Gestalt Rappan Athuk

Game Master Diamondust

General Map


151 to 200 of 251 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

I think I'm just going to hold off on actually choosing what scrolls and wands Mwenye has until I know whether or not he's been chosen. That's a lot of work I'd rather not do if he's not going to be in the game.

Sczarni

2 people marked this as a favorite.

I love necromancers. Necromancy is a very practical art that the good alignments just don't get. The common man can frown upon the undead, but they are the best servants. Not...the common man, of course. They're terrible, noisy, disruptive, and always complaining that I work them too hard.


I will adjust this character over the weekend, but this will give you and idea of what the character will be like. I will also add to the background.


As promised, some background fluffness about Erianna :D

The touch of The Dawnflower:

Erianna has been through a lot in her life before she found her true path. Her first memories are of a mad dash through infested sewers... A chase, screams, death and horror - in the midst of all this what she reminds more vividly is the firm hand grasping her own, and his face - Talian - how glorious he always looked to her, his dark hair and eyes another detail adding to the features of this stern, combative man, clad in worn but well preserved armor, scimitar in one hand, and herself, a wretched half breed in the other - dragging, urging her to move faster, and to stay hidden whenever a fight burst in those narrow tunnels.

Talian... He taught her life is what we make of it, taught her the value of friendship, honor, and righteousness - years later he would be the one presenting her to Sarenrae, but right now he was simply a shining beacon of courage in that mad run from their persecutors - Hellknights...

He never spoke much about his past - "Look ahead child" - he would say - "Some things deserve being pondered, digested, so that lessons can be learned from them. Others are better left back there, where they belong". In Westcrown, life was pain, and even more so for any sort of half breed - he took her in, a secret cell just in the outskirts of the thrice damned house of Thrune's authority, from where he assisted for 3 years, in the escape of refugees, and hiding those unfortunate enough to fall on the Order of the Rack's wrong side.

She learned he was a traveler, taking the word of Sarenrae through his actions and words - and this was exactly what he was doing in Westcrown - "Just doing the right thing..." as he would put it. When he left, protecting a convoy of refugees, women, children and old sick men, she left with him, and her real apprenticeship began.

Erianna was not a holy woman by any measure - she grew under the shadow of Talian but her personality spoke stronger - she was more headstrong and less pondered than her mentor. There was fire in her blood, and she was always on the vanguard, pulling ahead, taking Sarenrae's words to heart - 'From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, swift justice is to be delivered by the scimitar's edge'

They traveled together for a long time, north from Cheliax and visiting several portions of the continent - all the while, Erianna focused almost singularly in honing her martial skills and her mind, and understanding Sarenrae and her tenets. Talian was her teacher, trainer, and companion at arms, while they traveled through untamed lands, fighting lawless banditry or savage humanoids in a pilgrimage of sorts.

Every once in a while, she would catch him, out of the corner of her eye, observing and smiling softly - "You are a paradigm and a pride, all in one Erianna - I feel that The Everlight has seen something in you, and I am starting to understand what it is..." - he told her more than once, as she trained again and again her swordplay. Doling out what she thought was justice made her feel closer to The Dawnflower, and she wore proudly the angelic ankh symbol around her neck - a simple, bronze medallion offered to her by Talian. Even though she did not yet command any holy power, she could feel its presence, beckoning at her, in every fight, in every conversation with a stray soul, seeking assistance or redemption...

Talian was a zealot of sorts, and he would always take his actions one step further - chasing the goblins back into their lair, following orc tracks for days until their shaman was brought back to justice, accepting the ogre leader challenge for single combat as an arrangement for them to leave the region, etc, etc.

One day he went too far, and Erianna followed... What seemed to be a simple band of roving hobgoblins, turned out to be an extremely organized tribe, associated with a wretched witch, commanding foul curses and defiling necromancy - they both found themselves severely outnumbered, and the cunning tactics employed by the evil creatures pushed them down and deeper into their lair, leaving no avenues of escape. They fought valiantly in short skirmishes, retreating ever further down into the cave complex, Talian's light leading the way as they attempted to find a way back to the surface. To no avail though...

The wounds kept piling, and the wretched witch had managed to land a wilting curse on Talian that was chipping away at him, eating away at his strength and sanity - it was as if they were back in the Westcrown sewers when they first met, but this time it was Erianna dragging Talian - by now he could barely walk, and soon she had to carry him on her back, dropping him roughly to the ground whenever they were ambushed on a side tunnel - he would die soon if not tended, but she was not able to... She had no divine powers, only her crossbred heritage which carried no weight and no power in those tunnels...

Eventually Erianna was cornered on a dead end - she lay down Talian with care, made him as comfortable as possible, and turned back to her pursuers - she fought them off for what seemed like days on end on that bottle neck - they would attack every once in a while and then they would retreat. She defended the position in whatever way possible, piling wrecked debris and stones for some cover - she did not eat, she did not sleep, and Talian, now completely lost in a midst of madness and hunger, would spend hours on end in a litany about going to meet The Healing Light soon.

More than once did she try to push out - she knew he would not survive much longer without proper care - but every time she tried to advance, she was met with dire resistance, barely able to escape the ensconced creatures - she could do NOTHING, and it was slowly chipping away at her own sanity.

In that dark hole, she went from cursing Sarenrae to begging for her help - she cried and screamed her name at the top of her lungs, scaring the denizens of the tunnels. She screamed for whomever would be listening - she offered her life, her soul, and her blood for salvation, but such pleas were not heard.

"Everything has a reason to be" he whispered softly - looking back she saw Talian sitting up, staring straight at her, his eyes now clear, devoid of the cloud that had been assailing them for the last days - "I will be gone soon Erianna, but you will prevail, I have seen it - now is the time for you to meet Sarenrae, but you need to make peace with yourself first and allow her in. I will die, and you need to accept it"

"NEVER!!" - she cried.

"Yes, soon... It is as She wills but more than that" - he raised his voice - "It is as I want! I have been true to myself and to the goddess I love - I am felled following her will, because I want to follow her will - or are you so naive to think that a life of strife against evil never meets with a sad, violent ending? You are wrong if you do, and I have taught you nothing - accept the glory, but accept also the defeat - it is always around the corner, and it caught up with me - I ACCEPT it! But not you Erianna, not you... I want you to strive on... For me... And now hold my hand, I am tired, I need to lay down one last time..."

She held his hand and watched silently as the life faded away from him, his eyes staring at her, a smile playing on his lips... and then he was gone, leaving her alone in the darkness, eyes blinking the tears away... Until they dried up.

One week later a lone rider arrived at the shrine of the Seventh Church in Absolom, approaching in silence, a shrouded corpse lain across her horse. Dismounting, she took the weight easily on her arms and crossed the threshold - piercing blue eyes shining under her heavy brow, the smooth blond hair caked with dirt and blood, and her arms and hands soiled by many wounds - her presence could be felt in the whole atrium of the church as she walked up to the attending priest.

Taking to one knee, Sarenrae's symbol dangling freely around her neck, the shrouded cadaver still in her arms - "Father, I present you Talian - he fought bravely and fell defending The Everlight - please ensure he is attended to and ushered properly to the Her side. I am Erianna, Guardian of the Goddess' Will - I am... Was his friend... I was unable to save him, but I will avenge his death - may he rest in the Light"

Pulling the shroud back, laying a hand on his forehead, gazing one last time upon his fair face, she finished - "I will make you proud...", and then she simply left to carry out the pledge to her mentor.

Her initiation under the Goddess Will was not peaceful nor smooth, but it happened as Talian predicted, during the years she spent tracking the witch down, finding her covem had moved, and seemed to be heading toward some sort of ancient seat of unholy power - Rappan Athuk. After so long, she finally had a name to seek out, and a chance to carry out her vengeance and dish out justice, this time with Sarenrae's hand on her shoulder, guiding her scimitar.


And an alias ;)


Hello was wondering if it was too late to get in on this.
If not i have 2 concepts i want to try. a sapmaster orc barbarian/unchained rogue or an oread maneuver master(monk)/brawler(fighter)
would like to know what would be a better fit as i can whip up crunch relatively easily as opposed to backstory


Bigrig107 here, checking in with Seraphim, proto-vampire noble turned necromancy student turned savior of the world.

Story/appearence isn't quite up yet, but I should get that together soon.


And here's Seraphim's lovely friends of nature, her constant companions, her favored undead!


A couple more days happynslappy. I have no preference in what you choose to submit.


O. Is this open? If so I would love to make an application


It is, but as he said, there isn't much time.


it was more of a question to other people whether there were more dps or control submissions out there. oh well my fault for not being clear. i'll just make the oread and hope for the best.

also op would you allow the maneuver flurry in armor at all? i'll burn some feats on it if i have to


I think I'll go with something simple but flavorful.

Either a fighter/rogue based around combat and Skills, or a Rogue/Wizard/sorcerer based around skills and tricks with some combat.


There's a list in the campaign info tab with the submissions so far you can have a look at to help you decide what to submit. Beyond the character creation rules I am not going to influence what you should or shouldn't play.

I'm now going through some of the submissions preemptively but you have a few days to submit. Even if it's just the background and list the classes and archetypes you know you will take. I don't need a character sheet nearly as much as I need an engaging story.


here is a good rough/finished Idea. I may take liberty to add more dialogue in the backstory, but I didn't want it to be too long. (more of your choice, I can certainly add the dialogue if you wish)

Crunch for Dart:

Derick "dart" Veldon
Male, Half elf, rogue4 Wizard(divination(Foresight)/fighter 5
CN, M, human/elf
Init +6 ; Senses:Low-Light, Perception +X
--------------------
Defense
--------------------
AC: 20, touch 15, flat-footed 16
hp: 50 ( 5d10+3[HP from Constitution])
Fort +8, Ref +9, Will +7(+2 vs enchantment effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Remorse: +13
Damage: 1d4+15

Ranged
Dagger: +11/+12
Damage: 1d4+10/11

Longbow: +10
Damage: 1d8+1
Special Attacks: Sneak attack 2d6

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 13, Wis 14, Cha 11
Base Atk +5; CMB +5; CMD 20
Feats:
1- skill focus (stealth), point blank shot, far shot
2- Startoss Style (daggers), weapon focus(Rogue talent)
3- Startoss comet
4- Weapon specialization dagger, TBD
5- Advanced weapon training

Traits: River Rat, reactionary

Languages: Common, Elven, Halfling,

Rogue Talents:
2- Weapon training
4- Combat Trick

Spells:
0th level:
Message
Dancing Lights
Ghost sounds

1st level: 2+1/day + arcane bond (Remorse)
Vanish-1
Disguise Self
Detect Secret doors-1
Protection from Evil/Good-1

Skills: 10/level
Perception: 5 +12
Stealth: 5 +15
Disable Device: 5 +12
Acrobatics: 5 +12
Climb: 4 +10
Swim: 4 +10
Bluff: 5 +9
Diplomacy: 3 +7
Know. Dungoeneering: 3 +7
Know. Local: 2 +7
Sense Motive: 5 +10
Sleight of Hand: 5 +12
Escape Artist: 3 +10
Craft(alchemy): 2 +7

Equipment
Remorse (+1 dagger), 20 daggers, MwK Breastplate, MWK composite longbow (+1), 20 arrows, 20 blunt arrows

Magic Items: Ring of Sustenance, potion of CLWx 2

Misc Items: MwK backpack, belt pouch, caltrops (2), 150ft silk rope, grappling hook, chalk (15), waterksin (2)

--------------------
Special Abilities
--------------------
Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex)

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

A complete listing of unchained rogue talents can be found here: Unchained Rogue Talents

Danger Sense (Ex)

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)

At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Armor training
Weapon training

Background::

Derick was a wanderer, always was ever since he left the Tunnel snakes, or, the street gang of orphans everyone detested in the port city of Esparia. At the age of 14 Constantly moving from place to place through the years forced him to survive both off of charity, including that he duped people out of, and thievery, which he was fairly good at. Although most of that was confined to pick pocketing or protection fees from drunk men at bars. Eventually he found his way to Kessen, a fairly decent sized town where he met old short change. It was like any day for Derick, he just sat about the inn, lifting a bit of change here, there, maybe a small item or two, but for some reason everytime he checked his bags, everything he had taken was gone. This kept up for a while until Derick finally managed to piece something together, he always lost his items AFTER the halfing waiter departed, this realization came to him as once again, the halfing walked away after speaking to him for a minute. Derick just stared bewildered at the halfing who turned and gave him a wink and jingled a bag of coins, a bag Derick had just previously picked up from a sleeping man. Later, when everyone has heading off to sleep, Derick spoke to the halfing.

Why didn't you report me if you knew? Derick asked,

Jimes merely smiled.
Cause then there wouldn't be any fun! besides, why would I report a kid merely doing what he has to to survive?

after a moments hesitation Jimes spoke up again, not seeing any forthcoming response from the young man.
tell ya what kid, you stay here with me, I'll teach ya my trade, in return, you do chores and run errands for me eh? much easier, and much more comfortable! lifestyle than stealing to get by isn't it?

Jimes then tossed the kid a bag of coins and gave him a wink. He motioned for Derick to follow, and he did. Derick was 16 at this time.

As time went on, Jimes showed Derick how to handle a violin, at least passably well and soon, at the age of 19, Derick earned himself his nick name. It was when a couple of men were making wagers on who the better knife thrower was in the bar, after 10s of minutes going back and forth Derick walked up, took out two of his daggers, and bullsied both of the other mens hilts protruding from the wall, then turned half a step, drew and threw another, that hit dead center just as he had started walking away, he said over his shoulder.

don't worry about the money! I just wanted you two to hush, the other customers were complaining!

Derick smiled, and kept walking away the barter money the men had laid on the table jingling in his hand.

After a bit Jimes walks up and gives Derick, who is now quite taller than Jimes, a pat on the back saying. Nice throwing, just like throwing darts... yeah, I like it. Nice throwing Dart!

However, Derick's wanderlust grew, and at the age of 21, he finally decided to strike out into the world. He worked as both a caravan guard and treasure hunter, putting his natural agility to work in ancient tombs were he had heard about rumored treasures. He was accompanied on his travels by his long time friend and new lover Anna, a human mage from their town who, during their travels would teach Derick some skill with magic. Anna also convinced Derick to help out townsfolk, either by ridding them of ghosts (often nothing more than a few wild animals), bandits, or finding lost persons. Derick would usually try to charge a steep price but Anna would offer it for cheap, or even free. Needless to say, Anna won most of the arguments that followed.

They traveled across Golarion searching for rumors and hearsay, with Derick, unable to help himself, "finding" most of their travel expenses as they went. Most tales were duds, leaving them with nothing but some dusty books or trinkets of minor value save every once in a while when a tomb was locked up tight and took Derick most of his fancy finger skills to get into. It was one such tomb when the accident happened.

After finally getting the locks on the stone doors open, Derick and Anna had entered the unknown mans final resting place. Around them all sorts of trinkets set, resting with their long dead owner. The item that most caught Anna's eye was a book, resting atop the sarcophagus which, upon inspection, proved to be the mages spell book! After Derick gave the room a quick once over, more than confident of himself and in a playful mood saw a dagger laying on a display pedestal. It was quite the beauty. The blade had a red coloring to it, and in the right light shimmered and seemed to be burning as if it were flames. The Hilt was wrapped in black leather, the cross guard of the dagger was embedded with Rubies on each side. Rather excited Derick Casually grabbed it up, and called Anna over to see if she could tell whether or not the dagger held any magic left in it. As she approached there was a loud rumble, and Derick suddenly felt uneasy. At the last second, he jumped towards the door as over a quarter of the floor gave way. He reach out and managed to grab hold of Anna's hand but she was to far, she fell and slammed into the side of the pit. Derick struggled to pull her up but his grip was bad, and slowly she started slipping through his hand. he tossed the dagger towards the door and tried to use both hands but to his horror the pits floor began to close, the sudden jolt knocked his hands loose and he felt her hand slide out of his grip. He watched Anna plummet into darkness, never hearing her hit the ground. He realized he was clutching something in his hand, he looked at it. It was the ring he had given Anna. He noted it held a magical aura now. He sat for what seemed hours staring at the ring, before standing and trying to reactive the trap, but no matter what he did, he couldn't find a way to reopen it. He held out hope that she would find her way back, and so waited at the tomb for over a week, using up all the rations he had left. Nothing. Finally, after more than a week of waiting and searching he left. On his hand he wore the ring, and at his belt the dagger. He named the dagger remorse, to always remember the lesson he had learned in that tomb.

after another year of traveling (along with plenty of drinking, self-pitying, and cynicism) he came across a town in need of help. A group of bandits had set up camp nearby in the woods and had taken several townsfolk prisoner. They demanded food, drink, and pleasure, otherwise they would start killing the prisoners. At first, Derick merely shrugged it off. Until the Guard Captain's daughter confronted him. Her temper and attitude reminded Derick of his lost Anna, she even had Anna's fiery red hair. After a spat, Derick shooed the girl off and went to the local inn. That night however, he was still thinking about what she had said. Fine, you know, I'd heard tales of you and the mage. Well, I can see why she left you. You're nothing but a drunk in the end. Go on! go drink your fill and passout somewhere outside of town! Derick realized how disappointed Anna would be with him. She had always thought of helping people first, he had always known he needed Anna, but never realized just how much she had helped him. With a determination he hadn't had in over a year, he returned and offered to help the town. At the meeting, the girl, by name of Aria, held nothing but a sly grin after his explanation. A couple nights later, Derick, along with Aria and her father snuck out towards the bandit camp. With some helpful magic from Aria, Derick easily snuck around the camp and released the prisoners, while silently taking out the half asleep, half drunken guards. Unfortunately, after releasing the last prisoner one of the more alert guards shouted, and after about a minute brought Aria into the camp. As people stirred they noticed the dead men, and after some commotion, their leader strode out form a large tent brandishing a wicked looking Falchion. He neared Aria, a wicked glower on his face. With no other choice, Derick rushed out from the brush he had hid in letting fly several daggers as he ran, dropping several of the bandits, dagger hilts protruding from their throats. He drew Remorse, determined not to let another ally die, and dueled the bandit leader as Aria's father along with some of the freed prisoners held off most of the remaining bandits. The Bandit leader managed to get a cut across Dericks face, one that would leave a scar. After about a minute, Derick finally managed to get inside the falchion's reach and stuck his dagger deep into the mans chest. At this point the remaining bandits, now outnumbered and with their leader dead fled into the woods.

Now, Derick has heard rumors of the terrible Tomb-dungeon and the stirring evil within. He is quickly making his way towards it. If a group was going to enter in hopes of stopping the stirring evil, or just to grab the treasure and run, they would need Golarian's best tomb-raider. Besides, Anna would have never let them go anywhere else if she felt she could make a difference there.

GM note: You have full liberty of taking Anna and making her an NPC (living or undead, friend or enemy) its why I left her fate unknown. You also have permission to use Aria, whose personality would be sarcastic, prideful, flirtatious, and outgoing. She also has a knack for reading people and saying the right things.


fixed his background and probably done with his crunch ^^


Hey, posting in to formally withdraw from this. I'm busy already between what I'm doing and what I'm planning, and while I like the character I built I'm having trouble making a neat backstory, and there are other submissions that do what he does at least as well. Hope everyone does enjoy the game, though!


quick question, do you allow sneak attack to work with touch attack melee spells? (like, say, shocking grasp, or even ranged ones)


just typed massive backstory accidentally clicked link
fml


story of boris besat

short version:

oread town kobold tribe rivals. kobold tribe taken over by juvenile brine dragon. they join forces to defeat force of goblins, ogres, trolls, and hill giants led by a lvl 10 hobgoblin. boris besat distinguishes himself in fighting. he leaves to find out what caused monsters to come our way


happynslappy wrote:

just typed massive backstory accidentally clicked link

fml

Dem feels.


crunchy part

general information:

name: Boris Besat. race: Oread. class: maneuver master(monk)/brawler(fighter) 5. worshipped deity: Abadar/Irori. alignment: LN. age: 130 years. gender: male.

stats:

STR18
DEX14
CON16
INT13
WIS14
CHA9

hp:70 ac:20 Fort:+8 Ref:+7 Will:+7

cmd:21/24 cmb:+9/+12 init:+2 ki pool:4

skills and feats:

knowledge religion: +9 perception: +10 swim: +12 survival: +10 escape artist: +10

unarmed strike, stunning fist, power attack, improved reposition, combat reflexes, improved bull rush, improved drag, stand still.
improved reposition taken as a monk feat. 2 left open depending on things

class skills and racial traits:

evasion, maneuver defense, reliable maneuver, meditative maneuver, bravery +1, close control +1, close combatant +1/+3

granite skin, ferrous growth, crystaline form

offense and inventory:

Bardiche +9/7(1d10+6/12) 19-20/*2, Bec De Corbin +9/7(1d10+6/12) *3, Unarmed Strike +11/9(1d8+8/12). numbers for power attack given

Bardiche, Bec De Corbin, Mythral agile breastplate. rest of inventory to be added if chosen


i'll redo the backstory tomorrow


Crunch is done and ready to go..
I need to tweak the background a bit


Background finished.


Getting towards the end guys. Last minute submissions in please. Putting together potential parties atm.


I hope my submission comes in time:

---===Statistics===---:
Male Elf Unchained Rogue 1/ Magus (Bladebound, Kensai) 4 // Arcanist (Blood Arcanist) 4 / Arcane Trickster 1
N Medium Humanoid (Elf, Orc)
Init +4; Senses Perception +12, +3 vs traps, +2 in dim light or darkness, Darkvision
-------------------------------=DEFENSE=-------------------------------
AC: 23, Touch: 19, Flat-Footed: 10 (+1 armor, +4Dex, +4Int +2 shield,+1 NA, +1Def)
HP: 45 {+5d8,+5*1Con}
Fort: +6, {+4Base,+1Con,+1resistance}
Reflex: +9, {+4Base,+4Dex,+1resistance}
Will: +6,{+4Base,+1Wis,+1resistance}
CMD 23 {+3Base +1Str +4Dex +4Int +1Def}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +4; {+3Base +1Str + size + misc}
Base Atk: +3;
Melee:+7{+3Base,+4Dex}
Ranged:+7{+3Base,+4Dex}

--Melee:+7
+1 Scimitar +9 1d6+5 (18-20)
Spell Combat: -2 hit
Shocking Grasp: 5d6+10
Arcane Accuracy: +4 hit
Arcane Pool: +1 hit/dmg
Sneak Attack: 2d6

--Ranged:+0

-------------------------------=STATISTICS=-------------------------------
Str: 13, Dex: 18, Con: 12, Int: 18, Wis: 12, Cha: 11

-------------------------=Traits=----------------------
Magical Lineage (Shocking Grasp)
Ancestral Weapon

----------------=Race Traits=-------------------
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Behind the Veil: Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Elves can take this trait in place of low-light vision

--------------=Feats=-----------------
Kensai 1: Weapon Focus (Scimitar)
Rogue 1: Weapon Finesse
1: Accomplished Sneak attacker
3: Dervish Dance
5: Spell Focus (Evocation)
Wayfinder resonance: Blind-Fight

-=Languages=- Common


---===Skills===---:

---------------=Adventuring Skills=- (38 points; 8+3*2+4 class, 4*5 INT)---------------
^Acrobatics*(Dex)____+12{+5rank,+4Dex,+3class}
^Bluff(Cha)____+0{+0rank,+0Cha}[+2 conceal]
^Climb*(Str)____+5{+1rank,+1Str,+3class}
^Diplomacy(Cha)____+0{+0rank,+0Cha}
^Disable Device*(Dex)____+12{+5rank,+4Dex,+1trapf,+2tool}
^Disguise (Cha)____+0{+0rank,+0Cha}
^Escape Artist*(Dex)____+12{+5rank,+4Dex,+3class}
^Fly*(Dex)____+0{+0rank,+4Dex}
Heal(Wis)____+0{+0rank,+1Wis}
^Intimidate(Cha)____+0{+0rank,+0Cha}
^Knowledge (Arcana)(Int)____+11{+4rank,+4Int,+3class}
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Local)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Nature)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Planes) (Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Religion) (Int)____+8{+1rank,+4Int,+3class}
^Perception(Wis)____+12[14/15/17]{+5rank,+1Wis,+3class,+2race,+1ioun}[+3 vs traps, +2 darkness]
^Ride*(Dex)____+0{+0rank,+4Dex}
^Sense Motive(Wis)____+5{+1rank,+1Wis,+3class}
^Spellcraft(Int)____+8{+1rank,+4Int,+3class}
^Stealth*(Dex)____+14[16/18]{+5rank,+4Dex,+3class,+2tool} [+2 in darkness, +2 underground/indoors]
Survival(Wis)____+0{+0rank,+1Wis}
^Swim*(Str)____+0{+1rank,+1Str,+3class}
^Use Magic Device(Cha)____+0{+0rank,+0Cha}

---------------=Background Skills=- (10 points)---------------
^Appraise(Int)____+0{+0rank,+4Int}
^Craft (Int)____+0{+0rank,+4Int}
Handle Animal (Cha)____+0{+0rank,+0Cha}
^Knowledge (Engineering)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Geography)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (History)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Nobility)(Int)____+8{+1rank,+4Int,+3class}
^Linguistics(Int)____+0{+0rank,+4Int}
^Perform (dance)(Cha)____+5{+2rank,+0Cha,+3class}
^Profession(Wis)____+0{+0rank,+1Wis}
^Sleight of Hand*(Dex)____+11[13]{+4rank,+4Dex,+3class}[+2 conceal]

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Magus (Bladebound, Kensai):
Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Arcane Pool (Su) (6) The arcane pool of a magus has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack instead of the free melee touch attack normally allowed to deliver the spell. This attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
Arcana: Arcane Accuracy The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Rogue:
Sneak Attack: (2d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 3d6. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Arcanist (Blood Arcanist)
Arcane Reservoir (Su): The arcanist's arcane reservoir can hold a maximum amount of 3 + the arcanist's level points and starts at 3 + 1/2 her arcanist level every day(5). She can also regain these points through the consume spells class feature.
The arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell to increase the caster level or DC by 1 or increase the spell's DC by 1. Maximum 1 point per spell.
Consume Spells (Su) An arcanist can expend an available arcanist spell slot as a move action, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed.
Orc Bloodline:
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Arcane Trickster:
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

---===Spells===---:

-------------------------------=Spells Prepared=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Arcanist(6): Penumbra, Detect Magic, Message, Ghost Sound, Acid Splash
Magus(3): Arcane Mark, Disrupt Undead, Prestidigitation
------------------------------=1st (0/day)=------------------------------
Arcanist(4 prep, 5/day): True Strike, Shocking Grasp, Mage Armor, Heightened Awareness
Magus(3): Color Spray, Shocking Grasp, Blend
------------------------------=2nd (0/day)=------------------------------
Arcanist(2 prep, 4/day): Mirror Image, Glitterdust
Magus(1): Bladed Dash
-------------------------------=Spell books=-------------------------------
-----------------------------=Arcanist Spellbook=--------------------------------
1st(11): Mage Armor, True Skill, Touch of Blindness, Dazzling Blade, Heightened Awareness, Silent Image, Sow Thought, Shield, Protection from Evil, Feather Fall, Blend
2nd(4): Mirror Image, Visualization of the Mind
3rd(3): Haste, Slow, Displacement
-----------------------------=Magus Spellbook=--------------------------------
1st(11): Blade Tutor’s Spirit, True Strike, Snowball, Vanish, Grease, Long Arm, Comprehend Languages, Floating Disk, Reduce Person, Monkey Fish, Chill Touch
2nd(2): Bladed Dash, Glitterdust
-----------------------------=Book of Harms=--------------------------------
1st: burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement, shocking grasp
2nd: acid arrow, darkness, ghoul touch, gust of wind
3rd: fireball, lightning bolt

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Book of Harms (900 GP)
Copy Haste into book (135 GP)
Copy Slow into book (135 GP)
Copy Displacement into book (135 GP)
Copy Penumbra into book (7.5 GP)
Cracked Incandescent Blue Sphere (200 GP, Perception)
Wayfinder (500 GP)
Mitral Buckler +1 (1005 GP)
Masterwork Cold Iron Scimitar +1 (Trait)
Wand of Reduce Person (750 GP)
Wand of Shield (750 GP)
Acid Flash (10 GP)
7 Clear Ear (105 GP)
2 Vermin Repellant (10 GP)
Masterwork Thieves Tools (100 GP)
Haramaki (3 GP)
Dagger (2 GP)
Spell Component Pouch (5 GP)
Ink (8 GP)
Waterskin (1 GP)
6 Travel Rations (3 GP)
Parchment (2 SP)
2 Chalk (2 CP)
5 Candle (5 CP)
Torch (1 CP)
Whetstone (2 CP)
Sack (1 SP)
Flint & Steel (1 GP)
Camouflage clothes (50 GP counts as Masterwork Tool that grants +2 stealth indoors/underground)
Magnifying glass (50 GP counts as Masterwork Tool that grants +2 perception to look for traps)
Scroll of Monkey Fish (25 GP)
Scroll of Comprehend Languages (25 GP)
-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 6GP 1SP 0 CP

---===Background===---:

Elesar always knew he was not like other elves. The light of the sun hurt his eyes and he felt drawn to darkness. In darkness he felt safe, more confident and he could see details more clearly. None of the other children, or even the adults, felt that way. He was mocked for being different, for being tainted.

This lead Elesar to shut himself away from others, to turn towards his books instead. His studies occupied much of his time, but he also searched for answers to why he was so different. The books revealed to him that there was something else in his heritage besides pure elven blood. After much digging he finally discovered the shocking truth. His great great grandfather was an orc! He was tainted indeed. From his mother he learned that his uncle Galadil, her brother, had showed the same signs as him, before he left Kyonin for good, half a century ago.

Elesar wanted to leave too, it was uncomfortable facing the derisive stares of the other elves and knowing he was different. Still, one thing kept him back, magic. He wanted to learn the magic of his parents. From his father he learned the art of combining magic and blade, while from his mother, he learned more specifics of spells. Learning magic was a struggle. Instead of following instructions exactly, he often got irresistible urges to experiment with the invocations, make them more guttural in order to make the result more brutal. Somehow his intuition worked and he was able to actually get some spells off. It was certainly weird to hear the beautiful elven incantations twisted so, and his mother cringed every time he did it.

Elesar stayed long enough to learn the basics, but not much more. The other young elves treating him badly was one thing, but his mother reacting badly as well was something he couldn't live with. In the dead of the night he snuck out, taking barely basic equipment with him.

Elesar travelled south east, not for any particular reason, but that was as good direction as any. Without much in the way of food or gear, the young elf often found that he had to steal stuff to get what he needed. He discovered that the natural elven grace and his affinity for shadows made him excellent at the job.

Still, it wasn't great treasure he stole, but enough to get by. However in his travels he heard about a tomb in Quadira that supposedly held great magic. He was lucky to find a trip to team up with to venture in with. Three proud members from a desert tribe, two of them were a couple already Ramaan and Jasmine, while the third one, Esmeralda was the sister of the male from the couple.

Their exploration went well enough at first, Elesar’s sharp elven eyes keeping them clear of traps. However that would come to an end in the final room, where they encountered a fearsome mummy. Ramaan was sent running in fear and Jasmine was struck down. Elesar and Esmeralda managed to eventually take it out, but it was too late for the poor Jasmine, she had already perished.

Naturally Ramaan was devastated, but the three remaining members of the party decided to continue traveling together for some time. Elesar was particularly fascinated by the sword dancing of the others and they agreed to teach him. As they traveled Elesar and Esmeralda became attracted to each other. Ramaan didn't like that the elf made moves on his sister, but they thought nothing of it. Then suddenly one night Elesar woke up to a terrifying scream. Ramaan had beheaded his sister. He rather wanted her dead than to have her dishonor his family by sleeping with an elf outside of marriage. Elesar was victorious in the fight that followed, but he was confused, saddened and frustrated by the events as he was once again left alone.

This didn't stop his adventuring though. Elesar still wanted to explore new places, aquire more magic and experience and learn more about his powers by doing so.

---===Appearance and Personality===---:

Picture
Eyes:Golden
Hair:Platins blond
Skin:Pale
Height: 6’ 5”
Weight: 180 lbs
Not your normal elf, Elesar’s intense golden eyes hint of his orcish heritage.

Elesar is not the most talkative person as interactions with others have burned him more than once. He's quite interested in learning more about magic and uncover hidden items or rituals though, and he’ll work together with others to accomplish that.


Hope this isn't too late. I literally only came up with a character idea for this that I liked a few hours ago. Going off of the "I don't need a character sheet nearly as much as I need an engaging story," I wrote up a background.

Background:
Ryoken is the younger son of a minor clan head whose name has now been stricken from the Books of the Ancients due to their dishonorable and cowardly conduct. But this was not always the case. True, the family had always been a little...odd-- prone to mixing the bloodlines of bushi (warriors) and shugenja (spellcasters) a bit more than normal (and rumor had it, even mixing the fighting styles)-- but they served their lord with devotion, so their...deviance was overlooked. As such, when the war broke out between the Great Clans, they were among the first to assemble their army and march into battle. Ryoken and his brother Tsukara, as heirs to the clan lead by example: Ryoken with his blades and Tsukara with his magic.

At first the war went well. The brothers were finally doing as they had been trained and their actions brought honor to their house. But as the fighting dragged on and they were bathed in more and more of their clansmen's blood and routed again and again, what had begun as a welcome change to their days of study and practice turned into desperation. Soon they found they had been driven back to the border of their territory. Their enemies, if not stopped, would quickly find themselves sweeping through their homes, killing those too old or too young to fight that had been left behind in the initial recruitment. The brothers needed to come up with some way, any way, to save their home.

In his studies of one of the other clans, Tsukara had read about a ritual that would bind a bushi and shugenja together, granting the warrior magical abilities while bestowing martial prowess upon the mage. It was a practice not well looked upon, for its unclean usage of mixing both the subjects' blood and their spirits. But if done right, their new abilities and knowledge of the land would turn them both into their own one-man guerrilla warfare armies.

The spell worked like a dream, and each brother led half of their remaining troops to repel the oncoming force. It took a bit of convincing to have their men engage in these "barbarian tactics," but some persuasion (and the fact that they were honor bound to follow them) eventually convinced them. Their plan was a success, but the magic drained them both, causing them to pass out not long after the battle was done.

When he awoke, Ryoken was in the battle field prison of his lord next to his brother. It turns out the lord had set a trap meant to devastate their foes but had relied on the opposing army sweeping through the brother's home town. Thus their actions had saved their home, but possibly cost the lord the war. In response, he stripped the two of their honor, snapping their ancestral katanas in half. When Tsukara protests that how were they to know of their lord's plans, he flew into a rage and beheaded the young man. Devastated, Ryoken begged to be allowed to reclaim the honor of his family by committing seppuku. A mercy he was quickly denied. Instead he was banished from the empire.

In a daze, Ryoken wandered about, initially with nothing but the armor he had been wearing, still covered in the blood of his enemies, and the remains of his and his brother's daisho-- their wakizashis. Alone in foreign lands, he's taken odd jobs here and there to get by, all the while seeking some purpose that was not to be found. In the process, he gained a little comfort through knowing that the binding spell had left some trace of his brother with him, but he still felt lost. Through a haze that he only partially remembers, he's found his way to Taldor. Hearing tales of Rappan Athuk, both of the growing evil and high casualty rate, he headed there. Part of him hoped to reclaim his honor there. Another part merely hoped it would give him what he had been denied to take. Either way, it was something different from the purposeless life he had been pursuing thus far.

The crunch is going to be LN human fighter/occultist (battle host) with hiss brothr's wakizashi for the bond. Might take a dip in samurai, if not, I'll just grab the exotic weapon proficiency feat. He's going to be a dual-wielder. The plan is to have his wakizashi be representative of his martial power while his brother's represents his more magic-y side.


You two are fine. I'll be done in a couple more hours.


Wohoo!!!

Erianna sits down cross legged, and patiently waits for a decison, the scimitar resting on her lap.


Ok this definitely wasn't easy guys but here are my final choices. There is always the possibility of spots opening in the future but for now these are the four to go down the well together (against most reasonable advice).

Erianna - Dawnflower's Justice
Mwenye - Dragon's Fury
Ryoken - Blood and Honour
Derick - Tomb Raider

I'll see you in the discussion thread to iron out character sheets and such. Please post in there with the alias you plan to play with.


Congrats and good luck to those that got picked.

I guess I'll have to try harder next time.


Congrats everyone! Sounds like I'd better make those last purchases after all. :D This sounds like it'll be quite the interesting group!

Sczarni

Ah well, I tried. Have fun y'all!


Thanks for picking me Diamondust! Congratulations to those picked, and good luck to all the others in future games.


eh, ya win some you lose some


wrong alias sorry


Congratulations guys ^^


Rappan Athuk Super Dungeon Recruitment Reopen

One of the players has gone AWOL and we want to bring the party back up to 4. Set in Golarion in southern Taldor near the border with Qadira. The area has become more dangerous in recent years but with tensions between countries, Taldor has kept official presence in the area low leaving most of the work done by daring individual and parties of various and sometimes questionable backgrounds. Currently the party is chasing down some bandits, kobolds and a spider infestation with promises of gold and reward for each threat neutralised as they make their way towards the well against all sensible advice not to go down it. In addition to your character background please explain why you're in the area (currently the coast road and the forest) whether alone or with others and why you would/might join the PC's group.

The group's current members:

  • Erianna - Bard/Assorted
  • Mwenye - Sorcerer/Monk
  • Ryoken - Fighter/Occultist

character build rules:

Gestalt 2 classes
Level 6th
Races Core, Featured, Uncommon(all are welcome to die trying to save the world regardless of hostile monstrous origins)
Classes Core, Base, Alternate, Hybrid, Unchained, Occult, Prestige
Stats 16,15,14,13,12,11
Traits 2 (no campaign traits)
Drawbacks 1 allowed
HP Always max
Background Skills 2 per level
Alignment Any(The 'don't be a jerk' rule always applies)
Wealth ~5,000gp
Extras Automatic Bonus Progression
Limitations Fractional BAB and Saves for multiclassing. Max 6th level spells(full casters can get higher slots to metamagic with). No pre-game crafting.


Vors Duil-NG Human Fighter 6/Sorceror 5+Dragon Disciple 1

Background:

Vors Duil is a native originally of the City of Oppara the son of a butcher and a seamstress. He run away from home when his arcane abilities began to manifest. He learned to keep an eye out for trouble from his time on the streets.

He was always quick to react and managed to gain service as a stable boy at an inn. When not tending to his duties he would listen to adventurers in the common room. He was keen to one day grow up and have adventures of his own, collect treasures and be the center of attention telling his own tales. He learned much listening to the tales, from the victories and failures of others.

When he was sixteen he was able to convince a group of adventurers to take him with them, being untested he didn't get a full share but cut his teeth on the more challenging aspects. After assisting a few groups like this he became bold enough to try and apply to become a member of the Pathfinder Society. His arcane and growing martial skills got enough attention to allow him to join the society. He has focused on developing his skill with daggers being more discrete weapons.

He had been adventuring with a group down towards the border for the last month. He was still recovering from a poison so the others went to try to track and scout out a group of bandits. They agreed to leave him recover but not engage til they came back to take them on as a group, Vors being the most combat capable. They're two days overdue so now he's struck out for the coast road area to find some sign of them, either to save or avenge them.

Character Sheet:

NG Human Fighter 6/Sorceror 5+Dragon Disciple 1
Str 14, Dex 18, Con 12, Int 13, Wis 11, Cha 18
HP: 74 AC: 23, Touch: 16, FF: 19, Fort: +8, Ref: +7, Will: +7, CMB: +6, CMD: 18
Melee: Full Attack=+11(P), +6 (P), +11(S), +6(S). (P=Serrated Mwk Cold Iron Dagger) 1d8+6, 19-20/x2. (S=Mithril Dagger) 1d8+4, 19-20/x2

Feats: Skill Focus (Perception)-Focused Study, Two Weapon Fighting, Weapon Focus (Daggers), Weapon Finesse(Daggers), Arcane Armour Training, Weapon Specialisation (Daggers), Advanced Weapon Training (Focused Weapon: Daggers), Improved Two Weapon Fighting

Traits: Defender of Society (Combat), Magical Knack (Magic)

Automatic Bonus Progression: Resistance +1, Armor attunement +1, weapon attunement +1, Deflection +1, Mental prowess +2
Class Features: Bravery +2, Armour Training (1), Weapon Training (Light Blades +1), Draconic Bloodline (Gold), Resistance Fire (5)

Languages: Common, Draconic

Adventuring Skills: Bluff +8, Climb +6, Diplomacy +9, Escape Artist +8, Fly +8, Intimidate +8, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +9, Ride +8, Spellcraft +6, Survival +4, Swim +6, Use Magic Device +8

Background Skills: Appraise +5, Craft: Weapons +5, Handle Animal +9, Knowledge (Engineering) +6, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Nobility) +6,Perform: Oratory +5

Spells: Bonus/Free=Mage Armor, Resist Energy
Spells Known:
Cantrips: Light, Prestidigitation, Mage Hand, Detect Magic, Ray of Frost, Detect Poison
1st- Shield, Burning Hands, Grease, Feather Fall, Mage Armour
2nd- Rope Trick, See Invisibility, Resist Energy

Spell Slots: 1st (7/Day), 2nd (5/Day)

Equipment: Mithril Chain Shirt, Serrated Mwk Cold Iron Dagger, Mithril Dagger, Sleeves of Many Garments, Wand of Cure Light Wounds (50 Charges),Magi Kit, Mwk Backpack, Daggers (x4), 14gp

Silver Crusade

Dot.

Thinking a two weapon fighter/something.

That or a Kinectisict/something


I might adapt this character, I'm thinking of adding Slayer (Sniper) as the other half of the gestalt

Silver Crusade

Inspiration! I'm going to make a barbarian that has traveled down from the Frozen North in search of the lich that killed his entire tribe after he uncovered some sort of unholy crown relic on his rite of passage quest.

Probably a heavy martial character.

Silver Crusade

Ok yeah, I'm thinking armored hulk mixed with some type of fighter or ranger. Won't make the most versatile character, but he should be useful for fights and exploration. Could easily throw in a level of rogue with his background ATM as well for a bit of trapfinding.


This is the fighter/occultist character. He's a two-weapon Dex fighter with wakizashis in heavy armor. The occultist part is partially a tack on because I couldn't think of anything better. He's mostly meant to be melee fighter, taking advantage of some of the cool advanced armor/weapon training things the class gets. At higher levels, I'll probably be focusing on crit feats.

Silver Crusade

Hm. Not sure I want to step on the toes with another heavy armored Martial... In that case I think I fire Kinectisict will be my next option.


I had a Inquisitor/Slayer for this game during the first recruitment. Let me see if I can find it again and try to improve it a bit.


Redotting. I didn't actually finish creating my character last time, I don't think.

Making a Ranger/Cleric of Erastil to submit.


thinking about a Ninja/Cleric, or Ninja Warpriest....


I too am thinking a ninja. not sure what to pair it with though.

I have a dread gnome ninja I would like to play.

If Path of War was available I know exactly what to play. but alas it is not.

the foundation of the character is in the alias.


Going to play a Saurian Druid | Unchained Monk

151 to 200 of 251 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Gestalt Superdungeon Recruitment All Messageboards

Want to post a reply? Sign in.