1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
Zeigeist World Map
Avery Coast Train

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

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Is my submission of any interest?

Dr. Kortemir Runemace wrote:
Is my submission of any interest?

How come I cannot see your post?

Ok I went for a gnoll in the end Troubadour/7 Shifter/2 pretty much with a different face\shape for any occasion (I love spheres of power), I'm still finalizing some choices, polishing the background and shopping for fun magic items, but I'm almost done.

Sorry, was in my profile.

About Dr. Kortemir Runemace
Dr. Kortemir Runemace (Zeitgeist) L9
Male dwarf alchemist (chirurgeon) 9 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
Zeitgeist Character Theme:Eschatologist.
LN Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft.; Perception +12 (+14 to notice unusual stonework)

AC 20, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex)
hp 58 (9d8)
Fort +7, Ref +9, Will +4; +2 vs. poison, spells, and spell-like abilities, +4 bonus vs. poison
Defensive Abilities defensive training

Speed 20 ft.
Melee cold iron dagger +8/+3 (1d4+2/19-20) or
. . unarmed strike +8/+3 (1d3+2 nonlethal)
Ranged +2 sword cane pistol +10 (1d4+2/×3) or
. . bomb +9 (5d6+5 fire) or
. . force bomb +9 (5d4+5 force) or
. . smoke bomb +9 (smoke)
Special Attacks bomb 16/day (5d6+5 fire, DC 19), hatred

Alchemist (Chirurgeon) Extracts Prepared (CL 9th; concentration +14)
. . 3rd—cure serious wounds, cure serious wounds, haste, communal resist energy[UC]
. . 2nd—barkskin, bullet shield[UC], cure moderate wounds, cure moderate wounds, lesser restoration
. . 1st—cure light wounds, cure light wounds, enlarge person (DC 16), expeditious retreat, identify, polypurpose panacea[UM], shield

Str 14, Dex 14, Con 11, Int 21, Wis 10, Cha 8
Base Atk +6; CMB +8; CMD 22 (26 vs. bull rush, 26 vs. trip)

Amateur Investigator[ACG],
Brew Potion,
Exotic Weapon Proficiency (firearms)[UC],
Extra Bombs[APG],
Extra Discovery[APG],
Icy End of the Earth (Theme Feat)
Point-Blank Shot,
Skill Focus (Heal),
Throw Anything

fungal brewing,
splash attack

Acrobatics -1 (-5 to jump),
Appraise +14 (+16 to assess nonmagical metals or gemstones),
Climb +1,
Craft (alchemy) +17 (+26 to create alchemical items, +19 to create alchemical items),
Craft (poison) +15,
Heal +17 (+20 to treat poison),
Knowledge (arcana) +14,
Knowledge (history) +14,
Knowledge (nature) +17,
Linguistics +7,
Perception +12 (+14 to notice unusual stonework),
Profession (Forensic Science) +12,
Ride +0,
Spellcraft +10,
Survival +5,
Swim +0,
Use Magic Device +10;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Draconic, Dwarven, Elder Thing, Elven, Giant, Primordial, Sylvan

alchemy (alchemy crafting +9),
discoveries (explosive bomb, force bomb, healing bomb, precise bombs [5 squares], smoke bomb),
infused curative,
mutagen (+4/-2, +2 natural armor, 90 minutes),
swift alchemy

Combat Gear
mutagen (infused grand feral)[APG],
potion of cure light wounds (10),
potion of cure moderate wounds (5),
potion of lesser restoration (3),
potion of magic circle against evil,
potion of protection from evil (2),
potion of remove blindness/deafness,
wand of cure moderate wounds, acid (5),
alchemist's fire (5),
antiplague[APG] (5),
antitoxin (5),
healer's kit,
rusting powder[UE],
smokestick (10), thunderstone (5),
tracking powder[ACG];
Other Gear
+2 chain shirt,
+2 sword cane pistol[UC],
bullet[UC] (20),
cold iron dagger,
dragon's breath cartridge[UC] (10),
entangling shot cartridge[UC] (5),
flare cartridge[UC] (5),
paper cartridge[UC] (20),
pitted bullet[UC] (20),
salt shot cartridge[UC] (20),
cloak of resistance +1,
headband of vast intelligence +2,
ring of protection +2,
alchemist's lab, alchemy crafting kit[APG], antidote kit[UE], bedroll, belt pouch, bombchucker, doctor's mask, doctor's outfit, dr. runemace formula bookj, dwarven trail rations[UE] (10), flame paste, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, tindertwig (10), torch (10), trail rations (5), waterskin,
1,416 gp

Tracked Resources
Acid - 0/5
Alchemical cartridge (dragon's breath) - 0/10
Alchemical cartridge (entangling shot) - 0/5
Alchemical cartridge (flare) - 0/5
Alchemical cartridge (paper) - 0/20
Alchemical cartridge (salt shot) - 0/20
Alchemist's fire - 0/5
Amateur Investigator (5/day) - 0/5
Antidote kit (10 uses) - 0/10
Antiplague - 0/5
Antitoxin - 0/5
Bomb 5d6+5 (16/day, DC 19) (Su) - 0/16
Cold iron dagger - 0/1
Dwarven trail rations - 0/10
Feral Mutagen: Str +8, Con +6, Dex +4, Mental Attr -2, +6 Nat AC. - 0/1
Firearm bullet - 0/20
Flame paste - 0/1
Healer's kit - 0/10
Pitted bullet - 0/20
Potion of cure light wounds - 0/10
Potion of cure moderate wounds - 0/5
Potion of magic circle against evil - 0/1
Potion of protection from evil - 0/2
Potion of remove blindness/deafness - 0/1
Potion of restoration, lesser - 0/3
Rusting powder - 0/1
Smokestick - 0/10
Thunderstone - 0/5
Tindertwig - 0/10
Torch - 0/10
Tracking powder (10 uses) - 0/10
Trail rations - 0/5
Wand of cure moderate wounds - 0/50

Special Abilities
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Investigator (5/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.
He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Bomb 5d6+5 (16/day, DC 19) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Force Bomb (DC 19) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 90 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Zeitgeist Character Theme:

The Heid Eschatol movement began among the dwarves of Drakr, after
the scholar Vlendam Heid published a treatise on the myths of his
nation and how they continued to influence modern perceptions. The
book captured the culture’s consciousness, particularly a section that used the legend of the Lost Riders to explain the Drakran tradition of defining civilizations and eras by how they end. In the three decades since its publication, Heid’s “On the Proper Endings of Things” has given birth to a whole field of academic study devoted to finding the perfect way to end friendships and romances, business relationships, wars, serialized literature, and even one’s own life.
Heid’s disciples refer to themselves as eschatologists, from the term for the study of the end of the world. Their popularity has only strengthened Drakr’s existing obsession with apocalyptic prophecies and doomsaying, and has raised awareness of their beliefs in other nations.
The Clergy, however, denies that the dwarven endtimes are near, and its agents take a dim view of Heid’s followers.

Icy End of the Earth (Theme Feat)
With the dire knowledge that the world shall end in ice, you do what you can to prevent
such fate from befalling your allies. These acts come with a high price, as you find
yourself closer to death than most.
Once per day you may stabilize a fallen comrade by touching them as a swift action. You can use this power on any creature who has negative hit points, or who has been dead for less than one full round. In order to use this ability, the creature you touch must have a complete body (thus it cannot be used on a decapitated creature, or the target of a disintegrate spell).
Once per day, you may summon a temporary zone of cold. This zone manifests in a 10-ft. radius around you, but is stationary. Creatures that start their turn in the zone (including you) take cold damage equal to your level, and while in the zone
they cannot heal or gain temporary hit points.
The zone lasts until you dismiss it as a swift action, but if you start your turn outside the zone, its cold still damages you and prevents you from healing for as long as you maintain the effect. You cannot reduce the damage this does to you by any means, but other creatures’ resistances and immunities can protect them as
Special: You can acquire only one theme feat.

Short but very solidly built, Dr. Runemace has red hair and beard. His expression is serious and seldom smiles.
He wears a formal suit and top hat as well as spectacles he uses to look closely at crime scenes. He often wears a doctors lab coat when on the job.
Carries a large black medical bag with his supplies.

Born in the Drakr lands, he studied and became an Alchemist-Chirurgeon. A dispute about fine points of Eschatology led to him moving to Flint in Risur, and there his expertise was hired by the RHC.

There you go, I have added a section that describes what he can do in generic term to make him easier to read as he ended up being a bit of a complex character.
Javier Delgado, the camaleón
Gnoll, Troubadour 7 / Shifter 2 (Apex Shapeshifter)
CG Medium Humanoid (Gnoll)

Who is this guy? (Background):

Since he was very young Javier had always struggled to fit with his gnoll’s clan, infected with wanderlust, unaccustomed to life away from the city and fascinated by foreign cultures, he quickly left his home to explore the world, choosing a life of adventure. Discovering a knack for manipulation and a gift for impersonation, the young Gnoll got by living as a con artist, thief and in general enjoyed the high life by separating the fools from their money.

Eventually he ended up in Risur and was briefly an apprentice of a local druid to snatch from them the secret of shapeshifting in order to become even better at his cons as Gnolls aren’t exactly trusted and there were limits to what mundane skills could do in disguising his nature. There, he made a few heists in Flint, in order to finance a luxurious life-style, but eventually came under the attention of both the RHC and a local crime family that he had stolen money from an RHC Inspector (maybe Deft?) got to him before the mobsters and while he arrested the young gnoll, he also saved him from ending up in a shallow grave or on the bottom of the bay.

Once his sentence was served, Javier, grateful toward the man who had actually saved his life and whose contact he had kept during his time in prison, intrigued by the life of the Constabulary, begun to serve first as an informant and later as a full time agent and a spy, staying infiltrated within criminal rings and terrorists cells for months if needed be in order to help disbanding them.

Recently he had been sent in his native land, after years of absence, to keep tabs on the Bruse and his intentions and he had built for himself the persona of an ambitious weapon dealer interested in all the new technologies.

What can he do:

Javier is a man, well Gnoll, of many faces, his main ability, combined with shapeshifting, is assuming different personas, each with a specific set of abilities, most of the time though, he is meant to fill the skill monkey\roguish role. He can switch personas in a few minutes, or a 2 times a day as a move action.
He is a master of disguises and can easily appear as most races and genders within limit, eventually he will be able to use magic to assume weirder forms, but for now it only lasts for a few minutes so it might not be ideal from infiltration and he uses shapeshifting mostly for fighting.
His main persona at the moment is a Gnoll weapon dealer who operates in Ber and tries to ingratiate himself to the local political figures, in that persona he has some rogue-ish skills for combat, but he mostly boost his social skills, but also sense motive, disable devices, perception and so on. He is pretty much a rogue with some magic.
His second alternate persona is a warrior, meant to use only for combat, he get a full BAB, a weak sneak attack and he can keep his unarmored defense even when shapeshifting. The idea is to shapeshift into something big and scary (he has a dragon form that I thought could be fun given Ber’s past) that can threaten a lot of space and dish some damages\trip people.
His third alternate persona is an innocent looking priest of Trigenes, he has some healing and restoration magic that Javier doesn’t have in his other personas, but mostly he is meant to play the kindly old man and try to look innocent. That persona is the most likely to be changed around if specific magic is needed for a mission (within limit)
In combat Javier can use shapeshifting to get more attacks, different forms of movement, senses, a weak dragon breath, or just dish out more damages by growing in size, next level I’ll buy off his drawback that allows him to use his powers only on himself so that he can buff other players too.
If he can’t change shape he mostly act as a rogue and can feint as a move action (the effect of his feints also last until the beginning of his next turn so other sneak attackers might benefit from that).
As far as defenses go he has a good armor class, but he is quite vulnerable when immobilized\flat footed, but he doesn’t have a lot of hit points, so acting as a tank is not that likely. At range he just has a bow (with sneak attack if he can) and the occasional dragon breath.


Init +6; Perception +12 Darkvision 30 ft.
AC 25, touch 21, flat-footed[/b] 15
(+4 Dexterity, +2 Natural Armor (Gnoll), +6 Unarmored Defense, +2 bracers of armor, +1 Ring of Protection)
hp X (9d8+27)
Fort +9, Ref +14, Will +7
Base Atk +6/+1; CMB +6; CMD 19
Short Bow +1 +11 1d6+1 + sneak attack 2d6 and Fatal Trust 2d6
Masterwork Sword Cane +11/+7 1d6+3 + sneak attack 2d6 and fatal trust 2d6
Claws (+1 with amulet) +11/+11 1d4+3 + sneak attack 2d6 and fatal trust 2d6
Sneak Attack/Fatal Trust both can be used in the same way, when the target is flanked, flat footed, denied dexterity bonus to ac, but fatal trust can’t be used during full attack actions.
Str 10, Dex 18, Con 16, Int 13, Wis 10, Cha 20
((10 for 16 dex + 5 for 14 cha, 2 for 12 con and 3 for 13 int) +2 racial bonus to con, +2 stat advances for leveling to Cha, +4 cha and +2 dex and con from magic items)
Skills (6*7 + 4*2 + 7 fav class + 9 int = 66 +9 bluff and +5 sleight of hands due to spheres) Acrobatics (Dex) 9 (+16), Bluff (Cha) 9 +17, Diplomacy (Cha) 7 +16, Disable Device (Dex) 2 +9, Disguise (Cha) 5 +19 (+29 with shapeshifting), Fly (Dex) 1 +8 ,Knowledge (Geography) (Int) 2 +8, Knowledge (Local) (Int) 4 +10, Knowledge (Religion) 2 +8 (Int), Linguistics (Int) 7+11, Perception (Wis) 9 +12, Sense Motive (Wis) 9 +12, Sleight of Hands (Wis) 5 +12, Spellcraft (Int) 1+5, Stealth (Dex) 7 +14, Use Magic Device (Cha)3 +11 Languages: Ber, Common, Primordial, Draconic, Goblin, Dwarven (Crysillir), Elven, Sylvan.

Class Abilities: Troubadour:

Performer Sinergy In your base persona you get +2 morale on all saving throws
Personas/Method Acting In 10 minutes you can assume one of your three personas, gaining the appearance of that persona (that can be of a difference race or gender) its trope and quirks (similar to talents, but they work only for that persona). You can replace one of your personas in 5 days of work (2 with Improvisation),
Actor Training
Improvisation every disguise you create count as a persona for other actor training feats, when you discard a persona to make a new one you only need two days
Greater Lies when you try to lie through truth detecting magic, with the Flexible Truth feature there is no caster level check and the effect is automatic.
Hearsay you can roll knowledge checks untrained and gain +2 to all knowledge checks.
Master of Disguises You gain +6 on disguise check when assuming a persona.
Quick Change twice per day you can change persona as a move action, however you don’t disguise yourself when you do so.
Flexible Truth surface thought reading and lie detection magic only works on you if the caster succeed a caster level check of 18, however with Greater Lies the caster level is removed and the effect is automatic. With surface reading thoughts you can choose what the caster sense.
Magic Talent You get an extra magic talent. (+1 every 4 levels after the 5th)
Greater Actor You can create personas with 2 tropes.

Class Abilities: Shifter:

Shapeshifter - You gain the alteration sphere as a bonus sphere, you consider your shifter level as your caster level for alteration spheres, it stacks with level from other sources.
Wild Empathy
Quick Transformation you can shapeshift as a move action and maintain concentration as a move action
Bestial Trait: - Claws (you get 2 retractable claws that deal 1d4 +1 damages, you can keep them while shapeshifting.


Paco Cordero y The Spy Cunning Servant/Scoundrel. You gan an inspiration pool of 4 (half level +1 int modifier), you can use a point it to add +1d4 to any skill check or ability check. Quirks Greater Insight (inspiration is 1d6 instead of 1d4), Underworld Inspiration (you can add inspiration for free on Bluff, Disable Device, Intimidate Sleight of Hand). Expanded Inspiration (you can use inspiration for free on Diplomacy, Heal, Perception, Profession and Sense Motives). You gain Sneak Attack as a rogue +2d6 (+1d6 every 3 levels).
The spy has been created for his infiltration in Ber, he is a Gnoll weapon merchant, visiting the city to see the king new technological prodigies thanks to his new pet inventor. He is obsequious, yet playful.
Octavio, The Assassin Hero/Scoundrel, You gain Sneak Attack as a rogue +2d6 (+1d6 every 3 levels), Your base attack bonus becomes equal to your scoundrel class level and can be used to qualify for feats that require it (+8). You gain the Unarmored Mastery Feat, Combat Reflexes and Uncanny Ability (you can spend a spell point to gain +4 stealth, +20 ft movement speed or +20 to acrobatics to jump).
This form is persona is thought for combat, it is a feral looking minotaur fighter, with a cruel grin and a violent personality and fragorous laugh. It is used as a base for combat shapeshifting (due to the unarmored mastery)
Enzo Giovanni, The Good Priest Mentor/Cunning Servant, your caster level becomes equal to your character level (8, as the multiclass still costs 1 level), You gan an inspiration pool of 4 (half level +1 int modifier), you can use a point it to add +1d4 to any skill check or ability check. Three extra magic talents. Life Sphere (you can cure 3d8+8 for a spell point) Invigorate (you can grant 8 temporary hit points for 1 hour for free), Restore (for 1 point you can heal 1d4 ability damage, remove fatigued, sickened, shaken, staggred, dazzled and battered and downgrade exhausted, nauseated, frightened and panicked). Talents: Restore Health (you can cure diseases and poisons with a caster check and +1d8 to cure), Restore Soul (you can cure ability drains and temporary negative levels),
The Good Priest is an old Crysilliri priest of Trigenes, he has a grandfatherly look. He is a traveling healer and mostly used when he needs an innocent facade and when you need to provide healing in case of emergency.

Sphere Powers:

Spell Points 14
Alteration Caster Level 7, DC: 18 Drawbacks Lycanthropic.
Talents Dragon Transformation, Elemental Form, Size Change, Lingering Transformation, Bestial Reflexes, Bestial Spirit, Greater Transformation, Mimicry, Avian Transformation.
Alteration: can shapeshift (duration concentration +2 rd or 12 min with 1 spell point, concentration can be maintained as a move action). Can gain 1 shape and up to 3 traits from talents that you know. Can only use it on himself due to Lycanthropic. Grants Blank Form. Gear melds while shapeshifting, but still works (no armor or weapons though), you lose any natural attacks (except those granted by bestial traits) or natural armor.
Change appearance: gain +10 to disguise checks, you can appear whatever creature you desire, but you don’t get any trait out of it.
Blank Form do not lose natural attacks, you can gain as a trait: DarkVision 60 ft, Low Light vision, 2 claw attacks (1d4), 1 bite attack (1d6), 1 Gore attack (1d6), 2 Slam Attacks (1d4) ,2 Pincers (1d6/secondary), or +10 5o disguise checks.
Dragon Transformation, you take a dracoinc shape, 4 legs, head, 40 ft move speed and a tail, +3 natural armor (but you lose your), a bite attack (1d6), a 60ft line or 30 ft elemental cone that deals 3d8 damages and recharges in 1d4 rounds. You can as a trait grant the breath weapon and double its size.
Elemental Transformation You transform in an elemental of your size by spending 1 additional spell point, you gain only 50% resistance to crit and precision damages instead of immunity. As a trait you can grant elemental resistance to an element 6,
Size Change: As a trait you can increase or reduce in size, up to Huge and down to Tiny gaining the appropriate modifiers to your stats (strength, dexterity, armor class, weapon damage, stealth and reach)
Lingering Transformation when you stop concentrating your shapeshifts last for 2 more rounds, and when you spend a spell point the duration is doubled (already included)
Bestial Reflexes as a trait you can grant Lounge, Leaping Attack, Pounce or Trample abilities.
Bestial Spirit as a trait you can get Trip (to a natural attack as a free action), Ferocity, the ability to talk to animals and vermins or rend (claw +½ strenght if you hit with both claws).
Greater Transformation You can add 1 extra trait to your transformations (included)
Mimicry You can study a creature for a full round action to gain an alteration talent appropriate to the shape of that creature for 1 hour.
Avian Transformation You transform into a flying creature, as a trait you can add: 2 talon attacks (1d4), wings (30 ft speed poor maneuverability, 2 wings attacks (secondary 1d4).

Martial Abilities:

Martial Tradition - Thief: Rogue Weapon Training, Scoundrel Sphere, Fencing Sphere, Finesse Fighter. +3 Feats from leveling: Finesse Fighter II , Unarmored Training. Expert Faint, Fast Faint(Bonus from talent).
Rogue Weapon Training blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip.
Unarmored Training You gain +3 to AC when unarmored, +1 for each 3 ranks in acrobatics you have when not wearing armor and at maximum at heavy load or when helpless or immobilized. It applies to touch attacks, does not stack with similar abilities. It is lost when shapeshifting with the exception of blank form.
Finesse Fighter I& II you can use dex instead of strength when attacking with a light weapon (including natural weapons) and you can add half of your BAB to damages (3)
Martial Focus You can spend martial focus to roll 13 on a fortitude or reflex saving throw. You can use a total defence action to regain it.
Fencing Sphere You get +5 ranks in bluff for talent in the sphere (max hd), you can make an attack action or attack of opportunity against a target you are flanking, is flat footed or has lost dexterity to AC to deal +1d6 precision damages (+1d6 for each 5 points of BAB) for a total of 2d6. Fast Feint: you can feint as a move action. Expert Feint: when you feint successfully the target loses the dex bonus to AC until your next turn.
Scoundrel Sphere You gain 5 ranks in sleight of hand and 5 for each talent, you can use Dexterity instead of strength when using steal or dirty tricks combat maneuver.You can make a melee touch attack as a swift action to make a target battered (-2 to CMD and can’t make attacks of opportunity against combat maneuvers, can be removed by taking a total defense action) for 1 rd and give it a -2 penality to perception checks.

Traits, Theme, Feats:

Reactionary +2 initiative
Gift of Magic (Alteration) +2 to caster level with the alteration sphere.
Docker: you are a bit of a bohemian artist and rabble rouser. It opens up the Docker Jank Feat that allows allies with to use aid another once each combat with a swift action granting a +1 bonus to ac or to the next attack. More than an artist I imagine him as the bohemien leader of a troupe of thieves.
Extra Magic Talent x3: Gain 3 extra magic talents.
Extra Combat Talent: +1 combat talent
Shapeshifting Disguise: when you use shapeshifting to change shape it lasts until you shapeshift again (+10 bonus to disguise checks).


Magic and Combat Gear: Cloack of Resistence +2 (4000), Bracer of Armor +2 (4000), Handy Haversack (1000), Amulet of Mighty Fists +1 (4000), Ring of Protection +1 (2000) Headband of Alluring Charisma +4 (8000), Belt of Physical Might +2 (10.000), Googles of Magic Sight (1200), Sleeves of Many Garments (250), Traveler Any Tool (250), +1 Short Bow (2370), Masterwork Sword Cane (345). 3 Potions of Invisibility (900), 2x Potions of Protection from Evil (100) 40 common arrows (2gp) 1.743 gold.

Mundane Gear: Outifit, Noble (75) , Traveler Clothing 1 , crowbar (2) grappling hook (1) 50-foot silk rope (10) 3x chalk (3cp) caltrops (1), 5 different Signet Rings of various houses and corporations (25g), Soap(5sp), Steel Mirror (10gp), 30 sheets of parchment (6), Disguise Kit (50gp), Kit Forger (200gp), Kit (bard 41 gp), (most of the gear tend to be hidden when on missions).
He probably also has a few forged documents corroborating his current occupation as a gnoll weapon merchant of a minor house there to see the Bruse.

hit points: 8d8 ⇒ (7, 7, 2, 2, 6, 4, 5, 1) = 34 A bit meh, oh well I guess I’l have to shill out for an extra + constitution item...

HP rolls: 8 + 8d8 ⇒ 8 + (2, 7, 7, 1, 5, 7, 8, 5) = 50

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