DM Lil" Eschie |
Character recap:
Characters proposed so far (crunch done, or mostly)
Gorok, Half orc alchemist (Dave Herman)
Strider Kalerian,Catfolk Rogue(Shadowrun312)
Davlamin Glimmergaunt, Half Elf Sorcerer (Scknight)
Meurasold Spellslayer, Dwarf Bloodrager (Nickadeamous)
Corban Scale, Human Warpriest of Abadar (Gavmania)
Rahiv, Undine shaman (Vincent Fleming)
Zurka, Fetchling magus (Eric Swanson)
Brin Woodson, Human Magus (Phantom Mouse)
Zinli Steelworker, Gnome (Ythiel)
Anika Feychild, Halfling Sorceress (Aneirin)
Mary,Human (?) Witch (Chyrone)
Siival Lanliss, Sylph Swashbuckler (Drayen)
Clyde Mc Clodd, Human Fighter (Andrea1)
Myrna N'Cailleach, Changeling Fighter (Black Dow)
Work in progress:
Cave Druid, (Dwarf or Oread)-Orannis
Cavalier (mountless archetype)-Lady Ladile
Inquisitor of Cayden-Diego Rossi
Gnome Cleric of Asmodean -Bigrig107
Antipaladin?-Arachnofiend
Melee
Meurasold
Siival
Clyde
Myrna
Ranged
Zinli
Skill monkey
Gorok
Strider
Arcane
Davlamin
Zurka
Brin
Anyka
Mary
Divine
Corban
Rahiv
Eric Swanson |
Zurka here. His character profile is basically done now, except for minor equipment purchases. A note, I selected his AL as Neutral evil, but if there is no evil team then I could alter it to Chaotic Neutral.
Drogeney |
Aneirin Rhodri |
Why scream when you can manipulate? Less messy and less suspicion upon yourself. Now if only those accursed hellknights stopped harassing
traveling performers...such bs on 'performing without a permit'.
Well, manipulative might work better with her background even. I just like the idea of a CE halfling screaming loud enough to harm people.
DM Lil" Eschie |
@Ekran: ooops, sorry.Looking at you character, you forgot 1 point in skills (2 base+1 Int+1 human=4). I don't see I won't allow a bastard sword for the Blue Basilik trait. If you want a cold iron sword, you'll have to buy it yourself, however.
@Sckninght: one character per person. As I said, if not chosen for the "good guys" team, you can always take an Evil alignement with the same character for the Bad Guys team.
@Drogeney:why not... what kind of character and background do you have in mind?
Characters proposed so far (crunch done, or mostly)
Gorok, Half orc alchemist (Dave Herman)
Strider Kalerian,Catfolk Rogue(Shadowrun312)
Davlamin Glimmergaunt, Half Elf Sorcerer (Scknight)
Meurasold Spellslayer, Dwarf Bloodrager (Nickadeamous)
Corban Scale, Human Warpriest of Abadar (Gavmania)
Rahiv, Undine shaman (Vincent Fleming)
Zurka, Fetchling magus (Eric Swanson)
Brin Woodson, Human Magus (Phantom Mouse)
Zinli Steelworker, Gnome (Ythiel)
Anika Feychild, Halfling Sorceress (Aneirin)
Mary,Human (?) Witch (Chyrone)
Siival Lanliss, Sylph Swashbuckler (Drayen)
Clyde Mc Clodd, Human Fighter (Andrea1)
Myrna N'Cailleach, Changeling Fighter (Black Dow)
Ekran Batorwka, human Fighter (Carrion Crawler)
Work in progress:
Cave Druid, (Dwarf or Oread)-Orannis
Cavalier (mountless archetype)-Lady Ladile
Inquisitor of Cayden-Diego Rossi
Gnome Cleric of Asmodean -Bigrig107
Antipaladin?-Arachnofiend
(E is for Evil characters)
Melee
Meurasold
Siival
Clyde
Myrna
Ranged
Zinli
Skill monkey
Gorok (E)
Strider
Arcane
Davlamin
Zurka (E)
Brin
Anyka
Mary
Divine
Corban
Rahiv
Drogeney |
While working on the alternate submission in case that wasn't alright, I came up with something far more appealing for now so I will most likely go with her. I'll work on an alias later, don't have much time left before work just now.
*EDIT: Forgot to add that I am looking at a largely ranged build with only a small amount of melee ability. She'll generally stay near the casters to screen them or find ways to get a good sniping position to shoot from in combat.
Miniri Manx
female catfolk slayer
CG medium humanoid (catfolk)
Init +4; Senses Low-Light Vision, Perception +4
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +0
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Offense
--------------------
Speed 30 ft., climb 20 ft
Melee scimitar +3 (1d6+2 /18-20 x2)
Ranged longobw +4 (1d8 /×3)
Special Attacks studied strike
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 11, Wis 10, Cha 14
Base Atk +1; CMB +3;CMD 16
Feats point blank shot
Traits ambush training, echo woods native
Skills Acrobatics +7, Climb +15, Knowledge (dungeoneering) +4, Perception +6, Sense Motive +5, Stealth +9, Survival +6 (+7 to track)
Languages catfolk, common
Combat Gear leather armor, cold iron scimitar (4), longbow (3), arrows (40) (6); Other Gear potion of cure light wounds
Misc Gear traveler's outfit, ranger's kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) (28), 14 gp
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Special Abilities
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Ambush Training You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Echo Woods Native You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a classs kill for you. In addition, your familiarity with the Echo Wood allows you to make untrained Knowledge(local) checks regarding the region.
Natural Hunter Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Climber catfolk hunters excel at hunting prey from trees and other high vantage points. catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Studied Strike (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Miniri was born to a family of catfolk residing with the Echo Woods. Their tribe had been in the area for roughly thirty years and Miniri was the first to be born in this new territory. Growing up she was ever the curious one, always getting into things she shouldn't, and often finding herself in trouble of one form or another. As she reached adolescents, her stalking and ambush skills were far above her peers, largely due to her strange skill at climbing, she was so natural at it that she could easily access unexpected places to wait for her unexpected quarry and surprise them.
Eventually she reached adulthood and began to loan out her skills as a stalker and hunter to lead others through the woods. She was always ready to help those she found lost or beset within her territory, which was quite wide, and had no mercy for those who preyed on the weak. She learned how to study her foes unobserved so as to better understand how to deal with them when and if the time came. She proved to be a natural with the longbow and scimitar and has chosen them as her primary weapons. She has recently been looking for a larger challenge, one suitable for a feline of her inimitable skills and, just recently, heard of a job. Bidding her family goodbye, Miniri has set out for what will be the adventure of a lifetime.
Corsario |
Hi DM Lil" Eschie!
This is my submission for your campaign, I hope you like it.
Voyla Sloboda
Varisian Desna's Inquisitor Archer
Roles: Ranged Damage, Scout, Divine Caster
"I never get tired of looking at the stars.
One day I would love to go travel among them."
IMAGE
PCGen Character Sheet
The young woman entering the inn is covered by a dark grey cloak. Even if her factions betrays her as a Varisian, her clothes differ from what is normal in the nomadic people. Instead of the light colorful fabrics, she wears a sturdy and colorless outfit, with a longbow on her back.
She sits in a table, and with a raspy voice ask for some ale, which she drinks, looking outside, towards the starry night, while singing, very softly, a Varisian song.
Age: 21; Height: 5'6"; Weight: 140 lbs.
Inside she needs to reaffirm her faith and confidence, proving herself in the real world, after living with her extended family for all of her life.
She is also looking for that special man that will sweep her out of her feet.
Her big sister Wyssal lives in the farm, with plans of inherit it in the future, and her small sister Rose died some 10 years prior, of sickness.
Race: Human (Varisian)
Classes: Inquisitor 1
Archetypes: Iconoclast, Preacher
Hit Points: 8
Alignment: Chaotic Good
Speed: Walk 30 ft.
Languages: Common, Varisian
-------------------------- Stats --------------------------
STR 14 (+2)
DEX 18 (+4)
CON 10 (+0)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)
-------------------------- Skills --------------------------
Acrobatics +3
Appraise +0
Bluff +6
Climb +5
Diplomacy +0
Disguise +0
Escape Artist +3
Fly +3
Heal +6
Intimidate +7
Perception +6
Ride +3
Sense Motive +8
Stealth +7
Survival +2
Swim +1
-------------------------- Traits ---------------------------
Stoic Optimism
Echo Wood Native
-------------------------- Feats ---------------------------
Point-Blank Shot
Precise Shot
-------------------------- Special Abilities --------------
Judgments
Stern Gaze
Righteous Infiltration
Shake Effects
-------------------------- Combat --------------------------
Initiative: +4
AC: 17 / Touch 14 / Flat Footed 13
Fortitude: +2
Reflex: +4
Will: +4
BAB: +0
Melee to hit: +2
Ranged to hit: +4
Unarmed attack: +2 damage: 1d3+2 (20/x2)
Longbow: +4 damage: 1d8 (20/x3) range: 100 ft. (+1 att and dmg at 30')
Dagger: +2 damage: 1d4+2 (19-20/x2)
Dagger (Thrown): +4 damage: 1d4+2 (19-20/x2) range: 10 ft. (+1 att and dmg at 30')
------------------------- Equipment ------------------------
Name QTY LBS
Studded Leather 1 20lbs
Outfit (Explorer's) 1 8lbs
Holy Symbol (Wooden) 1 0lbs
Pole (10 Ft) 1 8lbs
Longbow (3 lbs.)
Pouch (Belt) (0.88 lbs.)
Coin (Copper Piece) 5 0lbs
Coin (Gold Piece) 14 0lbs
Spell Component Pouch (2 lbs.)
Sack (11 lbs.)
Flint and Steel 1 0lbs
Grappling Arrow 1 0lbs
Mess Kit 1 1lbs
Rations (Trail/Per Day) 2 2lbs
Rope (Silk/50 ft) 1 5lbs
Candles (10) 1 0lbs
Holy Text (Cheap) 1 1lbs
Soap (per lb) 1 1lbs
Waterskin 1 0lbs
Waterskin (0 lbs.)
Total weight carried: 56.88 lbs.
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175
--------------------------- Magic --------------------------
Inquisitor Spells
Level 0
Create Water (Conjuration)
Guidance (Divination)
Light (Evocation)
Read Magic (Divination)
Stabilize (Conjuration)
Level 1
Bless (Enchantment)
Divine Favor (Evocation)
Please let me know any question or comments. I hope you like her and select her for your campaign.
Corsario |
Yes, only bow and dagger, and the dagger is to cut cheese only ;)
You can find Stoic Optimism here.
Yes, no problem about the archetypes, I can drop any one of them.
Jazzai Moonbreaker |
Katara Vardigan
Race: Human
Class: Slayer - Archetypes-Stygian
Stats:Str 16 (10) Dex 13 (3)Con 14 (5) Int 12 (2) Wis 10 (0) Cha 10 (0)
Racial Bonus: Con +2
HP: 13 AC: 15, FF 14, T 11 CMD: 14 Init: +1
Move: 30ft
Greatsword, Sling, Dagger, Javalins x3
Traits: Armor Training (-1 armor check penalty), Blue Basilisk Recruit (Start with Greatsword +1 AoO with longsword/greatsword)
Feats: Armor Proficiency Medium, Power Attack
Skills: Acrobatics +5, Perception +4, Stealth +5, UMD +1
Abilities 1st Studied Target, Track
Gear: Fighter Kit 9gp 29lbs, Greatsword, Lamallar (Leather) 60gp 25lbs
Alignment can be any if you do good or Evil! Ill post tomorrow after work personality!
Joza Fersig |
This is Lady Ladile submitting Joza here for consideration. Since I couldn't come up with a concept that spoke to me for the mount-less Cavalier, I changed gears and went with a Ranger (Divine Tracker) archetype. Everything should be accounted for in the profile and I still need to do some formatting work, but please let me know if there are any questions or if I need to change anything!
Zinli Steelworker |
Here is the fluff!
Background:
She travelled a bit, enjoying her freedom and shooting at things from time to time. As she entered the River Kingdoms, she started to run out of black powder and money. Knowing that she soon wouldn't be able to continue her road, she stopped there, and has been looking for a job as a gunslinger.
Personality:
Zinli is attached to her pistol, and takes great care of it, often manipulating or cleaning it. Losing it is one of her greatest fears, and she always keeps it close to her, even in her sleep. She would like to make it better in the future, and doesn't want to change it for another weapon. Zinli likes summer, cherry pies and mechanics, still showing great interest in blacksmithing. She likes "cute" animals, especially dogs, and appreciates a walk in nature.
Appearance:
Projects:
I also changed her alignment to Chaotic Good.
DM Lil" Eschie |
@Drogeney: where does the "Ambush Training" trait come from?
@Mary: No prooblem for the new trait
Characters proposed so far (crunch done, or mostly)
Gorok, Half orc alchemist (Dave Herman)
Strider Kalerian,Catfolk Rogue(Shadowrun312)
Davlamin Glimmergaunt, Half Elf Sorcerer (Scknight)
Meurasold Spellslayer, Dwarf Bloodrager (Nickadeamous)
Corban Scale, Human Warpriest of Abadar (Gavmania)
Rahiv, Undine shaman (Vincent Fleming)
Zurka, Fetchling magus (Eric Swanson)
Brin Woodson, Human Magus (Phantom Mouse)
Zinli Steelworker, Gnome (Ythiel)
Anika Feychild, Halfling Sorceress (Aneirin)
Mary,Human (?) Witch (Chyrone)
Siival Lanliss, Sylph Swashbuckler (Drayen)
Clyde Mc Clodd, Human Fighter (Andrea1)
Myrna N'Cailleach, Changeling Fighter (Black Dow)
Ekran Batorwka, human Fighter (Carrion Crawler)
Miniri Manx, Catfolk Slayer (Drogeney)
Voyla Svoboda, Human Inquisitor (Corsario)
Katara Vardigan, Human slayer (Jazzai)
Josa Fersig, Catfolk Ranger (Lady L)
Work in progress:
Cave Druid, (Dwarf or Oread)-Orannis
Cavalier (mountless archetype)-Lady Ladile
Inquisitor of Cayden-Diego Rossi
Gnome Cleric of Asmodean -Bigrig107
Antipaladin?-Arachnofiend
(E is for Evil characters)
Melee
Meurasold
Siival
Clyde
Myrna
Joza
Ranged
Zinli
Voyla
Skill monkey
Gorok (E)
Strider
Miniri
Katara
Arcane
Davlamin
Zurka (E)
Brin
Anyka
Mary
Divine
Corban
Rahiv
DM Lil" Eschie |
@Bigrig, ok , thankies for telling us, and good luck!
@Davlamin: you can keep Davlamin CG so far. If I make a second Evil team and I don't have enough characters, I'll ask those who didn't make it in the first team who wants to be a bad guy and have a second chance.
@Drogeney: I'll look at the link tonight
@Doublegold:you can choose a variant Tiefling heritage (in Blood of Fiends), a variant Racial Trait/Racial feat (Adv Race Guide) and roll a d100 for a variant ability (Blood of Fiends). You don't need a feat for that (i believe!)
Yokaiboy |
@Sckninght: one character per person. As I said, if not chosen for the "good guys" team, you can always take an Evil alignement with the same character for the Bad Guys team.
what if I submit a character that is evil by default(Necromancer)?
anyway, here she is
Aralu Darkstone
female human oracle 1
LE Medium humanoid (human)
Init +1; Senses Perception +2
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 7 (1d8-1)
Fort 0, Ref +1, Will +4
OFFENSE
Speed 20 ft.
Ranged light crossbow +1 (1d8/19-20)
Special Attacks undead servitude
Known Oracle Spells (CL 1st, concentration +5): 1st (4/day)—cure light wounds, summon monster i, inflict light wounds (DC 15)
0 (at will)—create water, detect magic, guidance, read magic, stabilize, ghost sound (DC 14), mage hand
STATISTICS
Str 10, Dex 12, Con 8, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Command Undead, Oracular Intuition
Skills Acrobatics -2 , Climb -3 , Craft (Calligraphy) +6 , Diplomacy +8 , Escape Artist -2 , Fly -2 , Heal +6 , Knowledge (History) +7 , Knowledge (Religion) +6 ,Knowledge(Local,untrained)+3, Ride -2 , Sense Motive +8 , Spellcraft +8 , Stealth -2 , Swim -3
Languages Aklo, Common, Draconic
SQ bone mysteries, bonus feat, bonus oracle spell, haunted, orisons, skilled
Combat Gear candle (10), torch (10), rations (trail/per day) (5); Other Gear studded leather, light crossbow, traveler's outfit, crossbow bolts (10) (3), spell component pouch, pouch (belt), coin (silver piece) (7), backpack, bedroll, waterskin, rope (silk/50 ft.), holy text (cheap), ink (1 oz. vial), inkpen, journal, flint and steel, mess kit, soap (per lb.)
Traits:
Azlanti Historian(local)
Deathtouched(fort)
SPECIAL ABILITIES
Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Oracle Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Oracle Spell Level 0
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Undead Servitude (Su) You can channel negative energy 7 per day, but only to use Command Undead. You can command up to 1 hit dice of undead. The will save DC of this ability is 14.
Aralu was abbadoned as a baby, after reanimating some dead vermin, by her parents on the doorstep of a ruined temple, that was said (rightly) to be haunted. This temple was home of a powerfull lich, Frederick Darkstone, alarmed by his wards of a humans continued presence discovered the child, and took it in out of curiosity for its conection to the powers of unlive.
Lich Darkstone, after some trial and error and research, managed to raise the baby. Aralu grew up amidst the walking dead, raised by skelletal nanys and an adoptive father that drew his last breath centurys ago, she learned early how to take controll over the lesser undead, much to her fathers anoyance. The girl spend much of her time in her fathers vast library, helping her dad with his studys or simply reading.
As the years passed Frederic Darkstone realised, that he still cared for something beside his books, the girl he had taken in, that had grown into a young woman. A few years later Aralu left the catacombs she grew up in, in search for her own immortality (and intersting books)
Drogeney |
No, you don't anymore. Originally it was a requirement but it was changed in a more recent product. Blood of Fiends removed that restriction which came from an earlier product. Even if it did technically need a feat I'd throw it out since the aasimar ones don't and that race is inherently more powerful than the tiefling.