
| devilfluff RPG Superstar 2014 Top 32 | 
 
	
 
                
                
              
            
            For your consideration: Pelgrev
I'll add the gear descriptions shortly.

| Gimlet Bravo | 
 
	
 
                
                
              
            
            Warren Redmont
Human Crossblooded Sorceror[Crossblooded=Seaborn/Draconic(red)] Middle-aged
STR=6; IN=14; DX=12; CO=12; WI=13; CH=20; - HP=14 FC bonus(1=hp)
hp rolls = 6(max)
Skill Ranks: 1 Profession(Sailor), 1 Kn: Arcana, 1 Perception, 1 Diplomacy, 1 Spellcraft
Spells level 1: Burning Hands, Mage Armor (3rd level bloodline)
Cantrips: Detect Magic, Message, Prestidigitation, Daze
Dancing Lights 3x/day from tatoo
Seaborn (+1 caster level while on large bodies of water)
Draconic (red) +1 per dice of fire damage
Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier)[15] negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier [7x/day].
Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet.
Spells per day: 4x1,
Spells Known: 4xCantrips, 1x1,
Feats: Spell Focus(evocation), Varisian Tatoo (Evocation) 
Trait 1=Magical Lineage Pick one spell (magic missile) when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. 
Trait 2=Buccaneer's Blood: One of your ancestors was an 
infamous Free Captain of the Shackles, whose very name 
struck fear in the hearts of those who sailed the seas in 
search of an honest living. Piracy is in your blood, and 
you've always longed to follow in your forebear's footsteps 
and plunder the shipping lanes. You gain a +1 trait bonus 
on Intimidate and Profession (sailor) checks. In addition, 
you gain a one-time +1 trait bonus to your Disrepute and 
Infamy scores (see The Life of a Pirate in Pathfinder 
Adventure Path #55 for details on the Infamy system).
Trait 3=Ease of Faith (+1 to diplomacy, diplomacy class skill)
Drawback Mark of Slavery: You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should.
Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check. 
Gear: 
Scroll Charm Person 
Scroll Comprehend Languages 
Cane (1d6 B as club)
Background: 
The middle-aged man washed up on shore with just a portion of his memory intact. The large tattoo that covered his body was a series of twisted flames that pulsed and glowed when he approached sources of flame. The tattoos were Varissian in origin, and often marks from this type of body art denote and amplify magic talent.
As he tried to piece together his background, he remembered that his father was a great pirate. Although his father rarely visited, his mother made a great deal out of waiting for 'the Captain' to come by and spend his weeks before getting another crew together with his woman and son. It was expected that Warren would put to sea and follow in his fathers footsteps.
But his fascination for fire and flames seemed to be stronger than his desire for the sea. After being rejected by the first two ships that where putting crews together, Warren apprenticed himself to an alchemist and was supposed to learn patiently how to make alchemists fire. Warren's lack of patience led to critical steps being missed and a disaster he was able to walk away from.
Warren's finally was able to go to sea with a pirate crew, but they were captured and most of them were hung. The young man was taken into slavery to mine ore and was treated rather unkindly for many years. Often locked away for hours at a time, the young slave realized he could manipulate the flame from the lantern he was given to light his room. Playing with the flame from the lantern was his sole recreation for many years. When his abilities fully matured, he was able to set a large fire and escape.
The later years are the times most difficult to remember. The pull of the sea and the desire to play with open flames were two constants. His ability to manipulate flames at sea were both respected and feared, and he knew enough of ships to gain a berth. There was the Varisian gypsy who carved the tatoo in Warren's body when he showed up drunkenly demanding a magic tatoo the could make things burn like the Varisian mages could. Unfortunately, uncontained fire at sea is one of the largest dangers. The silent, introverted man would often be the sport of drunken men, and a large demonstration of fire at sea always ended badly.
After recovering from his last incident, Warren made it to Port Peril to find another crew. After a woman actually paid attention to the middle-aged man, he found himself following her to a beating and being stuffed in a sack. How will he handle more forced captivity?
Warren is a complex, silent, brooding man. He is skinny and short, and seems to be always looking to do something. The huge tatoo of flames covering his body seem out of place on the man who often has the docile mannerisms of one long imprisoned. His eyes are constantly darting around. His years of being in captivity subject to others have left him bitter. His studies of magic have been his only way to have a measure of control over what seems to be a series of recurring situations of helplessness. His magic blood, when awakened, became an internal war that Warren is attempting to control. His aquatic magic blood is not mixed with sea dragon blood, no, it is mixed with red fire dragon blood. Which type of magic wins out will be due to a combination of the nature of the man and the environment and situations he is in. 

| Grand Moff Vixen | 
 
	
 
                
                
              
            
            With GM permission, I am reflavoring a trait to fit better. Mechanically it will remain the same.
Original Trait:
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Reflavored Trait:
You grew up in the towns and ports on the fringes of society, which meant you had to fend for yourself since there was nobody else to help. You learned to survive by means most civilized folk would avoid. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

| Heregrihm Skoningslos | 
 
	
 
                
                
              
            
            Finally got around to updating the history and background for Heregrihm. I know you said it wasn't necessary, but thought it best to at least flesh out the writing a bit and make it more interesting.
Again, thanks for the opportunity!
Heregrihm Skoningslos, son of Raseri the Iron Eye, takes after his father in frame and aspect. Standing 6’ 10”, long blonde hair lightened with a white tint for all the years at sea, a beard of the same color stretching nearly to his middle, partially braided. His clothing easily marks him Ulfen, including mixtures of heavy woolens and the processed furs of northern leopard seals. Heregrihm’s armor, a worn set of studded leather given him by his father, serves as his primary protection.
To say he is a violent man would be to describe the molten core of Heregrihm. But over that core is an exterior set in stone. He speaks few words, finding them to be pointless unless followed by a swing of his axe or a thrust of his pike. But when he is forced to rely on words, they are to the point and devoid of the high-sounding emptiness falling from the mouths of southlanders. His temper is tethered by a heavy anchor, but once it is weighed, there are none who can reign in his rage short of death.
As a crewman, Heregrihm is the first in the boarding party, throwing himself into battle with fury and resolve. He is loyal unto death to his ship, so long as the rest of the crew has both spine and loyalty of their own. Mutiny and other forms of betrayal, unless proven necessary to put the most powerful in charge, is dealt with at the edge of an axe.
Deep in the northern lands of the Linnorm Kings, amidst the frozen coastlines of Broken Bay is the port city of Bildt. The only natural port of Aegos and second only to Kalsgard in terms of the size and quality of its shipyards. Out of Bildt came the guttural battle cries of Ulfen sea raiders bent on fulfilling the ancient rites of their seafaring ancestors. Their swift longboats knifed through the oceans and struck terror in the hearts of foreign ship and port alike.
Heregrihm Skoningslos was born to the harsh hand of Raseri the Iron Eye, a sea raider of infamous and ill-tempered character. Heregrihm learned in his first years as a man that his father would see his son at his side upon the open seas or he would see him dead. It was his destiny to leave behind any thoughts of mercy and soft living on the shores. That was where the weak dwelled and languished. All nations outside the Broken Bay, even those landlocked Ulfen of the north, were considered inferior for their weakness. Only strength prevailed, only violence is a fitting end to a discussion.
His blood set to boiling by his father, Heregrihm found that he truly desired his life to be more on the seas than on the land. The years drew onward like a whetstone upon the axe blade, finding Heregrihm being honed by the hard life he’d chosen. So it was, many years later and after the passing of his father to the seas, Heregrihm won his way upon the longship Helvetet Vantar -Skald for Hell Awaits- proving himself to be a bloodthirsty and ruthless combatant eager to please the harsh wishes of the ship’s captain. It was in Heregrihm’s blood to be a raider, and his youthful vigor had not been tempered by the lengthy bonds of brotherhood on the seas, only set afire.
Following the desires of their king in the Broken Bay, Ingimundr the Unruly, the Helvetet Vantar and her captain Jarn Forslakt lay the axe and boarding pike at their bow, leaving broken and bloody foes at their keel in the southern seas. The weaklings of the southlands would fear the open oceans. They would learn fear, or they would perish.
Being blown off course during a horrendous storm hadn’t prevented Captain Jarn Forslakt from maintaining pursuit of galleon sailing into the southern seas off the coast of the Shackles. Rain bled in torrents from the gaping skies above as though Besmara herself wanted to drown the galleon in red ichor before Helvetet Vantar caught her. As the ships rounded the Mediogalti islands, both vessels came under attack. Worse still, both vessels were sunk.
Heregrihm was blown from the deck of his longship, clinging to an oaken plank to keep himself from being dragged to the bottom. The seas roiled, the goddess showing her displeasure with the young Ulfen Sea Reaver by casting him from one swell of ocean to the next. He breathed in gulps of air between racking chokes of sea water. But through it all, Heregrihm, son of Raseri the Iron Eye, held his gear up on his back and kept a weather eye upon the surface. Besmara would try his courage, tempt him to give up and accept her watery embrace, but Heregrihm would prove an unwelcoming lover. He bellowed to the sky, rage and blood and his Ulfen heritage amid the backdrop of roiling seas and lightning.
Through the raging seas he spotted it, a launch with two figures fighting their way through the waves. As it paddled closer to where Heregrihm waited, the two strangers realized too late that the survivor they’d spotted was that of an enemy. Bracing against the plank, the Sea Reaver hurled his boarding pike at the launch, hooking the ship and severely wounding one of the two aboard it. Heregrihm climbed into the launch, a sea monster bent on destruction and survival, killing both survivors and claiming the vessel.
Above him, the storm continued to rage, matching his own anger with each slam of thunder. Over the next few hours, he managed to find one other from the crew of the Helvetet Vantar, - Kesh - but of their captain and the others, there was no sign. Nor was there a sign of the vessel that had sank both their longship and the galleon they’d been pursuing.
At the mercy of the storm, the two found themselves forced along the tempest edges of the Eye of Abendego and smashed into the shore near Drenchport. Over the next few months, the two survivors, Heregrihm and Kesh made their way along the lines of islands, finding mercenary work where they could get it, taking what they needed when the work wouldn’t come. But they never found a crew willing to brave the journey north to their homelands nor one that would bargain their vessel to ply the shipping lains through which Ulfen ships were known to prowl.
In a more violent encounter where the two were not being paid their promised wages, Kesh was struck down, a cutlass opening his middle and spilling his guts like a fisherman opening his nets. Heregrihm fought his way out of the trap and into the alleyways of Port Peril.
Now alone, plenty of time for ale and anger, Heregrihm seeks out a new ship looking to hire on a mercenary of particular violence. Perhaps if he can’t make his way home to Bildt, then Heregrihm Skoningslos, son of Raseri the Iron Eye, would teach these southlanders the meaning of piracy.

|  Fengar Orrmen | 
 
	
 
                
                
              
            
            @Hungry Waters, with GM's permission I would reflavor a racial trait to fit Fengar's backstory better:
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. NOTE: This standard feat is not compatible with Fengar's history. With GM's permission, I will instead consider him to be proficient in the following shipboard weapons: boarding axe, boarding pike, and cutlass. He's only ever been on the wrong end of a cat-o-nine-tails.
Also, Heregrihm and Fengar have a joint backstory, despite the fact that they've never met. Either backstory works alone, though, so if Fengar is not chosen it doesn't mean Heregrihm should be disqualified.

| mdt | 
 
	
 
                
                
              
            
            Reflavoring of traits is alright as long as the mechanics does not change the mechanics.
@Jelani: How much time would you need? Sat/Sun?
Good, I'd assumed this (Rich Parents is really just saying she inherited all the undestroyed belongings from her island after everyone died or flew off). :) I probably should have asked.

| Suny | 
 
	
 
                
                
              
            
            *Bounces in*
Hey-YA! (^_^)
So..offerin' up a Suny ta' see if folks be in'erested in such a' Elf.
(^_^)
Raised in one of the many 'Temples' to Calistra, being 'adopted' by the clergy there. Suny had always suffered from 'wanderlust' as opposed to a more fitting 'Temple lust'. However, she more than pulled her weight with her duties and so, when coming of age, she left the Temple freely and with much blessings to go out into the world and seek her own path.
Completely not sure whut class ta' play. Gots ideas fer Summoner an' Oracle. Though my feisty-cuffs build is lots'a fun.
Also, I seen people talking about 'Rich Parents' an' that it's okeys. Whut about this one as well? Jus', y'know, addin' stuffs fer thinkin' abouts. (^_^)
Wishin' every one all'a very best-est!

| Grand Moff Vixen | 
 
	
 
                
                
              
            
            Reflavoring of traits is alright as long as the mechanics does not change the mechanics.
@Jelani: How much time would you need? Sat/Sun?
The only thing I did was change the fluff. The mechanics is what I wanted as it were so I did nothing to alter them.
Would it make more sense if I took the strong tail alternate racial trait? I just don't want to end up being practically useless.

| Kiana Sunbane | 
 
	
 
                
                
              
            
            Alright, I know I had said Friday but my choice will be made tonight as yesterday was spent with my lovely girlfriend.
This gives everyone, say... 8 hours to make final modifications.
Officially refluffed Rich Parents into Lone Survivor.
Took the Drawback Paranoid, and the Trait Reactionary. Both seemed to fit the background.
Oh, also added a tiny bit to the end of the background.

| Hungry Waters | 
 
	
 
                
                
              
            
            Alright, alright... after much, much deliberation I've chosen the four following characters:
- Sabinae (Archaeologist Bard)
- Zephry Keel (Gunslinger)
- Rissdan Kai (Fighter)
- Heregrihm Skoningslos (Barbarian)
- Kiana Sunbane (Monk - Zen Archer)
- Warren Redmont (Crossblooded Sorcerer)
I chose two more characters than I originally wanted and I apologize to those that didn't make the cut. There were tons of good ideas and I tried to balance the team out between melee, ranged and caster.
I have another unique campaign in the works and I'd definitely need playtesters. It should be up within a week or so and if you like games like Civilization, Assassin's Creed and things like time traveling and alternate histories... well let's you should be sated.
Also, you can always keep an eye out on the games. Sometimes people need to drop and I usually start by re-checking with those who didn't make the cut.
To those that made the cut, congratulations, game will start in a day or two. Finalize those character aliases and let's all meet up on the high seas.
Happy Gaming everyone!

| mdt | 
 
	
 
                
                
              
            
            Ok, so if I have the races right, we have :
Merfolk - Sabinae (Archaeologist Bard) 
Human - Zephry Kreel (Gunslinger) 
Undine - Rissdan Kai (Fighter) 
Human - Heregrihm Skoningslos (Barbarian) 
Strix - Kiana Sunbane (Monk - Zen Archer) 
Human - Warren Redmont (Crossblooded Sorcerer)
So, 3 human, 3 non-human.
Kiana's paranoia is going to be making her vibrate around all these humans. :) Especially the gunslinger. :)
Grand Moff Vixen? I notice that Sabinae was in a pirate crew as well prior to arriving in Broken Keel. Would you be interested in having Kiana and Sabinae having both escaped the doomed pirate ship at the same time (one by air and one by sea) and thus have known each other already?

| Grand Moff Vixen | 
 
	
 
                
                
              
            
            Ok, so if I have the races right, we have :
Merfolk - Sabinae (Archaeologist Bard)
Human - Zephry Kreel (Gunslinger)
Undine - Rissdan Kai (Fighter)
Human - Heregrihm Skoningslos (Barbarian)
Strix - Kiana Sunbane (Monk - Zen Archer)
Human - Warren Redmont (Crossblooded Sorcerer)So, 3 human, 3 non-human.
Kiana's paranoia is going to be making her vibrate around all these humans. :) Especially the gunslinger. :)
Grand Moff Vixen? I notice that Sabinae was in a pirate crew as well prior to arriving in Broken Keel. Would you be interested in having Kiana and Sabinae having both escaped the doomed pirate ship at the same time (one by air and one by sea) and thus have known each other already?
I never even considered that story tie in. Sure, we can say that Kiana knows Sabinae. I can include a bit about the pirate ship being attacked.

| mdt | 
 
	
 
                
                
              
            
            Warren, I am curious. How did you get 14HP at level 1? As far as I know, a sorcerer cannot get that high with your build. Even toughness won't give that big of a boost.
I think it's a typo, it looks like a downconverted character. He has his 3rd level bloodline power listed. I'm betting it was a 3rd level character and he just forgot to change his HP from 14 to 8 and remove the 3rd level bloodline power. Everything else looks about right.

| mdt | 
 
	
 
                
                
              
            
            @mdt: If the rules would allow it then yes.
The rules are, the GM can allow players to take monster feats if it's appropriate, which is why I asked. :)
Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct).
So, it's sort of an up to the GM thing.
 
	
 
     
     
     
	
  
	
  
	
  
	
  
	
  
	
 