you had the requested info on your background friends and enemies, you gave no detail on any of them. Please flesh that out with more than just their names.

Submissions not being considered for the campaign currently:

Gordon Bratiwade - Background insufficient. Submission does not contain required information.
Barlo "The Bum Sage" - Submission not in correct format. Background missing requested information.


@GM Captain Trips
Did you miss my earlier post?


OmniChaos wrote:

@GM Captain Trips

Did you miss my earlier post?

Nope, but were you looking for feedback on something? I gathered from how you ended your post that you were still working on it. I'm fine with you being in Absalom as long as is required to establish your background details.


Just wondering why I was not on the list or anything. I think it's complete now. Let me know if I missed anything. :)

Voros Viator:

Voros Viator
Male Human (Varisian) Pact Wizard 1
NG Medium humanoid (human)
Init +3; Senses Low-light Vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +1 Armor, +1 Nat)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4, 19-20/x2)
Range Light Crossbow +2 (1d8, 19-20/x2) or
Dagger +2 (1d4, 19-20/x2)
Atk Options Hand of the Apprentice (7/day)
--------------------
SPELLS (CL 1st) +1 vs SR, CONCENTRATION +6
--------------------
Wizard Spells:
1st- Summon Monster I, Color Spray
0 (at will)- Detect Magic, Dancing Lights, Prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Conjuration), Augment Summoning, Alertness
Traits Clever Wordplay, Arcane Temper
Skills Craft (Alchemy) +8, Diplomacy +8, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Linguistics +8, Perception +7, Spellcraft +8
Languages Common, Varisian, Draconic, Infernal, Celestial, Thassilonian, Giant
Combat Gear Potion of Cure Light Wounds (3), Potion of Shield of Faith +2, Scroll of Identify, Scroll of Comprehend Languages (2), Scroll of Obscuring Mist (2), Scroll of Snowball
Other Gear Explorer's Outfit, Haramaki, Dagger, Light Crossbow, Bolts (30), Spring Loaded Wrist Sheath (2), Bandolier (2), Spellbook, Wizard's Kit, Scrivener's Kit, Hemp Rope (50 ft.), Familiar Satchel, Scroll Box,

Money 23 gp
--------------------
Special Abilities
--------------------
Racial:
Fey Magic- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. (Diplomacy and Perception. Urban Terrain Only 1/day- Create Water, Know Direction, Purify Food and Drink, Cure Light Wounds)

Class and Archetype:
Arcane Bond- At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Familiar- A pact wizard must select a familiar for his arcane bond. The familiar's loyalty ultimately lies with the pact wizard's patron, and it reports back to the patron on the wizard's activities. (Ioun Wyrd- Signis)

Pact Focus- At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can't pick conjuration as an opposition school. (Necromancy)

Pact- A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.

Aura- A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons- A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.

Hand of the Apprentice- You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Personal Spellbook
1st- Windy Escape, Color Spray, Magic Missile, Summon Monster I, Obscuring Mist, Comprehend Languages, Snowball, Ear-Piercing Scream, Identify
0- all

Backstory:

Born Viorec Crispin the bastard son of a powerful Korvosan merchant family scion and a Varisian nomad. His father denied his birthright, family name, and true existence as his son. Viorec's mother did not press the issue after the rejection, she placed her son above a city bound man with ease. So the first few years of his life Viorec grew up as a true varisian amid the endless roads and caravans of his people. His fathers blood was thick in him, marking him more as a chelaxian then his peers, yet his soul and nature were varisian which was all his people truly cared for. Yet fate was as unkind as his father for the man he never knew did not forget his bastard. Finding an early grave on a merchant run he lived long enough to legitimize his son before he passed on to the next world. So the korvosan's used their wealth and influence to find their wayward cousin, doing so easily. With the information gathered they knew Viorec would not be parted from his mother and adopted family, they also knew that his caravan family was not to be trifled with. So they hired a handful of specialized mercenaries to kidnap the boy. The mercenaries were well versed in their trade and befriended the caravan for many weeks, earning their trust and waiting for the perfect moment. One festive night they had it, easily spiriting Viorec away and escaping in the night. Viorec's mother and her family did all they could to find the mercenaries and her child. Yet with their task completed and payment received the mercenaries left for distant lands.

Viorec fought at first as all children would, yet will careful molding and time he became what they made him. Naturally intelligent with the tutors and teachers of a wealthy merchant family his hunger for knowledge was stroked and nurtured. Going so far as to show a talent for magic at a young age, he was as many other wealthy intelligent children in Korvosa were as well, sent to the Acadamae. With his prior conditioning and training he not only excelled in the magical school but the aspects of ruthlessness and cunning favored by his family came to the forefront. By the end of his first year no less then half of his classmates were dead, higher then even the schools average rate. Strangely enough not a single one of those that crossed Viorec were among those left alive. The next two years of slave like work did not seem to find Viorec as much as the others. When the time finally came to properly learn magic, he had some how gained a lead. Specializing in conjuration that the school favored and required. His rise and stay at the top of the class followed until his last exam where he summoned a erinyes, a feat none other of his year or the last six graduating classes before his managed.

Upon his return to his family he was granted gifts and praise in abundance. Yet he sought more knowledge and mastery of magic. Growing tired of the merchant work he completed with ease, he finally booked passage to Cheliax. Arriving in the devil tainted country he quickly fell in with the wealthy and powerful, a league far greater then that of his own home. His talent, youth, and power opening doors and opportunities. Which he took with abandon and enjoyed for a time. His ruthless nature and cunning mostly served him well as it did in the past, but in the end he was mortal and Cheliax was home to true devils. Running afoul of their schemes he found his death and glimpsed his fate. Standing among the other souls waiting in the boneyard, the fiends of hell came for him. Delighting in his pain and damnation, still fate cared not for hell or it's kind. For Viorec's soul was torn from hell's own grasp by a force of good that not only saved him but sent him back to the mortal realm.

Viorec's mother had not forgotten him or given up on her lost son. For she had found him, only too late. She had found him after he had been twisted by his fathers family and tainted by infernal influences. Being a priestess of an empyreal lord all her life she had prayed and worked in the ways of her god to save and redeem her son. So upon his death and before his judgment he was given a second life. Reborn a cleansed but old soul in a new body, Viorec Crispin was indeed dead. Voros Viator was alive and well. The price was not paid by his mother alone for Voros lost all of his power, knowledge, and time. He had been truly reborn with only, now distressing, memories of his former life. He was as he had been before his father's family had changed him, a child yet to find his place in the world.

Voros was raised by his aged but twice over mother. For the second chance was as much for her as for him. Despite having the memories of another life and the thoughts of a man, Voros turned out to be a good child free from the oppressive ways of city folk with a mother that loved him dearly. As in his first life he traveled the lands of Varisia. His rebirth having thinned his chelish blood if not destroyed it, he was welcomed as a brother in every sense. So he once more grew into a man, this time on the road among friends as well as family. Yet while time had been reset for him, it was not the same for his mother and the years of happiness still moved at the same pace as those without. She died peacefully shortly after Voros reached manhood. That night he had a vivid dream of things long past, flashes of history and his own past. The dreams came in waves without reason or direction. Giant's and men bring great works to life in stone and art. Dragon's lowering their heads to a single man in robes and jewels. A quaking of the world as it was consumed in ash and darkness. These few stood and fell before his mind and swirled as one into he thought madness would claim him. Just then it all disappeared and he stood before a strangely noble creature, it bore a crown of horns upon it's head. Great wings draped down it's sides like a fanciful cloak and it wore runic robes of silver and pale gray. A trio of parts humanoid, serpent, and dragon all black scaled yet wise of expression. It raised a hand, for a moment he hesitated then took it in his own. With that he awoke in a sweat with sudden movement drawing his attention towards the wagon that he had shared with his mother upon the road. He drew a dagger and slowly made his way to the shadowed corner, only to be blinded by the sudden light as something threw off the sack it was moving under. Recovering quickly, after having dropped his weapon he tackled the light, only to have it disappear if not whatever he had grasped. Blinking the spots from his eyes focused on it as it moved with in his grasp. It was a gem with many smaller bits of gem and rock floating about it. A name and a few words came to his mind unbidden as if the dream had yet to completely depart. "Signis, your familiar".

With the death of his mother and the arrival of Signis, he felt it was time to do something more with his second life. He had no doubt that he would not get a third. Something he had retained from his former life was his keen wits and love of knowledge, as such he set out to improve them once more. This time he would do so in his own way and not the way others thought he should. None the less he would need some schooling so he would visit all the mage academies he knew of. With the exception of the Acadamae, which he shunned along with all of Korvosa and Cheliax for good measure. His first stop was Magnimar, it was one of the largest and friendliest cities in Varisia by reputation. The cities was certainly lively and while it had much knowledge to offer with it's museams and galleries. It's two arcane schools of note did not take to Voros. The Golemworks was more like factory and merchants school then one of learning, while the Stone of Seers was focused on who they allowed to learn from them that Voros simply was not suited. None the less he left Magnimar in good graces as he continued his search. He headed to Riddleport next and nearly lost a good deal of coin upon entering the place by way of a cut purse. Making haste to the Cypher Lodge, he quickly found the so called cyphermages to be more interested in their own knowledge and improvement above all else. He felt he would learn little form them and lose what little wealth he had in the process. Leaving Riddleport in no small rush he returned to the caravan routes of his people, joining them while he figured out his next move.

By luck or chance the caravan he joined had a stop over at Galduria which he quickly learned had it's own school of magic. Not daring to get his hopes up, he visited and inquired at the Twilight Acadamy as it was called. To his relief it's very founding was due to the same reasons he did not join the city bound colleges he had encountered, to keep themselves removed from politics. Finding them to only focus on learning but with a wide approach that did not narrow their vision. So taken was he with their way of approaching magic that he joined them that very night. Spending the next few years learning much and rediscovering his talent for magic. All the while sharpening his wit and expanding his knowledge in more ways then in reading tomes.

When it came time for Voros to leave the acadamy, he left behind good friends. Yet was gifted with a storval auroch leatherbound spellbook, a case of potions, and a scrollbox with scroll scribing materials to aid him on his journey. Which he started by once more returning to his people, taking the caravan routes throughout Varisia. This time his goal was unknown to him, he would seek out the mysteries and knowledge hidden in his homeland as so many before him did. There being no shortage of ruins and ancient structures still standing from the past.

During his exploration of one ruin that sparked his interest, he came across another group. Clearly they were explorer's with their equipment and foreigners at that taking their manner of dress and looks into account. Choosing caution he was about to be on his way when he noticed a thassilonian rune of warning above the arch they were crossing under. Yelling out to stop, the group turned but the ones in the front kept moving as they turned right under the arch. He noticed the rune glow, yelling to take cover the words barely left his mouth when the old magic took effect. Even he had not taken into account the scope of the ward as a massive wave of force spread out centered on the arch, reaching even him. Having the good fortune of being on the edge knocked him senseless and backward regardless. He only just regained his wits in time to see another glowing rune on the stone above where he landed. Scrambling to run away, the magic took effect. Only this time it was not destructive magic, the effect was one he knew well, a summoning. Against his better judgment he spared a glance over his shoulder, he spied an exotic beauty even by the standards of his people, that was until he noticed the beastly lower half of her body. Akin to a great wild cat of some sort, clearly a monster of some kind he kept running. Yet with the feline grace and speed granted by her form the cat woman not only outpaced him but cut him off. A wicked dagger in human like hands and feline claws preparing to lash out he knew he was done. Not that he intended to be easy, suddenly another blast burst forth before him. Directly on the woman's chest, she was bathed in fire. Not one to question good fortune he back peddled and brought out his crossbow. Before he could even take aim a few more explosions dropped down on the monster. He noticed their source was from where the first rune had triggered, small orbs of some kind were being flung over a pile of stones. In mere moments their was nothing left of the creature and a man that looked as if he had not slept soundly the night before came stumbling towards him. He steadied himself enough to drink from a vial, shaking his head but looking better for it. His wild hair not being considered, he introduced himself as an alchemist and explorer. Apparently his warning had saved a few lives among them, the alchemist included. He wished to know how he had known about the trap and how to repay the kindness. It was from this that Voros first encountered the Pathfinder Society and the science of alchemy.

Voros later learned the name of the man to be Eoral. A talented alchemist who specialized in rare ingredients for alchemical use. With Voros historical knowledge and linguistic abilities concerning the local ruins he was invited to join the group. In exchange Eoral traded alchemical knowledge and an invitation to Absalom. The two became fast friends even if Eoral had a habit of causing explosions when he did not always mean to.

The group left Varisia by ship with a few detailed reports and a crate of Cinder Blooms, a flower that survived and only grew in the dreaded Cinderlands. According to Eoral it could be refined for alchemical fire protection and enhancement in equal order. Another reason he was eager to learn from his friend and travel with him to Absalom, with it's impressive stores of knowledge and supplies of magical components from around the world if words to be believed. Still he felt Eoral had something else in mind for him, something he did not know how to feel about. Eoral was a strange one.

Soon enough he learned Eoral's intention after a mere week in Absalom. He proposed Voros attempt to join his society, promising nothing but a chance and his encouragement mind you. Truthfully he had considered it sense before they left his homeland, everything he had learned of the Pathfinders appealed to his own nature. While he suspected it was not so clear cut and personally having no desire for glory. The lure of knowledge and travel baited him greatly. Thanking his friend he made his way to the Grand Lodge to apply.

After nearly three years of work and dedication, Voros was reaching the time of his confirmation. It would be his first and possible his last mission for the society and would welcome him as a true member. Or mark the end of that path. He preferred not to dwell on it and kept working as best he could on all task assign to him. Even if he did not always like them, which was more often then not.

Eosri (Close Friend):

Eoral's younger brother who's age is the same as Voros (that of his second body at least) took to his brother's guest well. Himself a priest of nethys, Eosri had much in common with Voros. Often speaking with him at length. He also proved invaluable when it came to matters of religion, specializing in many besides his own.

Aeral Blakros (Unknown Friend):

One of the many daughters of the renowned Blakros family. Aeral took notice of Voros when he first came to Absalom as he toured the wise quarter with Eoral and Eosri. Ever sense she has developed a strong affection for him from a distance. Growing well informed about him and secretly helping him in small ways while she works up the nerve to approach him. Something she has been unable to do for nearly three years.

Aela (Known Enemy):

During his early days in Absalom Voros came across a stall in the Coins that sold curio's and relics from Varisia by a Varisian harrow reader. Or rather a con artist with fakes that he promptly disproved. In itself a embarrassing sight but not unheard of, only Voros good argument inflamed those near by who had already had their coin swindled to the point that the guard was involved. Aela got off with a light sentence and loss coin but she did not forget Voros. Over the years she has more then once gotten in his way or sent trouble down his path. Often thugs fed a false story or convinced of his guilt by way of his shared ethnicity.

Tyiloru Thrune (Unknown Enemy):

Hell itself is not to be cheated easily. Tyiloru Thrune owes his existence to that nature of the infernal plane. For when Voros was born anew, his soul torn away from it's chosen fate in hell, he lost much of himself. While this was by design, hell had a will of it's own. All the foulness and vile did not fade nor was it consumed in place of a true soul. Instead hell condensed it and sent it to those bond tightly to hell in that mortal realm. So was the seed that would become Tyiloru planted among the branches of House Thrune. Born among the infernal, empowered even as a child, he paralleled Voros. Knowing that no matter how powerful he became, he would always be bound to hell as a pawn. To justify his own existence and gain free will, Voros would have to be claimed by hell. Only then would Tyiloru be a true soul himself. Free of the shackles he had always known.

Eoral (Contact):

The reason Voros came to Absalom, partly the reason he sought to join the Pathfinders, and in all likelihood the reason he was alive to this day. Eoral is both friend and somewhat mentor, if a strange one on both accounts. As a full pathfinder with his own duties he has not spent as much time with Voros but he has always kept well informed on him. He truly believes he has great potential as a Pathfinder and a strong will. The fact that he was good enough to warn total strangers over letting them get killed and looting what was left having a good deal to do with that if he was truthful.

Posting and Role:

My posting habits are steady I would like to think. I can post once a day without much fuss, normally really early or later in the day. At the moment I can post multiple times a day, but that may change. My one post a day will not change regardless. Personally I don't like to post without a reason, a bland or generic post is no post to me. This does not mean I don't keep up and really it only tends to happen when I play "fighter" types which is part of the reason I am putting forth a spellcaster and thinker type of character. They always have something on their mind, which is plenty of post material to me.

Concerning Voros role, clearly arcane. But he is more supportive in nature I think. Summoning allies to flank or exploit a weakness. As he levels he will pick up some more summon enhancing feats. Also he prefers debilitating effects over direct blasting when he is not summoning, or at least that's my intention as he levels. At the moment his go to action in combat will be using his crossbow, maybe hand of the apprentice if range is short enough. When it comes to his skills like most wizards he is a walking library but he has nearly as good perception and being a verisian he knows how to talk. Favoring diplomacy over lies or threats. Lastly he has taken a liking to alchemy so he could make some useful items later on when he has saved enough for a lab.


Since it is said anything Paizo, but Unchained is called out, how about the Occult stuff? Is that ok?

And how do you feel about an unchained ninja?


All right, Elxurian is ready.

Stats Block:
Elxurian
Female Human Paladin of Iomedae 1 (Oath of Vengeance) - LG Medium Humanoid (Human)
Init: +1, Senses: Perception: +0
Aura: Aura of Good (1) Languages: Common, Celestial.
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DEFENSE
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AC 16, Touch 11, Flat-footed 15, CMD 15 (+5 armor, +1 dex)
HP 12 (10+1con+1fc)
Fort: +3, Ref: +1, Will: +4
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee MW Greatsword (2H) +5 (2d6+4/19-20/x2)
Ranged Crossbow +2 (1d8/19-20/x2)
Melee Warhammer (2H) +4 (1d8+4/x3)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +4
Canptrips (1/day each): Detect Magic; Spark
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STATISTICS
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Abilities: Str 17, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Feats: Light/Medium/Heavy Armor Proficiency, Simple/Martial Weapon Proficiency, Shield Proficiency, Power Attack [1st], Iron Will [Human];
Traits: Arcane Dabbler; Fanatic (Human)
Skill Points: (2 class + 1 int + 1 skilled)=4
Skills: (Attribute+ranks+misc+acp or other)
Armor Check Penalty (Scale Mail): -4
-3 Acrobatics DEX (1+0+0-4)
+1 Appraise INT (1+0+0)
+2 Bluff CHA (2+0+0)
-1 Climb STR (3+0+0-4)
+5 Craft (Alchemy) INT (1+1+3) CS (background rank)
+2 Diplomacy CHA (2+0+0) CS
+2 Disguise CHA (2+0+0)
-3 Disable Device DEX (1+0+0-4)
-3 Escape Artist DEX (1+0+0-4)
+0 Heal WIS (0+0+0) CS
+2 Intimidate CHA (2+0+0)
+6 Knowledge(Arcana) INT (1+1+3+1trait) CS
+2 Knowledge(History) INT (1+0+0+1trait)
+1 Knowledge(Nobility) INT (1+0+0) CS
+5 Knowledge(Religion) INT (1+1+3) CS
+1 Linguistics INT (1+0+0)
+0 Perception WIS (0+0+0)
+4 Profession - Housemaid WIS (0+1+3) CS (background rank)
-3 Ride DEX (1+0+0-4) CS
+4 Sense Motive WIS (0+1+3) CS
-3 Sleight of Hand DEX (1+0+0-4)
+5 Spellcraft INT (1+1+3) CS
-3 Stealth DEX (1+0-4)
+0 Survival WIS (0+0+0)
-1 Swim STR (3+0-4)
Possessions: Scale Mail (50gp) ACP -4; MW Greatsword (free); Cold Iron Warhammer (24gp); Light Crossbow (35gp); Crossbow Bolts (10)(1gp); 2 Javelins (2gp); Waterskin (1gp); Holy Symbol (silver)(25gp); Flint and steel (1gp); Bedroll (0.1gp); 3 Piton (0.3gp); 8 Rations (day) (4gp); Sunrod (2gp); 4 Torches (0.04gp); Rope (Hemp 50ft)(1gp); Traveler's Outfit (0gp); Backpack (2gp); 1gp; 5sp; 6cp.

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SPECIAL ABILITIES
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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil(Su)- 1/day
- Swift action to activate;
- +2 (CHA) to attack, +1 (paladin lvl) to damage;
- If target is Outsider(evil), evil dragon, or an undead creature, +1 to damage instead (2xPaladin lvl) on the FIRST attack;
- Bypasses any DR the creature might possess;
- +2 (CHA) deflection bonus against the target;
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Size: Humans are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.


Background:
Elxurian was a girl that had a very lovely childhood. She was raised by her mother and her father, and although she was already beautiful at a young age, she was a curious girl and liked to get into some trouble every now and then. The Darkmoon Wood provided several challenges to misbehaving children, including a mysterious witch, ghosts, berries, a talking black wolf, and caverns filled with bats, not to mention the rest of the Blackmoon Vale! Of course you could not go too deep into the woods, but some short expeditions never put her into much trouble, and she learned quite a few things.

Later on she got strikingly beautiful, inheriting her mother's beauty. With pure black hair and green eyes, when she entered teenage years and started to look more like a woman than a girl, the entire Falcon's Hollow was talking about her and who would be a good match for the marriage.

And so life moved on, and everyone was happy, proposals came in, and she was like a princess in a fairy tale! But as luck favors one, she curses another.

Several other teenage girls envied her, but in innocence she couldn't have realized what they were planning to do when they challenged Elxurian to go with them to a darker place within the Darkmoon Woods. Competitive and stubborn as she was, it was impossible to refuse. And thus, hell took place.

The four girls, who envied her for being much prettier than them, gave her a lesson she would never forget. They beat her, cut her, tortured her with water and, to spoil her beauty once and for all, they held her tight and dropped burning coals upon her face.

Yes we're talking about a monstrous act that usually teenagers, even the mean ones, would not do. There was an evil mood in the air, acting in the backstage, probably something related to that place in the forest. Whatever it was, the fact is that Elxurian was tortured, for minutes that seemed like years. And no one came to save her. And the pain was so intense she passed out many times. And the girls laughed, like mad hyenas. She was bleeding from several cuts, but none of her torturers cared about it. As night gathered, and they left her there, agonizing. People say that burns are the most painful kind of injury. They are wrong. It is much worse.

She woke up in the middle of the night, still exhausted and hurt. Elxurian touched her body injuries, but could not abide to touch her once beautiful face. At least half of it was totally ruined, and her left eye was not seeing anything. She tried to get up and found out she was in a shackle of some kind, with a slender black figure a few feet away from her. It spoke in a female, sweet voice, but its face was hidden by the darkness:

"Poor girl. Once beautiful and lovely. Such a bright future you had, but now all of it is ruined. Oh, what did those demons do to you? They deserve to pay for it. They do." The weird woman nodded, agreeing with her own sentence. "Tell me, do you want to return all the suffering those girls caused you?"

The girl was not in mental condition to think about it, but her heart spoke loud enough. She was not mean, nor evil. Elxurian certainly wanted that, but did not have the courage to speak her mind and agree to such maleficent act. Thus she turned her gaze away from the woman, trying to put her mind to work, but she faced the wrong direction. A wicked mirror was there, which reflected a wicked version of herself with a half burned face and a red shining eye, similar to a devil's eye, if the stories could be believed. Is that... me?" As certainty took hold in her heart there was no space left for mercy, or goodness, or whatever doubt she had about doing this.

The tricky words from the witch populated her mind with a desire to get revenge from her devious enemies. ..a bright future you had... they deserve to pay... "They do."
She accepted the witch's offer and followed her to a dark room, with smoke that didn't seem to vanish. I know this place ... don't I? She tried to make a coherent thought but her wish for payback always returned to the priority spotlight.
Pain for pain.
Blood for blood.
An eye for an eye.

And so they proceeded, with the girl simply too stunned to realize what the witch was doing. The devilish woman prepared a ritual to fulfill the girl's desires. The last ingredient was her own blood, which she provided happily, and more than she actually should.

She should have passed out because of that, but she didn't. Somehow she was awake long enough to watch the show. And what a show. Dark magic drained her, but also filled her. She felt emotions she never had, experienced memories of things she never watched. For that moment alone she knew how to speak a dark magic language and how to do profane rituals.

Through filthy magic she watched the payback, with details as if she was right beside her victims. Even being miles away from town she could hear the girls' piercing screams endlessly crossing the woods. I'll not tell you what those 4 young girls have gone through, cause you would probably puke, and that's not the purpose of this story.

That night, Elxurian's first lesson was pain.
Now she learned what evil meant.
And it disgusted and frightened her. She vomited and passed out, but not before seeing the suffering materialized, the evil on it's supernal form, which she would not forget as long as she lived.

And morning came, and she was still in the middle of the forest. Her facial wounds were mostly healed, but her eye was still not seeing much. Pain still coursed through her, drawing her constant attention, but her life was certainly not in danger.

Her mother was probably worried, since she slept in the forest. Suddenly the vicious images of last night's event flooded her mind again, and she was unable to stop shivering for several minutes. Now it was clear what she had done, and that she could not go back and face her family. Also, she needed to get away from such horrendous memories. She came back to town, managing to avoid the citizens that were in the forest calling out for her, and got into her house mostly undetected. Apparently everyone was somewhere else. If praying, burying the girls, or trying to heal them, she could not tell. Her parents were not there either, and were probably were looking for her, thus she left them a message.

Dad and Mom
Evil struck tonight, and I must admit I was a part of it. I need to atone for what I did, and maybe a lifetime will not be enough. But don't worry about me, as long as evil exists I'll live to fight it. I'll leave now, but I'll come back one day, when I'm strong enough to face what I did. And when that day comes I'll kill the witch and whoever supports evil. Please don't look for me, as it is not my intent to be found. You know I am strong, and I trust you will be too.
Love you always.

Carpenden. Bellis. Woodsedge. Litran. Isarn. Edme. Yanmass. Maheto. Oppara, and many smaller ones. The running took many years, and she learned enough on how to protect herself and how to survive. She did things she would like to forget, but that led her to Absalom, where the amount of people would camouflage her presence and give her time to heal the deeper wounds, the ones from her soul. After some months struggling to make a living at several professions, the only of which she liked being a taxidermist assistant, she sought council from the wiser priests of many of the city's churches, some of which were clearly disgusted by the act she confessed, and gave her only prayers to ask for forgiveness from the gods. But, one cleric suggested her to devote herself to the cause of good. Join the order, pray and practice to become a righteous member of society. But she didn't have much patience to meditate and pray for forgiveness, wanting some more martial path that would lead to her revenge. Still, it was still better than nothing.

So she tried, for some time, but the doubts she acquired during her life weren't going away. Instead, she was pretty sure there was no place in the clergy for her, specially since she could just not let her desire for revenge go away. She was about to leave everything behind and join a band of mercenaries when she got a message, probably a divine one, I would say. It was an invitation to come and to practice the martial and divine path of the paladins of Iomedae. No one could guarantee she would ever become one, but at least she would have some training to protect herself and, in her mind, go after what she wanted most, revenge, if it ever came to that. She thought to herself that it would be better than wandering the world alone and without real skill-at-arms, so the woman tried her luck at it.

The training was wild, one could say. Becoming a paladin is no easy task, but she had a long-term goal in her mind, and it gave her the necessary strength to keep going against the odds. Yes, the odds were definitely not in her favor, as the anger and fear she had stored in her heart during the last years made her mind quite unstable, and her temper was not appropriate to a paladin. But impressively enough, Elxurian had some benefits for taking part in the witchery mentioned. Her eye healed eventually, but had a weird pink tone that was quite difficult to ignore. With this eye she easily learned to detect the presence of evil and even to sense magic. In her free time she studied the peculiarities of magic and realized that mental control was one of the strongest powers evil used, and thus she focused some part of her training on resisting this effects.

So after some time Elxurian managed to find some missions that put her training to the test, and slowly turned into a self-assured woman, putting her fears and doubts past her, enough to receive the title of a paladin of Iomedae. In her mind the god represented justice, and although she wanted revenge, at the end they were just two faces of the same coin. She ended up swearing an oath in favor of the organization she was working for, the Mendev Crusaders. Of course, the Mendev were far from powerful in Absalom, but that was not a problem in her opinion. The missions were pretty straightforward, and although she did not like to think about it, the extremism the faction had against evil was very comfortable. Seeing everything in black and white was pretty easy.

With the short missions she had around Absalom's island and in the city itself, the crusader earned some money and bought a nice weapon. She worried less about her armor, spending the rest of her money on a magical tool to help others fight evil compulsions: A wand of protection from evil, which she only used to increase her protection so far, but it will prove useful in the future.

Now Elxurian slays evil wherever it may be found, apparently without a second thought.
"Evil is palpable, a destructible force that will use you if you do nothing about it. Don't negotiate with it, cause it is tricky. There are no middle terms. Or you are in the cause of good, or evil will use you to fight for it." But of course... gray roads always come into your path...

More background on the "Unknown friend" spoiler.

Goals: Elxurian wants to become strong and experienced enough to return to Falcon's Hollow and kill that g%! d%$ned witch (although I use the word witch that's not necessarily her class). Of course, things might change and the hag might not even be there when she returns, but she cannot fail this long-term quest, so she seeks to prepare herself properly. She knows that working for the Crusaders will eventually drive her north and closer to the Worldwound, but she does not mind it. As long as she is able to get her revenge against her main enemy, the rest does not matter, and serving the crusaders in the war sounds like a great idea.


One close friend:
Sidney is a clever and dedicated human who helped Elxurian during her harsh times, providing advise, moral support and also knowledge about many things. She thinks it's in great part due to this man that she didn't walk away from the paladin call and kept her mind in place to do some right choices. He's always studying something about magic and mythic creatures, and seems to understand how Elxurian thinks. Sidney is always glad when she returns from a mission alive, but gets specially cheerful when she defeated (and even more when she killed and studied) her enemies during it, and he has a lot of knowledge to share in order to make her life easier in the future. She took a liking to the man because she can speak her mind to him, and also because he can teach her things about magic and creatures that she would otherwise take a long time to comprehend in a reading. They usually meet at his place close to Westgate, and take notes of their progress, sharing experiences and knowledge. The benefits are mutual, and although Sidney is not a wizard yet, Elxurian is certain he will manage to turn into one in the future. Sidney still has a lot of time to accomplish that, since he's 21.

One unknown friend:
This one is much more than a friend, it's a guardian angel. Elxurian had never seen this man, but she owes him her sanity. For the sake of simplicity, let's identify him as OUF (One unknown friend) for now.

When the woman sought advice on what to do with her life, this was one of the guys who heard about her evil acts on a confessional, and he genuinely tried to help her. First, he suggested her to join the church and pray for atonement, and then to seek constant guidance to ease her pain, practicing the good in here everyday life. She heard what he had to say, among what several others said, and his advice kinda worked for her, at first, but having never seen his face she couldn't give him any credit (nor did she thought about it, by the way). But then she realized the clergy was not for her, and OUF used his influence to provide an invitation letter to the paladins training grounds before the woman could move away from the city or throw her life away joining some mercenary company.

OUF knew that if Elxurian was left alone she would probably be doomed. Her traumas were too deep, and although she tried to deny them, they were always ready to come back to the surface. As if that weren't good enough, he always kept an eye on her from afar, trying to provide guidance through a little bit of manipulation, actually, since the woman didn't have a strong mind to go through a spirit renovation. Her fears haunted her, and they were really serious and kinda contradictory with what she was doing. She was trying to become a strong paladin, and her behavior showed them she wouldn't have any mercy on her enemies. Still, although she consciously wanted this path, deep down her heart she was afraid to be hurting the wrong enemy, as she already did once. She avenged her suffering on that dark day, long ago, taking revenge on the wrong enemy. The girls were never that mean. In the beginning of her wanderings she realized the girls were magically manipulated by an evil force, the witch, and so was Elxurian. Thus, she caused suffering in people who were not responsible for their acts. Being merciless could lead to that again, to hit the apparent enemy who's not actually the real one. But she knew this only in an unconscious level, since her mind tried to bury that deep down, where it would never come out. Being merciless to the enemy was something that made her strong, a foundation to her own existence as a paladin.

OUF knew she wasn't ready to face this reality when she started her training, and so he tried to protect her from herself. If Elxurian knew about these contradiction, her career as a paladin would never progress any forward, and she would probably be lost to darkness and insanity. These facts were still close to the surface back then, and very close to her grasp. Her self-confidence was not strong, and she needed a path to improve it. OUF used his contacts in the crusaders to, in the backstage, provide some jobs to the young woman. She didn't suspect anything at the time, since she had no idea how did the factions worked, and no real knowledge about the different kinds of missions. OUF managed to send her only black and white missions through her superior, Dennis, missions on which she would clearly see who the enemy was, and could thus earn experience and some self-confidence to one day fight her own inside battles. The war between good and evil was no problem to Elxurian, she could take that easily, and it worked so well that after a few missions she managed to be named a paladin of Iomedae. She also got somehow used to be named to those straightforward missions, where there were no shades of gray (no, I'm not making a reference), and thus so far Elxurian didn't have to face that problem, but not everything in the world is made as pure black or white...

I share Vincent's concern about knowing too much (as a player) about this supposed-to-be-unknown person, so I didn't give him exact details. Although I'm capable of avoiding metagame, I believe it will prove a much better experience if OUF shows up in the story without me (or the other players) knowing who this guy is and what did he do to help the paladin. That's why I didn't give specifics regarding name, what faith does he belong to, what's his position in the chain of command and so forth. Everything I know is that he has some influence both on Iomedae's faith and in the Crusaders, but if you want me to provide the other information just say so.


One Known enemy:
Of course, the witch from the Darkmoon Woods is Elxurian's main enemy, but I'm also a GM and I understand that sometimes an enemy like that can split the group and take the party away from the main quest in Absalom, so I'm gonna name another one.

Barnes definitely doesn't like Elxurian. She doesn't know exactly when it started, but he went from being her rival to considering her an enemy, although they are both paladins of Iomedae. The fact is, even tough Elxurian can be considered an extreme person, merciless and determined, she is no match in this concept to Barnes. The man is living proof that one can get insane if they are too extreme. He knows about Elxurian's past, and thinks that she could never have been approved as a paladin because of that. In his mind she was once a practitioner of the evil arts, and the subsequent taint on her soul would never disappear.

Still, she was approved, which irritated him even more, because there was nothing he could do inside the organization to prevent that, since he got admitted just one year before her. Barnes does not hide his feelings, and despises Elxurian openly, which more than once resulted in a rebuke from his superiors. Since he cannot push his luck anymore, he now hopes and expects for the moment in which Elxurian will step away from the righteous path so he can have the required permit to solve the problem once and for all. More than than, he knows she's gonna do that, evil as she is. It's just a matter of time.

On the other hand, Elxurian considers Barnes a colleague, and albeit she knows about his feelings, there's the certainty that Barnes is not the enemy, and thus she wouldn't plot anything against him.


One unknown enemy:
As OUF was put in her life to help her, OUE was there to use her. Interesting enough, he is also a cleric, one of which despised her for the act she committed. But of course, huge as Absalom was, there weren't only good clerics here. This guy covertly had connections to the underworld of the city, and had his own reasons to cause some caos. Elxurian was the perfect tool, sent to him by the gods. The woman was a living bomb, waiting for the moment to cause havoc with the proper... impulse. OUE kept an eye on her, and also manipulated some this in her life so she wouldn't reach the peace of mind she needed to disarm such bomb. He was main reason behind her abandonment of the church, but he wasn't expecting there would be someone sponsoring her behind the curtains. Still, having the woman join the ranks of Iomedae's servant was good for his own purposes, and so he let it happen.

Barnes is also fruit of his plotting. OUE has had long-term plans for Elxurian, that went from depravity to the slaying of part of her own order when they retaliated.


Contact in the Mendev Crusaders:
Elxurian is already sworn to the order, since she doesn't see reason not to give her maximum to such a righteous organization. Her immediate superior is Dennis, and she has been in 6 lonely missions and 3 in which she followed a group of companions chosen apparently at random in the order.

Posting Habits:
My time zone is GMT -4, I'm fairly often on the boards. I work monday to saturday, and I'm unavailable from 4pm to 8pm monday to thursday, sometimes on friday afternoons, and always on saturday from 8am to noon and from 2pm to 4pm. That's when I work. Other than that I'm pretty consistent, checking and posting on my games several times a day. My currently in use characters are some that I've been playing with for quite a while, Argan, Calla, Halara, Mirage, Pretty, Roland, and Venator. I'm usually the loot keeper in the games I play, since I like to organize my stuff in sheets (here's an example). I don't abandon campaigns and I don't disappear. There has been times when I needed to be away from the boards for some days, but always warn the people before that. Very little things bother me, and I usually try to express any concerns I have in a productive way to help the game better (it happened with Venator some days ago). I like to roleplay and there's been times when we did all the social interactions with the GM rolling all the dice behind a screen (Argan during Balentyne tower), since I prefer that way of playing as the player can't preview the result of the dice. I like to play complex characters with simple builds. I think that for all the effort you've put in this recruitment threat this is going to be a great game, so I wanna take part on it (although yes we know you used a great part of the explanation from another game - from the goblin stuff and also the "7th level"). So, I hope you like Elxurian!

Party Role:
Elxurian is a melee character, focused on damage (although not the broken type). She can also play the role of face of the party, but her ways are usually extreme (at least for now) and may lead the party into a war against evil.


I suppose I never gave my posting time frames. .basically it would be any time between noon central time and about 4am.


Hayato Ken wrote:

Since it is said anything Paizo, but Unchained is called out, how about the Occult stuff? Is that ok?

And how do you feel about an unchained ninja?

I'm fine with the Occult stuff, however, the released version is still in the ether. If you were to play a class based on the playtest you would need to understand that when the classes get released you might need to rebuild the character based on any changes in the final version.

Ninjas don't qualify for unchained. They are an alternate class for the rogue, but they already have tweaks that rogues don't get. Giving a ninja the new rogue abilities would be too much. Ninjas would follow their existing rules.

Silver Crusade RPG Superstar 2014 Top 16

And here begins the debate on whether Alternate Classes are Archetypes. LOL.


Since this isn't PFS, I don't have to worry too much. To me, a Ninja is a class, not an archtype. If it was an archtype it would have been listed as such.

And thus, the debate ended, with little fanfare or hubub. :)


Yeah not going to argue there.
I asked something and got the answer and i´m cool with that^^

Do have a character in mind, but i´m still undecided on the class and searching for a good way to keep it´s combat ability on par while taking the feats i want to give the character the abilities i want it to have.
So, exploring some possibilities. And since there is still some time, i´m gonna take it :D


@Hayato Ken - No rush, still almost two weeks before I'm ready to make selections. I'd rather folks take the time to come up with something they are really interested in playing, and sometimes that effort is not as simple as a 2-3 day thing.


Idea's are easy, getting them statted out and being effective is hard. At least that's my experience. ;)


to me getting a powerful character is simple but what I like about pbp is I can make the character for flavor and worried about power last ^_^


I prefer being all about the roleplay, I just have a lot of free time to think and recently had a rather long car ride to just think about characters and concepts on so I managed to strum it out earlier then I expected. I try not to number crunch and the like as if I did that, the game itself would lose its fun even if the role playing aspet of it was still a lot of fun.


If I was interested in a powerful PC, Voros would be very different even if he stayed a spellcaster. Mostly I try to fit the crunch to the idea I have. I was more then half way through the backstory before I even found out about pact wizards, which goes to show, you should always look around pfsrd and your books. Found him an equally flavorful familiar, one with surprises in the future should he be so fortunate. xD


"Each background also should include the following; one close friend, one unknown friend, one known enemy, one unknown enemy, and one contact within your faction should you choose one. Please include an appropriate amount of detail for each. If you are not selecting a faction, also include one contact in Absalom for your character if you do not originate from there."

I am relatively new to Pathfinder. I know absolutely nothing about Golarion or its NPCs. Where exactly am I supposed to get friends, enemies, and a Faction or Absalom contact before the campaign even begins?


Let me see if I can help...

Your character will have a background, basically consisting of his life and experiences up the beginning of this game. Now, since he is a 1st level character, he is not going to have any epic or earth-shattering accomplishments in his resume, that much is true. Still, he is an adventurer and that means he is already a cut above the commoners and most NPCs living their lives in Golarion. Thus, he must have done some things by now; a 1st level rogue may not have pulled off the heist of the century, but he must have a tale or two to tell about this simple robbery that went well or that little con that did not. Likewise, a 1st level fighter may not have killed a dragon just yet, but he may have had some experiences to speak of as part of this or that militia or some noble or merchant he has acted as a bodyguard for.

Or another way I look at it. Let us take that 1st level fighter. He may have started as a commoner or aristocrat, then became for whatever reason a warrior before finally turning into a fighter. Although not an actual character development crunch-wise, it might help fluff-wise to think of experiences and accomplishments that have provided the foundation for such a development.

And not only that. Moving away from the actual PC, what about his parents? His siblings? His friends? His hometown or the city he moved to later in his life?

What I am trying to say is that a 1st level character may be at the beginning of his career as far as the campaign/game is concerned, but he does have a story before that. And in that story he must have made a friend or two, an enemy or two, a patron or two and so on. And those friends and enemies and patrons and so on do not have to be established Paizo-official NPCs and in fact rarely are, considering the character is 1st level; you create them, which basically means giving them a name, a bit of personality and some connection to your character.

If you want to see examples of what it is I am talking about, then all you have to do is check some of the other submissions that others have already posted in this thread.

As for info on Golarion and its NPCs, you could try the Pathfinderwiki wiki. Here it is: Click me.


Updated with more detailed acquaintances.

Stat Block:

Isavara
Female half-elf empiricist investigator 1
CG Medium humanoid (human, elf)
Init +2; Senses Darkvision 60 ft.; Perception +6 (+7 vs. traps)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13
(+2 Dex, +3 Armor)
Hp 8 (1d8)
Fort +0, Ref +4, Will +2 (Thinblood Resilience)
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +1 {1d4+1/19+) or
Ranged cold iron dagger +2 (1d4+1/19+) [10 ft.] or
Ranged shortbow +2 (1d6/x3) [60 ft.]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 19, Wis 10 Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Simple Weapon Proficiency, Light Armor Proficiency, Half Drow Paragon
Skills Acrobatics 1 [+5*], Craft 1 [+9], Disable Device 1 [+5*/+6 vs. traps], Escape Artist 1 [+5*], Knowledge (arcana) 1 [+8], Knowledge (nature) 1 [+8] Linguistics 1 [+8], Perception 1 [+6/+7 vs. traps], Profession (herbalist) 1 [+4], Spellcraft 1 [+8], Stealth 1 [+5*], Use Magic Device 1 [+4]
Traits Adopted (Social), Helpful {Halfling} (Race), Muscle of the Society (Combat)
Languages Common, Draconic, Elven, Halfling, Orc, Undercommon
SQ light blindness
Spell-like Abilities dancing lights 1/day, darkness 1/day, faerie fire 1/day
Combat Gear wand of cure light wounds (25) Other Gear studded leather armor, cold iron dagger, shortbow, 20 arrows, backpack, blanket, belt pouch, flint and steel, alchemy crafting kit, trail rations x1, explorer’s outfit, waterskin, thieves tools, bandolier x2, silk rope 50”, grappling arrows x2, formula book, 16gp
--------------------
Magic
--------------------
Alchemist Spells Prepared (CL: 1st)
1st firebelly, shield
Formula Book
1st crafter’s fortune, cure light wounds, detect secret doors, firebelly, shield, true strike
--------------------
Special Abilities
--------------------
Alchemy Add investigator level to craft (alchemy) checks; identify potions with
Drow Blooded dark vision 60 ft. and light blindness
Drow Magic dancing lights, darkness, and faerie fire each once per day as spell-like abilities; caster level equals character level
Elf Blood counts as elf and human for any effects related to race
Inspiration add 1d6 on Knowledge, Linguistics, and Spellcraft checks; inspiration pool ½ investigator level + Int mod (4); spend 2 points to add to attack rolls and saving throws.
Keen Senses +2 to Perception checks
Thinblood Resilience Poison Use and +2 racial trait on Fortitude saves vs. poison and disease.
Trapfinding +1 to Perception and Disable Device against traps; can disarm magical traps.
Weapon Proficiencies hand crossbow, rapier, sap, shortbow, short sword, sword cane.

Background:

Isavara was born the daughter of a mid-ranking drow noble of a minor house. Her father, Drovac, had .the unfortunate curse of being born a male in a female dominated society. He had one perverted nature that stood out among the rest; he enjoyed women a little too much. He was prideful and boastful, and when he would be embarrassed by the drow women in his life, he would take it out on the female slaves. Dozens suffered at his hands, and some even lost their lives, but there was one human woman that caught his eye. She was defiant, and that made it all the more challenging, and satisfying, to Drovac.

After years of torment, she became with child. She was able to conceal her pregnancy until she gave birth in the muck of the slave pens. Several of the women helped her, and they were able to care for the child for a few months before being discovered. However, one night some of the slave men discovered the child, and sold that information. The guards came to get the child and the slaves revolted. Those that resisted were summarily executed, including Isavara’s mother. The guards presented the child to Drovac who managed to hide the half-breed girl for many years. Drovac loved his only daughter and made deals with demons, blackmailed those he could, and killed the rest. All to protect his secret child from the rest of his family.

When they finally discovered her true heritage, they ordered her executed. Drovac fought his own sisters and managed to escape the underground city with Isavara in tow. They walked for many days underground until they finally found a passage that led out into the world.
My dear Isavara, you must go out into the light and start a new life, one away from all of the treachery and betrayal you have come to know. The life of a drow is no place for you anymore.

He gave her everything he had on him except for his sword and armor, and with a last kiss, turned and returned to face the rest of his family. Isavara started to follow him, but he turned and became enraged. She fled out into the daylight and ran as fast she could. She didn’t have much knowledge of the woods. Most of her learning was about magical lineage. She grew up in a society in which nothing was what it seemed, and everything said was the opposite of what was meant. She wondered how she would survive as she walked along. Without realizing it, she walked right up onto a bear cave, and decided to see if it possibly led back home. Even if it didn’t, at least it was out of the blasted light. Unfortunately the bear was not welcoming visitors, and promptly chased her. She ran across the path of a group of Halflings who shielded her from the bear until it decided to look for other food.

One of the Halfling ladies, Sistra, befriended Isavara and they talked the whole walk back to the Halfling village. Isavara was welcome with the Halflings, and stayed in the village for a few years learning all about nature, herbs and concocting potions out of everything that was lying around. She even spent time working with Sistra as at the apothecary and managed to learn the Halfling language. As she grew into an adult, she realized that she could not stay with the Halflings forever. She packed some things, said goodbye and made off for the city of Absalom. Sistra said she would be able to find work there and blend into the crowds. Sistra gave her one last gift to take with her, a minor wand of healing magic and instructed her to seek our her brother Lem, he would be able to help get her a place to stay.

She made her way to Absalom and has been in the city for a few months. She was overwhelmed at the shear size of it, and the chaos of it all, and there was so much water. Water in her homeland mostly came from magic, or a few small streams. She had even heard her father talk about a lake once, but when she saw the ocean, well, she was awestruck.

While drow society was chaotic, there was still a hierarchical nature to it. She sees some of that in the city, but here the chaos seems to flow around every corner. No wonder Sistra thought she would be able to blend right in, despite her unusual parentage.
Lem was not quite like the Halflings of the village. He was loud, boisterous even, and not shy. He made jokes that made her blush, but he seemed to have a good nature about him. He quickly found her a job or two to help keep a roof over her head, and even taught her how to pack her gear efficiently, making use of every nook and cranny in the pack. Carry a lot, but carry it small he always said, that and stay away from Vachedi. Vachedi was a human male from a rival business who seeks the affections of Isavara but has been spurned at every advance.

Close Friend: Sistra – Sistra is a female halfling that resides less than a day’s ride outside of Absalom. She is a low level alchemist and a high ranking member of the local village that she lives in. She found Isavara and helped teach her about life under the sun. Sistra considers Isavara the daughter she never had and will always be proud of her.

Unknown Friend: Dravoc, Isavara’s father still lives, unbeknownst to Isavara. A fighter in his own right, he has paid for his treachery with the loss of his right hand, which now sports a hook hand. He has escaped the under dark, and now serves aboard a pirate vessel.

Known Enemy: Vachedi is a human bard of minor local fame. While the local women tend to throw themselves at him, he has become more interested in Isavara, and her increasing denials of him only spur his pursuit of her onward.

Unknown Enemy: The drow commune with demons, and while they speak in riddles and half-truths, Belmarniss, Isavara’s grandmother (Drovak’s mother) has found one that has knowledge of a particular prophecy that intrigues her. … the daughter of the father of the mother…of light and dark…of young and old…her death will birth… Belmarniss believes sacrificing Isavara will fulfill the prophecy and bring her house power, but who can say for sure. Demons are sly beasts after all. Belmarniss is a warpriest of Abraxas.

Possible Faction Contact: Lem is a halfling slayer and a member of the Pathfinder Society. Lem has stepped away from active missions to become more of a face and recruiter in Absalom. He was a talented thief at one point, but has since “retired” of sorts, and spends most of his time telling stories to young recruits and assisting the faction in operations more so than missions.

Posting:
I’m fairly new to posting on the forums, but I’ve been lurking for a while now, mostly just reading posts on rules and I got caught up in some of the PbP stories. Some of the groups produce amazing fantasy reading, and it has inspired me. That, combined with my dwindling table top group, and I’ve decided to throw my hat into the PbP realm. I’ve been playing fantasy role playing games for 20+ years (2nd AD&D, 3.0, 3.5, Pathfinder to name a few) as well as non-fantasy RPG’s (battle tech, mech warrior, Vampire, Mage, Shadowrun, Dark Conspiracy and numerous others). I’m hoping my lack of previous posting doesn’t negate my opportunities. I’ve tried to get into several games without much luck, but I’ll keep trying. I’m online everyday for hours, usually between 9am and 9am EST.

Focus:
Skills, with a minor in range and magic. Support character.


oh that just hit me as i am now reading some of the lore to this world...what time are we in? so i can better make my background


Samael Darkfire wrote:


I am relatively new to Pathfinder. I know absolutely nothing about Golarion or its NPCs. Where exactly am I supposed to get friends, enemies, and a Faction or Absalom contact before the campaign even begins?

In a nutshell? Make them up. Use your imagination.

@Riuk - Present day Golarion. 4 Desnus, 4715


GM Captain Trips, Barlo "The Bum Sage" revised.


@GM Captain Trips. Thank you for responding to my questions. I wanted to let you know that I am officially backing out of the submittal process. I will not have time to complete the character due to other commitments.


I'm really appreciating the longer recruitment period. It allows me to really think about a character rather than just a party role. It also means that business trips don't keep me from applying.

Two questions:

1. Would you allow someone to take a religious organization as a faction for Sarenrae?
2. Would you allow the Pyrokineticist prestige class?

I'm still fleshing it out, but I'm thinking about a soulknife who discovers their powers through a religious experience, as sees their abilities as being divine rather than psionic (at least in their mind) - a pyrokineticist with white flames who acts as a holy warrior for the faith.


@GM Cptn Trips
Thanks for looking at the things I have posted.
I would love to play in another one that you run some time but due to other things are happening I need to withdraw formally.
Thanks and good luck with the game


@Tanner - Yes, I have no problem with someone working for the church of Sarenrae. I think the Pyrokineticist suffers from some balance issues, and it is too easily taken by someone who wouldn't have those types of abilities. I'd house rule this to allow it, but as an additional requirement for the class I'd require the character to be able to manifest a 3rd level psionic power.


Dying Light Recruitment

Submission Update - Tuesday

This is a "daily" update of character submissions for this campaign. I will make every attempt to update the thread daily with any new submissions. At the bottom of the post I will offer any comments or questions for any new additions to this list. If a character has an * next to it that means that I have questions or concerns about the character and the submission should not be considered final yet. If for some reason a character is not being considered for the campaign I will note the reasons at the bottom as well.

-Melee-

Mowque - Quarick Frezhal - Gnome Swashbuckler (Mouser)
Diego Rossi - Jiulius Miller - Human Inquisitor (Spellkiller)
Walter das Sombras - Elxurian - Human Paladin (Oath of Vengeance)

-Ranged-

Vincent Fleming - Darnarian Irithyl - Elf Slayer (Bounty Hunter)
DMRavem - Samsi bint Ka'ab - Elf Marksman (Shroud)

-Skill-

Nickadeamous - Isavara - Half Elf Investigator (Empiricist)

-Divine-

None yet!

-Arcane-

catmanbeck - Penka "Prebleached" Bashment - Gnome Summoner (Wild Caller)
OmniChaos - Voros Viator - Human Wizard (Pact Wizard)

Questions/Comments for Characters Added

- Voros Viator - Really good background, lots of great details. The second life thing is a bit different, and does take considerable liberties with character creation, but its an interesting angle to play out. Liked the Pathfinder Society hook, opens up some early level adventure opportunities.

- Elxurian - Fantastic background, lots of great elements to work with. Interesting character idea that gives the GM plenty of ways to mess with you!

- Isavara - Got the updates, thanks. Looks good!

Submissions not being considered for the campaign currently:

Gordon Bratiwade - Background insufficient. Submission does not contain required information.
Barlo "The Bum Sage" - Submission not in correct format. Please submit this as spoilers in your post as requested in my application information.


GM Captain Trips wrote:
@Tanner - Yes, I have no problem with someone working for the church of Sarenrae. I think the Pyrokineticist suffers from some balance issues, and it is too easily taken by someone who wouldn't have those types of abilities. I'd house rule this to allow it, but as an additional requirement for the class I'd require the character to be able to manifest a 3rd level psionic power.

In that case, I would need to be a Psychic Warrior 7 or a Psion 5 to take the class... But the Pyrokineticist does not increase manifester level. I was hoping to enter the class with Soulknife 5, but it would have to be, like, Psion 5/Soulknife 1/Pyro X ?


Tanner Nielsen wrote:
In that case, I would need to be a Psychic Warrior 7 or a Psion 5 to take the class... But the Pyrokineticist does not increase manifester level. I was hoping to enter the class with Soulknife 5, but it would have to be, like, Psion 5/Soulknife 1/Pyro X ?

The use of some of the class abilities by a soulknife gives me pause. I need to take another closer look at the class and how it would synergize with soulknife before making a final decision on it. I dislike the idea of a nearly full BAB class having a touch attack weapon that at level 9 is doing 1d8+2d8+2d6+bonuses, since you can stack weapon aflame and psychic strike. Granted, this is about on par with a rogue, but they have to actually flank, then hit, and it isn't against touch AC.

Let me think on it. For now my gut is to say no, but I'll give it some thought.


Oh, wow. I didn't notice that it was a ranged touch attack. I've never played a character using these psionics rules, and I haven't combed through everything. I was just intrigued by the class thematics. I see your concerns now, and I would probably also amend the class if one of my players wanted to take the class. Firstly by changing that ranged touch attack into a normal ranged attack.

But ultimately, I want to make things easier for a potential GM. Thank you for the clarification. I could just add the flaming property to my mind blade and take the flameblade blade skill. That would be more than enough flavor for the theme.

Since I'm changing gears, I have a different question. Do you think that the Slashing Grace feat can cover light weapons? James Jacobs indicated so, and I would like to see your thoughts.


@Tanner - For my games, yes. RAW, no. There is supposed to be a pending errata on the feat, but nothing yet. It only makes sense that if you allow it with one handed weapons like a katana or longsword that you should be able to apply it to a shortsword or the like. I'm fine with this.


@GM Captain Trips - Good to hear! Thanks.


GM Captain Trips wrote:

Questions/Comments for Characters Added

- Voros Viator - Really good background, lots of great details. The second life thing is a bit different, and does take considerable liberties with character creation, but its an interesting angle to play out. Liked the Pathfinder Society hook, opens up some early level adventure opportunities.

I am rarely the kind to throw in stuff without reason. Ten points if you can name the type of being Voros patron is as well as it's home realm. I will say he is not a mystic goblin from the plane of dreams. ;)

Anyways glad it meets with your approval. Let me know if you need more on anything.


I'm afraid I may need to drop out of this one. I'm fairly new to Pathfinder and my posts tend to be short and too the point. If a lengthy biography is a requirement to even be considered to join, then I am afraid to see what the regular post requirements might be. I really hate RPs that set a minimum word count per post. It makes RPing into a chore and removes all the fun. If my hunch is right and the roleplayers are required to write several paragraphs per post, then I fear this campaign may be too advanced for my meek writing skills. I'm sorry.


OmniChaos wrote:

Ten points if you can name the type of being Voros patron is as well as it's home realm. I will say he is not a mystic goblin from the plane of dreams. ;)

Hah, challenge accepted. I realized it was a Draconal Agathion as I was reading the background. :)

Of course, that makes him from Nirvana.


Crunch:

Male Half-orc Warpriest 1
LG medium humanoid
Init 0 Senses Normal Vision Perception +2
DEFENSE
AC 17, touch 10, flat-footed 17
hp 10
Fort 5 Reflex 1 Will 6 +1 vs Evil Outsiders, +2 vs charms/compuls
OFFENSE
Speed 20 ft
Melee Masterwork Longsword +5 (1d8+3/19-20/x2)
Space 5 Reach 5
STATISTICS
STR 16 DEX 10 CON 14 INT 12 WIS 15 CHA 11
BAB 0 CMB 3 CMD 13
Feats Combat Casting
Skills Acrobatics -6, Appraise 1, Bluff 0, Climb -3, Diplomacy 4, Disguise 0, Escape Artist -6, Fly -6, Heal 2, Intimidate 9, Knowledge (religion) 5, Perception 2, Profession:Merchant +7, Profession:Squire +7, Ride -6, Sense Motive 6, Stealth -6, Survival 2, Swim -3
Languages Orc, Common, Celestial
Gear Masterwork Cold Iron Longsword, Scale Mail, Heavy Steel Shield

Half Orc Traits
• Alternate Racial Traits: Sacred Tattoo, City-Raised, Skilled
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.*
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
• Sacred Tattoo (APG 19): You gain a +1 luck bonus on all saving throws.
• City-Raised (ARG 52): You gain weapon proficiencies* and receive a +2 racial bonus on Knowledge (local) checks*.
• Skilled (ARG 52): You gain 1 additional skill rank per level*.

Traits
• Purity of Faith (FoP 11): You take +1 trait bonus on all Will saves* and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
• Focused Disciple (UCa 55): You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Class Abilities
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).*

• Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Additionally you are proficient with the following weapons: Whip; Scorpion whip

• Aura (Ex) (ACG 60): You have a particularly powerful auracorresponding to your deity's alignment.

• Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)
• Holy Strike (ACG 66): You can touch one weapon and grant it a good blessing for one minute. It deals an additional 1d6 damage against evil creatures and is treated as good for overcoming damage reduction. This does not stack with the holy weapon special ability.

• War Mind (ACG 68): You can touch an ally and grant them a tactical advantage for 1 minute. At the start of each of their turns, they can select one of the following bonuses for that round: +10ft to base speed; +1 dodge bonus to AC; +1 insight bonus on attack rolls; +1 luck bonus on saving throws.

• Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.*

• Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*

• Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Feats
Feats

• Combat Casting (Core 119): You get a +4 bonus on concentration checks* when casting on the defensive or while grappled

• Armor Proficiency, Heavy (Core 118): You are proficient wearing heavy armor.

• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.

• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

Gear
MWK Cold Iron Longsword (Brightstar), Scale Mail, heavy Steel Shield, Paladin's Kit

A Couple of Mechanical things:

1) I'm not sold on combat casting for a feat, I just don't know what else would be good for Ausk.
2) I couldn't find on the PRD or PFSRD a decent trait to represent his temper...I took those two traits but they kinda overlap as representing his holy side.

Background:

Ausk, (OW-skuh) was born and raised in Vigil. His youth was not unlike most in the martially focused country of Lastwall, he learned the spear and sword from a young age as raids from Belkzen, and monsters from Ustalav were a constant threat. If he were human, his upbringing would be considered normal. However, he was a rare thing, a half orc sired in a loving home. His father, the half orc Merchant Runil Orcswatter, was born in the Hold of Belkzen. His mother, the half orc Ylesra, was born in violence during an Orc raid in Lastwall. They vowed their son would be raised differently. It was their guidance that placed young Ausk on the path of righteousness he walks today.

Ausk grew up in a mercantile household so learned his numbers and letters fairly young to help his mother with the accounting. His father made frequent trips throughout Lastwall and Lake Encarthas to conduct his business of shipping wheat, barley and oats. Ausk was always fascinated with the priesthood and the shining knights who paraded through Vigil and went North and West to stem the tide of terror pushing on Lastwall from two directions. His father, being a man of means, placed Ausk in the Squireship of Sir Balen Gregoer [Pal6] at the age of 11. Sir Balen was a good solid man and a devout Iomedaen. Known Friend Sir Balen, secretly a Knight of Ozem, wanted Ausk to take his vows someday so taught Ausk all he knew of sword, shield and a life devoted to the Inheritor.

Ausk’s life as a squire was not all that easy. Being a Half Orc, even one raised in civilized society, was not an easy thing. He developed a penchant for fistfighting over slights (perceived or otherwise), and soon attracted the ire of several other squires including one Razmey Rolof [Cav 1]. Known Enemy Razmey and Ausk were competitors in all ways. They argued about Iomedaen philosophy, the correct way to combat Orcish Hordes, proper etiquette, and most of all, who was the better swordsman. Razmey was squired to Sir Thimas Rolof [Cav 7/Ari 3], an Uncle and powerful nobleman, who held a deep seeded hatred for orcs and their kin. Known Enemy He subtly encouraged the squires to impede Ausk’s progress in society. It was for these reasons that the Lord Protector of Lastwall, pressured politically by the Rolofs and not helped much by Ausk’s hot temper, decided to forbid Ausk’s further advancement to Knighthood .

Ausk didn’t take this well and spiraled into drink and self-destruction. It was Sir Balen who saved Ausk once more, convincing him to join the Clergy of Iomedae and live a life of service to the Inheritor. Ausk rededicated himself to this purpose, even tattooing the Eleven Acts of Iomedae on his skin, a throwback to his half orc heritage. For four years Ausk served the Diocese of Vigil until finally he received word that he would be sent to Absalom. Little did he know, this was at the request of the First Sword of Vigil, Rayni Brightstar [Clr 9] Unknown Friend . His father, now made proud of Ausk’s new service, had a beautiful sword created. A Cold iron weapon adorned with the 11 Acts of Iomedae. Ausk reverently calls the weapon Brightstar, homage to his treasured Goddess.

Ausk arrived in Absalom to serve in the Church there, and as part of his Holy Duty he assisted the Guard in the breakup of an illegal slaving ring. This action has earned him the enmity of the distant Katapeshan slave master Gilgimish [Efreeti Bbn 3] Unknown enemy Ausk now serves the Church of the Inheritor in Absalom as a dedicated member of the clergy.

Posting Habits:

I post alot typically 10-25 times per day. My most active times are 6am-3pm CST. However, I can usually make a post from home after 5PM. I am currently GMing three games here on the boards WotR were almost done Book 2 which has topped 5k posts recently. Falcons Hollow,a semi homebrew module based game, which has about 7k posts and is still going strong. And a new Iron Gods game that is about a third of the way through Book 2. I'm in a half dozen or more games, some are better than others.

Ausk's Role:

Divine Warrior, similar to that of a Paladin but with a more spellcasting bent. Also, he doesn't have to follow a strict code so he is more free to challenge evil in his own, more bullish way. I see Ausk as an up front fighter who can heal his allies when he must. Spontaneous Casting/Fervor/Channels will help Ausk be the primary healer if that is necessary.


That sir is why your the GM, correct. Go have a cookie. ;P

@Ausk
Congrats, first divine entry.


We've had some cool people sign up so far! Tough competition.

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