
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

After some help deciding what Adventure Path to run, I’m taking applications for a (Pathfinder-ized) Savage Tide Adventure Path. The Path will include urban and outdoor adventures, with a good mix of roll- and role-playing. There will be some time spent on board ships as well.
Please give me a general character rundown – race and class obviously, plus basic personality and appearance, background, reason for adventuring, and basic combat style/role – I’ll care more about the personality of your character than the mechanics at this point. Also, to help me get a better idea of your gaming style, I’d like you to reply in character to the start of the campaign – below – and role play with each other. If you want to wait to create an alias until you’re accepted, that’s fine. I understand that and won’t hold it against anyone.
Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Eleder, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Sunrise District to celebrate the life and achievements of the two Sargavan nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
As you enter, you pass a wizened-looking halfling woman wearing mourning clothes at the entrance to the park, greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young human woman, her long red hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she gnaws on a cooked parrot leg. Elsewhere, near a table with split coconuts filled with some sort of stuffing, a human woman, a couple daggers adorning her hips, talks to her three male companions, all dressed somewhat less finely than the bulk of the guests: a human, half-elf and dwarf.
I will be selecting five or six players for this campaign. I expect them to post 5-10 times a week. Recruitment will go to Oct. 28 (unless five or six concepts jump out as being heads and shoulders better than everyone else’s).
* Level 1
* Stats: 2d6+6 (if they’re too low, I may allow rerolls; I like my PCs to be big.damn.heroes.)
* Core rulebook, APG, Ultimate Magic allowed (but no words of power). Ultimate Combat is OK, but no gunslinger/samurai/ninja.
* Core races (others may be allowed on request, but I’m going to have to really like your concept)
* 2 traits, one of which I will assign. I’ve also adapted some Carrion Crown traits below that you can use if you want, but don’t feel required to. I may also allocate a profession/craft skill rank if your background merits it.
* Average starting gold for class
* Characters can have a history with each other if desired; feel free to incorporate it into your background as recruitment goes on.
Chance Savior: Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Subject of Study: Verik and Larissa Vanderboren approached you as part of their studies, as they heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the runin and the means by which you avoided death or injury, they met with you and maintained frequent correspondence until several months ago. The scars of your experience and their continual reminders of the encounter prompted you to hone your skills lest you someday face the same
type of creature again. They helped you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.
Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the inf luence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.
Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that he would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you
to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.
On the Payroll: The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your
performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.
Teachers’ Pet: When Verik and Larissa Vanderboren saw the potential for greatness in one of their charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the adventurers spent hours debating the finer points of your topic of interest, and the intellectual doors they opened for you continue to f lavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.

sunshadow21 |

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
Elfric "Four Fingers" Waterborn, Halfling Sea Witch
STR 12(14-2) DEX 18(16+2) CON 13 INT 18 WIS 14 CHA 12(10+2)
Description: missing left pinkie, black hair with bluish green tint, clothing is functional and sturdy, but kept clean and neat
Personality: Mostly quiet and serious, but pleasant, collects maps, not entirely at ease when not near a ship/body of water
Background: Born in the port district of Eleder, Elfric earned his nickname at a young age when he incautiously clambered aboard a ship, curious to see what one was like. Despite losing the finger, he fell in love with what he saw immediately, and has always sought out every opportunity to sail that he can ever since. He has developed a reputation as being a bit odd, always talking to a turtle he carries around with him at all times, and drooling over even mere scraps of maps, but a competent sailor, and a skilled navigator.
Notable Mechanics
Familiar: Turtle
Trait: Water Rat
Skills: Craft(cartography), Know(geography), Prof(sailor), Swim
Combat style: prefers ranged support, but will get into melee if required
-----------------------------
A simply, but nicely, dressed halfling enters the park, drawn by the free food and the prospect that potential employers may be found here. After grabbing a light snack, he examines the others present. Clearly a sailor type, he seems slightly uncomfortable here, but does a reasonably good job of hiding it.

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The Savage Tide!? That was one I was hoping for... :)
Well I have no idea what I wish to play but at the moment I am going to roll stats. And to make it further fun I am going to play them Iron Man style.
STATS:
STR - 2d6 + 6 ⇒ (6, 2) + 6 = 14
DEX - 2d6 + 6 ⇒ (3, 5) + 6 = 14
CON - 2d6 + 6 ⇒ (1, 5) + 6 = 12
INT - 2d6 + 6 ⇒ (3, 6) + 6 = 15
WIS - 2d6 + 6 ⇒ (1, 3) + 6 = 10
CHA - 2d6 + 6 ⇒ (6, 6) + 6 = 18
human, ??, ??
personailty: ??
RP
Will no after the rolls...

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Some nice rolls there, after poor Edgar's first try.
I'm not sure how much use you'll get out of the mount, Shanosuke, though otherwise the class should be fine (I guess that's always true of cavaliers). You might be able to use a smaller mount more effectively in a lot of the story, but I think there would still be some limitations. I would probably allow the Houndmaster variant from this past year's Superstar campaign, though, which would replace the mount with a hound. That could be more workable if you want to do it.

sunshadow21 |

Also for Elfric, this comes from Halflings of Golarion, and would fit the overall sea witch theme well. It also has feats associated with it to modify it.
Halfling Jinx (Racial Trait )
You lose the halfling luck racial trait (and its +1 racial bonus
on saving throws) and instead gain the ability to curse
another creature with bad luck at will as a standard action.
This curse has a range of 30 feet, and you must be able to
see the target and have line of effect to it. The target gets a
Will saving throw to resist this jinx (DC = 10 + 1/2 your level
+ your Charisma modifier). If your target makes this saving
throw, it is immune to your jinx ability for 24 hours. A
jinxed creature takes a –1 penalty on all saving throws. This
jinx lasts for 24 hours or until you attempt to use your jinx
again. A jinx is a supernatural ability, is not mind-affecting,
does not allow spell resistance, and can affect any kind of
creature not immune to luck effects.

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The Savage Tide!? That was one I was hoping for... :)
Well I have no idea what I wish to play but at the moment I am going to roll stats. And to make it further fun I am going to play them Iron Man style.
STATS:
STR - 2d6 + 6
DEX - 2d6 + 6
CON - 2d6 + 6
INT - 2d6 + 6
WIS - 2d6 + 6
CHA - 2d6 + 6human, ??, ??
personailty: ??
RP
Will no after the rolls...
It ate my hour long to write post. UGH!! Is there no justice.
Professor Willert Gavish (LG male human, Oracle(Seer), Lore Mystery)
Personialty: A little "flighty" Willert can't seem to focus on one thing for very long. He is quiet and soft spoken as when he speaks most people can't make heads or tails of what he is saying anyway. He doesn't like volience and always seeks to avoid it.
Background: He has acquired an avast array of "worldly knowledge" as a purser for the Vanderborens. It was actually Verik who talked Will into going to Rhapsodic College in Taldor to become a learned man. Wish to please his employer and friend he went and returned when he received word of the fire and the Vanderborens untimely deaths. (had another 2 paragraphs and the rp was longer darn it).
RP:
Willert stood alone adjusting his collar for the tenth time. It was his finest suit but he wished he could put on something more comfortable, besides there couldn't be a dress code with what the odd table over there was wearing.
"Will is that you?" A young female voice asked him from behind.
Will was to busy watching a sudden wind blow through some trees. He knew that meant a cloudy day tomorrow, but he couldn't smell if there would be rain.
Will?.. Will?... Professor Gavish!" the femine voice called out.
"What?.. Yes may I help you?" Will said turning to see the red head and her - aunt perhaps, beside her.
"I am Professor Willert Gavish. I'm sorry do I know you?" hee said (wishing he did at that).

Sir Basil de Fermer |

My Paladin of Iomedae..quite happy to nerf him back to 1st level for this.
Front line sword and board fighter.Classic Paladin really and a man who is going to have so many personal agonies of faith throughout this AP that he should be a joy to play.
Stat Rolls
2d6 + 6 ⇒ (3, 3) + 6 = 12 Int
2d6 + 6 ⇒ (6, 5) + 6 = 17 Str
2d6 + 6 ⇒ (3, 4) + 6 = 13 Cha +2 from race
2d6 + 6 ⇒ (6, 1) + 6 = 13 Wis
2d6 + 6 ⇒ (5, 4) + 6 = 15 Con
2d6 + 6 ⇒ (5, 1) + 6 = 12 Dex
not bad, not bad at all.

Sir Basil de Fermer |

Basil approaches the halfling woman at the gate with a frown furrowing his brow.It would appear that his mission has ended before it even began..his contacts killed whilst he was in the process of travelling
"Madam" he states plainly "I am sorry for your loss but,though it pains me to intrude upon their grief, is there, perhaps, some family member I can speak to, it is a matter of some urgency"

Mark Sweetman |

motteditor - before I finalized my character, I wanted to check on a couple of things.
1. I am interested in an archetype from the Pathfinder Society Field Guide - specifically the Lore Warden. Do you have that book, or would you like me to throw up a summary for you to review?
2. If the Lore Warden is ok, would you be open to me pitching the character as not connected to the Pathfinders?
The character pitch is a lightly armored whip wielding fighter who will be focused on mostly support play - disarming, tripping, ranged combat, etc - and have enough skills to contribute on that side as well.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Lost Gamer, I HATE when that happens. So very frustrating. However, the two redheaded women wouldn't actually approach you, so I'm tweaking your entry slightly.
The voice pipes up, "Yes, Urol Forol. I believe I asked you your thoughts on that piece of flora the Vanderborens brought home that one time?"
Oddly it seems to come from near the women's midsection, and looking down you see a bent, old gnome behind them, a strong earthy smell coming from his direction. The older redhead looks around as she realizes she's literally in the middle of the conversation, sniffs disdainfully, and taking the younger woman's arm, says in a cold voice, "Come, Rowyn, there must be somewhere else we can stand."
Lost Gamer, what role would you see Will having when he does inevitably get into combat?
Valiss, I don't have that supplement, so I'd need you to post and let me approve anything you want, but I imagine most/all of it would be fine.
Basil, the older woman shakes her head at your question. "I'm afraid Mistress Lavinia and Master Vanthus are not here, sir. I could carry a message if you wish when I return to the manor."
Mark, I also don't have the guide, so if you could throw a summary up for me, I'd appreciate it.I couldn't find a full write-up online, but what I could find seems fine and, like with the Sargava stuff, I wouldn't anticipate having a problem with it. I can answer No. 2 once I get a better idea of what the Lore Warden is (if it is just the "smart fighter," trading some armor proficiencies for more class skills and ranks, etc., as I saw one site describe it, I don't see a problem divorcing that from the Pathfinders.

Mark Sweetman |

motteditor - Lore Warden details are in spoiler.
Expertise (Ex): At 2nd level, gains Combat Expertise as bonus feat - even if he would not normally qualify for it. Replaces Bravery 1.
Maneuver Mastery (Ex): At 3rd level, gain +2 on all CMB checks and on CMD. Increases to +4 at 7th, +6 at 11th, +8 at 15th. Replaces Armor Training 1.
Know Thy Enemy (Ex): At 7th level, take standard action to study a specific target in sight. Make Knowledge check to determine abilities and weaknesses. If successful, find abilities and weaknesses but also get a +2 competence on attack and damage rolls vs that specific creature. Bonus lasts an encounter. Replaces Armor Training 2.
Hair's Breadth (Ex): At 11th level, attempt an Acrobatics check as immediate action to negate a confirmation roll for a crit. Crit is negated (although attack still hits and deals normal dam) if the Acrobatics is greater than the opponents confirmation roll. Replaces Armor Training 3.
Swift Lore (Ex): At 14th, Know Thy Enemy is a swift action. Replaces Armor Training 4.
Know Weakness (Ex): At 19th, auto confirm a crit once per round when threaten a crit. Replaces Armor Mastery.

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Motteditor, I have a character I've been trying to get into a game for a while now, but unfortunately his race(which comes from a 3rd party product, but was balanced like core) is causing him to be rejected. Tik-Tik. If you go to the bottom of that profile you'll find his racial features write-up as well as his background(left vague so he could fit just about anywhere in most settings). If he's a no-go, I'll back out. I'm in a few pbps and making another new character is very appealing right now(though I do enjoy it).
Dex: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Con: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Int: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Wis: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Cha: 2d6 + 6 ⇒ (2, 4) + 6 = 12
I'm willing to bet those are too low.

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Here's my submission.
Finnwappet "Finn" Luggnagg
NG Gnome Internal Alchemist
Str 11, Dex 14, Con 17, Int 16, Wis 14, Cha 14
Appearance: Finn's mode of dress somehow straddles the space between an ascetic monk's, and a street performer's. He often wears a colorful toga or robe over a cleverly designed harness containing his various elixirs and reagents. He uses a variety of different headgear for his long, unruly blue hair depending on his mood--perhaps a turban one day, held in a ponytail by a lobster's carapace the next. He usually keeps a serene look on his face, his orange eyes always smiling.
Personality: Finn maintains that sense of self control seen in monks, but with none of the seriousness. Never afraid to try something new, he laughs often and invites others to join in. He is, however, quite serious about his fitness, and will regularly be seen exercising and stretching if there is any chance he may become bored.
Background: Finn had been much more of a free, if undisciplined, soul in recent past. Tending to get drunk an in all sorts of trouble, he had descended into the underworld, and would have been a sacrifice to a secretive cult of Zon-Kuthon, if not for a daring rescue by Verik and Larissa Vanderboren. He thanked them, and saw this as an opportunity to turn his life around. He took his knowledge of alchemy and combined it with a newfound verve on what he calls "The Enhanced Life". He had hoped to show the adventuresome couple what he had accomplished with turning himself around, when he heard that tragedy struck.
RP: Finn walks in among the groups, wondering who is doing what. It is the less refined quartet who he notices first, and approaches the dwarf.
"Excuse me, good fellows... Did you travel with the deceased?"

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Alright. I'm back, and it looks like everyone's gotten pretty fantastic rolls since I've been gone.
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
Well, it's better than last time. I can see an Archery Based fighter in the rough here.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Mark, that Lore Warden archetype looks fine. And I see no reason why it would have to be linked to the Pathfinders.
Dragonborn, sorry I think I'm going to reject the pseudodragon. I love the little guys -- they've always been one of my favorite "monsters" -- but even with sunshadow's recommendation, I think flight just unbalances them in terms of operating with other PCs. However, if you decide later you want to apply with someone else, you can reroll your stats.
"Yer could say that," the dwarf replies to Finn, with a genial nod. "Saved me from slavers, Verik did."

Patrik Ström |

Here comes my application. Let me know if you have any questions or something that i need to flesh out. I will probably expand on the "personality" section later.
Introduction
A young man of south Avistan descent walks into the park with surefooted, abeit with the hint of a limb, strides. His smile reveals a row of pearly white teeth that looks almost like they've been sculpted out of ivory as he nods to the halfing greeter and throws his coat to her. The coat, like the rest of his clothes, must once have been a splendid garb if fit for a king then at least a noble of high birth. Now the garment is a ragged thing, torn and even ripped in places. The original colors have started to turn a shade darker, stained by sweat and grime evidently after not being washed for at least a month. Maybe more.
The man himself fits in quite well with the rest of his outfit. His brown shoulder lenght hair and its twin mustache are unkempt and have not been tended to for a long time. As tattered as he might be though, he carries it well. Like a high class beggar, if there is such a thing.
His walk takes him straight to the nearest table serving food. He plocks at the dishes with a odd unintrest for someone who's certainly haven't seen a hearthy meal in a long time, taking his time and picking only the choicest bits. A flick of his wrist sends a cherry in a wide arch through the air to land in his mouth with uncanny accuracy. That is when he notices the young redheaded woman. A selfassured smile graces his lips and he runs his hand through the mane of hair crowning his head as he approaches.
"My lady, i don't belive we've been introduced. Silvio Callgari Pazzi, at your service.", he says in a honeyed voice and bows deeply.
Background
The Pazzi family have long had alot of pull in the city of Corentyn, so growing up Silvio never lacked for anything except for excitement. While his mother and father and three elder sisters where content with going about the every day life of a Chelaxian noble house Silvio soon realised it was not for him. From the day he learned to walk he payed more attention to the stories of sailors and guards in his fathers employ than lessons and lectures designed to "make him a true Pazzi". In fact the only lessons Silvio did pay attention to (and became quite good at) was the fencing lessons he nagged his father into arranging.
One day, faced with the choice of being shackled to a bride his father had choosen for him or the freedom of the open sea Silvio snuck on to a trading vessel called [i]The maiden's kiss[i] set for soem foreign port leaving only an empty space where his training sword had been behind.
Always adapt with words and quick to make friends Silvio had no trouble infiltrating the crew and his adventure begun. The life at sea did not match up to the chelaxian nobleman's expectations though. Everywhere he looked he could not see any potential for plunder, adventure or glory. Only toil, and that's not what stories are made of. Or Silvio for that matter.
A week into the voyage Silvio staged a coup and one night he took command of the ship and proclaimed himself the captain of the vessel. His reign over the maiden lasted until morning, when the real captain woke up, a grizzled seaman of some forty years. The ship was returned to normal within an hour and Silvio was cast into a life boat for mutiny and set to die, either of starvation or in some storm. The original plan had been to just throw the chelaxian overboard but Silvio managed to talk the captain into placing him in a lifeboat then sail away leaving him to die. But by the grace of some god, or perhaps the malice of some demon, Silvio endured and after more than a month at sea, triumphant steered his small ship into the harbor of Eleder.
Personality
While his enemies would call him arrogant, Silvio thinks of himself as self confident. In his mind, there is nothing he can't do. Daring and bold, Silvio rises to every challange, and percives challanges to his person where there might not be one. He is quick to action leaves afterthought to someone else.
The nobleman is quick to make friends, and his smile can melt even the hardest of hearts. Even those who dislike him have to admit that he can be quite charming.
Motivation
Silvio is looking for the great adventure. Excitment, gold, wine, glory, women and whatever else keeps the world turning. He will jump at almost any opportunity that shows promise to fullfill any of the above, or at least to set him on the right path towards it.
Stats and mechanics
2d6 + 6 ⇒ (5, 1) + 6 = 12 12 wis
2d6 + 6 ⇒ (5, 3) + 6 = 14 14 con
2d6 + 6 ⇒ (6, 3) + 6 = 15 15 dex
2d6 + 6 ⇒ (1, 5) + 6 = 12 12 str
2d6 + 6 ⇒ (5, 4) + 6 = 15 15 int
2d6 + 6 ⇒ (4, 5) + 6 = 15 15 cha
Silvio Callgari Pazzi would probably fit best as a Free hand Fighter, although a swashbuckling rogue or a bard would suit him as well depending on what the party needs.

DM Alexander Kilcoyne |

Presenting Norvic Oakhide, an adventuring Dwarf sick of a regimented life of duty in his Dwarf homeland; hes been wandering Garund for several of his eighty years now. He is a free spirit and strong-minded, with a bit of a problem with authority. These three traits made his decision to leave his clan some two dozen years ago an easy one and unlike many adventuring Dwarves, he does not harbour guilt for 'abandoning his people', or plan to return to them a greater warrior than when he left and thus a greater asset. He has no plans to return at all.
Appearance: Standing at an impressive 4"4 and with a fairly impressive physique, Norvic is absolutely covered in scars, his black, soot coloured beard braided somewhat carelessly and unorthodoxly in comparison to the average Dwarf. He has a very rugged looked about him and an easy smile to go along with a nose that looks like its been broken at least a dozen times.
His eyes look lazily around a room as though sizing everyone up as a challenge; giving a distinct impression of arrogance. He wears a set of grey hide armour, and eagerly tells anyone who mentions it that it was crafted from a wolf he killed with his bare hands. Norvic is frequently seen imbibing alcohol, either from a small stash kept in a belt pouch or from the small keg's worth of alcohol he keeps in lovingly stoppered containers from his backpack. The adventurer's that have fought alongside him report thatin battle, his alcohol imbibement seems to only increase, rather than diminish. A massive iron ball sits just behind his right shoulder, kept in place by the heavy metal chain kept taut around his body in a diagonal fashion- to those from a martial background its recognisable as a somewhat archaic Dwarven weapon- a Dorn Dergar.
Personality and Motivation: While wandering the surface looking for something to inspire him, he was told he drunk like Cayden Cailean by the amazed patrons of the many taverns he frequented; always the last one still standing. Curious, he learnt more and more about the Accidental God and having learnt what he could he now insists to anyoen who will listen that Cayden was actually a Dwarf- he may be a 'uman deity now but you durn people forget he was an adventurer! The dwarf must have fallen prey to some bewitching spell in his career and got used to it, ain't no human that could drink and fight like that one... Nope, Cayden's a dwarf at heart...
Norvic's a born fighter and identifies strongly with Kurgess as well as Cayden; he loves competition, sport and continually testing himself and his astounding endurance and fortitude. While holding the line in his homeland as a regimental soldier he found that while he couldn't match the hated Orc's strength and brutality, he could always last long enough to land the final blow, weathering brutal slashes and cuts until he had an opportune moment to slam the iron ball of his weapon into his opponent. They would usually land as many blows on him as he on them, but he would be the last one standing. He lacks many of the stereotypical beliefs of his family and clan (such as the 'irrational' dislike of Elves), he is not dour and gruff like Dwarves tend to be with strangers and his discomfort with arcane magic is much smaller than most of his kind.
At heart, Norvic is a benevolent soul. He wants the best for people and is keen to help them- but isn't about to let any stupid or ill-conceived laws stand in his way. If he can work within the law he does, but he is willing to break them with very little discomfort if it clashes with his own moral compass; another trait that marked him as something of a black sheep among other Dwarves.
He is also very perceptive; both socially and in the wilderness. He feels a strong connection to the primal forces of the world and has even considered trying his hand at Druidic magic from time to time- and on the surface no less. Once Norvic has set his mind to a task, he is very single minded about completing it, sometimes to the detriment of himself and those around him.
Role: In combat, Norvic will take whatevers thrown at him, be it arrows, blades or spells- and keep on fighting. He will also be a fairly hard hitting front-liner, using his flexible weapon initially as a reach weapon and eventually as a close combat implement, extending or retracting the chain as necessary.
Mechanics: Heres his level 1 character sheet, minus a DM given trait.
NORVIC OAKHIDE CR 1/2
Male Dwarf Barbarian (Drunken Brute, Invulnerable Rager) 1
CG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 18 (1d12+5)
Fort +7, Ref +2, Will +3
Defensive Abilities Defensive Training; Resist Fortified Drinker
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Axe, Throwing +3 (1d6+2/20/x2) and
. . Dogslicer +3 (1d6+2/19-20/x2) and
. . Dwarven dorn-dergar +3 (1d10+3/20/x2) and
. . Javelin -1 (1d6+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 15, Dex 15, Con 20, Int 13, Wis 17, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Raging Vitality
Traits Fortified Drinker
Skills Acrobatics +3, Climb -1, Escape Artist -1, Fly -1, Knowledge (Nature) +5, Perception +7, Ride -1, Stealth -1, Survival +7, Swim +3
Languages Common, Dwarven, Orc
SQ Auroch’s Breath, Greed, Hardy, Hatred, Lost Halls Porter, Rage (9 rounds/day) (Ex), Raging Drunk (Ex), Slow and Steady, Stability, Stonecunning +2, Weapon Cord
Combat Gear Axe, Throwing, Dogslicer, Dwarven dorn-dergar, Hide, Javelin; Other Gear Ale (Mug) (25), Auroch’s Breath, Bachelor snuff, Backpack (59 @ 46.5 lbs), Bedroll, Blanket, Caydenbrew (per mug) (25), Crowbar, Dwarven stout (per mug) (5), Lost Halls Porter, Mug/Tankard, clay (6), Pouch, belt (15 @ 23 lbs), Rope, hempen (50 ft.), Sack (empty), Shoanti barbarian chew (4), Signal Horn, Weapon Cord, Whetstone, Wrist sheath, spring loaded
--------------------
TRACKED RESOURCES
--------------------
Axe, Throwing - 0/1
Bachelor snuff - 0/0
Javelin - 0/1
Rage (9 rounds/day) (Ex) - 0/9
--------------------
SPECIAL ABILITIES
--------------------
Auroch’s Breath Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Fortified Drinker +2 save vs. mind-affecting for 1h after drinking alchohol.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Lost Halls Porter Drinking a pint gives dwarves—and only dwarves—a +1 alchemical bonus to saving throws against poison.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alchohol - this round does not count against rounds of rage/day.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Weapon Cord Attached weapon can be recovered as a swift action.

Nazard |

I'll roll some...
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13
Hmmm...not sure if those count as too low or not. Will roll another set just in case, but will use the first set if you require.
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 2) + 6 = 12

markofbane |

Definitely interested! Let's see what the dice say.
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
Two 15's? The equivelant of a 21 point buy? Does that fit your expectations, or shall I reroll?
Potential reroll
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 1) + 6 = 9
Okay, the equivelant of a 6 point buy...
Potential re-reroll
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
Equivelant of a 13 point buy. Trending better...
Potential re-re-reroll
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
Equivelant of a 16 point buy. One more time?
Potential re-re-re-reroll
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
Equivelant of a 21 point. Back to where I started...
Potential re-re-re-re-reroll
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12

Joshua Hirtz |

Dotting for interest and throwing down some dice to see what comes of it so that I might play around with some ideas.
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
After seeing my rolls, I will ask what your criteria is on re-rolling. Otherwise, I'll play around with some ideas I have and get back to you with a character concept.

jhpace1 |

Dotting for interest and to submit a possible character. Let me ask if you will allow for psions from Dreamscarred Press' Psionics Unleashed.
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
Hmmmm....not so good. It has an 8, hoping for a reroll.
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
Oh yes. Much better. I can work with these scores.
STR 12
DEX 17
CON 13
INT 16 + 2 = 18
WIS 14
CHA 15
Race = Human (Taldoran / Varisian mix)
Class = Psion (Seer)
Starting Wealth: 3d4 × 10 (average 75gp)
Party Role = Knowledge Expert / Rogue (adaptable when leveling)
Feats: Psicrystal Affinity, Water Rat (Savage Tide Player's Guide, +2 on Swim checks)
Campaign Trait: On the Payroll (add 150 to starting gp)
Profession: Sailor
In Battle: Archer (light crossbow) first, then knife-fighter in melee
An orphan, Galadon, or Gal, as he insists, grew up on whaling ships under the guidance of a burly man known only as "Uncle". When the man died in an accident at sea Gal was taken on as a cabin boy, and worked his way to manhood by doing whatever job was needed, either on a whaling ship or in the city. A Jack of All Trades, Gal is used to relying only on himself.
Gal was known as a loner onboard the whaling ships he has worked on, but also having an uncanny ability to know where the ship was, even after days of storms at sea. He also seemed to know when the next problem was for the ship - the next whale being sighted, the next leak, or when a rope was about to snap. As a result, not many sailors or townspeople befriended Gal over the years.
Gal met Verik and Larissa Vanderboren and worked often for them in the off season of whaling. Gal has carefully saved his money, dreaming of attending higher education in the city, despite his age of 23 summers.
Gal has felt wanderlust of late, the kind that can't be scratched via another whaling trip. He had hoped the Vanderborens would let him travel with them; the news of their death has hit him hard.
Discipline Powers: Detect Psionics, Know Direction and Location, and Offensive Precognition
Psionic Powers: Far Hand, Float, and Energy Ray
Psicrystal: Aquamarine (Poised: +3 bonus on Acrobatics checks)
Roleplay:
Gal entered just as the women inside the room were talking to the armored human and the others. "Is this the Vanderboren wake?" he asked roughly. "I came to pay my respects, and to ask if anyone had details of their death. A ship, burning like that..." The young man shook his head, and sighed. "Is there any unsettled business of theirs? Anything I can aid in their name?" he asked boldly.
If accepted, skills and other details to follow in an actual character creation!

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Dragonborn, sorry I think I'm going to reject the pseudodragon. I love the little guys -- they've always been one of my favorite "monsters" -- but even with sunshadow's recommendation, I think flight just unbalances them in terms of operating with other PCs. However, if you decide later you want to apply with someone else, you can reroll your stats.
No problem, I can understand your concerns. Thanks anyway.

Gan Laccaran |

Alrighty, this is Shanosuke posting under my Alias idea for this game Gan Laccaran. Here's ma stuff.
Okay,I don't know much about the setting for savage tide but I have a character that I am going to go with. Cavalier is always such a hard class to play as so I'm going to turn to a Ranger idea I had for a different campaign that would really work for this one.
Gan Laccaran is a man of the world. He loves to travel. He left his homeland at a young age to explore the world and find adventure wherever he could. After some years spent seeing the sights and visiting various cities he made a habit of mapping all the places he had been. He would grow accustom to visiting as many places as possible in his lifetime. He also begun to help others cross various forms of terrain without trouble. Gan had travelled the Sargava often and was familiar with the terrain here. He also familiar with the tale of Verik and Larissa as he had the rare opportunity to save their lives once. He had always admired them for there adventurous spirit and had spent sometime with them after he rescued them from peril. He left them a journal containing some of his exploits and encouraged them to read it to help them with their future ventures. Upon hearing of their death, Gan was saddened but also pleased that they managed to make a name for themselves. He came to the wake to pay his respects to the brave travelers. There might be more to his life story, I will make it up as I go. Easier that way.
GAN LACARRAN CR 1/2
Male Human Ranger (Guide) 1
NG Medium Humanoid (Human)
Init +7; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +4 (1d8+3/19-20/x2) and
Unarmed Strike +4 (1d3+3/20/x2)
Ranged Longbow +6 (1d8/20/x3)
Special Attacks Ranger's Focus +2 (1/day)
Ranger (Guide) Spells Known (CL 0, 4 melee touch, 6 ranged touch):
--------------------
STATISTICS
--------------------
Str 17, Dex 20, Con 15, Int 12, Wis 16, Cha 14
Base Atk +1; CMB +4; CMD 19
Feats Point Blank Shot, Rapid Shot
Traits Chance Savior, World Traveler: Diplomacy
Skills Climb +6, Diplomacy +7, Escape Artist +4, Fly +4, Handle Animal +6, Perception +7, Ride +4, Sense Motive +4, Stealth +8, Survival +7, Swim +6
Languages Common, Elven
SQ Barbed Vest, Track +1, Wild Empathy +3 (Ex)
Combat Gear Arrows (80), Longbow, Longsword, Studded Leather; Other Gear Backpack (empty), Barbed Vest, Bedroll, Case, map or scroll (empty), Chalk, 1 piece (2), Crowbar, Fishing net, 25 sq. ft., Grappling arrow, Grappling arrow, Grappling arrow, Grappling arrow, Grappling arrow, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (20), Pouch, belt (empty), Rations, trail (per day) (7), Rope, silk (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Barbed Vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 +1 to survival checks to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Faithful Companion
GUINNESS FLINGSPOO CR 1/4
Male Monkey
NN Tiny Animal
Init +2; Senses Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft., Climbing (30 feet)
Melee Bite (Monkey) +4 (1d3-4/20/x2) and
Unarmed Strike +4 (1-4/20/x2)
Space 2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 2, Dex 14, Con 10, Int 3, Wis 12, Cha 4
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Tricks Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Perform [Trick], Seek [Trick]
Skills Acrobatics +10, Climb +10, Fly +6, Perception +5, Stealth +10, Swim +2
Languages
SQ Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Perform [Trick], Seek [Trick]
--------------------
SPECIAL ABILITIES
--------------------
Climbing (30 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Gan Laccaran is a physically fit individual who wears a sort of dressy looking Explorer's clothes like that of a professional wilderness man. He has his brown hair cut short and kind of messy looking. He also has a light stubble of a man who doesn't mingle much with nobles. He is tall, about six feet in height and has a bow to his back everywhere he goes. He is also seen with a small spider monkey on his shoulder the creature seems quite intelligent as it comonley responds to Gan as though it can understand him. He has deep brown eyes that hold much wisdom as Gan has witnessed many things in his travels.
I plan to design Gan as a long distance Ranger of the guide archetype. He will focus on helping the party adapt to any environment. He will be decent in all forms of terrain. I plan on advancing his archery a good deal and he will keep a longsword on him when range is no longer viable. I plan on taking him to either. Basically he will be a party helper and adapt to whatever combat style the party needs. I plan on making him a sort of switch hitter with archery being his first choice.
RP
Gan Laccaran looks around the room with his monkey on his shoulder. "What do you think Guinness ma boy? Should we get to being social?" The monkey squawks and chatters. Pointing at the mercenary looking girl with the three grim amigos at her back. "I agree very interesting. I too am curious about them." Gan makes his way over to the woman and smiles holding out his hand. "Greetings my name is Gan Laccaran, world traveler and guide to the life of the city and the roads between. This little fella here is my faithful assistant, Guinness Flingspoo so named for his unusual talents. Say hello little buddy." Guinness squawks as he salutes. "Atta boy. So what brings you folks to the an event like this? You friends of the late couple?" Gan gives the girl his most charming and winning smile.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Getting a little backed up at work at the moment, but will try to get some responses up before the end of the night. However, psions won't be allowed, jhpace -- I'm sticking with core, APG and Magus. Feel free to submit with a different class.
Joshua, you can reroll if you want; Markofbane, you can also give it another try or two if you want, or simply give yourself +1 to two of the lower rolls.

Joshua Hirtz |

Alright, I'll give it another shot. I'm thinking about something that gets in close and personal with some claws and a bite attack.
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 5) + 6 = 17
Also, I have played through part of the adventure path before. So if you would prefer for me to sit this one out, I understand.

markofbane |

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11

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"Yer could say that," the dwarf replies to Finn, with a genial nod. "Saved me from slavers, Verik did."
Finn nods and raises his glass. "They saved me from sacrifice! If it weren't for them, I'd have been a goner, who knows what playing with my soul." Finnwappet appears prepared to launch into a story of derring-do, but looks once more into the dwarf's face and decides it best to wait to be invited to do so. Finn sips his drink. "The world has lost a true treasure. Let's hope they're busy setting the heavens alight in glory."
Elfric, too, eventually gravitates toward the rougher looking quartet. Approaching just after the gnome, he listens quietly to see how the conversation develops.
Finn turns to the halfling. "And how about you? How did you know the departed?"

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Ah Motte! Good choice of AP. Let me pull something together.
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 6) + 6 = 14
Like some of the above, those rolls are gawd awful.
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 5) + 6 = 15
I'll have something up this weekend.
-Pain

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Here's Finn:
Finnwappet "Finn" Luggnagg
NG Gnome Internal Alchemist, Level 1
Str 11, Dex 14, Con 17, Int 16, Wis 14, Cha 14
HP: 11 (1d8 +3 Con)
AC: 17 (10 +2 Dex, +3 Armor, +1 Size)
Touch 13, Flat-footed 14
Init: +3 (+2 Dex, +1 trait)
BAB: 0
CMB: -1 (0 BAB -1 Size)
CMD: 11 (10 -1 Size +2 Dex)
Fort: +5 (+2 Base +3 Con)
Ref: +4 (+2 Base +2 Dex)
Will: +2 (+0 Base +2 Wis)
Save bonuses: +2 vs. fear and despair
Attacks:
Bomb +3 1d6+3, Splash Weapon, 20' range increment
Gnome Racial Abilities:
Small Size
Speed 20'
Low-Light Vision
Pyromaniac: Alchemist fire bombs are at +1 level
Cast 1/day: Dancing Lights, Flare (DC 12), Prestidigitation, Produce Flame
Eternal Hope: +2 save vs. fear and despair, can reroll a 1 on a d20 1/day
Keen Senses: +2 Perception
Obsessive: +2 Craft(Alchemy)
Weapon Familiarity: gnome weapons are martial
Internal Alchemist Class Abilities:
Favored Class: Add 1/2 bomb/day.
Bombs: Throw Splash Weapon doing 1d6+3 damage (4 splash, Ref DC 13 for half), 4.5/day, 20ft range increment.
Breath Mastery: Can hold breath for 17 minutes without preparation, or 17 hours with preparation. Can survive without food or water for twice as long without penalties. Can enter suspended animation as a move action.
Mutagen: Prepare a mutagen for +2 natural armor, +4 to a physical score and -2 to a mental score, for 10 minutes.
Alchemy: +1 Craft(Alchemy), can identify potions with Craft(Alchemy), prepare 2 1st level extracts per day.
Feats:
Brew Potion (Free)
Point-Blank Shot (1st level)
Traits:
Rapscallion (Gnome): +1 Escape Artist and +1 Initiative
Skills:
Appraise: +7 (1 rank, +3 class, +3 Int)
Craft(Alchemy): +10 (1 rank, +3 class, +3 Int, +2 racial, +1 alchemy)
Escape Artist: +3 (+2 Dex, +1 trait)
Heal: +6 (1 rank, +3 class, +2 Wis)
Perception: +8 (1 rank, +3 class, +2 Wis, +2 racial)
Sleight of Hand: +6 (1 rank, +3 class, +2 Dex)
Spellcraft: +7 (1 rank, +3 class, +3 Int)
Stealth: +6 (+2 Dex, +4 Size)
Survival: +6 (1 rank, +3 class, +2 Wis)
Languages: Common, Gnome, Sylvan, Draconic, Giant, Goblin
Formulae List:
Bomber's Eye, Comprehend Languages, Expeditious Retreat, Reduce Person, Shield.
Equipment:
Studded Leather Armor 25 gp, 10 lbs
2 Spears 4 gp, 6 lbs
2 Daggers 4 gp, 1 lb
Light Crossbow 35 gp, 2 lbs
20 bolts 2 gp, 1 lb
Pocketed Scarf 8 gp, 0.25 lb
Monk's Outfit - gp, 1 lb
Flint & Steel 1 gp, - lb
Alchemist's Kit 25 gp, 5 lbs
Belt Pouch 1 gp, 0.25 lb
Total Encumbrance: 26.5
Light: 0-28.5, Medium: 29-57, Heavy: 58-86

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I'll probably be offline for most of Sunday, all. Hiking then date that hopefully won't end until late. : ) Feel free to role-play with each other as more of you arrive at the wake. And if I missed you, please just "holler"; trying to make sure I respond to every one in or out of character.
Nazard, sorry I missed you earlier, but you can use either set of those roles.
Joshua, as long as you think you can keep from meta gaming, I don't mind if you've done some of the adventure before.
Looking forward to seeing what you've got, Pain. Hopefully third time'll be the charm.
Edgar, no problem. I certainly understand, both having too many PBPs and having trouble throwing out ideas during recruitments.
Twigs, still plenty of time. I'm taking applications through to the end of the week.
RP
The women exchange a look at your greeting, Silvio, and the younger barks out a laugh. "Perhaps you could serve us if you cleaned up a little. Find some decent clothes, and you can apply at our manor house," the older one says with a disdainful sniff.
The woman nods at your introduction, Lan. "Liamae Teslikaria. My friends and I worked for the Vanderborens. Perhaps you've heard of us, the Jade Ravens?"
The dwarf turns away, Finn, as you begin to talk to Elfric, returning his attention to Liamae and Lan. The half-elf laughs as others gather around them -- "Looks like all of us adventurers are assembling here, and all the nobles are keeping as far away from us as they can!" he says in a voice that carries, earning a few glances from some of the better-dressed citizens in the park.

sunshadow21 |

Elfric scans the people who turn their heads, trying to figure out if any of them look like potential employers. "I can't quite say I'm an adventurer yet, though the prospect of becoming one is certainly appealing. Most of my jobs have been rather mundane, with the most exciting thing being when the captain decided to take the ship a bit to close to the Eye."

Gan Laccaran |

Since I cannot find Lan anywhere on this thread, I am going to assume you are talking about Gan.
Gan nods. "In passing. I am sorry to say that I have little knowledge of your groups dealings. Forgive me if I am wrong but are you mercs? Or were your fellow adventurers of the Vanderborens?"
At the comment about the nobles Gan laughs. "Maybe they're the group that the Vanderborens sold their loot to while we are the bunch that knew them out in the field. Or it simply be that they have heard of dear Guinness's unusual talent and have decided to steer clear." The monkey chirps and chatters angrily. Gan holds up his hands in a sign of peace. "No offense little buddy no offense. I meant to say that you just have skills that they couldn't hope to compete with." Guinness crosses his arms and nods his approval. Gan turns back to the Raven's. "He can be a bit sensitive at times but he'll be alright."

Sir Basil de Fermer |

Basil bows respectfully to the Halfling woman.."that would be most gracious off you madam.Please inform them that Sir Basil de Fermer has a communication from certain parties in the City of Absolam one that must be delivered into the hands of the Vanderboren family alone.Perhaps you could reccomend a good Inn one where you could be sure to contact me.I am afraid that this town is a blank page to me"
Basil is dressed in his explorers outfit. Weapons and armour strapped to his pack and his shield, the symbol of Iomedae covered in tarred canvas designed to protect it from the weather as well as conceal his affiliation.