| Fletcher Woodward |
Hey |dvh|, the one that I use is an output of HeroLab so in the spoiler I've copied a blank one. Just complete it as appropriate and copy/paste it into your alias.
Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Languages Common
Other Gear 150 gp
--------------------
Special Abilities
--------------------
| Jolly Roger |
Using scoreforge (excel sheet, I love those). Works pretty well, and it's free. And you can add custom things in there if you need to for most bits.
I think having to pay (big sums) separately for every single book is extremely overpriced on herolabs. I mean how can they expect people to pay half the amount the pdf is worth for the code. It amazes me that people are willing to pay that large amount.
| Axolotl |
Lots of interest in the thread! Here's Mira, a very shy and subservient kensai magus.
Mira
Female human (chelaxian) magus (kensai) 1 (Pathfinder RPG Ultimate Combat 55; Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +2
Defensive Abilities canny defense
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +3 (1d4/19-20) and
. . dagger +3 (1d4/19-20) and
. . wakizashi +4 (1d6+3/18-20)
Magus (Kensai) Spells Prepared (CL 1st; concentration +4):
. . 1st—shocking grasp
. . 0 (at will)—light, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Slashing Grace[ACG], Weapon Finesse, Weapon Focus (wakizashi)
Traits hero worship, magical lineage
Skills Acrobatics +4, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +1, Spellcraft +7, Stealth +4
Languages Common, Elven, Infernal, Tien
SQ arcane pool, chosen weapon, spell combat
Other Gear haramaki, cestus, dagger, wakizashi, 105 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Wakizashi) Kensai abilities only function when wielding a weapon of this type.
Hero Worship (Ameiko) (Ex) +1 vs foes threatening hero.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
--------------------
Mira is an unimpressive, quiet and shy slender girl, with a wide mouth and hair in two rough pigtails. She has the features of a Keleshite and the demeanor of someone born into slavery in Cheliax. She spends long hours practicing with spell and sword, and in combat she is unhesitatingly deadly.
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Mira grew up cringing and quiet, as most Chelaxian slaves do, learning to move quickliy within the sprawling Throvus mansion to avoid extra duties as punishment or worse, the whip. She had been born into slavery, her presumably Keleshite parents unknown to her, and her intellect and agility were detected by a slave merchant at an early age; she grew up on the house retinue, occasionally even serving the lovely Contesserina Verine Throvus. As Mira quickly excelled at her tasks, she found the occasion to sneak into the great Throvus hall of artifacts, where dusty armor gleamed and exotic items seemed to move under glass cases. There she found a small chest that appeared to be from distant lands; without thinking, she took it back to her tiny quarters, a place no one bothered to check (the penalty for stealing was death--who would steal?), and hid it under loose flooring.
In the dead of night she opened it and marveled at its contents--a crisp scroll in Taldan entitled "The Subtle and Magickal Arts of the Kensai of Tien", a smaller book of Tien vocabulary, and, under a false bottom--a long knife, a weapon. She would later learn this to be a wakizashi. In her spare hours, she would read the book, and, quietly as she dared, hold the wakizashi, feeling its weight and balance. Eventually, she trained, whisper quiet, in spell and sword.
Her newfound skills came to the fore when, at a drunken dinner party, several guests revealed themselves to be assassins from a rival House, and knives were soon at the Contesserina's slim throat. Without thinking, Mira ran to her room pell-mell and returned, looking foolish and awkward to the would be assassins, who laughed at the small, skinny girl in rumpled servants clothes, holding a tiny sword. When one came close with an axe and a leer, however, she cut him down in two precise strokes. The next was felled by a ray of frost and a slash to the chest. By this time, the Throvus guards had roused themselves enough to dispatch the rest, but the Contesserina had seen enough; Mira was to be her personal bodyguard from now on.
The next year was a worshipful one. Where Verine went, there did Mira, small, unassuming, quiet, stammeringly obedient, while the Contesserina smirked with pride at her protector. Throvus did attempt to pretty up Mira or get her to speak up, but all efforts slid off the girl, as did any attempts to teach her traditional swordcraft. She slumped along, skinny and odd, but proved deadly to all who threatened Verine, leaving several assailants gasping in their lifeblood.
One day the Contesserina bade Mira and Mira alone join her in a carriage ride, save for a halfling driver--one of the few Throvus owned--to visit a distant shrine of Asmodeus. They rode for miles, into known goblin and orc territory, much to Mira's concern. When she protested in her shy way, Verine laughed musically. Seconds later, they were set upon by orcs. Mira, frantic, leapt from the carriage and dispatched the humanoids, incurring several wounds. She returned to the carriage to find the halfling pulling out an arrow from his arm with a grimace, and an unruffled Verine staring at the two of them imperiously. "Mira, and you, little slip, you two are dead. I saw orcs carry your bodies into the woods. Now go." Mira stared open mouthed as Verine smoothly removed a horse from its bridle and prepared to ride it back to the Throvus estate. The halfling nodded, as if they had planned this. Mira protested dully: "But, O Contesserina, Your Grace, my wish is to serve you..." The Contesserina cut her off with the motion of a hand. "Oh, I know that, dear Mina. Your loyalty is impeccable, and yes, I can tell there's more behind it." Mira's only response was to blush furiously. "You are made for better things, Mira. Take your precious box. It's in the carriage. Go with Briggan here--Briggan, your wife is safe.” Mira gaped. A noblewoman who knew the name of a halfling slip? ” You'll be in Varisia before you know it. My station is here. You shall never see me again. Now, leave Infernal Cheliax. That is my last wish, servant. Obey it. Briggan, by the blue bellflower you'll see your way. GO!" With that, the Contesserina gallopped off.
Briggan and Mira made their way to Sandpoint, Mira processing along the way that Verine, the only Chelaxian noble who showed her kindness, who was her liberator, her...friend?---was now gone forever. As the shock of unexpected, unwanted freedom faded into a dull sense of loss, she attempted to regain purpose, talking quietly with Briggan as they journeyed north. I am meant to serve, she thought. Perhaps I can learn more of the sword saints of Tian, and travel there, even. In Sandpoint, Briggan was tearfully reunited with his wife. They embraced Mira and offered to take her with them, but she quietly declined. As night fell, she found herself in the Rusty Dragon, a few coins to her name, wondering what to do next.
The door burst open behind her to the sound of laughter and commotion, and several townsfolk cheered. “Hail Ameiko, of House Kaijitsu!” called out one. “Bah!” came a woman's voice. “That's Innskeeper to you,” the unseen entrant continued and Mira turned to find herself gazing upon a fearsomely beautiful Tian woman who walked up to the bar as if she owned it—which she evidently did. A Tian noble. Here. Mira ran up to Ameiko and dropped to one knee. ”Lady Kaijitsu, I am here to serve,” she murmured, remembering not to mumble, as Verine had taught her. ”Really now, child, they were just joking. Call me Ameiko, and I--” ”Moushiwake arimasen, Kaijitsu-sama. I have giri and must sublimate my ninyo. Goshujin-sama ni oyaku ni tateru koto o yorokonde orimasu
”, burst out Mira in a flood of perfectly inflected Tien, kneeling and bowing to almost curl into a ball on the floor. ” I pledge myself to you.” At this, Mira drew the tiniest bit of her wakizashi and touched her thumb to it, drawing a tiny line of blood. Ameiko's eyes flicked to the blade and pursed her lips at the sound of her parent's native tongue. ”Listen, none of that. Up. You have my attention. No blood on the floor, and you'll need to bandage that thumb if you're going to help me roll in a few casks of ale. Tut! No promises. Work a bit tonight and we shall talk. We're short staffed since the Unpleasantness. Name?”
Mira's face split into the first smile in months, perhaps years, then attempted to cover it demurely, with little success. ”Mira, my Lady.” Ameiko offered a strong arm to lift the skinny girl up. ”Up, Mira. We don't bow around here.” Mira hesitated, then took the hand of her employer—her Lady, and stood up into a new life.
| Mokshai |
Worked up a concept. Although I think the class falls more under melee than divine.
Morgrym Stonestepper
Warpriest
Morgrym Stonestepper
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)
OFFENSE
Speed 20 ft
Melee Warhammer +3 (1d8+2/x3) or Pick, heavy +2 (1d6+2/x4) or Battleaxe +2 (1d8+2/x3) or Dagger +2 (1d4+2/19-20/x2)
DEFENSE
AC 17, touch 11, flat-footed 16
hp 9
Fort 3 Reflex 1 Will 4
Space 5 Reach 5
STATISTICS
STR 15 DEX 12 CON 12 INT 12 WIS 14 CHA 10
BAB 0 CMB 2 CMD 13
Feats
Steel Soul,
Weapon Focus (Warhammer) (Class Feature)
Racial Traits
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Jump Modifier (Core 88): You gain a -4 to jump checks.
Traits
Student Survivalist (Shalelu) (APJR 13): You gain a +2 trait bonus on Survival checks* and this is now a class skill*. You also gain a +1 on attacks against creatures that threaten Shalelu.
Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1*.
Class Features
Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).
Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).
Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level
The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon)
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
Blessings
Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Skills
Acrobatics -4, Appraise 1, Bluff 0, Climb -3, Diplomacy 0, Disguise 0, Escape Artist -4, Fly -4, Heal 6, Intimidate 0, Perception 3, Ride -4, Sense Motive 2, Spellcraft 5, Stealth -4, Survival 4, Swim -3, Use Magic Device 1
Languages
Dwarven, Common, Undercommon
Gear
Armour
Scale Mail, Light Wooden Shield
Weapons
Warhammer, Pick - heavy, Battleaxe, Dagger,
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Kit - Grooming , Kit - Gear Maintenance, Fishing Kit, Grappling Hook
PP
GP 30
SP 5
CP
0 Level
Detect Magic, Read Magic, Guidance
1 Level
Divine Favour, Divine Favour
Morgrym Stonestepper was born of a merchant family in the 5 kings mountains. The young Dark haired, blue eyed dwarf, grew up with several friends and family members in an extended family. Shortly after he entered basic schooling, his parents departed with a merchant caravan, and were never seen from again.
At the age of 20 after leaving the basic school, he found a calling in the church, where they tested his aptitude for the various tasks that a member of Torags church was expected to undertake at any time.
It was during this aptitude testing that they found out he had an affinity for the martial side of the church, and less so for the preaching side.
To make use of this aptitude, from the age of 25 to 30, they kept him in Highhelm at the main church of Torag as a temple guard. This was a peaceful time for him. At the age of 30, he was ordered by the head of the church in Highhelm to proceed to the churches property in Kalsgard in the Linnorm Kingdoms, where he was to take up the job of temple guard.
From the age of 31 to 35, he learned to call Kalsgard home, and fit in with the dwarven population there. From the age of 35 to 40, when there were caravans that proceeded to the south, they asked for and started to receive divine support in the form of a cleric and a retinue of guards. He was part of the retinue of guards.
At the age of 41, he asked for, and received permission to proceed south on his own, to see what the conditions were going to be like for the upcoming caravans. He slowly made his way south, and has now found his way to Sandpoint.
| Lou Kasuri |
Gosh...finally a Jade regent game, could Lou finally be elevated from NPC status?
Lou Kasuri, born and raised in Sandppoint, and wanna be boyfriend to Amieko.
Currently a cook for the Rusty Dragon, and Big brother to Noro (Hero of Sandpoint in Rise of the Runelords)
I realize the stats may be wrong and I may have some alterations from the story in the profile.
| Vikh the Bloodboiler |
I am submitting Vikh the Bloodboiler, Skald extraordinaire!
(at work right now, I made this character previously, but I can edit him to fit the game guidelines when I get home from work.)
-GM not sure if it matters to you or not, but please note that I've never been a part of any Paizo adventures or adventure paths so this would be awesome to join.
-This character was previously accepted into a RotRL campaign where the GM vanished after a total of one GM gameplay post.
| Paavo Lauritz |
Here goes!
Male Alchemist (Ragechemist)1
N Medium Human / Humanoid (Human)
Init +1; Senses Perception +4
==DEFENSE==
AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 11 (1d8+3)
Fort +2, Ref +3, Will +0
Armor Chain Shirt, Light
==OFFENSE==
Spd 30 ft/x4
Melee Morningstar +3 (1d8+3) 20/x2
Melee Unarmed Strike +3 (1d3+3) 20/x2
Special Attacks Bomb [3] (PFAPG 26)
==STATISTICS==
Str 17, Dex 12, Con 11, Int 15, Wis 10, Cha 8
BAB +0, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Surge of Success (PFARG 78), Throw Anything (PFCR 135), Toughness (PFCR 135)
Skills Appraise +6, Craft (alchemy) +7, Heal +4, Knowledge (arcana) +6, Perception +4, Spellcraft +6, Use Magic Device +3
SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Mutagen (PFAPG 26)
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), Childhood Crush (Campaign: Jade Regent) (PFAP: JdRt 12)
Languages Common, Draconic, Elven, Varisian
==EQUIPMENT==
20g9s
Explorer's Outfit
Morningstar
Hide Armor
Alchemist's Lab, Portable
Backpack
Waterskin
Formulae Book
Ink
Inkpen
==EXTRACTS==
* denotes a prepared extract
Cure Light Wounds *
Shield *
True Strike
| Samduc Dawnbringer |
I had a Halfling burglar ready for another campaign that died. Feel free to peruse the alias and his posting history while in the game for RP examples.
Concept is a thief who has learned enough about religion to pretend to be a young cleric.
Crunch will be: ST=8; IN=12; DX=17; WI=12; CON=12; CH=14
Traits = Child of Temple and Crush on Shalelu -- yes, this hobbit sets his sights high.
He will be dialed back to level 1.
| AdamWarnock |
At the risk of sabotaging myself, Ed/Lou is a good player and I would be happy to steal him from you while cackling in glee if I thought I could actually run a fifth game. (He plays Noro in my RotRL game, and it's been a blast.)
Anyway, I present Rin Kaijutsu, Ameiko's half-drunk, half-sister. Only the outline for now because I need to get to bed before I could finish the full version.
Rin Kaijutsu
Human (tian-min) rogue 1
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) and
. . gladius -1 (1d6-1/19-20) and
. . rapier -1 (1d6-1/18-20)
Ranged shortbow +3 (1d6-1/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 10, Int 14, Wis 11, Cha 13
Base Atk +0; CMB -1; CMD 12
Feats Point-blank Shot, Precise Shot
Traits charming, younger sibling
Skills Acrobatics +7, Bluff +1 (+2 vs. characters who could be attracted to you), Climb +3, Diplomacy +5 (+6 vs. characters who could be attracted to you), Disable Device +8, Intimidate +5, Knowledge (local) +6, Perception +4, Perform (sing) +5, Perform (wind instruments) +5, Profession (cook) +4, Sense Motive +4, Stealth +7
Languages Common, Minkaian, Skald, Tien, Varisian
SQ trapfinding +1
Other Gear arrows (40), dagger (3), gladius, rapier, shortbow, backpack, wooden holy symbol (Cayden Cailean's Holy Symbol), oldlaw whiskey (per bottle), thieves' tools, 24 gp
--------------------
Special Abilities
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Younger Sibling (Ameiko) (Ex) +1 vs foes threatening sibling.
-Born in Magnimar to a courtesan that got a little too tipsy the night Rin was conceived and failed to guard against such an event. Divination magic found that Lonjiku Kaijutsu was the father. The Madam of the upscale brothel Rin's mother was employed kicks her out on the streets.
-Rin turns six and her mother dies. She spends the next twelve years running form the city guard and various Sczarni gangs as she scratches out a living.
-After a close call with the Night Scales, she skips town for Sandpoint, hoping to find a safer way to earn money, she walks into the Rusty Dragon and meets Ameiko for the first time.
-After the initial shock, and a swapping of tales, Rin begins working at the Dragon as a cook and a barmaid.
-After several years working and living with her half-sister, she feels Ameiko is getting restless, and doesn't blame her.
I figure Rin looks alot like Ameiko, not as tall, and with slightly different features, like a more button-like nose, but close enough the two could be mistaken for one another if one isn't paying attention, or is drunk.
| Kvell |
But Im sure he would possible be attracted to a certain elven ranger, whom i understand plays a part in this Ap as well. I could see him doing his best to emulate her a bit, to get closer to her perhaps, but the leveling scheme is tentitive.
If for instance Kvell makes it in, and another ranger or good skill charector is in but our front line melee is lacking, I would probably stick to straight barbarian.
| GM Ictoo |
@Lady Ladile Awesome.
@All While HeroLabs is a brilliant tool, there are loads of other character building tools out there and even if you just go pack to simple(digital?) pen and paper. I won't hold anything against anyone.
@Sofiel Tupilek That goes for Shamans too, i forget that they come with Hexes as well now.
@Mokshai I'd agree with that :P but its nice to have a little divine.
@Lou Kasuri Welcome Aboard!
@Vikh the Bloodboiler As long as there is no need for extreme hand holding, i don't see a problem. There are plenty of guides to help you around the boards too.
@AdamWarnock I'm sure we can share him :P Your character is looking good so far.
@Kvell I assumed as much, and thats all good with me. Lets wait and see who in town doesn't get killed off by Goblins :P
@Paavo Lauritz Im happy to take your character as is, you'll have a day or two before we start to get everything in order/talk with your fellow players. If you get picked.
So far i've had a quick look over everyone and like what i see! I've seen this said a lot but this will be a hard choice for me! Remember recruitment will close on Sunday. So if there is anything your not happy with you have time to change.
| AdamWarnock |
Rin's background and other assorted bits of flavor. I realize I forgot to give the poor girl some armor, so I'll be posting everything together later tonight so its all in one easy to find place.
Please feel free to look over everything and let me know if there need to be any changes.
The mistress of the house was furious at this discovery and kicked Rin's mother out onto the streets with a pittance of coin. Nine months later, a couple of months after Ameiko's birth in fact, Rin was born. Her mother, however, was not pleased. Her fall from grace crushed what joy and kindness she had and in their place was a bitterness that bordered on hatred for her daughter. Rin's mother found work at another brothel in one of the lower districts of Magnimar. When she wasn't busy with work, the bitter woman was drunk and scathing in her criticism of the young girl.
About the time Rin was six, her mother fell ill. The approaching winter proved to be too much for the woman and she passed away in the last days of Autumn. With no family, Rin was alone. As hunger gnawed at her insides, she began to look through the trash for anything to eat. In desperation, she began to steal what she could to survive. About the time she turned eight, she was caught by a bard that followed Cayden Cailean. Learning of the girl's plight, he paid the farmer for what she had stolen and took her to a small quiet tavern to get her cleaned up and feed her a warm meal. When asked why the man was being so kind to her, he replied that the Lucky Drunk wouldn't be happy if he let the little girl starve.
This had an impact on young Rin, and she began giving what she could to the other orphans on the street. The guard, nor the local Sczarni gangs, didn't take kindly to her methods of obtaining the food she gave out, but for the next ten years, she managed to slip away time and time again. It wasn't until she was eighteen that her luck ran out.
Rin had found one of the safe-houses used by the Night Scales and seeing the amount of gold and food, she felt like she had hit the jackpot. Unfortunately, while she was busy gathering the loot, the members in charge of securing the safe-house returned and caught her in the act. Enraged, the men charged her in a blind fury. Rin, while not very strong, was quick and managed to avoid getting skewered. She wasn't able to avoid them entirely, however, and one of the thugs left a bleeding gash in her arm. Afraid, out-numbered, and light-headed from blood loss, she stumbled her way out of town and into the camp of a varisian caravan lead by a man named Sandru Vhiski. Before the guards could even challenge her, Rin passed out.
When Rin awoke almost a full day later, the Caravan was on its way to Sandpoint. Tired of stealing to get by, Rin decided to start over in the sleepy little town. Sure there'd been goblin attacks in the past, but things were quiet now. Once the caravan had arrived, Rin made her way to the Rusty Dragon, figuring as popular as Sandru made it sound, it would likely be in the most need of help.
What she was not expecting was someone that could pass for her twin with very little effort. After the initial shock, Ameiko and Rin both found that they were sisters, half-sisters anyway. As the tale swapping continued, they found that both had similar personalities and interests. So, for the past four years, Ameiko and Rin have lived and worked together. Rin was not nearly as skilled of a cook as her older sister, but she was good enough to help out, and her easy going nature made her a good fit as a barmaid.
Lately, however, Rin has noticed that Ameiko has been growing more restless. In fact, Rin has noticed that she is feeling the same way, but for the first time in her life, she feels like she's a part of a family, and any adventure that she went on, she'd want her slightly older sister along for the journey as well. The problem is, nothing has come along that has excited the Kaijutsu sisters, at least, not yet.
| Fletcher Woodward |
Ok, trying to keep up with submissions, I know I find this useful anyway. Even if I don't get in I can take a look at these other great characters and steal some ideas :)
I think we have:
Scienter Stafford - Wizard - Arcane
Yui Hirasawa - Witch- Arcane
Eden Nightseed - Druid - Divine
Scar the Silent - Druid - Divine
Sofiel Tupilek - Shaman - Divine
Brom Blackmane - Fighter - Melee
Ikoma Gohei - Samurai - Melee
Kveltorin Crassus - Barbarian - Melee
Vanyella Andosana - Monk - Melee
Paavo Lauritz - Alchemist - Melee
Mira - Magus - Melee
Morgrym Stonestepper - Warpriest - Melee
Lou Kasuri - Monk - Melee
Fletcher Woodward - Bard - Ranged
Ellowin Jax - Ranger - Ranged
Draniliss Ecthilion - Inquisitor - Ranged (?)
Lawson Gerrard - Rogue - Skills
Liu Na - Ninja - Skills
Eibon Allister - Investigator - Skills
Samduc Dawnbringer - Rogue - Skills
Rin Kaijutsu - Rogue - Skills
Which unless I have missed anyone brings us up to 21 submissions.
I know some people will be taking multiple roles such as switch hitters or melee/arcane with Magus etc, but trying to get a handle on primary roles. If any of that is wrong though, just let me know.
| Lady Ladile |
Okay, the character background/build/direction I have in mind actually works a little better for a Hunter instead of a Wild Child brawler. With permission, I'd like to change my (in progress) submission to a Divine Hunter, though I'm also happy to do a plain Hunter if you'd prefer. Still going with the same campaign trait, though.
| AdamWarnock |
I realized I misspelled Kaijitsu, so that's fixed now. Also, I apparently have no self-control and statted up Noro, and a younger sibling to both Noro and Lou, if Ed's interested in changing things up a bit :D.
I understand that GM Ictoo may, even probably does, not want multiple submissions per player. If this is the case, then Rin Kaijitsu will remain my submission.
Rin Kaijitsu
Human (tian-min) rogue 1
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) and
. . gladius -1 (1d6-1/19-20) and
. . rapier -1 (1d6-1/18-20)
Ranged shortbow +3 (1d6-1/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 10, Int 14, Wis 11, Cha 13
Base Atk +0; CMB -1; CMD 12
Feats Point-blank Shot, Precise Shot
Traits charming, younger sibling
Skills Acrobatics +7, Bluff +1 (+2 vs. characters who could be attracted to you), Climb +3, Diplomacy +5 (+6 vs. characters who could be attracted to you), Disable Device +8, Intimidate +5, Knowledge (local) +6, Perception +4, Perform (sing) +5, Perform (wind instruments) +5, Profession (cook) +4, Sense Motive +4, Stealth +7
Languages Common, Minkaian, Skald, Tien, Varisian
SQ trapfinding +1
Other Gear lamellar cuirass, arrows (40), dagger (3), gladius, rapier, shortbow, backpack, wooden holy symbol (Cayden Cailean's Holy Symbol), oldlaw whiskey (per bottle), thieves' tools, 9 gp
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Special Abilities
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Younger Sibling (Ameiko) (Ex) +1 vs foes threatening sibling.
The mistress of the house was furious at this discovery and kicked Rin's mother out onto the streets with a pittance of coin. Nine months later, a couple of months after Ameiko's birth in fact, Rin was born. Her mother, however, was not pleased. Her fall from grace crushed what joy and kindness she had and in their place was a bitterness that bordered on hatred for her daughter. Rin's mother found work at another brothel in one of the lower districts of Magnimar. When she wasn't busy with work, the bitter woman was drunk and scathing in her criticism of the young girl.
About the time Rin was six, her mother fell ill. The approaching winter proved to be too much for the woman and she passed away in the last days of Autumn. With no family, Rin was alone. As hunger gnawed at her insides, she began to look through the trash for anything to eat. In desperation, she began to steal what she could to survive. About the time she turned eight, she was caught by a bard that followed Cayden Cailean. Learning of the girl's plight, he paid the farmer for what she had stolen and took her to a small quiet tavern to get her cleaned up and feed her a warm meal. When asked why the man was being so kind to her, he replied that the Lucky Drunk wouldn't be happy if he let the little girl starve.
This had an impact on young Rin, and she began giving what she could to the other orphans on the street. The guard, nor the local Sczarni gangs, didn't take kindly to her methods of obtaining the food she gave out, but for the next ten years, she managed to slip away time and time again. It wasn't until she was eighteen that her luck ran out.
Rin had found one of the safe-houses used by the Night Scales and seeing the amount of gold and food, she felt like she had hit the jackpot. Unfortunately, while she was busy gathering the loot, the members in charge of securing the safe-house returned and caught her in the act. Enraged, the men charged her in a blind fury. Rin, while not very strong, was quick and managed to avoid getting skewered. She wasn't able to avoid them entirely, however, and one of the thugs left a bleeding gash in her arm. Afraid, out-numbered, and light-headed from blood loss, she stumbled her way out of town and into the camp of a varisian caravan lead by a man named Sandru Vhiski. Before the guards could even challenge her, Rin passed out.
When Rin awoke almost a full day later, the Caravan was on its way to Sandpoint. Tired of stealing to get by, Rin decided to start over in the sleepy little town. Sure there'd been goblin attacks in the past, but things were quiet now. Once the caravan had arrived, Rin made her way to the Rusty Dragon, figuring as popular as Sandru made it sound, it would likely be in the most need of help.
What she was not expecting was someone that could pass for her twin with very little effort. After the initial shock, Ameiko and Rin both found that they were sisters, half-sisters anyway. As the tale swapping continued, they found that both had similar personalities and interests. So, for the past four years, Ameiko and Rin have lived and worked together. Rin was not nearly as skilled of a cook as her older sister, but she was good enough to help out, and her easy going nature made her a good fit as a barmaid.
Lately, however, Rin has noticed that Ameiko has been growing more restless. In fact, Rin has noticed that she is feeling the same way, but for the first time in her life, she feels like she's a part of a family, and any adventure that she went on, she'd want her slightly older sister along for the journey as well. The problem is, nothing has come along that has excited the Kaijutsu sisters, at least, not yet.
===============================
Presenting Noro Kasuri:
Noro Kasuri
Female human (tian-min) barbarian 1
CG Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d3+3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4 (+6 grapple); CMD 15 (17 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits best customer, bullied
Skills Acrobatics +3, Craft (tattoo) +3, Intimidate +4, Linguistics +0, Ride +3
Languages Common, Minkaian, Tien, Varisian
SQ fast movement
Combat Gear barbarian chew; Other Gear chain shirt, artisan's tools, backpack, bedroll, blanket, 17 gp, 4 sp
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Special Abilities
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Best Customer ( Ameiko) Expend a drink in hand for +2 on Heal check (+4 if healing selected NPC)
Bullied +1 to hit with unarmed AoEs.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Her father did his best to correct these flaws, but his strict, sometimes cruel, discipline drove a wedge between them. Noro didn't understand why her father berated her, then eventually ignored her after she failed time and again to master her temper. That did not lessen the pain, and it only made the mockery worse.
She had always loved going to the market with her mother, and soon used those trips to escape the yawning gulf that was opening between her and her father, but even here, she wasn't safe form the taunts of the other children. One day, Noro's temper finally got the better of her after Shayliss had made a cutting joke about her lisp and her preference in clothing. Noro broke the girl's nose with a hook that almost left her out cold on the street. Her mother cut the trip short. Her father had to pay restitution for the injury Noro caused, and the lecture that followed crushed the young girl. Noro redoubled her efforts to control her emotions and temper, but nothing she did seemed to affect the way her father, or the other children in Sandpoint, treated her.
Finally, she'd had enough. After a particularly tortuous outing with her mother, Noro tracked down the three boys that had been the worst and challenged them. The challenge, with her lisp, came out like something from a farce, and once they had finished laughing, moved to surround the stunned girl. They were going to prove that the Kasuri Tomboy wasn't so tough, and paid for it with pulped lips and shattered bones. Noro pounded two of the boys into bloody wrecks, but the third ran off while she was busy with his friends. A man with slick, Black hair and a shark's smile approached Noro from the crowd that had formed and offered her a job.
Noro looked about, not sure what to do. Her eyes met her father's, and the man stepped into the circle surrounding the scene of the brutal fight and disowned her with fire and venom. Still angered from before, the shame and humiliation of being disowned fanned the flames of her rage high and she accepted the man's offer.
The man, Jubrayl Vhiski, put her to work as a fighter in his underground club. Supplying her with Barbarian Chew and a place to stay over the Fatman's Feedbag. She took to whiskey and other liquors to dull the sense of shame she felt and soon even melded her drunken movements with the styles her father had taught her. She picked up other moves and techniques from the other fighters, and event learned that she had a knack as a tatoo artist. None of that could rid her of the shame that lingered from what had happened and she slipped deeper and deeper into the bottle and Jubrayl's pocket.
Then came the night she hit rock bottom. It was the night she turned fourteen, and she'd already fought in two pit fights earlier. Deep in the bottle, a sailor who'd lost a good chunk of his pay on those fights found her and mocked her lisp. Enraged, she beat the man until his chest caved in, killing him. She was clapped in irons and thrown in jail. A few nights later, though, Jubrayl had her out and in front of the Sczarni. In those few nights, Noro had looked at what she'd become and was disgusted, she wanted out. Jubrayl agreed, saying that if she paid off her debts, she'd be free to go. Having no other choice, she agreed.
Since that night, she's spent more time at the Rusty Dragon, getting know Ameiko, and Jubrayl's more scrupulous brother, Sandru. She plied her skill as a tatoo artist and used the coin, plus what she earned in the pit fights, to slowly pay off her debt to Jubrayl, as well as to pay for her meals and drinks at the Dragon. Things are looking up, and Noro is sure she's almost free of Jubrayl's grasp. She's found that her mood is matching Ameiko's antsiness, and she is finding that she wants to see more than the docks of Sandpoint. Perhaps if Ameiko goes on an adventure, Noro could convince her to take the young brawler with her.
===============================
And the youngest of the bunch, Hitomi Kasuri
Hitomi Kasuri
Human (tian-min) ranger 1
NG Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee spear +2 (1d8+1/×3)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 10, Int 13, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Point-blank Shot, Precise Shot
Traits reactionary, rescued
Skills Acrobatics +5, Craft (bows) +5, Heal +6, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Profession (cook) +6, Stealth +4, Survival +6
Languages Common, Minkaian, Tien, Varisian
SQ track +1, wild empathy +0
Other Gear leather armor, arrows (40), longbow, spear, artisan's tools, backpack, bedroll, blanket, 53 gp, 4 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rescued (Shalelu) (Ex) +1 vs foes threatening rescuer.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
The youngest of the three Kasuri Siblings, Hitomi was born about a year after her sister, Noro, to a Varisian gypsy and a Tien monk. Hitomi was the shyest of the three and the one that most closely followed what her father thought of as his ideal as she grew.
She learned to cook at her mother's side, and even occasionally joined her and Noro on their trips to the market, but when they weren't focusing their attentions on Noro, they were focused on her. Hitomi stopped going after Shayliss nearly drove Noro into a rage as the grocer's daughter mocked her sister. She took to keeping the house instead, which got her teased by her older siblings. Dad's perfect child they'd call her, but Hitomi had a secret.
Hitomi was fascinated by archery, and in particular took to sneaking out whenever Shalelu was in town. She helped Savah around her shop whenever she wasn't doing chores at home and in return, she was given lessons in how to use a bow. The happiest moment of her life was when she finally hit a bullseye, and Shalelu complimented her. Hitomi felt as if things were right, but she didn't see what was going on under the surface.
Then came that fateful day that Noro was disowned. For the first time in her life she spoke out of turn and begged her father to forgive Noro and take her back in. In return for her compassionate plea, her father struck her and commanded that Noro was never to be mentioned in his presence again. Hitomi was lost and wandered the streets of Sandpoint listlessly as her world was shattered. Her father didn't notice, but her mother did, and despite all of her efforts, she couldn't crack the shell her daughter had built around herself. Lou tried as well, but every time he mentioned Noro, his youngest sister withdrew deeper into her shell.
Hitomi's mother and brother were not the only ones to notice her wanderings. The three boys that Noro had beaten were too scared to try and return the favor, and Lou was just as scary to them as Noro was. Hitomi, however was an easy target. The shy, reclusive girl would be the perfect punching bag to vent their frustrations on, or so they thought, for what Hitomi lacked in strength, she made up for in speed and agility. Sensing the three bullies, she bolted and so began her flight through Sandpoint. It took them two hours to finally corner her, and when they did, they found that the shy girl shared more than a name with Noro. Her temper flared and pent up rage boiled over as she bloodied all three of their noses. Noro, however she wasn't, and though she had learned some techniques, her mastery was in the bow, not her fists, so the boys turned the tables and fell on Hitomi with all intentions of leaving her beaten, bloodied, naked in the alley.
Fortune would smile on Hitomi, however, for Shalelu was in town and had seen her flight. The elf swooped in and scooped Hitomi into her arms and neatly avoided the bullies grabbing hands. The bullies, once they realized who they were now facing, bolted. The elf put Hitomi down, and the young girl hugged her leg and began to sob as the fear and pent-up emotions of the past several weeks overwhelmed her. Shalelu became Hitomi's hero after that. Shalelu, surprised by her earnest request to become her student, agreed. Hitomi learned the ways of the ranger, and even learned where to hit a goblin to quickly take it down. She found that her sister had also turned a new leaf, and found her at the Rusty Dragon chatting with Lou and Ameiko. Everything had moved to a new normal, one that Hitomi was happy with.
Lately, though, she's been getting an itch to go wandering. Not around Sandpoint, or even the hinterlands, but to go see what is beyond the Lost Coast. She's not sure if she should tell Noro or Lou yet, but she gets the feeling that they too are growing restless.
| Edward Sobel |
interesting... I never would have expected someone to play my Noro... I think I'm gonna cry, do her proud...
the story is not to far off the original, you did leave out how she got the lisp. also stealing her father's katana hoping to sell it but never did. (she would eventually give it to Lou) especially after Lou discovers the family ancestory.
| GM Ictoo |
@Sofiel Tupilek I've had a quick look through all looks fine to me.
@Fletcher Woodward Thanks again Fletcher nice to see what is lacking in the potential party and to see my daunting task ahead of me for selection.
@Lady Ladile I'm happy with the change. I've been wanting to play a hunter myself so im interested with what you come up with.
@AdamWarnock I would prefer one submission, but i will take a quick at your others.
@Dax Thura No problem Dax, i know how that is currently swamped myself you have plenty of time left. :)
@Tsuyo Kaijitsu Welcome aboard.
As i said before i've had a quick look through everyones character and i'm getting very excited, so much potential!
| Samduc Dawnbringer |
As I mentioned, Sam was stranded in an awesome campaign when real life issues consumed the DM. If chosen, I will change his alias to level 1 and withdraw from the other campaign. If rejected, I will keep him intact as he was in the hope GM Grimmy returns.
Besides having a decent charisma and being a well rounded rogue, Sam will move to two weapon fighting and use grenades and smoke in combat.
I know rogues aren't optimized and Paizo gives them little love, but someone has to play them. The spirit of Tasslehoff Burrfoot must live!!!!
| Afli Annar |
This is Alfi Annar, Bard hoping to prestige into pathfinder chronicler. His primary focus will be buffing, skills, and using aid another with his whip to help his allies in combat.
Afli used to be a mean kid. You could have almost called him a bully, except he was too small and weak to actually beat anyone up. Sure you learn to fight ok when you fight a lot, but you also learn how much it hurts to get punched in the face, and kneed in the stones. His parents, being traveling merchants, didn't have much time for Afli, so they couldn't raise him "right", and so he got in fights and such for attention.
Then tragedy, his parents were killed on a return trip one day by the hungry Sandpoint Devil. He was then taken in by his teacher Koya. She spent more time with him and paid more attention to him.
She taught him about history, stories, and her many travels. She also taught him not to get into fights so much. He took away 2 main things from this; sometimes you need help to win a fight, and an interest in the wonders of the world, and specifically the Pathfinder's who discovered them.
Alfi Annar
Male Halfling Bard (Arcane Duelist) 1 (Pathfinder RPG Advanced Player's Guide)
CG Small humanoid (halfling)
Init +3; Senses Perception +6
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Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +3; +2 vs. fear
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Offense
--------------------
Speed 20 ft.
Melee cestus +4 (1d3-1/19-20) and
scorpion whip +4 (1d3-1) and
whip +4 (1d2-1 nonlethal)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks bardic performance 7 rounds/day (distraction, fascinate, inspire courage +1, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +4):
1st (2/day)—hideous laughter (DC 14), vanish{super}APG{/super} (DC 14)
0 (at will)—dancing lights, detect magic, read magic, resistance
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Statistics
--------------------
Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Arcane Strike, Weapon Finesse
Traits foster child, helpful
Skills Diplomacy +7, Knowledge (history) +7, Knowledge (local) +5, Perception +6, Perform (oratory) +7, Profession (scribe) +4, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
Combat Gear caltrops (2); Other Gear studded leather, buckler, cestus, crossbow bolts (20), light crossbow, scorpion whip, whip, backpack, bandolier, bedroll, canteen, canteen, chalk, flint and steel, grappling bolt, marbles, marbles, mess kit, powder (2), sack, silk rope (50 ft.), wrist sheath, 6 gp, 9 sp, 7 cp
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Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Fearless +2 racial bonus vs Fear saves.
Trait: Foster Child (Ex) +1 vs foes threatening Koya.
Trait: Helpful Aid another grants allies a +4 bonus (instead of usual +2).