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Oh god, I transferred all the stuff from my PDF character sheet into a profile, and it took me nearly 3 hours to do. So much stuff! I can focus entirely on building Kei's personality and character now, though, so that's definitely a plus!
Another two questions for you, Rednal:
1) Vitalists don't get a way to deal with ability drain until level 11. I can handle regular ability damage easily, but I'm worried that we might get drained into oblivion. D: Is this going to be a problem?
2) The War Soul archetype lets me pick the Veiled Moon Mystery blade skill, which lets me use my Wis mod instead of Dex mod for Stealth, and gives me the hide in plain sight special ability. Do I need to pick a favored terrain for this ability, be within 10 ft. of shadows, or is just being in a Veiled Moon stance acceptable?
The deadly mystery of the Veiled Moon shadows the actions of these war souls, and aids them in their understanding of the discipline. While in a Veiled Moon stance, the character may choose to use his Wisdom modifier in place of his Dexterity modifier when using the Stealth skill and gains the hide in plain sight special ability. The soulknife must be at least 8th level to select this blade skill.

GM Rednal |
1) Ability Damage/Drain could very well be a problem (see: undead enemies). A wand of lesser restoration might not be a bad choice for someone in the party, nor a few ways of restoring drain - though, I hasten to add, I encourage NOT buying consumables until all characters are chosen, so players can talk between themselves and make sure they have everything they want. You can sketch out a list of what you're thinking about getting, but you don't have to spend the gold right this second.
2) You need to pick a favored terrain. Underground will be by far the most appropriate choice for this campaign, though there are also other terrains around the dungeon you can explore. Forest wouldn't be a bad secondary choice, and areas with a lot of water are also reachable, but I wouldn't select either of those before Underground.

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1) As long as we have somebody with UMD or divine spellcasting, it shouldn't be a problem, then. I can handle ability damage very handily with body purification. :)
2) The intention was definitely to choose Underground, so I'm okay with that.
And just to be clear, it seems like HeroLab may be incorrect about Focused Offense letting me get 1.5x Wis mod to my damage with my 2H mind blade. I'm going to go with your ruling (that is does) until such a time as you say otherwise. :)

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Uh oh. I just realized that I gave Kei 8 ranks in Linguistics. That means that, including Common, Tengu, and an extra language from his 12 Int, he will know nineteen languages. Help.
In better news, I have finished up the earliest draft of his background. I would like to present Iyashi Kei, the Tengu Exorcist.
It cannot be said that Kei wasn't without reasons for his behavior. As far back as he can remember, he had dreams and visions of vast interstellar landscapes. Strange gibbering creatures would whisper in his ears, distant choirs of unknown form would chant unspeakable verse from beyond the horizon, and structures, as far as the eye could see, that should have collapsed upon themselves. Everything in these dreams felt wrong to the young tengu, but the urge to know more about these places began to drive him. With the freedom to do as he pleased, Kei spent all his waking hours studying the ancient tomes of his clan. Sure enough, the tengu youth was able to find scrolls about visions of an otherworldly place. Buried deep in the knowledge of the Kei clan's secret arts, it seemed that the powers the clan exorcists wielded was attained by forging deals with forces they did not understand.
In secret, Kei began to practice those old family arts. The circumstances of his birth made him quite proficient, and allowed him to swiftly begin to grasp the innate power of his mind. Not soon after he began this training, his beloved pet rock seemed to come to life. Growing five oddly-bent legs that clearly should not have been able to support the small rock, it began to climb all over its tengu master. It would speak directly into his mind in an alien tongue, a combination of strange demands to leave his clan's village, and seemingly useless advice. Despite this, Kei was pleased to have a real companion for the first time. He would talk telepathically to the psicrystal for hours on end, figuring out how to better control his powers. Though it had little ability to respond to his questions and thoughts, it at least provided company and a focus for his ability.
Nearly two not-quite-as-lonely years after his psicrystal first manifested, Kei finally mastered the last of the arts in the Kei clan library. Still mostly in the dark about the Outer Gods that had originally bestowed their boons upon the Kei clan, Iyashi found that he, too, could contact the strange beings from beyond space to gain their strength. And with that strength polished to an art, Kei chose to finally heed his psicrystal's demand to leave the village. Slipping away on a moonless night, the self-styled exorcist began a journey for fame and fortune, one he continues to this very day.
The mithral armor Kei wears over a grey leather outfit seems to suit him well, even though his talon-like feet seem to not quite fit into his boots. Though they don't appear it at first blush, his beak and claws are sharp enough to be used as weapons, the final resort for the exorcist should his psionic powers fail him.
Flighty, enthusiastic and very inquisitive, Kei seems to strongly emphasize the traits of his people. His thirst for knowledge, which led him to his powers, is the source of his continuing research into the Outer Gods that he venerates. His study of ancient tomes and eldritch knowledge have left him speaking and acting oddly, making it difficult for him to interact with others. Kei tries to circumvent this by communicating his feelings over his collective, but it's sadly a skill he has yet to master.
Kei's psicrystal is a hand-sized opalescent yellow-orange stone with tiny legs that are bent in strange directions and don't seem even remotely capable of locomotion. When set into his psicrystal staff, these legs connect to the staff's body, anchoring the psicrystal. It speaks in an alien tongue and possesses considerable resolve: at first to leave the Kei clan village, later to make Kei stronger, and now to deal with the forces of evil inside Rappan Athuk.

GM Rednal |
On Languages: Aklo is thematically appropriate for all player characters. The unholy tongues - Abyssal, Daemonic, and Infernal - probably wouldn't be bad choices. Sign Language lets you communicate non-verbally, which could prove useful if everyone takes it. Celestial might also be nice to know, though it won't crop up too often. There might be the odd encounter with Fey outside the dungeon, so if you have nothing better, Sylvan works. Necril is used by some undead, and those will be fairly common foes. Outside of those, it's pretty much whatever you want.

JonGarrett |

I'm not sure I'll have time to apply, but I was thinking of creating a Tinker / Machinesmith. The basic concept is that the character creates machines running on the eldritch energies of a creature from beyond that they don't really understand...but want to. If one of those classes isn't acceptable, then I'd switch it Alchemist.
Plus, all the technomancy!
Main rolls would be a little bit of everything - skill monkey, trap detector, minion controller, fighting and even a little healing, thanks to some of the options that can be grabbed.
Any issues with that, oh kind and semi-benevolent GM?

GM Rednal |
Hmm... I think those classes are fine. ^^ As a note, though, remember that this dungeon has many types of hazards - traps, monsters, environmental, and so on. It is possible that created/summoned minions/tools/whatever could wind up lost or destroyed through various methods, so try to avoid relying too heavily on them. Fortunately, being sufficiently versatile should help with that.

JonGarrett |

Yeah, I've heard enough horror stories about Rappan Athuk that I do no want any major weaknesses. Summon creatures are big for the Tinker, and if one lost all of them it would be...awkward. But the Machinesmith, with a Mobius Suit made out of full plate and mounted with some not insignificant weapons should make up for that.
Character won't be great at any one thing...but won't suck at much at anything either.
Now it's just a question of 'can I write up a level 8 gestalt character in time remaining', which for me is...two and a bit days. Hmmm. I'll start after my snack.

Marnarius |

Crunch is proceeding apace on the character profile. Here's some personality/behavior stuff (and justification therefore) in the meantime, though.
Shadow is standoffish at first, but a friendly and touchy sort once he gets to know someone, a sensualist and esthete by nature. When not in dangerous situations he tends to be chatty and talkative, commenting frequently on things in his surroundings. In times of peril he's quiet, letting action suit in place of words. Having only recently been enlarged in mind and body, though, he's still feeling out his new capabilities, and he has a boundless enthusiasm for that--he's not entirely used to wielding hieratic power, for example, nor is he fully aware of how much he now knows. Over time this particular reaction should abate, as he gets more comfortable in his new skin.

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I made a few minor changes in Kei's profile, but I think he's, for the most part, good to go. If there's anything that sticks out as needing to be changed, feel free to let me know. :)

GM Rednal |
If somebody drops, then yes, I'll open another spot.
Incidentally, I care more about the backstory than I do about the crunch - we can hammer out the mechanical bits later. Your main job if you want to get in is to convince me that you can play an interesting character, and you can do that by writing up a good backstory. ^^

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Here is Alamar all in one spot for you :)
Alamar
Male android fighter (aldori swordlord) 7/monk (master of many styles) 1/swashbuckler 5/aldori swordlord 3/gestal (Pathfinder Campaign Setting: Inner Sea Bestiary 3, Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Ultimate Combat 59)
LG Medium humanoid (android)
Hero Points 1
Init +10; Senses darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 27, touch 17, flat-footed 20 (+8 armor, +5 Dex, +2 dodge, +2 shield)
hp 88 (8d10+8)
Fort +9, Ref +14, Will +9 (+2 vs. fear)
Defensive Abilities charmed life 3/day, constructed, defensive parry, nimble +1; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee +2 dueling mithral aldori dueling sword +19/+14 (1d8+9/17-20+5 Precision) or
. . unarmed strike +9/+4 (1d6+1)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), disarming strike, nanite surge, panache (3), stunning fist (2/day, DC 15), swashbuckler weapon training +1
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Statistics
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Str 13, Dex 23, Con 12, Int 18, Wis 12, Cha 8
Base Atk +8; CMB +9 (+13 dirty trick, +15 disarm, +13 reposition, +13 trip); CMD 27 (31 vs. dirty trick, 33 vs. disarm, 31 vs. reposition, 31 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Combat Expertise, Combat Reflexes, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dazzling Display, Dodge, Exotic Weapon Proficiency (aldori dueling sword), Extra Panache[ACG], Greater Weapon Focus (aldori dueling sword), Improved Disarm, Improved Unarmed Strike, Power Attack, Slashing Grace[ACG], Stunning Fist, Weapon Focus (aldori dueling sword)
Traits bruising intellect, scholar of the great beyond, threatening defender
Skills Acrobatics +16, Appraise +2, Bluff -3, Climb +7, Diplomacy -3, Disguise -3, Escape Artist +3, Fly +3, Heal -1, Intimidate +15 (+17 to demoralize with Dazzling Display & Aldori dueling sword, +17 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (dungeoneering) +15, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +15, Perception +14, Ride +3, Sense Motive +8, Stealth +16, Survival +12, Swim +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Abyssal, Androffan, Azlanti, Common, Elder Thing
SQ dare (), deft strike, display weapon prowess, emotionless, fuse style, hero points, meticulous, steel net, swashbuckler finesse
Other Gear +2 mithral breastplate, +2 dueling mithral aldori dueling sword, belt of incredible dexterity +2, cloak of resistance +2, headband of vast intelligence +2, 280 gp
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Special Abilities
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Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Charmed Life -1 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +2 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Display Weapon Prowess +4 (Ex) Bonus to Dazzling Display, perf combat, & dueling parry and resolve.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Nanite Surge +11 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Steel Net (Ex) When fighting defensively as a full-round action with an Aldori dueling sword, the swordlord's penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having Weapon Finesse for prereqs.
The first real memories Alamar have are in Ustalav where he “awoke” and became conscious of his existence. Everything before then is a grey formless fog. How he came to be there is still a mystery to him, but he was fully grown and had existing skills and knowledge whose origins are also a mystery. He spent some time wandering Ustalav, but a strange subliminal nagging seemed to drag him to the small town of Illmarsh. Fortunately for Alamar, he ran into Horace Croon. Before then his few encounters with people had been confusing for him. Their excitability and lack of logical behavior were incomprehensible to Alamar. He would provoke reactions from people that made no sense. Croon, though very eccentric himself, was a scientist that immediately recognized that Alamar was some kind of construct and helped Alamar discover more about who he might be. Alamar still found much of Croon’s behavior to be inexplicable, but he learned as much about normal societal interaction as possible. One of the most important lessons he learned from Croon was how to hide his true nature from the general populace.
For the first week, Alamar allowed Croon to study him and teach him the basics of social interaction (ironically, Croon was rather inept at that skill himself). However, when Croon took him into town to show him around, Alamar first heard the story of the town’s recent calamity. Croon took him to the now abandoned town temple to show him the discovery of the adventurers that had recently departed. When Alamar saw the statue of Dagon inside it was like an explosion of new consciousness in his head. Whole new areas of knowledge flooded his mind. The previously nagging subliminal urges evolved into almost clear messages. Instantly, Alamar knew that here was his purpose for existence. For the first time he almost understood the human concept of excitement. Alamar grilled Croon for all of the information on the events that had befallen the town. He had Croon lower him to the destroyed Mi-Go dome in Avalon bay where he explored as much as possible. Unfortunately, the destruction was rather complete and very little remained for Alamar to learn there.
Alamar’s new found purpose compelled him to leave Illmarsh and search throughout Ustalav for any more information on these Elder Gods. The touch of these gods had once fallen heavily here and many old sites still existed. He went to the University of Lepidstadt and there learned of the Dark Tapestry. The other new thing was that now when he would rest, he would awake with new “messages” occasionally. These would help direct him to new sources of information. It now felt as if there was a presence that shared his subconscious. In addition, the more he learned, the more he came to view these gods and their minions as a threat to his very existence. They were the antithesis of his very being and whatever was compelling him now drove him to confront this threat.
It was during this time that he also learned of Numeria. He instantly recognized the connection to him from the stories told of Numeria’s wonders. He decided to take a detour from his current activities to investigate his own origins. However, he was filled with a strong reluctance to follow this path, but his will was set and he continued despite that reluctance. When he finally reached the border of Numeria though, he was unable to proceed. The inability to cross over manifested as a palpable feeling that thwarted every attempt to go forward. After several attempts he relented and went to sleep. When he awoke, though he still desired to learn of his origins, he had received the clearest message of all time. He now recognized the urges and compulsions as coming from some entity that was tied to his creation; a vast, cold intellect that was perhaps a god. Whatever it was, the message was simple and short; just a name, Rappan Athuk. Despite his yearning for answers of his own, Alamar’s steps turned to this new destination...

GM Rednal |
Alignment: Always Evil... but on the other hand, Azri. XD Bah, forget that restriction.
My only real issue with the template is its permanent fly speed. Granted, players are expected to have access to fly at a certain point in the game... but rarely free, unlimited flight. Tell you what - you can use the template as a +2 CR template if you drop the fly speed, or I can help you pick some other abilities roughly equal to a 1 CR adjustment as a replacement for flight.

HighonHolyWater |

Finally got a sheet done. If there's anything that needs to be reduced we can figure that out. Already posted the back story but I'll post it again so everything is in one place. He will be very versatile in combat with the warsighted ability and then divine spells to boost people.
Timothy grew very close to the Father's grand daughter. They trained together and hunted creatures for Griss as a team, vanquishing many foes in the attempt to protect their fellow men from those dark creatures that went bump in the night. She, Yvendra, was a sorcerer of some strength, knowing the ways of the Harrow better than many, a strong Diviner. Her insights proved valuable on their missions and saved them from many a close call.
As Griss grew older he could no longer go out in the field with them and stayed home, entrusting them with the mission. They were usually successful, destroying many evils, werewolf packs, haunts, undead and other unspeakable things which the common man would sooner forget existed and get along with their comfortable lives. They made few lasting friends, only contacts who fed them information. This rumour or that one, were they were needed. Griss had set that up when he was young. The network of souls he called it. The meaning of the name was a mystery to Timothy. With this help they eventually found a very old and hidden vampire lair. Only one remained and had until recently remained dormant. A string of missing people had tipped off their contacts and they investigated.
The old mansion they found in the middle of no where was the home of this ancient vampire. Guarded by grotesque undead and traps. They got split up and Timothy was cornered and alone. The vampire pounced and captured him, draining him of life before Yvendra could find him. He lay there in the coffin, dead. When he woke the next day, strangely he could not feel his master. She had defeated him and destroyed him coffin. He saw her standing over him, tears in her eyes. He could smell her, a new coppery smell. It was beautiful. He knew he was a killer now, but he resisted at first. She should kill him so he wouldn't harm anyone else. It's what they had fought for their whole lives. But she put the lid back on his coffin and walked away, unable to destroy the man she loved.
He waited for her to leave before he exited the mansion. All of the other monsters had been destroyed from here. Only the mansion still stood. He shouldn't exist, but he didn't want to die again. He forced himself to exist off animals. The bland taste of their blood gave no joy but kept him from becoming too hungry where he went after others. He managed to control the hunger, the empty spot in his mind where his master had barely resided could not influence him. Perhaps he was lucky Yvendra had destroyed him before Timothy woke and allowed him his own freedom of choice instead of being a thrall.
He knew of a place full of evil that they had never dared enter. Griss had always forbidden them to go to Rappan Athuk. Many other fools had gone and died there, even Griss had once gone and barely gotten out alive, the only one of his team to survive. Best to let some evil sleep he had said. Some things are too powerful and alien to even understand how to fight it. Rappan Athuk appeared to be infested with such. In the dark of night he snuck into Griss' secret basement, past the wards set up to prevent such as him from getting in. The failure being that the passwords had not been reset yet. He borrowed several items and magical weapons for his journey. First he had to survive the journey without being detected. He had no idea what to do once he got there but that could be figured out later. Unknown to him, Yvendra watched him leave, not knowing where he was going or what he was doing. She had kept the fact of his survival from her grand father to avoid the hunt he would undoutably order on him.
Timothy
Dread Vampire Oracle of Battle(warsighted) 8//Slayer 5
Lawful Neutral Medium Undead(Augmented Humanoid)
Init +11; Perception +27; Darkvision 120ft.; Blindsight 30ft.; Scent
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DEFENSE
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AC 26, touch 16, flatfooted 20 (+5 dex, +2 armour, +8 natural armour, +1 dodge)
HP 122 (5d10+3d8+48)
Fort +14, Ref +16, Will +15
Defensive Abilities channel resistance +6; DR 10/Good and Silver; Immune Undead Traits, Cold; Resist acid 10, electricity 10, sonic 10
Weaknesses Sunlight Vulnerability, Water Vulnerability
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OFFENSE
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Speed 30ft, Climb 30ft, Fly 15ft(perfect)
Melee Wakizashi +16/+11 (1d6+8/15-20x2)
Melee Slam +14 (1d4+8+energy drain/x2)
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ORACLE SPELLCASTING Concentration +13; CL 8
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Orisons Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Read Magic, Resistance, Spark, Stabilize
1st level Spells(8/day) Inflict Light Wounds, Deathwatch, Detect Evil, Detect Undead, Divine Favour, Enlarge Person, Know the Enemy, Magic Weapon, Remove Sickness
2nd level Spells(7/day) Align Weapon, Bull's Strength, Death Knell, Fog Cloud, Lesser Restoration, Inflict Moderate Wounds, Protective Penumbra
3rd level Spells(6/day) Channel Vigour, Dispel Magic, Inflict Serious Wounds, Magic Vestment, Cure Serious Wounds
4th level Spells(4/day) Inflict Critical Wounds, Wall of Fire, Greater Magic Weapon
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SPELL-LIKE ABILITIES Concentration +13; CL 8
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3/day darkness, fog cloud
1/day deeper darkness
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STATISTICS
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Str 26, Dex 20, Con --, Int 18, Wis 18, Cha 20
Base Attack +6/+1; CMB +14(+16 to grapple); CMD 27(29 vs grapple)
Feats Skill Focus(Use Magic Device)(bonus), Toughness(1st), Dodge(1st), Improved Unarmed Strike(bonus), Two-Weapon Focus(slayer talent), Double Slice(3rd), Weapon Focus(Wakizashi)(Revelation), Craft Wondrous Item(Bonus), Divine Protection(5th), Craft Magical Arms and Armour(bonus), Extra Revelation(War Sight)(7th), Improved Critical(Wakizashi)(Revelation), Alertness(vampire), Combat Reflexes(vampire), Improved Grapple(vampire), Improved Initiative(vampire), Lightning Reflexes(vampire)
Traits Dangerously Curious, Reactionary
Favoured Class Oracle(bonus spells)
Skills(11 per level) *only shows class skills*
8 Acrobatics +16
1 Bluff +19
1 Climb +20
5 Craft(Weapons) +12
1 Diplomacy +9
8 Disguise +16
4 Fly +20
1 Heal +8
1 Intimidate +9
2 Knowledge(arcana) +9
2 Knowledge(dungeoneering) +9
1 Knowledge(engineering) +8
1 Knowledge(geography) +8
1 Knowledge(local) +8
1 Knowledge(history) +8
2 Knowledge(planes) +9
5 Knowledge(religion) +15
8 Perception +27
1 Profession(monster hunter) +8
1 Ride +9
1 Sense Motive +20
8 Spellcraft +15
8 Stealth +26
1 Survival +8(+10 to follow tracks)
1 Swim +12
8 Use Magic Device +20
Racial Bonuses +10 racial bonus on Bluff, Perception, Sense Motive and Stealth checks. +8 racial bonus on Climb
Languages Common, Terran, Aklo, Necril, Infernal, Celestial, Abyssal
Equipment +1 Glamered Light Fortification Silken Ceremonial Armour 3,350gpgp, +1 Shocking Burst Wakizashi 9,335gp, +1 Corrosive Burst Wakizashi 9,335gp, Ring of Mindshielding 8,000gp, Hat of Disguise 900gp, Cracked Opalescent White Pyramid Ioun Stone(Wakizashi) 1,500gp, Bag of Holding(type 2) 2,500gp
Current encumberance
Money 5,080gp
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SLAYER ABILITIES
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Track(Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Studied Target(Ex) 2 study as a move action. max 2 opponents studied at a time. +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities increase by 2. these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
Sneak Attack 1d6 At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter.
Ranger Combat Style(Ex): Two-weapon Fighting Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Trapfinding The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
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ORACLE ABILITIES
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Tongues Curse Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
Battle Mystery Bonus Spells Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Martial Flexibility(Ex) 7/day At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.
Weapon Mastery(Ex) Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
War Sight(Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
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VAMPIRE ABILITIES
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Sunlight Vulverability(Ex) A dread vampire hates the sun and takes 5 points of damage per round of direct exposure to sunlight. It does not benefit from its fast healing when exposed to sunlight.
Water Vulnerability(Ex) Running water (including the sea) deals 5 points of damage per round that the dread vampire is in contact with it, and its fast healing ability does not function during this time. Unlike its weaker cousins, however, a dread vampire can cross running water without the protection of its coffin home.
Blood Drain(Ex) A dread vampire can suck blood from a living victim with its fangs by making a successful grapple Combat Maneuver check. If it pins the foe, it drains blood, dealing 1d6 points of Constitution drain each round it maintains the pin.
Children of the Night(Su) 3/day, Each creature summoned must have an Intelligence score of 2 or lower and must be of the animal, vermin, or undead type. The dread vampire can summon any combination of creatures so long as their encounter level is less than the dread vampire's Challenge Rating. Summoned creatures arrive in 2d6 rounds and serve the dread vampire for up to 1 hour.
Create Spawn(Su) Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. This container is often a coffin because ignorant family members of a dread vampire's victims often bury their lost loved ones in the traditional manner. When a dread vampire wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box. If a dread vampire's or vampire's coffin home is ever destroyed, it cannot reform and is destroyed when it reaches 0 hit points.
Dominate(Su) DC 14 A dread vampire can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that it requires a standard action, and a creature that merely looks at the dread vampire is not affected. Anyone the dread vampire targets must succeed on a Will save (DC 10 + 1/2 dread vampire's character level + dread vampire's Cha modifier) or fall instantly under its influence as though by a dominate monster spell (caster level equals dread vampire's character level). The ability has a range of 30 feet.
Energy Drain(Su) Any living creature hit by a dread vampire's slam attack gains 2 negative levels. If the dread vampire has additional natural attacks, any one natural weapon (dread vampire's choice at the time of creation) can cause energy drain with a successful hit. Energy drain is usable only once per round.
Spell-like Abilities Dread vampires gain the following spell-like abilities (caster level equals the dread vampire's character level): 3/day—darkness, fog cloud, 1/day—deeper darkness.
Change Shape(Su) As a standard action, a dread vampire can assume the shape of any kind of creature it can summon with its children of the night ability. The dread vampire can even become a swarm (a creature of the swarm subtype), with all the creatures in the swarm constituting its body. This ability functions as a polymorph spell (caster level 12th). While in its alternate form, the dread vampire loses its dominate ability, but it retains all other special attacks and special qualities granted by the template and gains the natural attacks and extraordinary abilities of its new form. The dread vampire can remain in that form until it assumes another or until the next sunrise.
Fast Healing(Ex) A dread vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to 9 miles in 1 hour.) Once at rest in its coffin home, it is helpless. It regains 1 hit point after 1 hour, then it is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form(Su) As a standard action, a dread vampire can assume a gaseous form at will. This ability works like the gaseous form spell (caster level 5th), except that the dread vampire can remain gaseous indefinitely and has a fly speed of 40 ft. with perfect maneuverability.
Supernatural Movement(Su) If the dread vampire gained the ability to fly, climb, or move overland from the application of this template, those modes of movement are supernatural in nature and as such are suppressed in an antimagic field.
Uncanny Climber(Su) A dread vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move equivalent action.

GM Tribute |

Ok, I will stick with Richard Upton Pickman the half giant painter of horrible things and troubled wanderer.
Soulknife (Cutthroat) 7/Psychic Warrior (Weaponmaster) 5-Dream Eater 2
I think his background from before should be enough unless you would like more. I haven't even begun to think of what I will do with all the feats I would get, and you offer 4 bonus feats!!!!

Tirion Jörðhár |

Not sure if this has been answered. Do you require Monks to be lawful? If yes, would you allow the Enlightened Warrior trait to be taken? Would you limit this trait to Aasimar, or could it be taken by a human through the adopted trait?

Tirion Jörðhár |

Thanks. I think my final decision, after numerous iterations, is going to be Human (Simple: Advanced template) - Druid(Goliath Druid)/8 - Monk(Flowing Monk/7). He is going to be embittered and disillusioned by the apathy of deities - primarily caused by ignoring his family's prayers as they burned within a locked temple. Thus, he has focussed his power and belief's on nature believing that everything can be answered through natural occurrences or arcane magic. To him, deities are simply powerful entities with little or no care for those who worship them.
Not sure if this is going to hit the mark on the Lovecraft side of things for which I have little background, but it should be fun to put together. Will have the character sheet and background sometime tomorrow.

Angelpalm |

If somebody drops, then yes, I'll open another spot.
Incidentally, I care more about the backstory than I do about the crunch - we can hammer out the mechanical bits later. Your main job if you want to get in is to convince me that you can play an interesting character, and you can do that by writing up a good backstory. ^^
Cool, that's good to know. Incidentally I too had a hard time choosing a template. Would anyone that granted a fly speed be reduced by 1 cr if it had that ability taken out?
If I wanted to get the Gravelknight could it be adjusted so that I could trade out the Phantom Mount and Undead Mastery for something less powerful and more in line with a good aligned person. I am thinking of a whole RISE FROM YOUR GRAVE type deal that has my character being someone from the dead to tackle the infamous dungeon.

sarpadian |
CN Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +17
Aura bedeviling (30 ft., 8 rounds/day), madness (30 ft., 8 rounds/day DC 18)
DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +3 Dex, +2 luck, +1 natural)
hp 80 (8d8+16);
Fort +7; Ref +6; Will +11; +2 vs. enchantment
Defensive Abilities jingasa of the fortunate soldier 1/day; Immune sleep; SR 14
OFFENSE
Speed 30 ft.
Melee +3 conductive spell-storing longspear, +11/+6 (d8+6/x3), mwk cestus +8/+3 (d4/19-20)
Ranged light crossbow +9 (d8/19-20)
Special Attacks channel positive energy 4/day (4d6, DC 15)
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day—touch of chaos
Racial Spell-Like Abilities (CL 8th; concentration +9)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion
Cleric Spells Prepared (CL 8th; concentration +12)
4th—chaos hammerD (Will DC 18), freedom of movement, greater magic weapon, spiritual ally
3rd—dispel magic, magic circle against lawD, magic vestment, prayer, speak with the dead (Will DC 17)
2nd—align weapon, defending bone, resist energy, touch of idiocyD, weapon of awe
1st—bless, comprehend languages, command (Will DC 15), ear-piercing scream lesser confusionD (Will DC 15), shield of faith (2)
0—create water, guidance, purify food and drink, read magic
Domains Chaos (Entropy) and Madness (Nightmare)
Illusionist Spells Prepared (CL 8th; concentration +12)
4th—dimension door, enervation, greater invisibility, reach vampiric touch
3rd—haste, major image (2, Will DC 18), vampiric touch (2)
2nd—glitterdust (Will DC 16), darkvision, haunting mist (2), mirror image (2)
1st—grease (DC 15), ear-piercing scream (Fort DC 15), mage armor, silent image (Will DC 16), unseen servant, vanish
0—acid splash, ghost sound (Will DC 15), message, prestidigitaiton
Opposed Schools Abjuration, Divination
TACTICS
Before Combat At the beginning of every day Zarox casts darkvision, greater magic weapon, mage armor, magic vestment, and unseen servant. If his longspear doesn’t have a spell stored in it, he also casts vampiric touch into it.
STATISTICS
Str 14, Dex 17, Con 10, Int 18, Wis 18, Cha 13
Base Atk +6; CMB +8; CMD 21
Feats Combat Reflexes, Drow NobilityB, Greater Drow NobilityB, Improved Drow NobilityB, Improved Umbral Scion, Reach SpellB, Scribe ScrollB, Spell Focus (illusion), Toughness, Umbral ScionB
Traits Fate’s Favored, Horrifying Mind
Skills Acrobatics +7, Heal +11, Knowledge (arcana) +15, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +15, Knowledge (religion) +15, Perception +17, Sense Motive +11, Spellcraft +15; Racial Modifiers +2 Perception
Languages Aklo, Common, Elven, Undercommon
SQ arcane bond (+1 conductive spell-storing longspear), aura, drow immunities, extended illusions, fearful touch, hasten the end, keen senses, poison use, spell resistance, spontaneous casting, surface infiltrator, terror 7/day, weapon familiarity
Combat Gear crossbow bolts (30); Other Gear amulet of natural armor +1, belt of incredible dexterity +2, mwk cestus, cleric’s kit, cloak of resistance +1, handy haversack, headband of mental prowess +2 [INT/WIS], light crossbow, pearl of power (1st), spellbook [all non-abjuration/divination cantrips and spells prepared, plus glitterdust, haunting mists, illusory poison, minor phantom object, unerring weapon], 4679 gp

Angelpalm |

It depends on the template in question - this thing can really only be judged on a case-by-case basis. That said, being undead yourself might not be a good plan here... XD
Yeah that's the thing, most of the templates on the srd ARE undead templates......I see you mention and psychic template but I don't see that on the srd, do you have a list of other templates available for people that aren't all undead or flying templates lol

GM Rednal |

Tirion Jörðhár |

Ok, not perfect, but here is --> click here --> Fargin Krangar, Human Monk/Druid (with a 1 level Oracle dip for flavor). Very strong fighter, not quite tank, but able to hold up. Very good combat maneuvers. Decent secondary divine casting. Lots of fun wild shaping.
The background is a first draft, so I apologize if the grammar is not perfect. I have tried to get the character sheet close to correct, but with all the bonuses (skills, feats, gestalt) I may have missed something.
Hope you like Fargin.
Tirion
Fargin stood outside the town watching, waiting seeing how the people of this small town moved about. He would soon spot something worth taking and after all, if the current owner could not keep it, then Fargin saw no problem with taking it. Probably the best this town would have would be food. The people appeared tired and over worked. It was unlikely anything of value would be found. As he watched, a man walked by. The man looked up at Fargin for a moment, perhaps in confusion, before continuing on. Fargin recalled that he needed to be more careful in the future, trees in a forest were unnoticeable, but a tree on the outskirts of a village, which was not there the precious day, sometimes raised eyebrows.
Fargin wondered why he stole from these people, it was not as though he truly needed the food, simply that he liked something different than he usually ate. He had been on the road many years. As a youth he grew up in a small village not much different that the one before which he now stood, a little larger perhaps.
Fargin recalled the shouts. He had played hooky that day, something that would have undoubtedly gotten him the lash. His family, his parents, grandparents, older brother and younger sister had all been in the temple to the goddess Bast. Fargin had been playing in the woods, he had always loved the woods. As he had looked from his tree fort, really not much more than where several large branches spread from the ancient oak, he had seen smoke rising from the peak of the temple’s dome. Fargin had run as fast as his legs would carry him to warn the people within. When he got to the temple, the doors were shut and he could not open them. He pounded and shouted. As he did, he heard shouts from within and pounding on the other side of the door. Amongst the shouts he could hear his mother and sister calling prayers to Bast.
Soon, the flames began to lick the outside of the building and the shouts and prayers from within slowly faded and then ceased. When the heat became too great, Fargin moved back to the courtyard of the temple and watched, tears streaking from his eyes, as the building was turned to smoldering ashes, along with the bodies of those praying within. That afternoon, a wandering monk from the nearby monastery found Fargin still sitting, shocked, before the temple, his hands soot black from pulling at the ashes before having finally given up in exhaustion. The monk had taken Fargin, who was about fourteen at the time, back to the monastery where the boy was given a place to live.
At first Fargin took to the lessons and strived to forget his grief and pain from the loss of his family and friends. The lessons of the monastery were strict, and at times harsh, but they served to mold the youth into a man. Although Fargin was a good student, his memories would always turn back to his family and friends screaming and praying, and the lack of any greater power answering these pleas.
So it was that Fargin began to research more about the deities and their servants. The more that Fargin researched, the more he found that those entities the people worshipped were nothing more than just that, entities. Powerful entities without a doubt, but uncaring self centered entities. Entities that rewarded those who worshipped them not because the so called deities cared, but only if the entity thought it might benefit them. With this realization, and not caring that most others did not condone this belief, Fargin began to dispute the teaching of the elder monks and priests in the monastery. Eventually, realizing that his beliefs were unlikely to sway the minds of the other monks, or their devout followers, Fargin collected his minimal belongings.
First, he returned to his village, now not much more than overgrown ruins. Then, he went into the woods and decided that this was reality. This was where real power existed. If divine powers were simply granted at the whim of some self serving power, then he would have to find another power. His studies had identified two non-physical powers, which could be relied upon in his mind. The first being the arcane, an area for which he felt he had little or no skill, and nature. He decided to become a master of this later power.
So it was that he returned to the trees and woods where he had spent so much of his youth. He meditated as he had been taught in the monastery, quietly watching birds and bugs flit about trees and ponds. He watched wolves as they prowled and hunted. He watched deer, always alert for predators. One day, while quietly sitting twenty feet above the ground in a tree, a bird landed next to him, and spoke.
Why do you come here every day and quietly watch the animals? The bird asked.
Fargin was so surprised that he almost fell out of the tree. After getting over his surprise, the bird changed into an elderly woman who introduced herself as Xlitena. Fargin soon learned that Xlitena was a druid who watched over the woods as she had for years, and that she recalled Fargin many years earlier wandering through the woods as a youth. Xlitena accepted Fargin as an apprentice and for the next several years, Fargin learned about the plants and animals of the land.
However, it was the power of nature that he always focussed on. The power of storms, the power of the great beasts, even the power of small insects and their ability to take down the greatest of foes with their poison. Despite his focus on nature, his focus often returned to his family and how they had died, forsaken by the exact deity they were worshipping at their greatest time of need. On occasion, Fargin would venture out of the wild and into nearby villages. There, he was reintroduced to many of the pleasures that he was forbidden while in the monastery, and he never saw in the wilderness. Pleasures of the flesh, and pleasures of alcohol and similar intoxicating substances.
One day, after perhaps partaking of too much, Fargin was walking along the high cliff which separated the land from the unforgiving waters of the sea. While standing there, the overwhelming grief he often kept pent up inside suddenly overwhelmed him. Thus, he decided that all the power in the world would not replace that he had loss, and that he would prefer being with his family. So, he simply stepped off the cliff.
-------
The water was lapping at his ankles and he had the taste of salt in his mouth. Why he was not dead he had no idea, but he could hear voices in his head. The voices of his long lost family telling that it was not his time, that he must return to avenge their deaths.
Rising from the sand, he looked out and say think fog, which was strange as he could clearly feel the bright sunshine upon his back. Despite the strange fog, he rose again and found that his body seemed strange, almost fluid as though his bones were more flexible than before. Stumbling up the shore on his unsteady feet, he eventually made his way to the local town where he learned that it was not foggy at all and any fog he believed was there was solely in his head.
Despite his disbelief, he went to the temple of Bast and asked for healing. The priest called on her deity to aid him, and he felt the healing energies wash over him, and while many of his wounds and aches were alleviated, his vision remained clouded. Despair once more beginning to wash over him, he left the village, ignoring the priests bequests for a tithe to the goddess. Returning to the grove where Xlitena made her home, he called for her. After speaking, the druidess told him that he needed to get as far from the woods and villages of his youth. He needed to explore the world to see all that nature had created.
So it was that Fargin began a multi-year wandering of the land. Visiting small towns, sacred groves, high mountains and even, on rare occasions, cities and other places of human habitation. He learned many tongues and saw numerous temples, each praising its own deity.
Not knowing whether his disdain with those revered as deities was proper, Fargin in every town, and even cities, sought out to discover whether deities served people, or whether it was the deluded people who simply fed the deities power only to receive boons at the whim of the deity. He finally concluded, as he had many years earlier, that his belief was accurate. Deities were nothing more than powerful beings who used those who worshipped them for their own unknown purposes. That deities did not grant powers, and those who served deities did not control their powers, but rather simply served as conduits for the powers of those entities when the entity so desired.
Since reaching this conclusion, Fargin has turned to increasing his own power. He has trained night and day to perfect his physique, while also strengthening his willpower and mental faculties. He has helped many in need, but not at the risk of his own health. He has learned to see the perfect balance that is nature. To the untrained eye it may seem chaotic, but nature is actually in perfect balance. Sun always follows rain. Spring always follows winter. Life begets death begets life. It is all like a perfectly ordered wheel, turning time after time without err.
So, now Fargin’s wanderings have lead him to a place called Rappan Athuk. A place infested with the unnatural if only a small part of the rumors are to be believed. But, also a place filled with great power, power than Fargin must gain if he is to truly challenge those who continue to fill the minds of the sheep called people with lies of deities and their powers. Fargin intends to take on the dark powers in the vile dungeon, to take theif power for his own, if he helps to return the proper order to nature in the process, all the better.

Brass Avasa |

Hola, 'tis Jon. I haven't finished making my Alpha or drawing up Automaton blue prints or buying more than basic gear, but you get the idea.
Chaotic Good Medium Native Outsider
Initiative; +6 Perception +12
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Defense
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AC 30, touch 12, flat-footed 28
hp 61
Fort +8, Ref +8, Will +4
--------------------
Offence
--------------------
Speed 30 ft.
Melee +2 Adamantium Earth Breaker +13 (2d6+10, 20x3)
Machinesmith Prototypes Known
Level 1 Prototypes (5 per day) - Alarm - Sets an alarm in a 40 ft area.
Grease - Makes an area slippery.
Shield - Adds a +4 Shield bonus.
Erase - Destroys certain magical writing.
Obscuring Mist - Creates a small bank of fog.
Expeditious Retreat - Adds 30ft to speed.
Comprehend Languages - Allows the caster to understand languages.
Level 2 Prototypes (3 per day) -
Blade Drone - Creates a small fighting machine similar to Spiritual Weapons.
Levitate - Allows the caster to float up.
Glitterdust - Creates a cloud of sparkling dust that blinds foes and reveals intruders.
Level 3 Prototypes (1 per day) -
Water Breathing - Allows the caster to breath underwater.
Spell Like Abilities
Detect Magic 3 times per day.
- Produce Flame 3 times per day.
- Pyrotechnics once per day.
- Wall of Fire once per day.
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Statistics
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Str 20 Dex 14, Con 16, Int 18, Wis 14, Cha 14
Base Atk +5; CMB +10; CMD 22
Feats Heavy Armour Proficiency,
Iron Will,
Dodge, Sweeping Dodge,
Weapon Focus (Earth Breaker), Combat Expertise, Extra Machinesmith Trick x 2, Extra Innovation
Traits Threatening Defender, Extremely Fashionable
Skills Diplomacy +13, Intimidate +10 Bluff +10, Perception +12, Craft (Food) +10, Disable Device +14, Swim +10, Climb +10, Knowledge (Engineering) + 12, Knowledge (Arcana) + 12, Knowledge (Local) + 12, Knowledge (History) + 12, Knowledge (History) + 12, Spellcaft +12, Use Magic Device +12, Linguistics +14, Profession (Engineer) +11
Languages Common, Ignan, Celestial, Draconic, Aklo, Infernal, Daemonic, Abyssal, Necril, Sylvan, Orc, Acquan
Combat Gear Living Iron +3 Mobius Enhanced Fullplate, Adamantine +2 Earth Breaker
Other Gear Handy Haversack, Fire Opal Jewelry worth 500g, Masterwork Thieves’ Tools
Money - 15,500gp
Special Abilities
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Tinker Abilities
Deploy Automaton - Deploy an Automaton to which Brass has drafted plans. Can deploy up to 7 automatons, 2 at a time.
Blueprints - A Tinker makes Automaton via blueprints. He can have four sets of Blueprints, each containing 7 build points worth of Inventions.
Master’s Presence - Any Automatons within 30ft of their Tinker gain an insight bonus equal to the Tinker’s BAB to CMD, Base attack and AC, and the Tinker’s base save added to it’s own.
Directives - A Tinker can give ordes to his automatons in such a way that others fail to understand them.
Craftsman - A Tinker gains a bonus to all craft cheques equal to half their level.
Craftsman - A Tinker gains a bonus to all craft cheques equal to half their level.
Innovation - A Tinker adds an ability to there creations.
- Improved Construction: Grants automatons a +1 to Strength and Dex
- Designer: Your blueprints may include up to 2 BP of design inventions without paying their normal build point cost.
- Permanent Feature; Add a 2 BP invention to an Alpha
Greater Innovation - A Tinker adds an even cooler ability to there creations.
- Superior Materials: All automatons gain +2 to Strength and Dex.
Alpha - An unusual automaton, the Alpha is a permanent and semi-intelligent companion and Bodyguard.
Machinesmith Abilities
Greatwork - Mobius Suit - Creates a set of equipment that adds +2 AC to any armour it’s equipped with. It can also have a single invention added to it, activated as a free action. By using a mobius charge the Machinesmith can also add DR/2 or Energy Resistance 10.
Trapfinding - Can use trapfinding and disable device like a rogue.
Repair - Heals 4d6 points of damage to an object or construct touched, 7 times per day.
Combat Awareness - Adds the Machinesmith’s intelligence bonus to their initiative.
Rough and Ready - Allow the activation of a Machinesmith gadget or greatwork twice per day.
Machinesmith Trick - Creates an unusual ability.
- Crossbow Turret; Creates an automated Crossbow turret. Holds 20 arrows.
- Crossbow Turret, Improved; Raises ammunition to thirty and operates Gun/Crossbow turrets as though equipped with rapid reload.
- Gun Turret; Creates an automated gun turret. Holds 20 rounds.
- Firearm Expertise - Gain Proficiency with Rifles and gain Gunsmithing as a bonus feat.
Weapon Training - As the fighter ability, adds +1 to hit and damage with all hammers.
- Lifting Servos; As long as the Mobius Suit retains a charge, the wearer is affected by ant haul.
- Redline; When activated, the wearer gets a +6 bonus to both strength and dexterity. All Mobius Suit functions, bar AC, are offline for an hour afterwards
Traits
Threatening Defender - removes part of the penalty for Combat Expertise
Extremely Fashionable - Adds a +1 to bluff, diplomacy and intimidation when wearing jewelry worth 250gp or more.
Racial Traits
Bonus Feat - Humans gain a bonus feat at level 1.
Skilled - Humans gain an additional skill point with each level.
Template Traits
Spell-Like Ability - Detect Magic 3 times per day.
- Produce Flame 3 times per day.
- Pyrotechnics once per day.
- Wall of Fire once per day.
Darkvision - 60ft
AC Bonus - Cheitan gain a +3 natural AC bonus.
Resist - Fire Resistance 20
Attacks - Cheitan gain to slam attacks, that deal 1d6 damage.
Feats
Heavy Armour Proficiency - Gives the wearer the capacity to wear heavy armour.
Iron Will - adds +2 to will
Dodge - Adds a +1 dodge bonus to AC
Sweeping Dodge - Grants evasion, and a chance to ignore critical hits.
Weapon Focus (Earth Breaker) - Adds a +1 to hit with an Earth Breaker.
Combat Expertise - Allows Brass to trade the chance to hit for a bonus to AC
Extra Machinesmith Trick x 2 - Learn an additional Machinsmith trick.
Extra Innovation - Adds an additional Innovation.
Unless wearing her armour Brass tends to wear simple, loose fitting clothes in dark reds, purples and greys. Her voice is heavy, with an accent that most can’t place as coming from the City of Brass. She tends to smell of a combination of oil, grease and lavender perfume.
Brass’ current suit of armour is a huge suit of Mithral Fullplate. It is heavily bespoke, covered in bronze scroll work and, more importantly currently carries the Mobius Suit Brass installs on all her armour. As a result it is covered in bronze and brass pistons and tubing, with a central chest focus housing the crackling energies of the Mobius Core.
Brass doesn’t allow her curiosity to get the better of her, she hitches it to a cart and see’s where it pulls her next. She is fascinated by machinery, especially her own enchanted devices, and loves to tinker and modify things. No clock is safe when Brass is bored, excited, sleepy or simply in the room.
That being said, she doesn’t entirely lack impulse control. And she is fiercely protective of the freedom of herself and others. She does consider laws to simply be suggestions you should think about before breaking, but will usually follow them if no pressing reason to break them presents itself.
Brass and her siblings were born with a specific goal in mind, an attempt by the Efeeti to harness the chaotic but almost infinite power of the Great Old Ones to further their own plots. As a result the children were cared for, after a fashion, and given extensive schooling in whatever they showed an aptitude for. In the case of Brass that meant machines, clockwork and other devices.
Luckily for Brass, she was one of a handful who seemed to be a success. Instead of channeling the strange powers of the Old Ones through magic or raw strength. she funneled it into her machines, giving them life. Or at least motion. It wasn’t what they’d expected, but then, the energies involved were raw chaos. Or as close as mortal could come to them without madness and messily melting to death.
What her masters had failed to predict as well was the effect on Brass. She found the City of Brass a hateful place, the misery of the slaves sickening, the senseless rules put in place by the most powerful chafing and frustrating. She didn’t mesh at all. And as soon as she could, she started planning to escape.
The most obvious way out was with the various merchants that came to the city. As a reasonably trusted servant, Brass also had a certain level of freedom. So she came up with a simple plan - she dressed her Alpha in a disguise of robes, and had it sell he to a slave trading merchant about to leave for the surface.
Theoretically, this left her a slave, simply in another dimension. But the trader was unprepared for the fact that Brass had smuggled some of her blue prints, and there was always some metal…
But if you’re not prepared for a number of automatons assaulting your camp from the inside, you really have no place being a slave trader.
Using the resources she had captured, Brass was able to open a second portal to the Plane of Fire and retrieve her Alpha. She took a new name, Brass Avasa, meaning ‘free of Brass. It seemed fitting that her new start in a new plane should have a new name.
Then she began investing the rest of her newly gotten resources in gaining more materials. She built a Mobius Suit, also powered by strange and eldritch energies, and used it to enhance any armour she came across. She also learned of a wonderful new mortal invention, known as ‘guns’, and went to Alkenstar to learn their use and manufacture.
But it nagged at the back of her mind that she didn’t really understand her own powers. The hide-bound Efreeti had not been able to, it was true, but she was much more...free in her way of thinking.

Angelpalm |

You can also ask me about templates based on a theme, and I can check through the Advanced Bestiary to see if there's anything that fits. It has quite a few options. ^^
Wasn't there a template for a force creature that let you hit incorporeal stuff and the like? Something like that is what I would be interested in.
I saw that divine guardian template that had a host of nice immunities which would probably be better than anything else, but then I saw you had to be assigned to a post lol.
Anyways I'll go ahead and post up a background at least.
Lucy the Lawless as she was known, had a bounty that could rival an entire thieves den. And it was all going to be put to good use or so our heroine believed until she was soundly defeated. Her entire perspective in life was changed the moment Lucy asked her a simple question.
"Why did I defeat you?"
"Because....because you are strong." Our heroine stated coldly as the taste of iron filled her mouth.
"You refused to give and only sought to take, even a mountain must give way to a river young swallow." And with that she pressed her lone hand upon the head of the complete stranger who had just moments been trying to kill her, and healed her of all that ailed her.
Several years passed and our heroine had made a name for herself, Goldie they called her. A name given not only for her shining hair, but for her remarkable acts of charity among the less fortunate. After having spent some time away from her teacher gathering even more renown, Goldie sought for her teachers guidance once more only to find that she had gone. All that she left behind was a letter stating that she had gone somewhere that no one should follow, to a dangerous place called Rappan Athuk in order to defeat the one that took her arm once and for all.
After some research Goldie comes to the realization that her master has gone on a suicide mission.

GM Rednal |
Recruitment is now closed.
The following characters have been selected for this game:
Alamar
Brass Avasa
Iyashi Kei
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Before you go and dot the Discussion and Gameplay threads, though, there's something very important that I need to address: This dungeon wants you to die. Rappan Athuk is not like many of my other campaigns, where I may use various methods to tilt things in favor of the party, make things easier if an encounter is inappropriate for your level, et cetera. There is a very real possibility that your characters will die here - I'd be more surprised if that didn't happen - and in this game I will not soften things up for you. I may not roll all dice in public, either, in order to maintain the idea that enemies have unknown levels of skill.
However, while I won't tilt things in your favor, I won't tilt them against you, either. I'm not going to lie and say you failed to avoid a trap/hit/whatever you actually did overcome or anything like that - trust me, this place is nasty enough as it is. If you die and your character's body can't be recovered and raised right away, I'll ask you to roll up a new character instead - this is both a practical and thematic matter, as PbP games are slow, and I don't want you to wait for weeks before being able to post again.
The point I'm trying to make here is that you should understand you're joining a game with a high likelihood of fatalities. Possibly many fatalities. By dotting the other threads, you're also noting that you understand and accept that detail about this game. If this bothers you and you aren't sure you want to have characters permanently lost, please let me know now so I can choose a replacement player. ^^ Otherwise, let's go take care of the paperwork!