
Alton VenRysn |

2 questions can I take the rolls given by the generator I'm using and can I take feats/traits from the way of the wicked campaign
the rolls I got for hp were
Hit Points 43
8 [first lvl] +2 [Con]
+5 [Oracle lvl 2] +2 [Con]
+7 [Oracle lvl 3] +2 [Con]
+7 [Oracle lvl 4] +2 [Con]
+6 [Oracle lvl 5] +2 [Con]
+0 [Favored Class]

Tenro |

Character done, except the equipment, which I will do tomorrow night.
I took the "Finding Heleen" campaign trait, so any other PCs who knew Heleen would know Arasmes.
Appearance: Arasmes appears primarily as a human male with strong Keleshite ancestry. That is to say, he has the jet black hair and tanned skin of many residents of Katapesh. However, a number of his features are notable exceptions to the rule. One eye is blue like a chip of ice, the other is almond-colored as is common among Keleshites. His facial structure is noticably more gaunt, giving him a somewhat severe countenance. While of only slightly above-average height, his thin frame belies the strength born of many years of martial training. These features are sufficiently foreign to make those who know him wonder what his father was, as his ancestry clearly does not appear to be full Kelishite. Actually, unbeknownst to him, his father wasn't even human, but a much more magical being (genie or dragon most likely). His "uncle" was actually his father in magical disguise/alternate form.
History: Arasmes was adopted by Heleen shortly after his mother was violently murdered. Irizati, the man he had known as uncle, fled after killing the murderer in revenge, and Arasmes hasn't seen him since. Even as a child, he was quick in both mind and body. He took well to martial arts training taught to the boy to instill discipline in a youth troubled by having been orphaned by a murder. The exhausting training and rigorous studies in the library and various bookstores was the outlet for the child's energies, and he grew into somewhat of a reputation as a detective of sorts. He used his skills to solve many problems plaguing a wide range of clients, primarily merchants. His exploits attracted the attention of the Dusk Walkers, as he had unknowingly worked for them. He began taking jobs for them knowingly, as the merchants of the night market often had more money to pay, but especially because their problems were infinitely more strange and interesting.
This changed a few months ago, when Haleen disappeared. Of late, a majority of his time is spent trying to find leads as to her whereabouts, only taking simple cases to pay the bills.

GM Wolf |

Tenro and Azulth bascially total rebuilds.
What are the rest of you doing? I think it would be best to have a partial rebuild at least, take one of the campaign traits.
Yes you may reroll 1's on hp rolls. Tenro you may just reroll your 2.
I am going to say standard races with 5 rp to use. Please make suggestions or discuss this point.

Tenro |

Thanks for the HP reroll, here goes: 1d8 ⇒ 5
As for the RP, I would of course like to keep them. I wrote a bit in there to explain why he is different, but that he doesnt know it. I left the door open for possible GM machinations due to his heritage. also i kinda need as high of ability scores as i can get as my classes all suffer from MAD.
Finally, a city as cosmopolitan as Katapesh sporting the carnival of oddities that is the Night Market is probably one of the best possible locations for odd races and racial features to make sense.

Azulth the Slayer |

Thanks for rerolls!
New rolls: 2d10 ⇒ (5, 7) = 12
That'll help quite a bit.
As for RP, I'm fine with keeping them, but I'd also be okay with swapping them out--it'll take some juggling on my part, but I think I can make it work more or less.
Here's the new build as of now...
Dervish human slayer 5/bard (dervish dancer) 5 [Gestalt]
CN Medium humanoid (human)
Init +9; Senses Perception +8, low-light vision
- - - - -
DEFENSE
- - - - -
AC 23, touch 17, flat-footed 15 (+5 Dex, +5 armor, +3 dodge)
hp 65/65 (5d10+5+10)
nonlethal 0
condition normal
Fort +7, Ref +11, Will +6
- - - - -
OFFENSE
- - - - -
Speed 40 feet
Melee +1 scimitar +12 (1d6+6/18-20)
Melee masterwork punching dagger +11 (1d6+2/x3)
Melee kukri +10 (1d4+2/18-20)
Melee sap +10 (1d6+2 NL)
Melee dagger +10 (1d4+2/19-20)
Ranged masterwork composite shortbow +11 (1d6+2/x3)
Ranged dagger +10 (1d4+2/19-20)
Combat Options
- - - - -
STATISTICS
- - - - -
Str 14, Dex 20, Con 13, Int 16, Wis 10, Cha 18
Base Attack Bonus +5; CMB +5; CMD 20
Feats Dervish Dance, Dodge, Focused Shot, Improved Initiative, Skill Focus (Perform (dance)), Weapon Finesse, Weapon Focus (scimitar)
Rogue/Slayer Talents Combat Trick (Dervish Dance), Ranger Combat Style (Archery: Focused Shot)
Traits Duskwalker Agent, Finding Haleen, Mercenary
Trained Skills
Bluff +12, 5 ranks
Diplomacy +12, 5 ranks
Disable Device +12, 5 ranks
Intimidate +12, 5 ranks
Knowledge (local) +13, 5 ranks
Perception +8, 5 ranks (+2 when searching for traps)
Perform (dance) +15, 5 ranks (counts as Acrobatics and Fly checks)
Sleight of Hand +18, 5 ranks
Stealth +17, 5 ranks
Survival +8, 5 ranks (+2 when tracking)
Languages Common, Kelish, Osiriani, Thieves' Signs
[spoiler=Equipment]Weapons
+1 scimitar, 4 lb., 2083.5 gp
Masterwork composite shortbow (+2 Str), 2 lb., 472.5 gp
--20 arrows, 3 lb., .9 gp
Masterwork cold iron punching dagger, 1 lb., 273.6 gp
Kukri, 2 lb., 7.8 gp
Sap, 2 lb., .9 gp
Daggers, 2, 2 lb., 3.6 gp
Armor
+2 studded leather, 20 lb., 1048.5 gp
Other Gear
Belt of incredible dexterity +2, 1 lb., 3600 gp
Cloak of resistance +1, 1 lb., 900 gp
Gloves of larceny, 1 lb., 2250 gp
Wand of cure light wounds, 1 lb., 675 gp
Wand of invisiblity, 1 lb., 675 gp
Wrist sheathes, 2, 2 lb., 1.8 gp (holding the wands)
Wealth
471.9 gp
Light Load: <58 lb.
Medium Load: <116 lb.
Heavy Load: <175 lb.
Current Load: 43 lb.
Bardic Knowledge (Ex): Azulth adds half his class level to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: Azulth can start a bardic performance as a standard action and maintain it each round as a free action. He can use a bardic performance for 16 rounds per day. Azulth knows the Countersong, Distraction, Fascinate, Inspire Competence, and Inspire Courage performances.
Battle Dance: Azulth can start a battle dance as a move action and mantain it each round as a free action. During his battle dance, Azulth can receive the bonuses of inspire courage, inspire greatness, or inspire heroics, but they only provide a benefit to himself.
Lore Master (Ex): Azulth can take 10 on any Knowledge skill check that he has ranks in. He can choose not to take 10 and can instead roll normally. In addition, once per day, Azulth can take 20 on a Knowledge skill check as a standard action.
Versatile Performance (Ex): Azulth can use his bonus in the Perform (dance) skill in place of his bonus in Acrobatics and Fly checks.
Well-Versed (Ex): Azulth gets a +4 bonus on saving throws against bardic performance, sonic, and language-dependent effects.
Slayer
Favored Target: As a move action, Azulth can designate an opponent he can see as his favored target, gaining a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, as well as a +2 bonus on weapon attack and damage rolls and a +1 bonus to his slayer class ability DCs against the opponent. Azulth can have up to two favored targets at a time, and the bonuses remain in effect until the opponent is dead or he studies a new target. He can lose his connection to a favored target as a free action.
Slayer Talents: Azulth has the Combat Trick (Dervish Dance) and Ranger Combat Style (Archery [Focused Shot]) talents.
Sneak Attack: Whenever Azulth hits an opponent that would be denied its Dexterity bonus to AC or when flanking, Azulth's atacks deal 1d6 extra damage. Ranged attacks count as sneak attacks if the target is within 30 feet.
Track: Azulth adds half his class level (+2) to Survival checks made to follow tracks.
Level 0: 6/--
Level 1: 4/6
Level 2: 3/3
Spells Known
Level 0: detect magic, ghost sound, mage hand, message, prestidigitation, read magic
Level 1: charm person, cure light wounds, identify, vanish
Level 2: bladed dash, blur, invisibility
Medium size
Fast Speed (1 rp)
+2 Dex, +2 Int (1 rp)
+2 Cha (4 rp)
Linguist (1 rp)
Sneaky (5 rp)
Silent Hunter (2 rp)
1/day SLA (keep watch) (1 rp)
Greater Defensive Training (4 rp)
Poison Use (1 rp)
Low-Light Vision (1 rp)
Quick Reflexes (2 rp)
Nimble Attack (2 rp)
...I also took the Finding Haleen campaign trait, and it seems that our characters' backgrounds are quite similar. Azulth also was taken in by Haleen after his parents died and was raised by her from a relatively young age. He expressed less interest in books and the like, but the woman helped prompt him to dancing and his limited magic. He also branched out, though, and started working for the Duskwalkers as a general troubleshooter--skilled at moving stealthily and picking locks as well as roughing someone up if it came to that. Now he's quite skilled with a scimitar and can really hold his own, but with Haleen's disappearance, he's started taking mercenary work to raise gold and keep an ear out for the woman.
That said, I think our characters know one another, friend!

Tenro |

Keeper, I am Investigator//monk/rogue [melee support, minor magic, primary skill user]
Nice! I imagine we could be sparring partners, and maybe swap magocal notes depending on how you cast.
Arasmes has a sword cane and is proficient with rogue and monk weapons, but usually fights unarmed. Whereas you were a strongarm for the Dusk, Arasmes was a detective. The answers he arrived at are likely what prompted them to send you in for action in a case or two.

Azulth the Slayer |

Myself? Slayer/Bard (Dervish Dancer). Melee and scouting, with mostly self-buffs, although I can also use performance to help out the party when needed.

Tenro |

Well GM said only one alchemist, which I believe Tate still has ownership of.
That said, I am not sure the reasoning behind GM Wolf's restriction. For instance, Investigator has the extracts like an alchemist, but isn't a full alchemist (no bombs no mutagen). So maybe Vivisectionist would be allowed since it has no bombs.
That said, I think I prefer Ninja over Rogue, ki is a cool bag of tricks.

GM Wolf |

I believe most people would be called selfish, but not evil. Evil is much more than that, more of an intent or willing to do anything for your goal and not care about what you do to others. 2e is rather vague.
No vivisectionist! My main point is that alchemists should be rare.
Sorry guys been busier than I thought, it looks like we only have the three of you right now, so we can get started when you want or wait a few days to let the holidays get by.
HAPPY CHRISTMAS!!!

Death_Keeper |

See I know of a dozen or so types of evil....
There is the torturer evil.... LE (inflicts pain for a greater good but enjoys it)
Psycho evil.... CE (Will replace your precious childhood memories with a screwdriver for laughs)
Messiahic evil.... NE (is the true warrior/saviour/overlord by divine right and anyone that opposes is a heratic and must be burned)
Thieving evil....NE (if you aren't smart enough to keep your wealth, you don't deserve it.)
These are just a few.... :) but all are different Textures of the same concept.

Tenro |

Well I think the one alchemist thing was the rule for the old characterd, and now that we are doing a delevel or new character, tate still has the alchemist unless they decide to make a new character. So if you all heard from tate on that front, it would tell you all if alchemist is on the table or no.

GM Wolf |

I already said I did not like the class, among others. Okay everything is open, go ahead and go for a alcehmist, warlock, gunslinger, with psiconic powers. And if you wish to make things troublesome for me, I will just not DM, if I get any more stressed with this group I will just stop.
Icehawk I have no clue what you are talking about:
"I've got an idea for a worm that walks illusionist/ enchanter, if you're letting people throw templates around."
Please link any archtypes. Can't find glory rogue.

Alton VenRysn |

glory rouge I'm fine with not being an alchemist if I can use this type of rogue
and here's mage slayer, though it doesn't take effect till lvl four, and I haven't decided if I'll take a fourth level of arcanist

![]() |

and worm that walks is a CR +2 that has some rather strong defences, but is not particularly offensively powerful, you're essentially a man made of worms and other insects
you can find it here
and the rest of his statement is rather self explanatory he wants to play an illusionist/enchanter for his classes (not sure the actual classes, he'd have to tell you)

Tenro |

Yeah im happy with my character. Still need to do gear but we were entertaining guests for xmas. I am ready to RP without gear though, I know ill have light armor and a sword cane for aweapon.
I think the templates came up when someone wanted to play a vampire and "no" was not the immediate response. So someone else wanted templates too. I get it, I have wanted to play vampire and worm that walks before. They are pretty cool. But:
We shouldnt be trying to stress the GM out. We are already gestalt so lets not go crazy with power.
Sorry if my post was incoherent I had several drinks and shots when guests were over