
mittean |

I am interested in running Rise of the Runelords.
I am looking for four players. I will keep this open until Monday the 26th.
I like fast posts. Not necessarily in how often you post (although that is always welcome), but more in the content of the posts. I am less interested in characters who give speeches, either in "internal dialogue", or in their actual dialogue. Please don't pontificate. Show us you are a brave knight, please don't tell us.
I am in MST. I would like everyone to at least check in daily. If it isn't your turn, please post in the discussion forum, as I think that will keep some of the momentum up, so we know you aren't lost. If you need to post out of turn, do it there, and I will move it over in your turn, so it isn't posted out of sync.
25 point buy.
Max gold 1st level.
Any questions, let me know.
I do HP a little different (you get more). You also get reserve HP (similar to Iron Heroes). You also get Wound points similar to Star Wars, used against criticals. Criticals are deadly in my campaigns. Consider that.
I use minions, lieutenants and bosses. Minions are weaker than normal, but there are lots more of them. Lieutenants are more powerful, and Bosses are likewise.
I do give the opportunity to get extra feats.
I allow traits and flaws, with approval.
Anything Core rulebook, APG, UC, UM. Most anything Pathfinder, really. MIC, even the arms and equipment guide, and setting material (Eberron and Forgotten realms, etc.) with approval.
Anything else, ask for approval.
I have my own critical/ fumble charts I may or may not use. We'll see how I feel.
I am also up for suggestions on good maps that we can post and interact with. Any suggestions would be great. Thanks :)

Boiko Mitrich |

Ookay. That's a lot of house rules, but at least you're announcing them in advance. What about the AP itself, do you plan on customizing it much? I'm ok with changed encounters but I would still like to have the same plot/sidequests/locations as in the written adventure, as I haven't played in it or read it.

mathpro18 |
I am also interested in this. I have played the last 3 books before...or maybe just the last 2...not sure but I haven't played the first book before and would be interested.
As far as classes what is everyone thinking about playing?
I'm not really sure what I'm going to play...might go sorcerer who goes into dragon disciple.

mittean |

No home brew. No vampires. Evil is fine, as long as it doesn't interrupt play. If it actually creates interesting drama, I'm in. If you just want license to kill and loot and be a jerk to other players, no.
I am less likely to go for crazy races, unless you have a really intriguing pitch.
Wound points - in my campaign, you get your constitution score + Max HP 1st level to wound points. Your HP are that +10. All criticals go against your WP.
As an example - A first level rogue with a con of 13 has 31 HP, 31 Reserve HP, and 21 WP.
A goblin hits him for 5 damage. He now has: HP: 26, XHP (reserve): 31 and WP: 21. His goblin dog criticals on him, doing a measly four damage. He now has HP: 25, XHP: 31 and WP: 17. He will be fatigued for four rounds after the critical.
When combat is done, after four minutes, the reserve HP pool will have refilled your HP. The rogue would then be HP: 31 XHP: 25 and WP: 17.
When he heals, the WP gets healed first. Then XHP. Then HP.
My intent with this is to make it feel more like a movie. In Die hard, he gets walloped, then barely crawls out of an encounter, to rush off to the next one. By the next one, he's mostly okay. His XHP have refilled his HP.
Now, of course, this essentially doubles your HP, but not your effective HP. In combat, if your HP drop under 0, and you have full XHP, you will still bleed out. They do not refill unless you are stabilized, and then only at 1 per minute. So it's not usable in survivability in 1 round...but it is in the "dungeon" as a whole.
The biggest mistake I've seen a player make is not heal, cause they feel they have more. I give lots more HP for a reason...I can be very lethal. I also like a cinematic feel, I want you to feel like a hero out of the movies.
I do have a couple other house rules, but they are pretty easy to catch on to.

mittean |

The plot line will be roughly the same...however, I am telling it my way, so it's not exactly by the book. The nice part is, you could play a different Rise of the Runelords, DM'd exactly by the book, and feel some of the surprises because it is different.
Flaws, as from UA, yes. If you have access to Dragon magazines of that era, they put grip of class flaws that are much cooler (more flavorful) in there.
You can have two flaws, two traits.

Wareagle |

K have decided on a character Gabradon a human fighter.
Despite his kind nature Gabradon grew a temper when his homeland was insulted or his enemies were brought up. This would hurt him when he tried to join the Eagle Knights of Andoran. During his initiation process a Cheliaxan began belittling Andoran and calling his country weak compared to the mighty Cheliax. Enough was Enough for Gabradon and with a clash of blood and steel the youth lay dead by his hand. The Eagle Knights were very disproving and ordered him banished from his beloved homeland. Gabradon held his head in shame as he left the country he loved, knowing they wished him dead as an enemy of the state.
Gabradon, ever hopeful and certain that Cheliax would try something dastardly, kept his ear to the ground about possible evildoings. It came to his ear through perhaps a drunken fool that Cheliax sought to colonize and take over Varisia once more. The ancient enemy of Andoran would not do such wicked things while Gabradon had his say. He ventured north into Varisia hoping to redeem himself by stopping a Cheliaxan plot, that might not even exist. With one hand on a sword, a hopeful smile on his face, and the pride of his nation at his back, Gabradon ventured to Sandpoint to hopefully discover the truth of the Cheliax takeover of Varisia.

Wareagle |

Human Phalanx Soldier
Medium humanoid (Human)
Init +3; Senses Perception -1
DEFENSE
AC 21/17, touch 12, flat-footed 19.
(armor +5, Dex +2, Shield +4.)
HP:36 WP:26
Fort +5, Ref +2, Will -1
OFFENSE
Spd 20 ft.
Melee:
Glaive +5 (1d10+6/x3)
Battleaxe +5 or +3 w shield (1d8+4/x3)
Ranged:
Longbow +3 (1d8/x3)
Reach 10/5 ft.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 9 (-1), Cha 7 (-2)
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise +1/-1, Combat reflexes, Stand Still.
Skills: Climb +8, Swim +8, Knowledge Engineering +6, Knowledge Dungeoneering +6. Armor check -3.
Languages Common, Goblin, Dwarven.
SQ
Traits:
Armor Expert
Absalom Hotspur (Regional-Absalom)
Gear Glaive, Battleaxe, Tower shield, Scalemail, Longbow w 20 arrows, mwk backpack, belt pouch, grappling hook, bedroll, flint and steel, rations (10), waterskin, __gp.

mathpro18 |
Here is my sorcerer. I'll have a background up later once I finish fleshing out the exact details.
THOMNUS CR 1/2
Male Human (Varisian) Sorcerer 1
LN Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 11 (1d6+4)
Fort +1, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Claw x2 (Claws) +1 x2 (1d4+1/20/x2) and
. . Club +1 (1d6+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Claws (7 rounds/day)
Sorcerer Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (4/day) Shocking Grasp, Mage Armor (DC 15)
0 (at will) Read Magic (DC 14), Light, Detect Magic, Jolt
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 13, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Eschew Materials, Toughness +3
Traits Focused Mind, Precocious Spellcaster: Jolt, Shocking Grasp
Skills Climb +2, Knowledge (Arcana) +6, Perception +4, Spellcraft +6, Use Magic Device +8
Languages Common, Draconic, Goblin, Varisian
SQ Draconic: Blue Dragon (Electricity)
Combat Gear Bolts, Crossbow (20), Club, Crossbow, Light, Dagger; Other Gear Backpack, Masterwork (empty), Bedroll, Case, map or scroll (empty), Case, map or scroll (empty), Case, map or scroll (empty), Flint and steel, Grappling hook, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (5), Rope, hempen (50 ft.), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Draconic: Blue Dragon (Electricity) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Mind +2 to Concentration checks
Precocious Spellcaster: Jolt, Shocking Grasp Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

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STR 10, DEX 18, CON 12, INT 18, WIS 10, CHA 10
BAB +0 [+0 melee, +4 ranged], Init: +6
Fort +3, Ref +6, Will +0 [Immune Sleep spells, +2 vs. Enchantments]
Movement: 30', AC: 17 [Touch AC: 11, Flat foot AC: 17], HP: 10
Racial abilities: Languages: Common, Elven, Dwarven, Gnome, Sylvan, Orc; Low Light Vision, weapon fam - elven, +2 vs SR, +2 Spellcraft to identify magic items, +2 perception
Alchemist abilities: Alchemy, bomb [1d8 or 1d4/5ch], http://www.pathfindersrd.com/classes/base-classes/alchemist/archetypes/paiz o---alchemist-archetypes/crypt-breaker, +1/2 lvl to Disable Device, Throw Anything +4 dam
Extracts:
1st lvl [2/day]: Crafter's Fortune, Cure Light Wounds, Identify, Polypurpose Panacea, Shield, True Strike
Feats: Point Blank Shot
Traits: Reactionary [+2 Init]
Skill ranks: Appraisal 8, Craft [Alchemy] 8, Disable Device 9, Know [Arcana] 8, Perception 6, Sleight of Hand 8, Spellcraft 8, UMD 6

Morrin |

Alright, here's the crunch for my Soul Knife. I'll get to the background here soon, probably type it up tomorrow while at work. Already have an idea that'd be fun to play out, just need to get it down on pape--Data.
Leiko Alandria CR 1/2
Female Elan Soul Knife 1
CG Medium Humanoid(Aberration)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+7 Armor, +2 Dex)
hp 34HP/34Reserve/24Wound
Fort +2, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Melee 2 Light weapons +4/+4 (1d6/1d6+4/19-20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Two-Weapon Fighting, Pyschic Meditation, Speed of Thought, Double Slice
Flaws: Murky Eyes, Shaky
Traits: Reactionary, Suspicious
Skills Acrobatics +5, Autohypnosis +6, Perception +6, Sense Motive +8, Knowledge(Psionics) +5
Languages Common
Equipment: Tumblers Armor(Chain Torso, hide legs, horn lamellar arms) 128GP, Backpack 2GP, Bedroll 1SP, Tent, Small 10GP
Crowbar 2GP
Remaining gold: 58GP
--------------------
SPECIAL ABILITIES
--------------------
PP: 5
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Bonus Feat: The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.
Form Mind Blade (Su): As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
a soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.
Shape Mind Blade: The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Throw Mind Blade: All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.
Wild Talent: The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.

Pezmerga |

I made a Bard. here is what I have so far. I'll have a background tomorrow.
Borrowed your format Morrin :)
Jovin Vrabel
Male Half Elf Bard 1
CN Medium Humanoid (Human, Elf)
Init +5; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 12 (+3 Armor, +3 Dex, -1 Flaw)
hp 32HP/32Reserve/22Wound
Fort +1, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee: Unarmed Strike +0 (1d3/20/x2)
Ranged: Longbow +3 (1d8/20/x3) +1/+1 within 30 feet.
Rapid Shot: Longbow +1/+1 (1d8/20/x3)
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge (+1)
Bardic Performance (7 Rounds)
Countersong
Distraction
Fascinate
Inspire Courage
--------------------
Spells
--------------------
Cantrips: Detect Magic, Ghost Sound, Prestidigitation, Read Magic
Level 1: Charm Person, Grease
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats: Point Blank Shot, Precise Shot, Rapid Shot
Flaws: Vulnerable, Noncombatant
Traits: Reactionary, Charming
Skills: Bluff +7 , Escape Artist +6, Knowledge Local +6, Linguistics +4, Perception +6, Perform Dance +7, Stealth +6
Languages Common, Elven, Draconic
Equipment: Longbow 75gp, Studded Leather Armor 25gp, Masterwork Backpack 50gp, Bedroll 1 sp, Winter Blanket 5 sp, 2 Bars of Soap 2 cp, 2 Waterskin 2gp, 6 days rations 3gp, Cold Weather Outfit 8gp, Traveller's Outfit
Remaining gold: 14gp, 3sp, 8cp

Pezmerga |

I may change my guy a little. I'm thinking his backstory may be that he is a somewhat well known male actor/dancer (sort of a heart throb. But he's a leading man (action plays? lol)) He'd be kind of superficial, a little selfish, a bit cocky, but overall is a decent guy. He'd be trained in Archery of course, but the only thing resembling actual combat he has really seen thus far is of the choreographed variety. I am going to look over the traits again and see if I can find something better than reactionary, flavor wise anyway.
Looking at Child of Infamy
Your family has long been in show business. Perhaps it was your parents, or an older sibling, or an uncle or aunt—whatever the case, one of your close relatives is, or was, a well-known and well-loved actor or actress. That this relation died in some compromising and embarrassing way has done little to alter your family’s name and fame—if anything, the unfortunate death has increased it. When folk learn your last name, they are quick to assume you live a wild life like your ill-fated relative, and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting scene have had their effect. You’ve certainly inherited your relative’s talents, and are a larger-than-life figure, a melodramatic attention-hound, or a sly manipulator of emotions. You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you’ve inherited some of your relative’s funds, and begin play with a nest egg of 300 gp that you can spend however you wish.
Could we reflavor that a bit? I could come from a family of actors, but I'd still like Jovin to be an actor as well. If you don't like the nest egg, maybe change it to some sort of bonus to those whom recognize me (assuming they are fans). I'll probably come up with a better name that sounds more like a good acting name lol.
Also I moved a skill point out of bluff into Perform: Act which is now +7. (+8 if Child of Infamy is approved)
I may even remove the archery feats and do more of a controller bard, like dazzling display (well eventually) to "act tough". I'll think that over. I don't wanna hose the group with too much roleplaying in combat lol.

Morrin |

Played a soul knife in 3.5, but, well, they weren't all that great in 3.5. Let's see if Dreamscarred buffed them any. Seems they have made some nice changes. And I am assuming the GM is allowing piecemeal armor. :) If not, let me now so I can change it.

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Making a little change to the character. Instead of Reactionary, going to take Magical Talent [Spark] & Rich Parents [+900g]. So with that gold, I have the following equipment:
STR 14, DEX 18, CON 10, INT 18, WIS 10, CHA 8 [scarred]
BAB +0 [+2 melee [MW Curved Elven Blade +3/1d10+2], +4 ranged [Longbow +4/1d8], Init: +4
Fort +3, Ref +6, Will +0 [Immune Sleep spells, +2 vs. Enchantments]
Movement: 30', AC: 18 [Touch AC: 14, Flat foot AC: 14], HP: 9
Racial abilities: Languages: Common, Elven, Dwarven, Gnome, Sylvan, Orc; Low Light Vision, weapon fam - elven, +2 vs SR, +2 Spellcraft to identify magic items, +2 perception
Alchemist abilities: Alchemy, bomb [1d8 or 1d4/5ch], Crypt Breaker’s Draught, +1/2 lvl to Disable Device, Throw Anything +4 dam
Extracts:
1st lvl [2/day]: Comprehend Language, Crafter's Fortune, Cure Light Wounds, Identify, Polypurpose Panacea, True Strike
Feats: Point Blank Shot
Traits: Magical Talent [Spark] & Rich Parents [+900g]
Skill ranks: Appraisal 8, Craft [Alchemy] 8, Disable Device 9, Know [Arcana] 8, Perception 6, Sleight of Hand 8, Spellcraft 8, UMD 6

mittean |

I don't have Inner Sea Magic. Is it listed on the SRD somewhere?
I'd be interested in a gunslinger...never played one, never DM'd one...sure WTH.
Pez, I actually really like your concept...which is saying a lot. I hate bards. :) So...
Child of infamy is fine. You are a second generation famous actor, Sean Astin to Patty Duke.
Bookkeeper, that is fine. I'd be interested to hear your thoughts on any changes.
Morrin, I am fine with piecemeal armor.
Clifford, that works. I actually like it more than reactionary.

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The key component of the Thassilonian Specialist is that it's a bit of return to old school: your opposition schools become forbidden schools. You may not cast spells of your opposition schools and you must use UMD for any Spell Completion/Spell Trigger item of those schools. In exchange, you get to memorize your "bonus" school spell twice, essentially getting two bonus spells per level, but they have to be the same spell.
If that doesn't work, I'll just make him a standard specialist with skills focused on researching Thassilonian magic.

Morrin |

Background time! Thought I'd make a simple background that fits, but leaves plenty of stuff opened for the DM to play around with if they wish. If its not to your liking, I can change it.
Leiko's past is unknown, even to herself. She "Woke up" around a month ago, in a small cave, Laing on a almost completely rotted pallet(bed). She was confused, she knew who she was, what she was, and her capabilities, but where she's from, how she got there, her memories were too fuzzy to make any sense. The entrance to the cave was collapses, with just a small hole for light to shine through. She spent days digging her way out, not needing to eat or drink, and very little "sleep", till she finally left the cave. She then traveled, soon coming upon Sandpoint. She's spent a few days there, staying in the Inn, trying to get a bearing on where she's at and why.
Leiko is a smallish woman, looking to be in her mid-twenties. Her blond hair hangs down to her waist, tied neatly with a string of leather 5 inches from the tips. Her skin is light, not quite pale, with a very slight golden hue. Her bright blue eyes always alert. She wears what seems to be a mismatch armor that fits her quite well, allowing her to move easier then what you'd expect in the suit of armor. She looks to be no stranger to the adventuring life, but oddly enough, she has no visible weapons on her.
Sorry if there's any grammar errors, typed all this on my phone. Not bad I think!

Hezekiah Aumvar |

One Thassilonian Specialist Wizard. I didn't realize until after I was done that we already had someone with Rich Parents. On the other hand, parents make for great plot hooks as time goes forward.
I think I got the HP right, based on what you had above - I added the Toughness Feat to HP and XHP. Let me know if anything looks hinky.

Morrin |

Well, Soul Knife is front line fighter as well. I am considering taking a few levels of Psychic Warrior later on, but starting of, all melee. A healer would be nice though, not a heal-bot, which I only approve of if they're cohorts(Yay leadership) but someone who can patch up during/after combat, and some of the nice cleric only combat buffs.

Cyric Dayn |

As I said before, by switching feats, I can now make mutagens, that dramatically improve my front line combat ability. I go up to +5 to hit, with 1d10+6 damage. Finally my AC jumps to 20. Mind you that is only for 10 minutes and I need to take an hour to make a new mutagen, but that should surfice us for awhile.
Mind you also, I can always switch out for a DEX mutagen for +6 to hit, and 22 AC.
Also, I can always improve that by switching out a formula for Shield or Enlarge person, but I figured it would be better to keep my formulas for Cure Light Wounds for right now.

mittean |

Thomnus, I like the concept. To improve...I don't know. I'd say less crunch worries, more concept/back-story. (obviously)
If you have a compelling character concept, I will bring you on, even if you have zero crunch written up. We can build the crunch to match the flavor. But crunch without flavor is sawdust. :)

mittean |

Bookkeeper, I actually really dig your Thassilonian wizard...lots of flavor, great with the story...that and I actually tend to dislike clerics. I don't like portable healing factories that perform miracles constantly. I like other sources of healing. But...
Making a cleric is fine. I'm more likely to take your wizard, though. Cause he is tasty.

mathpro18 |
Okay his in character known back story is presented in the spoiler below. As far as where I see him developing...see the second spoiler.
When Thomnus was twelve his mother had gotten pregnant again with his sister Soriana. Not wanting to wander anymore, Thomnus’s mother decided to settle down in Magnimar. This new life didn’t sit very well with Thomnus. He was used to moving from place to place, and he soon started to crave the open road again. Unfortunately with a new baby sister at home he was stuck helping his mother bring in money to support them. He would do what ever odd jobs people in Magnimar would trust him much, which wasn’t much due to his small frame. Thomnus was constantly teased by the locals in Magnimar but stayed to help support his family.
As the years passed his wanderlust and the craving for the open road only grew stronger until, shortly after his 18th birthday, he was able to convince his mother that he was old enough to start his life as an adventurer. It helped that his mother had been seeing someone from Magnimar for the last year and seemed a little distracted. He had heard news of the Swallow Tail festival that was being held in the near by town of Sandpoint and he set off immediately. He figured it would be a good place to meet fellow adventurers that might be setting out to sea.
As I mentioned earlier I would like to develop him into a dragon disciple. Here is how I think it could be explained. Since his father is unknown to him, it could be found out through the game that his father was actually either a full blooded dragon or another dragon disciple that passed on the dragon blood that will manifest later in his life(as he gains the prestige class). That way there is an in game reason for the new powers he will develop.
Feel free to disagree with the above suggestion and take the character on what ever wacky road you see fit lol.