
Duboris |
2 people marked this as a favorite. |

Hello gentlemen! I haven't hosted a game in quite some time, as college has unfortunately managed to be a veritable thorn in my side for quite some time, but I've news! College is ending for the summer quite, quite soon. No more than 2 weeks from now and summer is officially here. Thank 7 different kinds of Jesus.
I started work on this adventure path 1 year ago. Amidst college and the like, I've managed to successfully make a rather large portion of it. Truly, this is a wondrous thing for me, as I have high hopes of publishing it once I've found that the players enjoy it's rich story-infused NPC's and the plethora of different quests.
For a long time I've tweaked and prodded at the adventure path, and for a long time it was some really weird thing that arose the players, dead, and used a currency, as well as a an entire world, that just made things difficult. I've since axed both those counts, and while the main city that the players will be residing in is still a new one, it is still very much completely fleshed out. I've even made the appropriate campaign traits, which the players will make it a point to use. The only issue with it, however, is that players may only choose 1 campaign trait, and it must be from the listed ones.
With the fat trimmed, and the NPC story lines made something outstanding, I finally believe I'm ready to give players a shot at it, and revel in it's glory, coated in blood and sweat.
I'll be honest. Frankly, the game isn't made to be easy. It is geared for 5 players and I will pick no more. Every quest is enough to get a player at least half their level in experience. The very first quest is enough to almost make you level 6, should you kill everything.
Allow me to take this moment to carefully explain what this game entails, considering that there is no manual to read. I'll try to be concise and short about the explanation. I'm likely going to fail miserably.
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The campaign places players, shortly after its beginning, in the great city of Chul'Galbrann, a city in the sky, held down by great chains. The only methods of travel into the city are by crossing the bridges, built onto the taught, immovable things, or by using the sky ships, a city favorite. No one knows why the city hangs in the air, or how, though ultimately in the day and age that golarion is in, everyone just chalks it up to magic and doesn't ask questions of the floating metropolis.
Chul'Galbrann is known for, among other things, its rather high amount of people who seek out a higher plane. Mercenary guilds dot the entire city, though our players belong to a specific one. It's healers are close to their deities, it's monks are wise and well-traveled, and its people are colorful in every way, shape, and form. Chul'Galbrann's namesake lies within the fact that is a paradise for those that seek out a life on the fringe, where every day is full of excitement and adventure.
People from every corner of Golarion make their way to Chul'Galbrann, each with a rich history of guile, wit, strength, and of course, drama. Some people are shady, some are fun loving, and some seek out power through the constant inflow of requests for assistance from the outside world.
You are a Mercenary. A member of one of the guilds, and your recent exploits have reached the ears of Chul'Galbrann, and as such, the city welcomes you with open arms into it's array of grand, story-filled men and women. More on that in a moment. Now, the lot of you may be wondering indeed. What does a member of the Mercenary guild do?
A Member of the Mercenary guild, and his travelling companions, whether they are alone or with others, sift through the massive number of requests on the post boards, or find important missions through hearsay. They take these missions, inform the head of their respective guild, and set out accordingly. Each post has it's own respective reward. Some may request that all obtained items go to the individual that requested help, but these often pay in raw gold.
These mission aren't simple "My Kitten is Stuck in a Tree" types, either. They can range from Goblins ransacking, raiding, and claiming a fort rather close to the city itself, or cultists being discovered in a distant nation. They are not simple, and you'll make friends among the guild members, as well as enemies, along the way.
The way the missions work, simply put, is in Tiers. You may not access Tier 2 until you are level 6, 3 until you are level 7, and so forth. Generally it requires 2 missions per level to reach the next tier, but sometimes it will take 3. Your first mission is a mandatory one, however.
Each mission will be laid out to you, and after you've went to the next Tier, you will find that missions you didn't do before leveling up disappear from the boards as other guildsmen take up the mantle.
Now for the most important part that involves how you'll inevitably make your characters. You're characters can be from anywhere in the whole world of golarion, as long as it isn't some fringe country, or some half-fiend from the world wound. This game assumes somewhat mid-level optimization. It also allows only 1 multi-class, though prestige classes are allowed.
You can prepare for anything you might think you need to prepare for. This game has quite literally everything. Goblins, Wizard Sewers, Cultists, dungeons with no enemies and more than a few traps, gay french fighters, monks that can't see, horrible weather, boat fights, a giant war against augmented soldiers, unicorns, excessively flamboyant goblins, samurai, ninjas, one badass ronin, the dark tapestry, chelaxian politics, sandpoint, an entire house dedicated to the 7 sins that aren't bad people, an archer with daddy issues, and a leech covered druid.
You name it, it's there. You couldn't optimize for this whole thing if it killed you, and to be honest it might.
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Traits
The way I do traits is, honestly, fairly simple. It's nothing complicated, and it's just so straight forward it kind of hurts. There's nothing fancy that effects your bardic performances or raises your caster level checks, or anything like that, no, this effects your skills and only your skills.
Acrobat - Tales abound of your shows of dexterous wonder. Whether you're able to dance around enemies for fun, or just generally jump grand chasms, the world knows you're light on your feet.
Gain a +2 in Acrobatics and Acrobatics is always a class skill for you. Once per day you may roll twice on an Acrobatics check and take the higher result. Must be declared prior.
Appraiser - It wasn't a big dragon you killed, and it might not even be a hoard you looked through, but one things for certain. You've brought some weird, valuable things that most people would've glanced over and made quite a penny doing so.
Gain a +2 in Appraisal and Appraisal is always a class skill for you. Once per day you may re-roll an Appraisal check and take the higher result. Must be declared prior.
Liar - You're the most silvertongued devil in whatever gutter you managed to crawl out of. That, or you're just good at politics. Whatever it is, you're a liar, and hell knows you're not half bad at it.
Gain a +2 to Bluff checks, and Bluff is always a class skill for you. Once per day you may roll 2 bluff checks and take the higher of the 2. Must be declared prior.
Climber - You've scaled things that don't even have ledges. You stick to flat walls like some kind of socially awkward gecko. Long story short, you've had an infatuation with high places your whole life, or you've just found that being vertically challenged isn't your favorite thing in the world. Whatever it is, very few people can beat you when it comes to going up without wings.
Gain a +2 to climb checks, and climb is always a class skill for you. Once per day you may roll twice on a climb check and take the higher of the 2. You may take 10 on climb checks.
Diplomat - You're a real charmer. Ladies love you, men love you, and dammit, you'd make a good first man. However you go about it, you've come to terms with the fact that you've talked yourself out of some pretty hellish situations, and word of your... well... word, has traveled abound. You're a smooth talker for sure, and you stand out amongst the gruff crowd.
[/i]Gaina +2 to Diplomacy checks, and diplomacy is always a class skill for you. Once per day you may roll twice on a diplomacy check and take the higher of the 2.[/i]
Saboteur - Whether it be bombs with 3 seconds left, doors with a nasty lock, or your best friends chastity belt, you're good at picking things and a guy who doesn't know what a door is. If it can be picked, you can pick it. If it can't be picked, you'll find a way to pick it. Tales of your craftsmenship with a lockpick are abound, and someones got something that needs jury rigged somewhere, and you're gonna find them.
Gain a +2 to Disable Device. Once per day you may roll twice on a disable device check and take the higher of the 2.
Sociopath - Do you have any idea how hard it was to find you beneath the silly hat and big nose glasses? No? Wrong person. Regardless, you're a hard man to find in a crowd, and you're number of faces could very well be why the guild is after you. You're list of Aliases are 3 scrolls long and miles wide. You're a tough man to follow, and you're really good at getting into the crowds that don't want anyone in them.
Gain a +2 to disguise. The first person to roll a perception check versus your disguise must roll 2 and take the lower result. This doesn't include fellow players.
Escape Artist - You truly cannot be contained. Hairy houdini be damned, you're impossible to bind. You're a class act. Whether it's because you keep finding yourself tied to beds, hugged inapporiately for long periods of time, or constantly meeting up with a monster's tonsils, you've found a plethora of ways to escape confinement. You might even be an escapee right now!
Gain a +2 to Escape artist checks. You may roll 2 twice on an escape artist check once per day, and take the higher result.
Flyer - You're a dam good flyer. Whether it be on a horse, with your own tiny little wings, or just generally a circus clown, you're accustomed to being in the air for extended periods of time. Whether it's good for your health or not, or natural, depends on you, but who really cares? You're an air-head.
Gain a +2 on fly checks. You may roll twice on a fly check once per day, and take the higher result. You may take 10 on fly checks.
Practically invisible
Gain a +2 on stealth checks. You may roll twice on a stealth check once per day and take the higher result.
Plays well with other species
Gain a +2 on handle animal checks. You may roll twice on a handle animal check once per day and take the higher result.
Heal - The phrase "You can't die on me" isn't just moral support. It's actually close to being literal! You've saved dumber people from dumber luck, an cannonball wounds may as well be scratches. You're a wizard with a scalpel.
Gain a +2 on Heal checks. You may roll twice on heal checks once per day and take the higher result.
Intimidating
You gain a +2 on intimidate checks. You may roll twice on intimidate checks once per day and take the higher result.
Linguist
You gain a +2 on Linguistics checks. You may roll twice on a linguistics check once per day and take the higher result. There are actually linguistics checks in this game. There's every check in this game.
Perceptive
You gain a +2 on Perception checks. You may roll twice on a linguistics check once per day, however, if you fail a perception roll rolled by the DM, this is immediately expended and rolled secretly.
Ride
You gain a +2 on ride checks. You may roll twice on a ride check once per day.
Sense Motive - Nothing gets past you.
You gain a +2 on Sense Motive checks. You may roll twice on a sense motive check once per day.
Magic fingers
You gain a +2 on Sleight of hand checks. You may roll twice on a Sleight of hand check once per day.
Spellcraft doesn't get a trait like the rest.
Spell Spinner
A player with this trait is not allowed to make daily checks in regards to crafting items. In regards to crafting magical items, he may only roll twice in regards to a month of work (30,000 GP) and must make other checks regarding creation normally. Gain a +2 to spellcraft checks. Once per day you may re-roll spellcraft checks made to determine spells, the contents of a spellbook, and whatnot. Warn the DM of this prior.
Survival - The hell is a house?
Gain a +2 bonus on Survival checks. Once per day you may roll twice for a survival check and take whatever is higher.
Swim
Gain a +2 bonus on swim checks. Once per day you may roll twice for a swim check and take whatever is higher. You may take 10 on swim checks under any circumstance.
Knowledgeable
Gain a +2 on a knowledge of your choice. This knowledge is always a class skill for you. You may take 10 on this knowledge check and this knowledge check only one per day, or you may roll twice and take whatever is higher.
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Character Creation
- 25 point buy! You're all ridiculous heroes.
- Fifth level, you've been at this a while.
- 1 Extra skill point that goes into a craft of some kind.
- Your character's personality.
- Your character's history.
- Your character's greatest fear.
- Your character's uncross-able moral line.
- Your character's physical description.
- Your character's goals, and reason for accepting the guild's letter of invitation.
- Your character's backstory, as well as his home nation. Can't be made up, and must be within the world of Golarion.
- A written letter, third person, no longer than 5 lengthy paragraphs detailing your achievements. This is a recommendation letter from an anonymous source to the Mercenary guilds.
- During the letter and backstory you can not have killed a creature beyond CR 7. You're grand heroes, not lucky.
- 1 Trait from those listed above. No drawbacks. No questions.
- 10,500 starting gold. You may purchase a single +1 weapon and a +1 armor, and with the gold left, may not purchase an item that is over 3000 gold.
(optional)
- 1 example of a long-running campaign that you are currently in, if any.
Stuff that's banned
- No Summoner
- No Gunslinger
- Anything outside of Ultimate Combat, Ultimate Magic, the Core rulebook, the Advanced Player's guide, and the Advanced Race guide is strictly prohibited.
- Third Party everything.
- No player-made races.
- No Chaotic evil. Other evil alignments are allowed, however. Have a good story. Don't be a jackass.
Homebrew
- Paladins can be Lawful good and Neutral good. Not Chaotic good.
- Antipaladins can be Lawful evil and Neutral evil. Not Chaotic evil.
- No other class is restricted by alignment, but Monks may not be chaotic.
- Critical hits that get confirmed draw cards from the critical deck accordingly. Expect shenanigans.
General Campaign Qualities
- Despite the fact that every mission requires the players fly to them on Airship, that still takes quite a bit of time. Players will have days, weeks, and sometimes an entire month of downtime as the ship flies towards their destinations. The ships fly in routes, and there are only 2 of them. One heads east in a circle, and the other west. It drops off mercenaries as they go. This also means that the ships, upon arrival, and upon leaving, leave the players stranded in Chul'Galbrann for weeks. Downtime is definitely something important in this campaign, and there is money to be made during it, as well as magical items.
- Every magical item short of Major magical items is within the Metropolitan city. If you want it, you can likely find it, but doing so generally takes a day of work as you walk about the city. Survival checks are even required to not get lost within the bustling metropolis, though getting lost wastes the day, while not getting lost allows you to make 2 purchases.
- The Mercenary Guild's name that you join, and are requested to join, is named "Wyvern's Soul."
- NPC's are incredibly important and will meet you frequently during missions. Make friends. Explore their dialogue. Learn about them. Ask questions. Roleplay
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I look forward to an EXCELLENT amount of submissions. This isn't your usual sucky thrown-together homebrew, ladies and gentlemen. I look forward to playing with whoever makes it.
As of now, the closing time for submission is may 9th

gyrfalcon |

Hi Duboris, sounds very cool!
Where in Golarion is Chul'Galbrann? It might help with backstory.
I'll save details until I have an application together but I've been a very active player since I joined the boards in the summer of 2013 and can happily link you to one or two of my longer running games.
Let me know what you think of this: I have a gnomish oracle I'd love to play. He's a sweet, caring, odd, out-of-touch, artistic gnome...who loves to collect and arrange dried flowers and dried corpses, and to animate them by coaxing Wendo spirits into their dried bodies.
If animating dead is out of the question (as I know it is in many games) then he's a clear no. Otherwise...he plays quite nicely with others (he's actually a real sweetie) and I like to think of him as more out-of-touch and unable to understand why others abhor his necromancy than evil in the usual sense...but those finer points are likely lost on most he meets. If you're curious, here's his profile (which would need updating and leveling up, but gives you his original backstory).
Oh, and he was originally build using Wordcasting, which I'd be interested to stick with, though that's optional.
Let me know if you think he could be a fit for the campaign (and if I should keep or change the Wordcasting) and I'll update his background & crunch, and start answering your questions.
Thanks!

Duboris |

@Gyrfalcon - Feel free to animate as much dead as you'd like, but keep in mind that doing so in blatant view of good-natured people will get you in deep trouble.
In Regards to that craft point - You get an extra skill point per level to put in your craft of choice. It must always be the same craft.
All traits give the skill chosen a +2 and make it a class skill.

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@gyrafalcon. IMHO, it has always been good to see what other submissions are before putting up any kind of necromancer. If half the submissions are paladins and the other half are clerics of Sarenrae, you might want to avoid them. On the other hand if there's a lot of more neutral style characters there might be a chance you can convince them to fight alongside undead. It's never an easy time though.
Of course that's just party stuff, not taking into account the setting.

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Ok, so I was thinking a strix fighter with the Airborne Ambusher archetype. I thought it would be very cool with the flying city idea. I want to get approval to use a race that has natural flight before I starting doing crunch though.

gyrfalcon |

@Tiasar, the problem with looking at submissions is I have no idea which will get accepted.
I think the vast majority of games *aren't* good fits for someone with undead pets, which is why I asked for more explicit clarification.
In terms of party dynamics, the GM mentioned that evil is allowed (just not being a jackass) and we're mercenaries which isn't a terribly Good profession...so I think it could work, but the GM can say if he thinks he might pick a party where that would be a problem too.

Capt Goatchin |
Really cool concept you got. I know it says in your rule list anything outside of core, advanced, ultimate magic and combat were prohibited but I was hoping to make my beast rider archetype and go with an axebeak for my mount (bestiary 3) and use some of the feats (maybe an archetype) from the animal archive. Would this be acceptable?

Duboris |

If you wanted to make a particularly lethal animated cleric in a regular game that wasn't play by post, I'd be perfectly inclined to do just that. Unfortunately enough, however, that's a tremendous amount of book keeping for both you, as well as myself, and I know that having plenty more HD will allow you to inevitably be walking around with a veritable army.
One option I will give you in regards to an undead summoning cleric is that one archetype that gives you a constant undead servant, but you'd have to dress him up and keep him unknown. The Mercenary guilds, for the most part, are along the True Neutral plain of view, but that doesn't mean they're okay with the usual gnome walking in with 54 undead goblins for fun.
I would probably stay away from sources of evil that follow you in a parade-like manner.
@Tsiron Ragmar - Do you wanna get your wangdoodle cut off? Because that's how you get your wangdoodle cut off. That aside, you could make the sword have the crush on you.
@gyrfalcon - Mercenaries is a loose term, actually. While you're work may seem like complete mercenary work, you could just as easily end up being politicians, peacekeepers, spies, and whatnot. Certain missions can end up entirely being you keeping an eye on a situation, though you usually end up ruthlessly killing things when diplomacy fails the day...
@Tiasar - Strix are nice, but you're going to need to roll up a very good reason why you'd accept an invitation from a race that, by description alone, hates humans of any kind. Other than that, you're pretty much set and I like the idea of an airborne combatant. Expect to be somewhat useless in regards to cramped spaces, such as dungeons. Though the setup will definitely have it's uses, providing you make it.
@Captain Goatch - Please refrain from using anything outside of what I've listed as legal. I'm rather stubborn and I apologize, but there are reasons I avoid anything out of that territory. Beastmasters can become quite silly.
If at all possible, I would prefer you post everything about your characters into posts in this topic itself. Those that don't risk getting glanced over. Please use spoilers.

Bane88 |

Presenting Rova the Strong. I'm open to feedback and tweaking if neccesary. I know that I have a NE barbarian, but I plan to get along with the party through steady character growth and horizon broadening.
Half-Orc (Mystic) Barbarian (Invulnerable Rager) 5
NE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 51 (5d12+11)
Fort +7, Ref +3, Will +2; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance
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Offense
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Speed 40 ft.
Melee +1 greatsword +10 (2d6+7/19-20)
Special Attacks rage (15 rounds/day), rage powers (beast totem, lesser, superstition +4)
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Statistics
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Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +9; CMD 20
Feats Destroyer’s Blessing, Eldritch Heritage, Endurance, Power Attack, Skill Focus (Survival)
Skills Acrobatics +5 (+9 jump), Climb +8, Handle Animal +6, Intimidate +10, Perception +10, Survival +11, Swim +7
Perceptive + 2 to perception, re roll once per day
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity, tireless rage, touch of rage
Other Gear +1 mithral agile breastplate, +1 greatsword, handy haversack, bedroll, belt pouch, blanket, winter, flint and steel, mug/tankard, pot, rope, shovel, string or twine, trail rations (15), 736 gp, 7 cp
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TRACKED RESOURCES
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Destroyer’s Blessing (1/round) - 0/1
Rage (15 rounds/day) (Ex) - 0/15
Touch of Rage +1 (5/day) (Sp) - 0/5
Trail rations - 0/15
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Special Abilities
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Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destroyer’s Blessing (1/round) While raging, regain 1 rd of rage on a sunder and heal 1 hit point if you break the item.
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Touch of Rage +1 (5/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Rova is merciless, and charismatic, brutal enough to earn the respect of the more vicious tribes and likable enough to bring the others under his banner. And when he has united the 14 tribes of Belkzen, which he will, then a war like this world has never seen will descend upon the lands that you care about, that you grew up in, where your loved ones live. He will not stop until the world is fed to Rovagug! We must give him challenge elsewhere! I am begging you! Something else to focus his rage and ambition. Trick him away from this place, cutting him off from the resources he would otherwise obtain
He can’t be that bad you say? He killed all of my sons in blood duels when he was 7! At 15 he slew a fel Barghest called Rishelfomor in a cave, he broke its neck and tore its head off. At a clan summit , a member of the Skull Eater tribe insulted him and he challenged them all to single combat, and won. The Skull Eater clan is no more! He breaks down fortress walls for fun, even those belonging to his own tribe. He laughs as he slaughters our enemies calling them weak and stupid saying how he wishes for a challenge that is worthy for of his prowess, worthy of being sacrificed to The Destroyer.
So this is my letter of recommendation. I recommend that you help me help you help us. For the sake of your children, the orc tribes must stay locked in warfare for the good of the world, you must take Rova from us. I recommend that you unleash him upon your foes and watch them fall in a tidal wave of blood. I recommend you keep a magical means of containing him on hand. I recommend you respond to this letter, or I’ll see you soon, when I inevitably lead my tribe behind the banner of the soon to exist High King of the Orcs.
Sincerely afraid,
Hundux Half-man of the Murdered Child tribe, secret scholar and follower of Asmodeus.
I am in Kertuffle's Kingmaker is my longest running campaign.

Duboris |

@Tiasar - I'll allow the purchase of a Mithral breastplate instead of a +1 breastplate. That doesn't seem too scandalous, honestly.
@Bane88 - Absolutely wondrous job on the submission, bane. The fact we've got a submission straight from a devout of rovagug is interesting to say the least. Provided you get in, you'll get plenty of destruction, though I have to admit I can't wait to potentially see you're type of character on a few specific quests. Namely the kind where you're not breaking anything.
@Gyrlfalcon - You are welcome.

Duboris |

@Bane88 - Oh believe me, you'd definitely enjoy the first mission in particular because of the sheer carnage that's going to get wrought on the enemy's end. It's made to give the players a bit of a wide birth. That aside, I suggest some of your characters make it a point to purchase whatever you think you'll need. Don't forget mundane items, potions, buff ups, that sort of thing. Players often undermine their usefulness. I'm of the sort that improves enemy CR by having them buff prior. (Which is a definable weakness in some encounters I might add.)
@Tiasar - Hence the reason I allowed it. Flying around in a breastplate seems like it'd be enjoyable. Just expect some bad weather on some missions.

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Just helping you find some inspiration.
I have most of the crunch done on my strix fighter, working on the fluff now. I have a few ideas why he would be working with humans, but I'm not sure what to go with.
- Banished from his tribe so he is forced to work with humans to survive. He is unsure if he should turn on the strix, try to regain their acceptance, or learn to live with humans in peace.
- Infiltrating the city to supply information. Goes with "dayguard" alternate racial ability.
- My character personally has been observing the humans and doesn't believe they are as evil as his race says, so he wants to find out for himself. Also goes with the "dayguard" alternate racial ability.
- Was born and raised amongst a race different from his own, so did not grow up learning to hate humans. Would probably have to homebrew some alternate racial replacement for hatred.
- He just doesn't give a damn about what race is what as long as he has a roof over his head and good pay. A "black sheep" situation.
Love to hear opinions on these ideas, mostly from Duboris but I appreciate thoughts from anybody else as well.

Duboris |

@Tsiron Ragmar - I strictly prohibit reskinning of the base classes in every way, shape, and form. Please stick to the books presented, as I won't allow anything that isn't already a functional archetype unless it's something very minor. An entire class is not minor. Something like Tiasar's hatred buff changing to a different race most definitely is.
@Tiasar - From the looks of things, Dayguard racial trait is looking more and more appealing. Being banished from a strix tribe is one thing, but it doesn't give much precedent for people to recommend you to the guilds. People have to actually like you for that sort of thing. Infiltrating the city to gain information would be somewhat evil, which is just fine, but Chul'Galbrann, save for occupying some air space, isn't exactly threatening any Strix boarders so it's a bit of a crap shoot.
As sfor being raised by another race, however, that definitely works. Though I need to make this a bit of a specific for you that changes your racial trait a tad that gives you the bonuses against humans...
Pick from Ogres, Goblins, Humans, Kobolds, Orcs, or some other race of creature when you're making a background for your person and just treat your hatred benefit against them instead.
I'd also like to point out that, honestly, if you're character had the spellcraft for some of these, he could make some of the items if he very well wanted to. That said, a Wayfinder and some Ioun stones isn't going to hurt anyone. You just can't purchase any that cost more than 3000 gold. You could very well ignore the +1 weapon entirely and grab 2 or 3 of those. You do what you want, buddy.
@Alton Yllko - One thing I have never been a fan of, as far as ideas are concerned, is the idea that you can convert dexterity to damage in all attacks. It makes strength completely useless by comparison when one stat increases armor class and damage, and one only increases damage. Dhervish dance is not in the books listed, and is therefor not allowed. It is plainly that simple.

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Sweet Duboris, sounds like a plan! I'll go with the adopted idea and choose a new race to apply hatred to and integrate it into his backstory.
As for the wayfinder and ioun stones, the combined cost would only be 1500gp so I'm well within my price range, I just know that some DMs don't like wayfinders in their campaigns. It's a hefty price for a narrow focus, but if I'm going to be a flying DPS character I don't want to make the party groan in despair when the enemy wizard casts dominate person on me.

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I am finally done! Oh I am so proud of what I wrought, I hope you all enjoy it!
By the way, beyond "Aviz" and "Fuero" there is not a single name that I have invented. Everything it set in Golarion and takes quite a bit of reading to be familiar with.
Fuero was an eccentric man who was drawn to understanding history. He would spend days with his nose buried in books, weeks tracking down old historians, and months searching for fabled legends. His drive brought him to Cheliax, where he wished to explore the ruins of Narona. He knew the enormity of the task before him so he temporarily settled in the large town of Pezzack, the nearest settlement to Narona. The town is nestled in the Devil's Perch, known for it's flying inhabitants. While Fuero learned and appreciated the rocky cliffs, he had no idea that his real adventure lay there and not in the ruins.
Fuero was returning from a week long trip into the ruins when he saw the crown was blockading Pezzack. Knowing the town would survive and the hostilities would end given time, he set off for a hike into the mountains. It was there he heard the desperate screams of pain which sent him into a run. He followed the screams and found a jet black skinned woman on the ground. She had pointed ears, slitted nostrils, large pupil-less eyes, two dark wings crumbled underneath her, and a curved elven blade through her side. He realized this must be the flying people that he read off. Fuero ran to her side but he was neither strong enough to carry her nor ever trained in the arts of healing. She babbled to him in a strange tongue, but he only caught stray words in Azlanti. Then she lifted one battered to reveal what must have been her child, a bawling male covered in the blood of his mother. She pressed the infant into Fuero's arms, a strange flicker of hatred crossing her face, but her meaning was clear enough. He gathered up the bloody, feathery bundle and spoke soft words, staying with her until she passed from this world.
Fuero was unprepared for being a father, but he did the best he could. He named the strange child Aviz and raised him as his own, telling him the truth of his mother. The child grew up healthy and very strong, but estranged from society. He picked up on a few books but tried to solve most of his problems with fighting. His appearance set him apart enough, but when he started beating up other children the town cried out against him. Fuero nervously agreed to their wishes, taking the young child and bringing him to the city of Corentyn.
The lawful city of Corentyn taught Aviz lessons the hard way. When he was caught starting fights the authorities would beat or jail him accordingly. Fuero had a gentle heart and didn't have the sternness Aviz needed, but he excelled at teaching Aviz why the laws must be in effect. Aviz slowly grew to understand the ways of the civilized world in his own way, and adapted to it more by creating a set of rules for himself than listening the letter of the law.
Once Aviz stopped causing so much trouble Fuero got him some proper martial training. Fuero didn't care much for fighting himself, but he decided that if Aviz was born with a strong body and a hot temper than the child was at least going to learn how to control himself. Fuero pulled a favor at the Order of the Chain and got Mardinus, their master of blades to personally teach the strix how to fight.
Mardinus was a harsh teacher, but honest and fair. Aviz went home every night with dozens of new bruises and learned lessons. Mardinus tried to break Aviz into fighting with a flail, but he hated the unpredictable nature of the weapon and how it risked hitting his wings. He experimented with various fighting styles and weapons, but despite his natural prowess he was always bested by the stern ex-slave who relentless bore him to the ground. Finally one day Aviz grabbed a long-spear and took to the sky, poking and harrying his teacher from above. Mardinus called him a craven for using cheap tactics, but Aviz laughed and said "I'd rather be alive." Mardinus realized that he had been ignoring the strix's natural advantage, and began teaching as well as learning how to fight on the wing.
Aviz quickly excelled with his new fighting style, using polearms to harry and wear down his opponents. Mardinus shows him some hooked blades and taught him how he could use them to trip his foes, making them even easier targets. Finally the day cam when Mardinus said he could teach the strix no more, and gifted to him an old set of armor that hadn't seen use in years. A mithral breastplate so he might fly freely and still be well protected.
Aviz enlisted himself in the city guard after that, bringing his unique skills to the table. While he was never well liked the officers begrudgingly admitted it was convenient to have a loyal soldier who could fly. It also helped that he showed promise as a weapon-smith. Aviz helped to reign in and control the Thin Wisps, the thieves' guild of Corentyn. His ability to chase down the nimble halflings across rooftops was invaluable.
Aviz was returning from a late night shift when he heard a woman's scream come from near his house, where Fuero lived. He took to the air and quickly made his way back to see dozens gathered around as well as a few of his fellow guardsmen. He shoved through the crowd and past the door inside to see blood staining the walls, and leaned up against the dresses was Fuero with a fauchard through his torso. He coughed, spraying blood, and gave Aviz a weak smile. "Yo-you make an old man proud. I'm glad I cocould leave something behind in this world. Live well, my son." And with that he gave a death rattle and the man who loved and raised Aviz followed his mother into the void. Face twisted in grief and anger, Aviz leaned down to hold the dead man's hand, then examined the weapon. He knew from his days at the forge that this was clearly an elf made blade, and remembering the weapon that killed his mother he angrily ripped the blade free and tried to snap it in half, but it gave a pale glow and resisted his efforts. He stared at it for a moment, then hefted it to feel the weight of the weapon. I will kill the elf who ended Fuero's life with his own weapon, this I swear.
Aviz stands a bit over six feet tall and weighs roughly 200 lbs. He has a strong, wiry build under his jet-black skin. He shares the pointed ears, slitted nostrils, pupil-less eyes, and black wings of his kin. His white hair is kept long and combed back, but it hands free and loose down to his shoulders.
Aviz is a fierce person who can be pretty abrasive. He understands the laws of the land and adheres to them in his own way, but that doesn't mean he won't speak his mind on how he thinks of you. Underneath his calloused outside is a grim determination and a steadfast mind that is not easily dissuaded. And underneath that is a free soul that longs to laugh and live amongst a culture that will truly accept him.
Aviz wishes to track down the elf (or drow) that killed Fuero and use the same weapon to kill him.
He also, in a deeper place of his mind, wishes to find somewhere or somebody will accept him for who he is.
Aviz knows that he cannot stay in Corentyn to achieve anything else, so he is using this opportunity to travel the world as well as learn more about the world he was so sheltered from.
Killing somebody in front of their innocent family. If two brothers were both killers Aviz would have no problem taking them down, but if an innocent little girl was clinging to her evil father Aviz couldn't bring himself to scarring her for life.
Being buried alive. As an airborne and free spirit there is nothing more terrifying to him.
Dear Mercenary Guild,
I am writing to you to highly recommend Aviz, the strix city guardsmen for your ranks. I have enclosed a detailed description of the strix race so you may better understand the details of such a rare race. Aviz came from nothing, but he has proven that he does not intend to return to nothing. He is a fierce fighter and as loyal as a dog, and due to his natural flight employs tactics that are invaluable, rarely seen, and are hard to combat. He is trained in all manner of melee weapons and bows, his preferred weapon of choice being a fauchard that allows him to use its reach for superior tactics. Furthermore he has keen eyes, is a skilled weaponsmith, can be quiet when needed, and survives well on his own in the wild. Aviz has accomplished much in the guard, his crown achievement being the control of the thieves' guild known as the Thin Wasps. He also struck fear into the hearts of many criminals who knew that there was an eye in the sky waiting for them to slip up. Aviz will be an excellent candidate for any mission he may be put upon. He follows directions closely but does not fail to think freely if there are complications. He has never stolen or otherwise abused his position and he treats all of those under his power justly. I hope that you may have the pleasure of having him in your ranks.

Rasputin17 |

The way I see it, if ya can't type out those within 2 weeks I probably don't want the person in a game :P
Well, considering I'm gearing up for the end of my own college semester, I just started a part time job, the larger than usual application requirements for this ap, and the extent to which I usually write for these things, it is a bit of a tall order.

Duboris |

@Rasputin17 - I do sincerely apologize, but if that is the case, and you feel it will be a hindrance during the summer and other times, I might suggest you reconsider applying.
@Tiasar - A very lovely character indeed. As of now that is 2, and surprisingly enough, no one has submitted any arcane, which is just fine in my book, though I must admit that wizards certainly do come into play in the campaign at a certain point. Remarkably early, actually.
I love the character concept and I find it interesting that instead of the usual ragtag bunch of enemies, you selected elves for your personal bit of hatred. Though I do have to admit that it wouldn't be difficult to include his background story, as well as make a particular NPC you're target of rage.
I must ask, however. One of your feats is named "Weapon Expertise" and I'm not quite sure what that is as it doesn't show up anywhere. Care to explain it?
@ShadowyFox - No one will stop you. I welcome an entire legion of submissions.

Duboris |

My apologies ladies and gentlemen! I seem to have forgotten something rather important. Like, ridiculously so. How to handle HP rolls!
Max Health at Level 1
1d12 = 10
1d 10 = 8
1d8 = 6
1d6 = 5
Those are the health rolls. Always over half, though the bruisier characters definitely feel the difference. I hope this suits the lot of you! It makes the Beefy characters beefy, and the not-so-beefy not-so-squishy.

Yldrath Wyrmblessed |

I’m making a Dr. Strangelob character, as I see no arcane entries. Quick note: Would you allow me to take goblin discoveries/items? The whole basis for my character is that he is a military alchemist, and would take rocket bombs and other such discoveries.
Aston Yllkon
CG Elven Alchemist (Chiurgeon)
Medium Humanoid
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Defense
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AC 19 (Armor +4, Dex +3, Deflection +2)
hp 30
Fort +4 Ref +7 Will +3
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Offense
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Melee: shortspear +4 (1d6+1(0)/x3)
Ranged x13 bomb (bomb launcher) +6(7) (3d6+6(8)/x2)
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Statistics
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Str: 12 (10) Dex: 16 (18) Con: 10 Int: 22 (26) Wis: 14 (12) Cha: 8
Skills Craft (alchemy) +16, Heal +13, Knowledge (arcana) +16, Knowledge (nature) +16, Spellcraft +16, Disable Device +12, Perception +11, Use Magic Device +8, Profession (alchemist) +11.
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Special Abilities
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Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Extra Discovery (3): You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Cognatogen: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
Explosive Bomb: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Frost Bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Strafe Bomb: The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.
Acid Bomb: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
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Equipment
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bomb launcher
alchemist's kit
shortspear
chain shirt +1
trail rations (14 days)
clothes
bedroll
backpack
flint and steel
3 torches
sunrod
hemp rope
grappling hook
eyepatch
headband of vast intellect +2
formulaebook
Unlike most elves, Alton is grim and introverted. Scarred and hardened to the realities of war, he prefers not to talk, and has a difficult time relating to other people-especially his frivolous kin. Alton, overall, is a veteran who finds that actions, not words save the day.
Alton was born in Almas, Andoran. He always had an infatuation with the military and science, and got the best of both worlds when he enlisted in the Andoran army. Alton learned the ways of battlefield alchemy, and excelled. The elf quickly rose through the ranks, and became a captain of his squad.
Yet war was not his calling. The Andoran elf was not satisfied. After thirty years of dedicated service, he left the army, looking to find good work...
Alton's greatest fear is to be viewed as a villain, a deserter, or a traitor.
Alton will not, under any circumstances, use alchemy to perform twisted experiments or hurt people.
Alton is tall, about 6'8". He has short, cropped blond hair and black eyes. Even though he is decently muscled, Alton is susceptible to disease and exceptionally pale. With scars all over his body and only one good eye, he is imposing-though he has a difficult time talking and getting through to other people.
Dear Wyvern's Soul,
I am writing this letter to draw your attention to a possible recruit. His name is Alton, and I have served with him in the Andoran army for twenty years.
Alton is focused, intelligent, and a brilliant tactician. He has a deadly aim with his bomb launcher, and an excellent battlefield medic. Alton has saved my life numerous times, and has not even expected a word of thanks.
His most important quality: Alton has a good soul. I know that doesn't mean much to mercenaries, but if you give him a cause, he will do anything and everything to further it. Alton is undoubtedly a deadly soldier if he is focused.
After thirty years of dedicated service to the Andoran army, Alton is looking for something more. He will undoubtedly take a position in Wyvern's Soul if you give him an opportunity.
Sincerely, Lokn Hlit
Alton is looking for an opportunity to help people personally, not to defend the country on a distant battlefront. After receiving the invite to Wyvern's Soul, he staunchly refused at first. However, on a trip to Chul'Galbrann and seeing the evils that the guilds harbor, Alton decides he will accept the invite for one purpose: to destroy the guilds and stop all of the wanton destruction.
I know that this isn't very good writing, but I'm kind of tired right now. I will make modifications soon.