Madness in Kintargo (Inactive)

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.



Greetings. Our Hell’s Rebels Game recently lost a player and we’re looking for a replacement. We’re nearing the end of Book 1 of the AP, and the players are 3rd level. The current PC roster includes an aasimar investigator/swashbuckler, a hidden priest of Cayden Cailean, a tiefling sorcerer, and a drow paladin. They’re aided part-time by a noble bard/rogue (former PC) but could probably use some muscle, though potential replacement players should submit whatever character they prefer. This recruitment will be open at least until Monday (June 18, noon U.S. Eastern)…longer if none of the early submissions catches the current party’s fancy.

Character Creation Rules: No 3rd-party, 3rd-level PC, 20-point buy, no VMC, 3 traits (1 campaign trait from the Hell’s Rebels Player’s Guide plus 2 others (no drawbacks), unchained versions where available, starting cash/equipment 2,250 gp*…plus, roll two (2) d30s^.

* The current PCs are a bit below normal wealth-by-level, as they used some of their earnings to liberate a previous PC from slavery and help put the bard through college (not really, but they helped pay her admission fee into the prestigious Kintargo Opera House Society).

^ The previous GM had a boon system, some parts of which I’m not 100% comfortable implementing. I’ll send each applicant a private message detailing what extras they can choose between in creating their character.

Feel free to ask questions.


Dotting. I have a dwarf inquisitor from an IRL game that made it to the end of the first book. I'll have to convert her over shortly.


PERHAPS A BRAVE VIGILANTE?!CAPTAIN CHAOS!


This looks nice. I actually have an idea for a Hellknight of the Order of the Scourge for this AP. That's the Order that goes up against organised crime, corruption and abuse of power.

The guy would be LN, leaning LG. He would have been sent to Kintargo, the city of his birth, to see whether Barzillai Thrune's action require further action. If so (and it is) working with a rebellion to oust someone like that would be perfectly fine, as long as it serves the purpose of restoring order.


Boon?: 2d30 ⇒ (14, 3) = 17


Quick Update to the Character Creation/Boon Guidelines:

The original GM had a restriction on races: Core races plus tengu and tieflings. Other races "uncommon," "featured," etc. were available only if you rolled a certain boon.

Let's say that if you choose a race that isn't core, tengu, or tiefling, that counts as one of your potential boons.


Additional question please. Urban Barbarian is a suggested choice for the campaign.

However, it's not valid for Unchained Barbarian. Would you allow Core Barbarian?

Actually, you know what....been wanting to play a Nagaji so I'll take the original rolls.

Appropriate roll: 2d4 ⇒ (2, 3) = 5


Vitaliano da Riva wrote:

Additional question please. Urban Barbarian is a suggested choice for the campaign.

However, it's not valid for Unchained Barbarian. Would you allow Core Barbarian?

Core barbarian is fine.


Wealth: 2d30 ⇒ (3, 5) = 8=8gp

Also - how are you doing HP? I couldn't find it in your recruitment post...

Other than his HP and spending money (since I wanted to ask questions about that...) I can offer you

Kit the Quickling:
Kit the Quickling
Male Human Fighter (Archer) 3
LG Medium Humanoid (Human)

Init +5 (+4 Dex, +1 trait)

Senses: Perception +8, low-light vision.

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex).

HP 12/12 ([10+1con+1FCB])

Fort +4 (3 base, +1 Con)
Ref +6 (1 base, +4 Dex, +1 racial)
Will +3 (1 base, +1 Wis, +1 racial)

OFFENSE
‘Gaoth’ +10 (11), d8+2(+1), 115ft, x3. [DA for -1/+2]
Greatsword +6, 2d6+3, 19-20 x2.

Spd 30 ft
Space 5 ft.; Reach 5 ft.

Base Atk +3 (+3 Fighter)
CMB +5 (3 BAB, 2 Str)
CMD 19 (10, +3 BAB, +4 Dex, +2 Str)

STATISTICS
Str 14 (+2)
Dex 18 (+4) (16 base, +2 racial)
Con 12 (+1)
Int 10 (0)
Wis 13 (+1)
Cha 10 (0)

FEATS
Point-Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [Human Bonus Feat]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot [Fighter Bonus Feat 1]: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Deadly Aim [Fighter Bonus Feat 2]: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (Longbow) [Level 3]: You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Natural-born Leader (Campaign): Whenever you found yourself involved in a group effort in the past, you tended to end up in a position of leadership and your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.
You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Signature Moves (Social): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Survivor [Regional]: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

SKILLS
Climb +6 (1 rank, +2 Str, +3 class)
Perception +8 (3 ranks, +1 Wis, +3 class, +1 archer)
Sense Motive +6 (1 rank, +1 Wis, +3 class, +1 trait)
Stealth +5 (1 rank, +4 Dex)

Total Points: 6 [3x(2 Fighter + 0 Int )]
AC penalty is 0

LANGUAGES
Common.

EQUIPMENT
Soldier’s Uniform x2 (free)
‘Gaoth’ – Masterwork Greenwood Composite 2 Longbow (free – Signature Weapon, [750gp])
40 Arrows (2gp)
20 Blunt Arrows (2gp)
20 Whistling Arrows (2gp)
Masterwork Greatsword (50gp)
Leather Armor (10gp)
Fighter’s Kit: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. (9gp)
Potion of CLW (50gp)
3 gold 0 silver 0 copper [1830 remaining]

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Hawkeye: At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
This ability replaces Bravery.
Trick Shot: At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).
This ability replaces Armor Training 1, 2, 3, and 4.

Fluff:

--------------------
Background
--------------------
Kit’s mother, Katrina the Swift, was a famed huntress in the Grand Duchy of Ravonel, and throughout western Cheliax. She singlehandedly slew Frosthorn, the chimera which terrorized the Hellcoast for nearly a decade, hunting the beast to it’s lair in on Mount Spire and slaying it with three precise arrows – one to each head. She repelled a strix invasion force alongside the militia of Pezzack and was awarded a medal for her bravery.
When not out hunting beasts, Katrina lived quietly with her elderly parents in a hut on the edge of Ravounel Forest. The old couple were lay priests of Erastil and ministered to the small community of woodsmen and hunters with the practicality and common-sense of their pragmatic, community minded god.

One night a great hush fell over the wood and a melodious horn sounded far in the distance. The woodsmen all barred their doors and closed their shutters, content to stay by their fires and let the Wild Hunt of legend ride past them in peace. All except Katrina. Despite being heavily pregnant after a tryst with a passing merchant, Katrina slipped out of her parent’s house, following the sound of the horn into the forest and was never seen again.

Months later, after the community had given up all hope and Katrina’s parents mourned her as dead, the Horn of the Hunt sounded again. Once again the community barred their doors and closed their shutters – fearing to leave. Yet the hunt did not pass them by that night. Instead, with a sound of rushing wind, a powerful steed with a grassy mane and tail thundered to a halt in the center of the small hamlet and a lithe, androgynous figure dismounted, cradling a small bundle.

Always mindful of their duty, the elderly priests of Erastil opened their door to the knocking that followed and were confronted by the tall fey, tattooed and sharp eared. The figure, whose gender could not be made out, silently offered them two objects – the bow from it’s back, and the bundle in its six-fingered hands, a human baby. As soon as the astonished priests took the baby and the weapon the figure sprang onto its steed and galloped away, as the sound of the Hunt rose once more.

Kit, as the old couple named the boy, grew up as a pleasant but serious boy. Unusually swift in both mind and body he was a capable and valued member of the community, but never well liked. Too many people knew the stories of his ‘delivery’ and, despite his grandparent’s best efforts people always whispered behind his back and spoke of his “strangeness”.

None-the-less Kit served his community well, absorbing his grandparent’s teachings on community spirit, respect for the wild and working together in harmony. He found himself to be something of a leader and organized much of the hamlet’s community work – rebuilding barns and rounding up lost cattle, taking the strain off his, now extremely old, grandparents. Despite this, once they passed peacefully into the River of Souls, Kit found he could stay no longer. Taking the great bow of black wood, which his grandparents had always hung above the fireplace and looked on with wistful glances he left his home and wandered northwards.

By the time he reached Kintargo, Kit was a weathered, lean figure from many nights of hunting out his own food. Almost pathologically taciturn he lived in squalid lodgings by the docks for almost two weeks, before taking what few belongings he still had and reporting to the guard muster at Castle Kintargo.

Initially skeptical, the recruiting sergeant was quickly impressed by Kit’s speed and accuracy with his bow and Kit was inducted into the cities dottari – charged with keeping law and order in the sprawling Silver City. Kit found this work suited him and fitted well with his personal beliefs in the importance of order and community support. In cosmopolitan Kintargo he found his ‘strangeness’ mattered much less than his capabilities and although he was able to get into the woods less than he would have liked Kit was happy. He had made some friends and was even promoted to Corporal until the Night of Ashes, when everything changed.

With the ‘flight’ of Mayor Bainilus and appointment of Lord Mayor Paracount Thrune, Kit watched as everything he respected about Kintargo and the dottari was swiftly destroyed. His sergeant, and all the officers whose probity was beyond question, were quickly dismissed and new officers, concerned with their personal power and ‘proper deference to authority’ replaced them. In barely three days the dottari went from a respected, law-abiding group, to a state-mandated gang – not helped by the recruitment of ‘loyal citizens’ into the para-military Chelish Citizen’s Group, whose antics blackened the good name of the dottari even more.

When Kit found that he and his unit of a dozen men were to be demobilized after the ‘slackness of their commander made them unfit for service’, he realized that he had had enough. The massacre at Aria Park, ordered by the Lord Mayor and carried out by Nox and the Chelish Citizens Group, simply made things worse and Kit stole a large selection of equipment before absconding into the city – determined to bring down the government he had once served.

More Information Here (previous recruitment thread)

Kit is a human archer with a fey theme built in - mechanically he's good at shooting things and can switch hit reasonably well with his greatsword. Hope you like!

Promised question from earlier: As you see in his background Kit's bow is very important to him, so I'd be interested in discussing a way that Kit could keep his bow and 'level it up'/improve it throughout the game, rather than buying a new one every few levels. Perhaps the Scaling Magic Item rules or something similar? If people would prefer not to add extra rules then its fine, I just thought I'd flag it up early on :)


Fluff:

Bjorn wasn't his name when he was born but rather when he was adopted by a kind woman in a Varisian Caravan. Bjorn was found lost in the wilds of the jungles of the Mwangi Expanse, but hasn't been back in the twenty years since he was adopted. He traveled the world with his Caravan family but eventually when he came of age his blood demanded that he prove himself in some way. It was because of this that he eventually became known as Bjorn the Hideous.

He dropped off from his caravan in Kintargo and made his way out of the city for two years. He spent his time roaming the vast lands along the Yolubilis River, Along the edge of Mount Spire, and even into the depths of the Ravounel Forest taking up challenges and mercenary work wherever he could take it. The work was dangerous despite the numbers of men that Bjorn worked alongside and he suffered many injuries including two blows with an axe to the face that would've killed a man. Thankfully, Bjorn was no "man" but a large, hulking, and muscular Nagaji. Still, the battles had left him with one eye he could no longer see out of, a chunk of the bone surround that eye missing with scarred tissue having grown over the area. That and the chunks missing from his hip and back, made him very...well hideous to most. However, he was proud of his wounds.

But still, the battles and the work did not sate his desire, his need to prove himself. He made his way back into the port of Kintargo and tried to find the call his blood yearned for. It was there that he watched the suffering of the people, particularly those of the slums. He was humbled by the work and the dangers that Strea Vestori put herself in to try and make things better for the people of the slums and it's where he decided that he'd found his calling. So it began that he began taking odd jobs in an effort to help the Devil's Nursery.

This is Vitaliano's submission. A Nagaji Barbarian who yearns to find his calling in life. Having been a mercenary for a few years, he came back to Kintargo to find his calling and found admiration in Strea Vestori's work.

He is a Barbarian, so he is going to be a nasty front liner but can switch between being a pure offensive character to actually having some Defense and demoralizing his enemies.

Future goals are for 5th level take the feat Call Out and Intimidating Prowess later on to "tank" as best you can in Pathfinder. The Urban Barbarian archetype allows him to keep his humanity instead of giving wholey into his rage for when he needs to still be smart and careful amongst the populus but still allows him to fully "Hulk" out and let his blood boil over when he needs to.

Apologies that the fluff isn't too amazing, he's only 3rd level and I try not go over fluff for low level characters.


Nikolaus de'Shade wrote:

Also - how are you doing HP? I couldn't find it in your recruitment post.

HIT POINTS: Full at 1st level, half (rounded up) at subsequent levels.


Nikolaus de'Shade wrote:
Promised question from earlier: As you see in his background Kit's bow is very important to him, so I'd be interested in discussing a way that Kit could keep his bow and 'level it up'/improve it throughout the game, rather than buying a new one every few levels. Perhaps the Scaling Magic Item rules or something similar? If people would prefer not to add extra rules then its fine, I just thought I'd flag it up early on :)

This would be a possibility, though I'd likely have to offer the other PCs a similar boon. I have an idea for that, though, so I'm going with a tentative "OK" here.


In which case his HP will be 12+(6+1+1)+(6+1+1)= 28.

Thanks for clarifying the boons.

Boon: 2d4 ⇒ (2, 4) = 6

I'll look at traits later (if I get selected :) )


Crunch:
Marek
Male Human Brawler 3
NG Medium humanoid (human)
Init +2; Senses: Perception +7
Deity: Milani
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13
hp 31 (3d10+9)
Fort +3, Ref +3, Will +1
Defensive Abilities:
+1 to CMB and CMD vs Disarm
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Katana (One Handed) +7 (1d8+3/18-20x2)
w/Power Attack +6 (1d8+5/18-20x2)
Katana (Two Handed) +7 (1d8+4/18-20x2)
w/Power Attack +6 (1d8+7/18-20x2)
Brawler's Flurry Katana (One Handed) +5/+5 (1d8+3/18-20x2)
w/Power Attack +4/+4 (1d8+3/18-20x2)
Brawler's Flurry Katana (Two Handed) +5/+5 (1d8+4/18-20x2)
w/Power Attack +4/+4 (1d8+7/18-20x2)
Ranged:
Special Attacks:
Brawler's Flurry
--------------------
Racial Abilities
--------------------
Skilled: +1 Skill point per level
Extra Feat: Bonus feat at level 1
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats: Fast Learner (1st), Dirty Fighting (Human), Power Attack (Brawler 2), Weapon Adept [Versatile] (3rd)
Traits:
Ex-Asmodean: +1 attack and damage vs agents of Thrune and Worshipers of Asmodeus (including most devils)
Signature Moves: Single masterwork item less than 900gp, +1 trait bonus to bluff and intimidate while wielding the item in one or two hands.
Slippery: +1 to Stealth and Stealth is a class skill
Acrobatics: 8, Climb: 8, Craft (Weapons): 5, Escape Artist (Dex), Handle Animal (Cha), Intimidate: 6, Knowledge (dungeoneering) (Int), Knowledge (local): 7, Perception: 7, Profession (Wis), Ride (Dex), Sense Motive: 7, Stealth: 9 and Swim (Str).
* Non Class Skill
Modifiers:
+1 Intimidate and Bluff when holding katana
Languages: Common, Infernal

Gear:
Masterwork Katana (Versatile Modification: Close) (One Handed Sword) 1d8 (18-20x2), 6lbs (819 gp, free per trait)
Dagger x10 (One handed light weapon) 1d4 19-20x2 (20 gp)
Masterwork Parade Armor (Light Armor) +3 AC, +5 Max Dex, 0 ACP, 20 lbs (175 gp)
Reversible Cloak (50 gp)
Battle Mask (50 gp)
Boots of the Cat (1000 gp)
Executioner's Uniform (Free)

Remaining Gold: 955 GP

--------------------
Special Abilities
--------------------
Brawler's Cunning
Martial Flexability
Martial Training
Unarmed Strike (1d6)
Manuever Training
--------------------
Favored Class Bonus
--------------------
+3 Hit Point/Skill Point (Fast Learner)

Background:
Born in Westcrown, Marek grew up in the crumbling remnants of the old Chelish Empire predating the rise of the Thrunes. However his father was a high ranking member of the local church, a Cleric of unflinching devotion to Asmodeas. Marek grew up in the church himself, raised unfailingly to trust in the word of the ruling class of priests, no matter what they said.

When he was a young man he became friends with another boy his age. Poor, the other boy lived in hovels in the long-forgotten ghettos of the city. But he and Marek use to play games on the streets. Pretending to be conquering heroes, climbing old abandoned buildings, stealing small items from passers by for a laugh. But when Marek stole a visiting priest's ring of office when he was bathing, it stirred an uproar in the city at large.

The Asmodeans tossed the city looking for the priest's ring, causing a local scandal as people in the poor sections were openly whipped for information. Eventually Marek turned in the ring to his father, confessing it was simply a game with his friend. Marek received lashes for his crimes, but it was private and he was allowed to recover in his room.

When he was able to leave the house again he saw the Tines in the center square. Impaled on them was his friend and his friend's whole family. When he inquired to his father he admitted that no son of a clergy could take blame for such an affront. So to punish his son he had his friend and his friend's family convicted of the crime and executed in the square.

Shortly after Marek ran. Leaving Westcrown stowed away in a merchant carivan's trunk. By the time he was discovered they were leagues away, and he claimed to be a homeless urchin. One of the guards, an older man with a strange accent, took to the boy and kept him under his wing. The man was originally from Tian Xia, and over the course of months the two became close.

When Marek finally admitted the truth, the man simply accepted the story, much to Marek's surprise. Instead he helped raise the younger boy and trained him in the arts from his homeland. Years later when he died Marek returned to Kintargo after martial law began to sweep the city in the wake of civil unrest. For Marek, Kintargo is just a first step to helping put down Cheliax and the Asmodean iron grip it holds over people. And he is determined to see it free of their tyranny.


Dot


dot

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm interested. Have a brawler in mind, but need to get him to the appropriate level.


This is motteditor's character:
Presenting Caspan Saal, who arrived in the city a little late, but is always happy to cause trouble for the authorities.

About me: I've been doing PBP for a number of years now and have been a pretty consistent poster. I run several games of my own, and am I think a productive, contributing player in a half-dozen more.

I'm also a freelance game designer, having done some work for Paizo, and general game enthusiast.


Definitely interested. Might take me a day to get a character levelled and ready., though this would be her core.


A question: Is Combat Stamina allowed for Fighters? If so, do they get it for free (as per the suggested rules in PF Unchained)?

The Exchange

I have had 2 tries at book 1 that didn't get to the end, so I would be happy to jump in at this point. I have jumped into midpoint campaigns in the past, and it has worked out fairly well.

This is my profile for a PFS character (Core) that I think would fit in nicely. Below is a 3rd level version of him for submission, but I will create a new alias for him to play if accepted. But you can check out previous posts to get a flavor of how he plays.

Submission version of August Dupine:

Took my previous 3rd level version, updated both classes to unchained, and a few other modifications.

I will work on spending money

Boons?: 2d30 ⇒ (27, 13) = 40
August Dupine
Male Human Unchained Monk 2 / Unchained Rogue 1
LG
Init +2 ; Perception +10 , Sense Motive +10
Languages: Common, Draconic, Infernal, Abyssal, Tien

HP 23 (10+1/5+1/5+1)

DEFENSE
AC 16 (+2 Dex +1 Dodge +2 Wis +1 Deflect), touch 16, flat-footed 13
CMD 20 / 22 vs grapple attempts (10 +2 BAB +3 Str +2 Dex +2 Wis +1 dodge)
Fort +3 (+3 Monk +0 Rogue +0 Con)
Ref +7 (+3 Monk +2 Rogue +2 Dex)
Will +5 (+0 Monk +0 Rogue +2 Wis)

Defensive Abilities Improved Grapple (+2 bonus), Escape Artist, Evasion
+1 trait bonus on all saving throws against mind-affecting effects

OFFENSE
Speed 30 ft
Base Attack +2; Melee Touch +5; Ranged Touch +4 (+2 monk +0 rogue)
CMB +5 (+2 BAB +3 Str)
Sneak Attack +1d6

Melee
Unarmed Strike Att +5, Dmg 1d6+3, B, Crit 20/x2 (Att: +2 BAB +3 Str; Dmg: +3 Str)
+1 Attack to unarmed AoO attacks
Nunchaku Att +5, Dmg 1d6 S Crit 20/x2 monk, disarm (Att: +2 BAB +3 Str; Dmg: +3 Str)
Kama Att +5, Dmg 1d6 S Crit 20/x2 monk, trip (Att: +2 BAB +3 Str; Dmg: +3 Str)

Ranged
Shurikan Att +3, Dmg 1d2+3, P, Crit 20/x2 (Att: +1 BAB +2 Dex; Dmg: +3 Str)

Flurry of Blows: Add 1 attack at highest BAB if using full round action.

STATISTICS
Abilities Str 16 (+3), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 14 (+2), Cha 10 (+0)

SKILLS 25 ranks (4+2+1/8+2+1/4+2+1) (+2 Int +1 human)
Acrobatics* +6 (+1 Rank +2 Dex +3 class skill)#
Appraise* +6 (+1 Rank +2 Int +3 class skill)#
Bluff* +4 (+1 rank +0 Chr +3 class skill)#
Climb* +7 (+1 Rank +3 Str +3 class skill)#
Diplomacy* +7 (+1 rank +0 Chr +1 trait +2 persuasive +3 class skill)#
Disable Device* +8 /+9 traps (+1 rank +2 Dex +3 class skill +2 circumstance MW)# + 1/2 lvl trapfinding
Disguise* +5 (+1 rank +0 Chr +3 class skill +1 trait)#
Escape Artist* +6 (+1 rank +2 Dex +3 class skill)#
Fly +2 (+2 Dex)
Heal +2 (+2 Wis)
Intimidate* +6 (+1 rank +0 Chr +2 persuasive +3 class skill)#
Knowledge (Dungeoneerng)* +6 (+1 rank +2 Int +3 class skill)#
Knowledge (History)* +6 (+1 rank +2 Int +3 class skill)#
Knowledge (Local)* +6 (+1 rank +2 Int +3 class skill)#
Knowledge (Religion)* +6 (+1 rank +2 Int +3 class skill)#
Linguistics* +7 (+2 rank +2 Int +3 class skill)#
Perception* +10 /+11 traps (+3 rank +2 Wis +2 Alertness feat +3 class skill)# + 1/2 lvl trapfinding
Profession (Investigator)* +6 (+1 rank +2 Wis +3 class skill)#
Ride +2 (+2 Dex)#
Sense Motive* +10 (+2 rank +2 Wis +1 trait +2 Alertness feat +3 class skill)#
Slight of Hand* +6 (+1 rank +2 Dex +3 class skill)#
Stealth* +6 (+1 rank +2 Dex +3 class skill)#
Survival +2 (+2 Wis)
Swim* +7 (+1 Rank +3 Str +3 class skill)#
Use Magic Device* +4 (+1 rank +0 Chr +3 class skill)#

EQUIPMENT
Nunchaku
Shuriken (10)
Kama
Thieves' tools, masterwork

COINS
PP – 0
GP – 2,250
SP – 0
CP – 0

FEATS
Unarmed Strike (Monk 1)
Stunning Fist (Monk 1)
Alertness (Human Bonus)
Persuasive (Level 1)
Improved Grapple (Monk 1 Bonus)
Dodge(Monk 2 bonus)

TRAITS
Upstanding: +1 Diplomacy (class skill) and Sense Motive
Bullied: +1 Attack to unarmed AoO attacks
Fed-Up Citizen: +1 bonus on Disguise, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura; +1 trait bonus on all
saving throws against mind-affecting effects.

SPECIAL ABILITIES
Flurry of blows At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

DESCRIPTION
A slightly stocky man with close cropped graying hair, nice clothes, and a cane tips his hat.

BACKGROUND
Gentleman detective, August "Gus" Dupine, recently lost his mentor and is now ready to head out on his own. He enjoys solving puzzles and is always eager to track down a mystery to its end. He practices self defense with simple weapons, more interested in disabling opponents rather than killing, but will resort to violence when absolutely necessary.


RECRUITMENT IS OVER. Thanks to all who've participated.

I'll give everyone who's made a submission or at least dotted the thread (or contacted me through a PM) another day to finish submitting or touching up their characters; then the current players and I will make a selection.

Cuàn wrote:
A question: Is Combat Stamina allowed for Fighters? If so, do they get it for free (as per the suggested rules in PF Unchained)?

I've never used those rules, so for simplicity's sake I'm going to say No.

Remember to roll for potential bonus boons (1d30 if you choose a race that's not core, tiefling, or tengu; 2d30s otherwise) and I'll PM you back the result(s).


2d30 ⇒ (6, 17) = 23

The Exchange

Roll: 2d4 ⇒ (3, 3) = 6


Boon: 1d30 ⇒ 5
Boon: 1d30 ⇒ 19


I'll bow out. Would need a new idea and flesh it out before the end of the day and don't really have the time for it.


Boon: 1d30 ⇒ 8
Boon: 1d30 ⇒ 10

Will have levelling completed within hour.


Upgraded


Quick Update: I just asked the current players to vote on two finalists. I'll post the final results once I've heard back from everyone or we have a clear winner.


That didn't take very long.... Arani Thorindal, please report for duty!

Again, thank you to everyone who took the time to pitch their characters. Good gaming going forward!

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