
GM Miskatonic |

@ Bane88: Feel free to build a character to your tastes within the guidelines. Please note the posts thus far and any adhoc changes made to said guidelines. Be aware that there is almost a full first party but a second is sure to form at this rate. As far a filling two roles, all party members technically fill more than one but each member must designate their primary, essentially the one they were chosen for. Your role is there to help guide decisions when the party's under duress(i.e. a healer heals the wounded, a tank protects the party to the best of their ability, and a DPS runs interference and murder-death-kills).

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I'm almost finished with my cleric/paladin of Shelyn. (you have no idea how close I come to making him a cleric/barbarian (with the Urban & Invulnerable Rager archetypes).) just two questions before I finish.
Do I need to give up one of my pluses or something to make my armour mithral?
Can anyone explain or link me to an explanation of the adventurer/background skills? I don't think I have the book that's from.
I'll make an alias once I come up with a name for him.

GM Miskatonic |

A bizarre circumstance oftens leads to strange discoveries. The occasional giantess' will bed a human male and later give birth to the rare half-giant.
Slighter in size than true giants, brushing a maximum of 7-8ft tall, these human-giant offspring are incredibly strong and each takes on a set of traits inherited from their mother.
Though they end up fairly tall, other giants often view half-giants as abominations, many tribes and individuals actively hunting a killing a half-giant nearby. This tendency has forced the often single-minded giantess mothers to resort to leaving their young on the doorsteps of humans for the relative safety in human culture.
Type: Humanoid(Giant & Human)
Size: Medium
Speed: 20ft
Ability Scores: +4 Strength, +2 Constitution, -2 Dexterity, and -2 Charisma. Half-giants are remarkably strong and tough but lack grace and frighten most folk with their size.
Languages: Half-giants begin play with Common and Giant and those with high Intelligence Scores may choose from Dwarven, Gnome, Orc, Goblin, Draconic, Elven, or Halfling.
Imposing Physique: Half-giants are physically massive and may use large weapons and armor without penalty and treat their unarmed strikes as one sige category larger. This great size also grants them an impressive ability to frighten foes and they gain Intimidating Prowess as a bonus feat.
Mother's Gift: As all half-giants are created from the union of a male human and a giantess, they gain a peculiar adaptation derived from their mother's genes. Upon creating a half-giant character choose one of the following bloodlines.
Subterranean Bloodline: Your mother was a cave giantess granting a +2 Dodge bonus and a +4 Stealth bonus when underground and a +1 Natural Armor bonus and a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Marshland Bloodline: Your mother was a marsh giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in swamps and a +1 Natural Armor bonus and 5 Acid Resistance.
Woodland Bloodline: Your mother was a forest giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in coniferous or deciduous forests and a +2 Natural Armor bonus.
Tundra Bloodline: Your mother was a frost giantess granting a +2 Dodge bonus and a +4 Stealth bonus when on ice, glaciers, or tundra and a +1 Natural Armor bonus and a 5 Cold Resistance.
Mountain Bloodline: Your mother was a hill or cliff giantess granting a +2 Dodge bonus and a +4 Stealth bonus when on mountains or hills and a +1 Natural Armor bonus and a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Tropical Bloodline: Your mother was a jungle giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in a jungle and a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Aquatic Bloodline: Your mother was a river or sea giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in water and have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Desert Bloodline: Your mother was a sand or desert giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in a desert and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Tempest Bloodline: Your mother was a storm giantess granting a +2 Dodge bonus and a +4 Stealth bonus when on plains and 5 Electricity Resistance and are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Here's the Half-giant, next is the Ratling.

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Ok this is the build, did you want a backstory by tonight as well?
Kunfahliil CG
Two weapon warrior/cleric of air and animals/ 9
Int +6 Senses perception 18
Resist electricity 10
========================================================================
Defense
========================================================================
AC 27, touch 16, flat-footed 23(+4 dex, +9 armor, +2 deflection, +2 natural ) +2 when full attack
hp 77((1d8))
Fort +10, Ref +10, Will +13,
========================================================================
Offense
========================================================================
Speed 20ft
Melee +4 longsword +20/+18/+13(1d8+9) +2 to hit and damage when full attacking
Melee mk shortsword +15/+13/+8 (1d6+3) +2 to hit and damage when full attacking
Melee
Ranged
Special Attacks channel energy 5d6 7/day
========================================================================
Statistics
========================================================================
Str 16, Dex 20, Con 12, Int 10, Wis 21, Cha 15,
Base Atk +9;
CMB +11
CMD 25
Feats two weapon fighting, weapon finesse, Toughness, skill focus(Intimidate), weapons focus(longsword), selective channel, weapon specialization(longsword) improved two weapon fighting, hammer the gap, greater weapons focus, extra channel,
Skills survival +17, knowledge nature 14, handle animal +13, intimidate +12, linguistics +1, perception +9, sense motive +13,
Traitssavage, reactionary, hard to kill
Racial Traits
Languages Common, dragonic. Under common
Combat Gear trail rations (10 days)
Other Gear +4 longsword, shortsword,+4 kikko, battle injecter, +2 ring of protection, ring of feather falling, +2 belt of physical might, robe of blending, unfettered shirt, Goggles of Elvinkind boots of levitation, gloves of storing, veil of fleeting glances, +2 headband of mental prowess, +2 amulet of natural armor, +3 cloak of resistance, handy haversack
========================================================================
Special Abilities
========================================================================
Air Domain
Granted Powers
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp):
As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex):
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells
1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).
Speak with Animals (Sp):
You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex):
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells
1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Defensive Flurry (Ex)
At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.
Twin Blades (Ex)
At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.
Doublestrike (Ex)
At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.
0 level
Create water
Detect Magic
Stabilize
Purify food and drink
1 level 5/day
Air bubble
Remove fear
Remove sickness
Sheild of faith
Obscuring mist
Calm animals
2 Level 5/day
Bulls strength
Endure elements communal
Owl's Wisdom
Ironskin
Wind wall
Hold animal
3 level 4/day
Dispel magic
Greater stunning barrier
Share language communal
Gaseous form
Dominate animal
4 level
Blessing of fervor
Freedom of movement
air walk
Summon nature's ally 4
5 level
True sight
Control winds
Beast shape 3

GM Miskatonic |

@ TurtSnacko: I take it you're human? And for the moment no rush on the back story.
So that everyone can start one, I'll throw you all your 'plot glue': After a few years of freelance adventuring a mysterious scroll appears in your belongings. It reads: 'Keep this with you.'
The writing is very geometric and seems to flicker on the single piece of thick vellum. A very specific set of coordinates in the grimier parts of Absalom to a place called: The Odeon of Reflection is scrawled in black ink, and the letter is signed S., the solitary letter seeming to shift in and out of existence.

GM Miskatonic |

A strange race not truly a race of its own, Ratlings are born not of mothers but of magic.
A rare magical ailment known as the Curse of Wormtail, is a latent genetic condition first contracted by shapeshifting mages from simpler times.
The offspring of these unfortunate wizard's carry the gene and risk activating it or having it activated by any of a number of methods, all dealing with magic.
Though superficially similar to Ratfolk, Ratlings are markedly less animalistic than Ratfolk, favoring intellectual pursuits and having a frightening effect on nearby animal life.
Type: Humanoid (Ratfolk/Human)
Size: Small
Speed: 20ft
Ability Scores: +2 Dexterity, +2 Intelligence, and -2 Strength. Ratlings are largely identical to Ratfolk physically and mentally, at least at first glance.
Language: Ratlings begin play with Common and Draconic and those with high Intelligence Scores may choose from Aklo, Dwarven, Gnome, Goblin, Halfling, Orc, and Undercommon.
Arcane Adept: Ratlings, being exclusively magical in nature have +2 to Knowledge(arcana), +2 to Spellcraft, +2 to Use Magic Device, and a +2 to concentration to cast Spells defensively.
Curse of Wormtail: Their eternal curse, the Wormtail grants Ratlings +2 to their Will saves and they take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal. Ratlings put most animals on edge, the effect a frightening reminder of their unnatural origins.
Here are Ratlings, was tricky. Hope you like 'em.

GM Miskatonic |

GM Miskatonic wrote:
@ ThePuppyTurtle & Yolollama: I have the races done, just need to post 'em.Yyeeeesssss.
Also a quick question. Does my enhancement bonus for my hair apply to my grapple attempts? Here is a relevant link.
FAQ
It gives the opportunity for GMs to rule in exceptions.
You'd be grappling with your hair, right? So, of course it would count towards grappling :P

The Dragon |

So is this first come first serve on the slots or is this a closed recruitment? Cause I have an idea for a four armed gunslinger/alchemist that is pretty badass. Gestalting the two just makes it so much cheesier.
Everytime I see that build, I can't help but wonder, don't you run out of bombs far too quickly?

GM Miskatonic |

TANK #1: Yolollama(White Haired Witch/Flowing Monk of the Sacred Mountain)
TANK #2: The Dragon(Daring Champion/Magus)
HEALER #1: sable(cleric/?)
HEALER #2: TurtSnacko(Two Weapon Fighter/Cleric?)
CASTER DPS: ThePuppyTurtle(Wizard/Monk)
ROGUE DPS: Benedict deBornezan(Rogue/?)
MISC DPS: Kejak(Zen Archer/Weapon Master?)
Any question marks are pointing out items I need better clarification with or am simply waiting for confirmation on. This will be the first group. I'll see if we can get more for a second group by this Sunday, the 1st of November which should now be considered intro day if all goes well.
I'll begin setting up the Campaign material soon.

GM Miskatonic |

So is this first come first serve on the slots or is this a closed recruitment? Cause I have an idea for a four armed gunslinger/alchemist that is pretty badass. Gestalting the two just makes it so much cheesier.
The first group is full but a second is planned on, would you like to be a part of the second?

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** spoiler omitted **
Here are Ratlings, was tricky. Hope you like 'em.
Serviceable. There are only 2 changes I might request:
1: Maybe a few more languages?
2: Perhaps the Curse of the Wormtail trait could have an exception for rodents, whose opinion would instead be enhanced by rodent empathy? I only ask because I actually think it would do more to justify the prejudice of others and would also feed into Skizzit's bond with his rat familiar.
I thank you for being even as accommodating as you have been.
On an unrelated note, here is some information about Skizzit's magic:
1: He has Evocation as his arcane school. His opposition schools are abjuration and divination.
2: His arcane bond is with his pet rat and familiar "Squeek."
3: Here is the contents of his spell book, excepting cantrips outside of his opposition skills which he knows automatically.
0th Level
Detect Magic
(Noted because, as this spell is in his opposition school, he had to specifically opt to learn it.)
1st Level
Burning Hands
Magic Missile
Ray of Enfeeblement
Shocking Grasp
Disguise Self
Reduce Person
Mage Armor
Enlarge Person
Color Spray
2ed Level
Scorching Ray
Flaming Sphere
Blindness/Deafness
Invisibility
3ed Level
Fireball
Lightning Bolt
Major Image
4th Level
Fire Shield
Ice Storm
Shout
Wall of Fire
5th Level
Cone of Cold
Permanency
On a typical day, he prepares the following set of spells:
0: Flare, Light, Ray of Frost, Mage Hand
1: Burning Hands x3, Magic Missile, Enlarge Person, Ray of Enfeeblement, Mage Armor
2: Scorching Ray x2, Blindness/Deafness x3, Flaming Sphere
3: Fireball x4, Lightning Bolt
4: Ice Storm x2, Empowered Fireball x2 (This is a level lower due to Skizzit's Magical Lineage Trait)
5: Cone of Cold x3
He will generally only prepare the other spells if he specifically expects to use them.

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@ The PuppyTurtle: How bout Celestial, Infernal and Abyssal as additional bonus languages. The vermin change sounds fine. I think every creation has a place and why not in my campaign :). Magic is looking good.
Sure, and maybe ratfolk? It'd be kinda awkward if he met the only thing that looked like him and couldn't speak their language.

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A few more notes on my character, then I'll make the alias:
He is intended to be a party face. His "Orator" feat allows him to make Linguistics checks in place of Bluff, Diplomacy and Intimidate. Since he has a +20 to Linguistics, and will have +24 when he gains his next level... yeah. We're going to have a ridiculous situation where even rolling a 1, he gets a 25 and therefore succeeds most checks. (If it makes anyone feel any better, I had to take 2 feats to get this. Skill Focus: Linguistics as a prerequisite and the Orator feat itself.)

GM Miskatonic |

@ ThePuppyTurtle: Ratfolk speak common primarily due to their constant interaction with humans I believe.Featured Races
@ Jimbus340: Will you be a tank or DPS?
@ Benedict deBornezan: We are doing a Martial Gestalt, the first post and a number of subsequent posts list the available Martial options for half your gestalt. You get one Magic Item per Wondrous Item Slot and 2 rings, all of which must each cost 10,000gp or less. The weapons and armor options are unchanged and in the first post as well.
@ ThePuppyTurtle: Nice, man, smoothtalking will go a long way at certain points.
Alright, I'm going to get some sleep. Just giving everyone a heads up.
These are the potentials for Group Two so far.
TANK #1:
TANK #2:
HEALER #1: Bane88(Inquisitor/Oracle or Cleric?)
HEALER #2:
CASTER DPS:
ROGUE DPS:
MISC DPS: Jimbus340(Bladebound/Fighter?)
Gonna crash now, thank you all for keeping with it. I'll check in when I wake up.

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@ ThePuppyTurtle: Ratfolk speak common primarily due to their constant interaction with humans I believe.Featured Races
@ Jimbus340: Will you be a tank or DPS?
@ Benedict deBornezan: We are doing a Martial Gestalt, the first post and a number of subsequent posts list the available Martial options for half your gestalt. You get one Magic Item per Wondrous Item Slot and 2 rings, all of which must each cost 10,000gp or less. The weapons and armor options are unchanged and in the first post as well.
@ ThePuppyTurtle: Nice, man, smoothtalking will go a long way at certain points.
Alright, I'm going to get some sleep. Just giving everyone a heads up.
These are the potentials for Group Two so far.
** spoiler omitted **
Gonna crash now, thank you all for keeping with it. I'll check in when I wake up.
There is a language called "Ratfolk."
Also, apparently ratling is the name of a monster so that's just something we might think about. No special urgency to it. Perhaps "Muroid" (murine means having to do with rats, mice, or the like) would be good?

Fury of the Tempest |

I'll like to grab Tank 1 for Group 2. Going to be playing a Paladin || Sorcerer/Dragon's Disciple. I do wonder if I can extend the duration of the Sorcerer's Claws however (maybe make them permanent?), because I intend to fight with claws and fangs instead of a sword or shield or anything.
Oh and I do have another question. Why is the martial gestalt limited to Fighter, Barbarian, Paladin, Cavalier, and Magus? Why aren't the Ranger and Monk allowed, when their martial classes? I admit, I'm mainly just curious, as whilst a one level dip in Master of Many Styles might help me with the feats I want for my build, its not necessary at all.

Benedict deBornezan |

I'm done. All I have to do is a few more feats, some toning and some equipment and I'm good
STR: 15 +2
DEX: 14 +2
CON: 18 +3
INT: 14 +2
WIS: 11 +0
CHA: 15 +2
Human
Rogue
Offense
Init: +2
BAB: +6/+1
Melee Attack Bonus: +8/+3 (+6/+1 +2 STR)
Ranged Attack Bonus: +8/+3 (+6/+1 +2 DEX)
CMB: +8/+3 (+6/+1 +2 STR)
Defense
AC: 19 (20 when dodging) [10 + 2 (DEX) +6 (Armor)]
Saves
FORT: +8 (+3 CON, +3 base)
REF: +8 (+2 DEX, +6 base)
WILL: +3 (+5 vs. Fear) (+0 WIS, +3 base)
CMD: +23/+18 (10 + 2 STR, +2 DEX, +9/+4 base)
Speed: 30 ft.
Hit die: d10 (+2 CON)
HP: 108
Equipment
Weapons
Rapier (Masterwork) +16/+11 1d6 + 3 18-20/x2 Piercing
Light Crossbow +13/+8 1d8 + 1 19-20/x2 Piercing
Armor + Shields
Chain shirt +4 AC +6 DEX -0 Penalty 20% 30 ft. 25 lbs.
Masterwork Buckler +1 -0 5 lbs.
Other
Backpack
Bedroll
Signet Ring
20 days trail rations
Bottle of Ale
Mug
Medallion w/ deBornezan family crest
Tear away clothes w/ Explorer's Outfir underneath
Patchwork cloak
Hooded Lantern
8 things of oil
Soap (2)
Battle Injector
Masterwork Artisan's Tools
Handy Haversack
Special abilities
Sneak attack +5d6
Trapfinding +4
Trap sense +3
Evasion (no damage on successful save)
Uncanny Dodge (can't be caught flat-footed, can't lose DEX bonus if attacker is invisible)
Weapon Training (Light Swords + Crossbows)
Armor Training
Bonus Feats
Bravery +2
Rogue Talents
1. Weapon Training (Rapier)
2. Rogue Crawl (Move at half speed when prone)
3. Fast Pick (Pick locks as a standard action)
4. Expert Leaper (Always considered to have a running start when jumping, DC 15 Acrobatics can ignore first 20 ft. instead of first 10 ft.)
Skills
Acrobatics +17 (+2 DEX, 15 ranks)
Appraise +2
Bluff +19 (+2 CHA, 10 ranks, Skill Focus +3, +1 Trait bonus)
Climb +10 (+2 STR, 8 ranks)
Craft +2
Diplomacy +14 (+2 CHA, 12 ranks)
Disable Device +2
Disguise +2
Escape Artist +2
Fly +2
Handle Animal +2 (Untrained)
Heal +0
Intimidate +6 (+2 CHA, 4 ranks)
Knowledge (arcana) +2 (Untrained)
Knowledge (dungeoneering) +10 (+2 INT, 8 ranks)
Knowledge (engineering) +2 (Untrained)
Knowledge (geography) +2 (Untrained)
Knowledge (history) +2 (Untrained)
Knowledge (local) +9 (+2 INT, 6 ranks, +1 Trait bonus)
Knowledge (nature) +2 (Untrained)
Knowledge (nobility) +2 (Untrained)
Knowledge (planes) +2 (Untrained)
Knowledge (religion) +2 (Untrained)
Linguistics +2
Perception +0
Perform +2
Profession +0
Ride +2
Sense Motive +11 (+0 WIS, 11 ranks)
Sleight of Hand +14 (+2 DEX, 12 ranks)
Spellcraft +2 (Untrained)
Stealth +10 (+2 DEX, 8 ranks)
Survival +0
Swim +2
Use Magic Device +2
Feats
Weapon Focus (Rapier) (Weapon Training Rogue Talent)
Skill Focus (Bluff)
Weapon Focus (Crossbow)
Point Blank Shot
Precise shot
Dodge
Power Attack (+2/-2)
Traits
Witty Repartee
Civilized
Fencer (+1 AoO)
Background
Benedict was the rich kid. He grew up in the largest city. He went to school and was always pressured to go to university. That was until his family lost everything due to debt. He quit his job (the local locksmith) and started supporting his mother, father, three brothers, and two sisters. Unfortunately, this was by stealing. He eventually got caught one day and got sent down town. A representative from the local thieve's guild bailed him out and promised to help him hone his skills as a robber. In his time at the guild, Benedict also realized that he belonged somewhere else. Now, he is a vagabond, still looking for treasure to support his family, now including his wife and child
Personality
Benedict steals, but his heart is in the right place. He never kills innocents if he can help it, but doesn't object to putting people in their place. He doesn't like to get too dirty either and always bathes; he still remembers when everything was clean and cozy. He also has mild arachnophobia.
"Yes" *finishes test, only to find there's a back*

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ok, i think i'm ready
Rolden Govert (Human (Taldan) Cleric/Pal of Shelyn) LG
Lvl: 9
Str: 12 (+1) / 14 (+2)
Dex: 14 (+2) / 16 (+3)
Con: 13 (+1)
Int: 10 (+0)
Wis: 18 (+4) / 20 (+5)
Cha: 20 (+5) / 22 (+6)
BAB: +9/+4
HP: 99
Fort: +13
Ref: +12
Will: +17
CMB: +11
CMD: 27 (flat 23)
AC: 25 (flat 21, touch 16)
Init: +3
Adventure Skills: Diplomacy (Cha) +20, Heal (Wis) +9, Know (Arcana) (Int) +4, Know (Planes) (Int) +6, Know (Religion) (Int) +14, Sense Motive (Wis) +22, Spellcraft (Int) +9
Background Skills: Artistry (Mustical Composition) (Int) +6, Perform (Oratory) (Cha) +19, Perform (Sing) (Cha) +19
Domains: Air & Good
Aura of Good
Channel Energy (9/day; 5d6; DC20)
Deity's Favored Weapon: Glaive
Lightning Arc (9/day; 1 foe, 30'ranged touch, 1d6+4)
Touch of Good (9/day; +4 sacred to attack, skill, ability check and saves for 1rd)
Electricity Resist 10
Holy Lance (1/day; 4rd)
Detect Evil (at will)
Smite Evil (3/day; +6 to hit, +9 dmg, +6 deflect)
Divine Grace
Lay On Hands (10/day; 4d6)
Aura of Courage
Divine Health
Mercy (Sickened, Diseased, Poisoned)
Divine Bond (Weapon) (2/day, 9min, +2)
Aura of Resolve
Cleric Spells: CL9, concen +18; 5/6+1/5+1/4+1/3+1/2+1
0th: Detect Magic, Guidance, Light, Mending, Read Magic
1st: Bane, Bless, Entropic Shield, Divine Favor, Remove Fear, Ghostbane Dirge, *Protection from Evil
2nd: Remove Paralysis, Resist Energy, Lesser Restoration, Spiritual Weapon, Spear of Purity, *Align Weapon (Good)
3rd: Symbol of Healing, Invisibility Purge, Prayer, Searing Light,
*Magic Circle Against Evil
4th: Freedom of Movement, Order's Wrath (DC 20), Blessing of Fervor, *Holy Smite (DC 20)
5th: Break Enchantment, Flame Strike (DC 21), *Dispel Evil
*domain spell
Paladin Spells: CL8, concen +17; 4/2
1st: Bless Weapon, Cure Lt Wounds, Divine Favor, Veil of Positive Energy
2nd: Aura of Greater Courage, Widen Auras
Traits: Armour Expert, Magical Knack (Paladin), Intense Artist (Oratory & Sing)
Feats: Dodge, Improved Channel, Point-Blank Shot, Precise Shot, Selective Channeling, Spell Focus (Evocation)
(+11/+6) +2 holy glaive (1d10S+2+2d6vsEvil; x3)
(+12/+7) MW Revolver (1d8P&B; x4; 20'; Misfire: 1; 6rd)
+3 Deathless Mithral Breastplate (+9 armour; +5 MaxDex)
Amulet of Bullet Protection +2
Ring of Proctection +2
Belt of Physical Might +2 (Str & Dex)
Cassock of the Clergy (holy symbol, bless & sanctuary (1/day each), +1 orison)
Tunic of Careful Casting (+2 Concentration)
Inquisitor's Monocle (2/day, Zone of Truth; +5 comp Sense Motive)
Tremor Boots (Tremorsense 20')
Shadow Falconer's Glove (1/day; disarm/ steal, 30', CMB +16)
Circlet of Persuasion (+3 comp Cha based checks)
Headbead of Mental Prowess +2 (Wis & Cha)
Spellguard Bracers (+2 Concentration cast defensively)
Ring of Curing (healing subschool spells lvl max +2)
i'll setup the alias later tonight when i have some time

Benedict deBornezan |

Alright, here it is. The Final Product: *drum roll*
Benedict deBornezan
Human
Rogue 7 / Fighter 2
Male
Medium
Age 29
Neutral Good
Deity: Sivanah
Languages: Common
STR: 15 +2
DEX: 14 +2
CON: 18 +3
INT: 14 +2
WIS: 11 +0
CHA: 15 +2
Human
Rogue
Fighter
Offense
Init: +2
BAB: +5
Melee Attack Bonus: +7 (+5 base, +2 STR)
Ranged Attack Bonus: +7 (+5, +2 DEX)
CMB: +7 (+5 +2 STR)
Defense
AC: 19 (20 when dodging) [10 + 2 (DEX) +6 (Armor)]
Saves
FORT: +5 (+3 CON, +2 base)
REF: +7 (+2 DEX, +5 base)
WILL: +2 (+3 vs. Fear) (+0 WIS, +2 base)
CMD: 19 (10 + 2 STR, +2 DEX, +5 base)
Speed: 30 ft.
Hit die: d10 (+2 CON)
HP: 108
Equipment
Weapons
Rapier (Masterwork) +9 1d6 + 2 18-20/x2 Piercing
Light Crossbow +8 1d8 19-20/x2 Piercing
Daggers (4) 1d4 19-20/×2 10 ft. 4 lb.
Armor + Shields
Chain shirt +4 AC +4 DEX -2 Penalty 20% 30 ft. 25 lbs.
Masterwork Buckler +1 -0 5 lbs.
Other
Backpack
Bedroll
Signet Ring
20 days trail rations
Bottle of Ale
Mug
Medallion w/ deBornezan family crest
Tear away clothes w/ Explorer's Outfir underneath
Patchwork cloak
Hooded Lantern
8 things of oil
Soap (2)
Battle Injector
Masterwork Artisan's Tools
Handy Haversack
2 flasks of Alchemist's Fire
1 tanglefoot bag
Special abilities
Sneak attack +5d6
Trapfinding +4
Trap sense +2
Evasion (no damage on successful save)
Uncanny Dodge (can't be caught flat-footed, can't lose DEX bonus if attacker is invisible)
Bonus Feats
Bravery +1
Rogue Talents
1. Weapon Training (Rapier)
2. Fast Pick (Pick locks as a standard action)
3. Expert Leaper (Always considered to have a running start when jumping, DC 15 Acrobatics can ignore first 20 ft. instead of first 10 ft.)
Skills
Acrobatics +17 (+2 DEX, 15 ranks)
Appraise +2
Bluff +19 (+2 CHA, 10 ranks, Skill Focus +3, +1 Trait bonus)
Climb +10 (+2 STR, 8 ranks)
Craft +2
Diplomacy +14 (+2 CHA, 12 ranks)
Disable Device +2
Disguise +2
Escape Artist +2
Fly +2
Handle Animal +2 (Untrained)
Heal +0
Intimidate +6 (+2 CHA, 4 ranks)
Knowledge (arcana) +2 (Untrained)
Knowledge (dungeoneering) +10 (+2 INT, 8 ranks)
Knowledge (engineering) +2 (Untrained)
Knowledge (geography) +2 (Untrained)
Knowledge (history) +2 (Untrained)
Knowledge (local) +9 (+2 INT, 6 ranks, +1 Trait bonus)
Knowledge (nature) +2 (Untrained)
Knowledge (nobility) +2 (Untrained)
Knowledge (planes) +2 (Untrained)
Knowledge (religion) +2 (Untrained)
Linguistics +2
Perception +0
Perform +2
Profession +0
Ride +2
Sense Motive +11 (+0 WIS, 11 ranks)
Sleight of Hand +14 (+2 DEX, 12 ranks)
Spellcraft +2 (Untrained)
Stealth +8 (+2 DEX, 8 ranks, -2 AC)
Survival +0
Swim +2
Use Magic Device +2
Feats
Weapon Focus (Rapier) (Weapon Training Rogue Talent)
Skill Focus (Bluff)
Weapon Focus (Crossbow)
Point Blank Shot
Precise shot
Dodge
Power Attack (+2/-2)
Combat Reflexes (2 AoO's)
Traits
Witty Repartee
Civilized
Fencer (+1 AoO)
Background
Benedict was the rich kid. He grew up in the largest city. He went to school and was always pressured to go to university. That was until his family lost everything due to debt. He quit his job (the local locksmith) and started supporting his mother, father, three brothers, and two sisters. Unfortunately, this was by stealing. He eventually got caught one day and got sent down town. A representative from the local thieve's guild bailed him out and promised to help him hone his skills as a robber. In his time at the guild, Benedict also realized that he belonged somewhere else. Now, he is a vagabond, still looking for treasure to support his family, now including his wife and child
Personality
Benedict steals, but his heart is in the right place. He never kills innocents if he can help it, but doesn't object to putting people in their place. He doesn't like to get too dirty either and always bathes; he still remembers when everything was clean and cozy. He also has mild arachnophobia.

Zayne Iwatani |

Zayne Iwatani wrote:So is this first come first serve on the slots or is this a closed recruitment? Cause I have an idea for a four armed gunslinger/alchemist that is pretty badass. Gestalting the two just makes it so much cheesier.Everytime I see that build, I can't help but wonder, don't you run out of bombs far too quickly?
You mean bullets? Cause he shoots bullets. A lot of bullets. Alchemist would be vivisectionist.
Zayne Iwatani wrote:So is this first come first serve on the slots or is this a closed recruitment? Cause I have an idea for a four armed gunslinger/alchemist that is pretty badass. Gestalting the two just makes it so much cheesier.The first group is full but a second is planned on, would you like to be a part of the second?
I can't imagine saying no. But I won't even be able to get started until tomorrow. But if this is gestalt then it will be a gunslinger/alchemist. If not, still gunslinger/alchemist but less, but not really, powerful. Can I split the +1 enchantment and special ability between two weapons? Is it level 9 now?

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Just getting up, everybody, lol. I'll process what I can as I slowly congeal back into the world of the waking.
All questions shall be answered, I apologize for the wait.
Holy crap you were gone for less than 6 hours. There's no way getting that little sleep is good for you, man.

GM Miskatonic |

@ Skizzit: Muroid is perfect for the name, like the etymology there. You can have Ratfolk as a secret language derived from common and undercommon. Only Muroids, Ratfolk, and a select few others know it.
@ Fury of the Tempest: Your Paladin/Dragon Disciple sounds good. Please read through the posts thus far for the addendum to the initial character creation guidelines, your latter questions about rangers and such answered therein. Also, I would like to keep the initial gestalt to two classes for now with a slim possibility of attaining prestige classes, which everyone will have to request at least one level early for story purposes(no spontaneous prestige).
@ The Dragon: Almost every Favored terrain is viable at some point, urban being the only one least likely to play a heavy role.
@ sable: Lookin good.
@ Zayne Iwatani: Yes, we're doing a special gestalt, everyone needs a Martial half, a Gun Tank gunslinger archetype would qualify your build for this, otherwise you'd need a Martial class as outlined in the creation guidelines and throughout subsequent posts. As far as splitting your enhancements for your weapon, down the middle: +1 general & +1 enchantment for each. I'll put you down as Misc DPS and bump Jimbus to Caster DPS. May have a healer for Group 2 already as well.
The second group is almost full, just a few slots left. After it fills recruitment will close.
Tank #1: The Fury of the Tempest(Paladin/Dragon Disciple)
Tank #2:
Healer #1: One in the works...
Healer #2:
Caster DPS: Jimbus(Magus?/Sorcerer?)
Rogue DPS:
Misc DPS: Zayne Iwatani(Gunslinger?/Vivisectionist?)

GM Miskatonic |

Here's the link for Group #1's Campaign, Group #2 starts in much the same way.
The mentioned information will be input soon. Take the time to finish building your characters, backstory and all. Only post 'Dots' in Discussion, please. Sunday is the rough deadline for your intro posts, Group #1, looking forward to your posts :)

GM Miskatonic |

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@ GM Miskatonic So I love the Half-Giant race. The detail is great and the mothers gift options are super nifty, but I'm conflicted. My build leans more toward dex based and I've dumped strength (as much as character creation guidelines allow) and those two +2 for humans is looking might sweet. My original draw towards half giant was the aspect of Powerful Build that allowed me to act as a size cat larger for maneuvers. Thoughts?

GM Miskatonic |

A bizarre circumstance oftens leads to strange discoveries. The occasional giantess' will bed a human male and later give birth to the rare half-giant.
Slighter in size than true giants, brushing a maximum of 7-8ft tall, these human-giant offspring are incredibly strong and each takes on a set of traits inherited from their mother.
Though they end up fairly tall, other giants often view half-giants as abominations, many tribes and individuals actively hunting a killing a half-giant nearby. This tendency has forced the often single-minded giantess mothers to resort to leaving their young on the doorsteps of humans for the relative safety in human culture.
Type: Humanoid(Giant & Human)
Size: Medium
Speed: 20ft
Ability Scores: +4 Strength, +2 Constitution, -2 Dexterity, and -2 Charisma. Half-giants are remarkably strong and tough but lack grace and frighten most folk with their size.
Languages: Half-giants begin play with Common and Giant and those with high Intelligence Scores may choose from Dwarven, Gnome, Orc, Goblin, Draconic, Elven, or Halfling.
Imposing Physique: Half-giants are physically massive and may use large weapons and armor without penalty and treat their unarmed strikes and CMB as if they are one size category larger. This great size also grants them an impressive ability to frighten foes and they gain Intimidating Prowess as a bonus feat.
Mother's Gift: As all half-giants are created from the union of a male human and a giantess, they gain a peculiar adaptation derived from their mother's genes. Upon creating a half-giant character choose one of the following bloodlines.
Subterranean Bloodline: Your mother was a cave giantess granting a +2 Dodge bonus and a +4 Stealth bonus when underground and a +1 Natural Armor bonus and a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Marshland Bloodline: Your mother was a marsh giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in swamps and a +1 Natural Armor bonus and 5 Acid Resistance.
Woodland Bloodline: Your mother was a forest giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in coniferous or deciduous forests and a +2 Natural Armor bonus.
Tundra Bloodline: Your mother was a frost giantess granting a +2 Dodge bonus and a +4 Stealth bonus when on ice, glaciers, or tundra and a +1 Natural Armor bonus and a 5 Cold Resistance.
Mountain Bloodline: Your mother was a hill or cliff giantess granting a +2 Dodge bonus and a +4 Stealth bonus when on mountains or hills and a +1 Natural Armor bonus with a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Tropical Bloodline: Your mother was a jungle giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in a jungle and a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Aquatic Bloodline: Your mother was a river or sea giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in water and you have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Desert Bloodline: Your mother was a sand or desert giantess granting a +2 Dodge bonus and a +4 Stealth bonus when in a desert and you receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Tempest Bloodline: Your mother was a storm giantess granting a +2 Dodge bonus and a +4 Stealth bonus when on plains and 5 Electricity Resistance and you are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
A strange race not truly a race of its own, Ratlings are born not of mothers but of magic.
A rare magical ailment known as the Curse of Wormtail, is a latent genetic condition first contracted by shapeshifting mages from simpler times.
The offspring of these unfortunate wizard's carry the gene and risk activating it or having it activated by any of a number of methods, all dealing with magic.
Though superficially similar to Ratfolk, Ratlings are markedly less animalistic than Ratfolk, favoring intellectual pursuits and having a frightening effect on nearby animal life.
Type: Humanoid (Ratfolk & Human)
Size: Small
Speed: 20ft
Sensory Enhancements: Darkvision 60ft
Ability Scores: +2 Dexterity, +2 Intelligence, and -2 Strength. Muroids are largely identical to Ratfolk physically and mentally, at least at first glance.
Language: Muroids begin play with Common and Warrenspeak(a secret language) and those with high Intelligence Scores may choose from Abyssal, Aklo, Celestial, Draconic, Dwarven, Gnome, Goblin, Halfling, Infernal, Orc, and Undercommon.
Arcane Adept: Muroids, being exclusively magical in nature have +2 to Knowledge(arcana), +2 to Spellcraft, +2 to Use Magic Device, and a +2 to concentration to cast Spells defensively.
Curse of Wormtail: Their curse and yet so much more, the Curse of Wormtail grants Muroids +2 to their Will saves due to their dual-minded existence and they take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type with a +4 bonus to affect creatures of the vermin type, and receive a +4 dodge bonus to AC against all animals. All non-vermin animals' starting attitude toward Muroids are one step worse than normal while vermin start one step better than normal. Ratlings put most animals on edge, the effect a frightening reminder of their unnatural origins, while creepy-crawlies like rats and centipedes adore Muroids, often much to their dismay.
Half-giants and Muroids with their new bells and whistles. Warrenspeak is the Ratfolk language, a guttural dialect of squeaks, chitters, and common/Undercommon, most linguists find it insufferable to translate or learn.