| Azure_Zero |
I'll submit Valeria Ingrid Titania Abia as she was in a Serpent skull game that died.
I'll work on her background.
| Birch33 |
Some crunch to go with the fluff...I haven't taken any traits or added Paladin class data as yet, rather I'm showing what's unique about her.
Human Paladin - Level 4- Alignment LG
Abilities:
STR: 10 (+0)
DEX: 18 (+4)
CON: 13 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 16 (+3)
Hit Points: 28
Height: 6'0"
Weight: 135lbs
Basic Description:
Golden, shoulder length hair, pale skinned and deep blue eyes. She appears tall and wiry.
Combat:
AC: 21
Touch: 14
Flat: 17
Fort: 8
Ref: 8
Will: 7
Init: +4
Speed: 30
CMB: 4
CMD: 18
Skills:
Acrobatics +4, Bluff +3, Diplomacy +10, Heal +5, Intimidate +3, Knowledge (Religion) +7, Sense Motive +5, Stealth +3
Languages:
Common
Feats and Special Abilities:
Weapon Finesse
Weapon Focus
Dazzling Display
Equipment:
Cold Iron Masterwork scimitar (inlaid with a gold sunburst)
Mithral chainmail
Dagger
Masterwork composite longbow
Light steel shield (adorned with the holy symbol of the angel winged Sarenae)
Silver Holy Symbol (worn around neck)
Vestments
The Birth of Light and Truth
0gp
| Azure_Zero |
Arcane Type:
Yoshiyaru (Male Half-elf Magus)
Assault Type:
Corvus (Female Paladin) (posted by Birch33, no link)
Crissor Salem (Male Gnoll Paladin (Divine Hunter))
Jean-Phillipe Poulain (Male Human Galt Warden Ranger)
Noro Kas (Female Human Barbarian (Brutal Pugilist, Drunken Brute))
Valeria Ingrid Titania Abia Changeling Fighter(Brawler)/Monk(Martial Artist)
Divine Type:
E-Terah Deepheavy (Female Dwarf Oracle of Stone) <- Level 1
Mem'basi (Male Human (Zenj) Druid)
Skill Type:
Robert "Steel" Cofrez (Male Human Rogue (Pirate, Bandit)/Barbarian (Sea Reaver)) (The "Pirate") <- Level 6
| Robert "Steel" Cofrez |
I will be just as others 4th level (just ignore the two swashbuckler levels)
Yes I guess I will be a "skill type". although I will have TWF and be able to keep my own in melee as well.
Of course I will also have me peg leg and me pirate...erm, parrot.
| Azure_Zero |
Updated it into a more organised list.
Pure Types
Assault Type:
Noro Kas (Female Human Barbarian (Brutal Pugilist, Drunken Brute))
Valeria Ingrid Titania Abia Changeling Fighter(Brawler)/Monk(Martial Artist)
Divine Type:
E-Terah Deepheavy (Female Dwarf Oracle of Stone) <- Level 1
Mem'basi (Male Human (Zenj) Druid)
Mixed Types
Arcane/Assault Type:
Yoshiyaru (Male Half-elf Magus)
Assault/Divine Type:
Corvus (Female Paladin) (posted by Birch33, no link)
Crissor Salem (Male Gnoll Paladin (Divine Hunter))
Assault/Skill Type:
Robert "Steel" Cofrez (Male Human Rogue (Pirate, Bandit)/Barbarian (Sea Reaver)) (The "Pirate") <- Level 6
Jean-Phillipe Poulain (Male Human Galt Warden Ranger)
| utopia27 |
I'd like to submit a Sarvagan Oracle/Rogue. Heritage is vapiric, but I'm still working details of dhampir v. human w/ dhampir heritage cross trait, and oracle v. cleric. I'm trying to find the right balance of walks-the-dark-side and sits-uncomfortably-in-the-light.. channeling types, feats, &c. I'll post a build tonight.
Angelo Carvesan was the younger son of a younger son, born and raised in the backwater province of Sargava. It was never clear whether his mother was exiled to a backwater province as a punishment, or if she rebelled after being shipped off to marry into a cadet branch of the house. Of his several siblings, however, Angelo is definitely an outlier. With his burning eyes, smoldering good looks, and coal-black hair he takes after his mother, but neither mother nor father have quite the predatory cast of features nor the extraordinary grace of Angelo.
As a loose end to the fraying colonial rule of Sargavan, Angelo congragated with a dissolute group of other younger inheritors of tarnished empire. They drank and reveled their way through their early youth, and explored dark corners of the old-line Chelaxian culture and cults. They tormented the staff and the natives. They shocked their elders and alarmed their peers.
All would have proceeded on the schedule for rebelious youth, if Angelo and his crowd had not dipped into the tribal ceremonies of the Bekyar. In seeking out the perverse and rebelious, they delved into the exotically blasphemous. As inheritors of Chelaxian culture, there was a somewhat lowered barrier to delving into demonic worship - for such was the Bekyar ceremonies. During a ceremony devoted to Zura, a demoness vampire member of the Bekyar pantheon, Angelo tasted living blood. At the moment the blood passed his lips, he understood his isolation and wildness. He locked eyes with the Bekyar priest, and terrible knoweledge passed between them.
From that day forward, Angelo shocked and alarmed his peers as much as anyone in society. He discovered a streak of cruelty and bloodlust he hadn't known he possessed. Angelo drifted for a time. He was drawn into more Bekyar cult activities. And he began to frighten himself.
Angelo sought answers to his inherently supernatural quandry in the various churches of Eleder, and found shelter and comfort in the much-neglected shrine of Pharasma. Though Angelo continued to cut a rake's swath throuh Sarvagian society, he focused more and more readily on the supernatural and divine offices of the Lady of Graves.
Again, the scheduling of mellowed (though now creepy) rebellious youth might have taken its course. In later times, Angelo came to understand that fate intervened in the course of his life again. One of the increasingly frequent and violent native uprisings flared up, and caught Angelo in its gyrations. Angelo reacted violently and viciously to a band of rioting Zenj. In repressing native revolt, Eleder was no starnger to atrocities, however bathing and drinking the blood of rioting natives exceeded the tolerances and norms of a hardened society.
Angelo went to ground. He learned that he was being hunted, being sought. The shrine of Pharasma was turned inside out looking for him, and the priests offered no shelter. Angelo went on the lamb. With no support, no experience, and few assets beyond charm, good looks, and a blood-soaked blade, he dug into the desparate fringes of Sargavian society.
Truth be told, Angelo was not very good at living underground. It did not suit his temperament, his upbringing, or his training. But he survived around the fringes, until his name was not spit as an epithet on every tongue. After several months, Angelo contacted his mother, and prevailed on her to clear his name. She made arrangements, and the authorities relented - under the condition that he remove himself for no less than a year and a day.
So Angelo took a small care package from his mother, some assistance from the shrine of Pharasma, and advantage of some of his less savory contacts, and made his way up along the coast. He settled in at Bloodcove, where he's been for several months. Angelo keeps a fairly low profile in Bloodcove. He still carouses a bit, but relatively quietly. He picks up work sometimes adventuring, and sometimes burying adventurers (representing for Pharasma). He's avoided his worst impulses (mostly), and stayed away from Chelish or Bekyar cultists. He maintains civil relationships with the mainline temples in the town. So far Angelo has been marking time, but he's reaching the conclusion that a return to Eleder as a hanger-on to his older brothers' estates is not what he's waiting for. It's taken him some time, but now he's realized he's waiting for the next turn of his fate.
| utopia27 |
utopia: do you plan to be a good trap disabler?
second string trap monkey - trained, and probably good for an assist :)
second string fighty - the occasional nice surprise with a crit and/or precision, decent at punching down mooks.
starting team face. I'm looking at +11 to +13 on CHA skills,
starting team medic - positive channeling, spontaneous healing, trained in Heal (but only +5 - no WIS).
I'm Very Close to a final build - Sarvagan Chelaxian Bone Oracle 3/Sacred Rogue 1 ; Oracle curse: haunted; Traits: Colonial Entitlement (ethnic, Chelish), Jungle Guide (regional, Sarvaga); Feats: Racial Heritage: Dhampir, Natural Charmer (dhampir), ++ (still working out); alternate racial trait: silver tongued
really - full build with final crunch and equipment in about 1-2 hrs.
| GMEDWIN |
Holy Crap this is tough.
I am extending till tomorrow because it is so tight. Either bring your character up to the proper level or withdraw, I don't have the time to sift through your possible choices and guess how your character will function.
GMing is difficult enough. Thanks for your understanding!
| Azure_Zero |
Updated
Pure Types
Assault Type:
Noro Kas (Female Human Barbarian (Brutal Pugilist, Drunken Brute))
Valeria Ingrid Titania Abia Changeling Fighter(Brawler)/Monk(Martial Artist)
Divine Type:
Mem'basi (Male Human (Zenj) Druid)
Mixed Types
Arcane/Assault Type:
Yoshiyaru (Male Half-elf Magus)
Assault/Divine Type:
Corvus (Female Paladin) (posted by Birch33, no link)
Crissor Salem (Male Gnoll Paladin (Divine Hunter))
Assault/Skill Type:
Robert "Steel" Cofrez (Male Human Rogue (Pirate, Bandit)/Barbarian (Sea Reaver)) (The "Pirate")
Jean-Phillipe Poulain (Male Human Galt Warden Ranger)
Divine/Skill Type:
utopia27 -> Sarvagan Oracle/Rogue <- Missing Full Character Data.
| utopia27 |
Angelo Carvesan is available for review. A stat block follows here.
ANGELO CARVESAN
Male Human (Chelaxian) Oracle (Seeker) 3 Rogue (Sanctified Rogue) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+3 armor, +1 shield, +2 Dex)
hp 23 (4d8)
Fort +1, Ref +5, Will +3
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Shortsword +4 (1d6+2/19-20/x2) and
. . Dagger +3 (1d4+1/19-20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Ranged Shortbow, Comp. (Str +1) +4 (1d6+1/20/x3)
Special Attacks Sneak Attack +1d6
Oracle (Seeker) Spells Known (CL 3, +3 melee touch, +4 ranged touch):
1 (6/day) Bane (DC 15), Command (DC 15), Cause Fear (DC 15), Sanctuary (DC 15), Cure Light Wounds (DC 15)
0 (at will) Read Magic (DC 14), Ghost Sound (DC 14), Detect Magic, Mage Hand, Mending, Guidance, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 10, Int 14, Wis 11, Cha 18
Base Atk +2; CMB +3; CMD 15
Feats Combat Expertise +/-1, Command Undead (7/day) (DC 15), Natural Charmer, Racial Heritage: Dhampir, Rogue Weapon Proficiencies
Traits Colonial Entitlement (Chelish or colonial Sargavans), Spirit Guide
Skills Acrobatics +1, Bluff +13, Climb +0, Diplomacy +13, Disable Device +10, Escape Artist +1, Fly +1, Heal +7, Intimidate +11, Knowledge (Local) +6, Knowledge (Religion) +8, Ride +1, Sense Motive +7, Sleight of Hand +6, Spellcraft +7, Stealth +1, Survival +1, Swim +0, Use Magic Device +11
Languages Abyssal, Common, Polyglot
SQ Area Map: Bloodcove, Compass, Seeker Lore (Ex), Silver Tongued, Trapfinding +2, Weapon Cord
Combat Gear +1 Shortsword, Arrows (20), Buckler, Dagger (3), Masterwork Studded Leather, Shortbow, Comp. (Str +1); Other Gear Area Map: Bloodcove, black duster, leather, vented, masterwork, black hat, broad brimmed, leather, Canvas (sq. yd.), Chronicler's Supplies, Compass, Dungeoneering Kit, Deluxe, Handy Haversack (29 @ 72.5 lbs), Healer's kit (10 uses), Holy symbol, silver: Pharasma, Noble's outfit (2), Pathfinder's Kit, Pouch, belt (1 @ 2 lbs), Pouch, belt (2 @ 0.5 lbs), Spell component pouch, Tent, Hanging, Thieves' tools, masterwork, Wand of Charm Person, Waterskin, Weapon Cord, Wrist sheath (empty) (2)
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Command Undead (7/day) (DC 15) - 0/7
Dagger - 0/3
Healer's kit (10 uses) - 0/10
Wand of Charm Person - 0/50
--------------------
SPECIAL ABILITIES
--------------------
Area Map: Bloodcove A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Colonial Entitlement (Chelish or colonial Sargavans) Gain a +2 trait bonus to Intimidate checks against Mwangi.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Command Undead (7/day) (DC 15) Channel energy can take control of undead.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Natural Charmer Take 20 on Charisma checks to charm, convince, or seduce humanoids who are friendly.
Racial Heritage: Dhampir You count as another race for the purpose of prerequisites.
Seeker Lore (Ex) +4 to concentration, CL vs spell resistance & Know (arcana) with bonus spells.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +2 +2 to find or disable traps.
Weapon Cord Attached weapon can be recovered as a swift action.
--------------------
Angelo Carvesan was the younger son of a younger son, born and raised in the backwater province of Sargava. It was never clear whether his mother was exiled to a backwater province as a punishment, or if she rebelled after being shipped off to marry into a cadet branch of the house. Of his several siblings, however, Angelo is definitely an outlier. With his burning eyes, smoldering good looks, and coal-black hair he takes after his mother, but neither mother nor father have quite the predatory cast of features nor the extraordinary grace of Angelo.
As a loose end to the fraying colonial rule of Sargavan, Angelo congragated with a dissolute group of other younger inheritors of tarnished empire. They drank and reveled their way through their early youth, and explored dark corners of the old-line Chelaxian culture and cults. They tormented the staff and the natives. They shocked their elders and alarmed their peers.
All would have proceeded on the schedule for rebelious youth, if Angelo and his crowd had not dipped into the tribal ceremonies of the Bekyar. In seeking out the perverse and rebelious, they delved into the exotically blasphemous. As inheritors of Chelaxian culture, there was a somewhat lowered barrier to delving into demonic worship - for such was the Bekyar ceremonies. During a ceremony devoted to Zura, a demoness vampire member of the Bekyar pantheon, Angelo tasted living blood. At the moment the blood passed his lips, he understood his isolation and wildness. He locked eyes with the Bekyar priest, and terrible knoweledge passed between them.
From that day forward, Angelo shocked and alarmed his peers as much as anyone in society. He discovered a streak of cruelty and bloodlust he hadn't known he possessed. Angelo drifted for a time. He was drawn into more Bekyar cult activities. And he began to frighten himself.
Angelo sought answers to his inherently supernatural quandry in the various churches of Eleder, and found shelter and comfort in the much-neglected shrine of Pharasma. Though Angelo continued to cut a rake's swath throuh Sarvagian society, he focused more and more readily on the supernatural and divine offices of the Lady of Graves.
Again, the scheduling of mellowed (though now creepy) rebellious youth might have taken its course. In later times, Angelo came to understand that fate intervened in the course of his life again. One of the increasingly frequent and violent native uprisings flared up, and caught Angelo in its gyrations. Angelo reacted violently and viciously to a band of rioting Zenj. In repressing native revolt, Eleder was no starnger to atrocities, however bathing and drinking the blood of rioting natives exceeded the tolerances and norms of a hardened society.
Angelo went to ground. He learned that he was being hunted, being sought. The shrine of Pharasma was turned inside out looking for him, and the priests offered no shelter. Angelo went on the lamb. With no support, no experience, and few assets beyond charm, good looks, and a blood-soaked blade, he dug into the desparate fringes of Sargavian society.
Truth be told, Angelo was not very good at living underground. It did not suit his temperament, his upbringing, or his training. But he survived around the fringes, until his name was not spit as an epithet on every tongue. After several months, Angelo contacted his mother, and prevailed on her to clear his name. She made arrangements, and the authorities relented - under the condition that he remove himself for no less than a year and a day.
So Angelo took a small care package from his mother, some assistance from the shrine of Pharasma, and advantage of some of his less savory contacts, and made his way up along the coast. He settled in at Bloodcove, where he's been for several months. Angelo keeps a fairly low profile in Bloodcove. He still carouses a bit, but relatively quietly. He picks up work sometimes adventuring, and sometimes burying adventurers (representing for Pharasma). He's avoided his worst impulses (mostly), and stayed away from Chelish or Bekyar cultists. He maintains civil relationships with the mainline temples in the town. So far Angelo has been marking time, but he's reaching the conclusion that a return to Eleder as a hanger-on to his older brothers' estates is not what he's waiting for. It's taken him some time, but now he's realized he's waiting for the next turn of his fate.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.