
EmEss |

Imprisoned in a remote drow outpost! You wouldn't wish this fate upon anyone, yet here you are - locked in a dark cave, the cold, heavy weight of metal tight around your throat and wrists. You are not alone. Other prisoners are trapped in here with you, in an underground outpost far from the light of the sun.
Your captors include a cruel drow priestess who calls herself Mistress Ilvara of House Mizzrym. Over the past several days, you've met her several times, robed in silken garments and flanked by two male drow, one of whom has a mass of scars along one side of his face and neck.
Mistress Ilvara likes to impress her will with scourge in hand and remind you that your life now belongs to her.
"Forget who you were, learn to obey, and you may survive."
Her words echo in your memory, even as you plot your escape.
As discussed in this thread I will be running an underdark campaign based around a modified version of the 5th Edition Adventure Out of the Abyss converted to Pathfinder rules. The posters in the original thread were interested in a mostly drow game but other races will be considered provided they have a plausible reason for being imprisoned in a remote drow outpost.
In terms of setting I generally run the Underdark as having openings to multiple planes, including alternate material planes and the game will therefore include a mixture of elements from Golarion and Faerun (Forgotten Realms). Notably drow faith is divided fairly evenly between those who worship Lolth and those who worship one of the Demon Lords, with a small minority worshiping other evil deities.
Character Creation
Starting Level 2nd
Ability Score 20 point buy
Classes All Paizo classes allowed. Summoners must be unchained.
Races Any Paizo but with a preference for drow and other underdark races.
Alignment Any non-stupid alignment. Your character should be able to function as part of a group with varying alignments. Both good and evil characters will be considered and will have motivation to participate but they must be willing to "play nice"
Skills Standard plus background skills from unchained. Minimum number of standard skill points per level is 4
Traits 2. Campaign traits provisionally accepted provided they fit with the character.
Wealth 0gp. As prisoners you have had all your belongings confiscated. You may however have managed to get your hands on something during your time as a prisoner
2-9 nothing
10-12 A gold coin
13-15 A living spider the size of a tarantula
16-18 A 5-foot long strand of spider silk rope
19-21 A flawed carnelion gemstone
22-24 A rusty iron bar that can be used as a club
25-27 A flint shard that can be used as a dagger
28-30 A crossbow bolt coated in drow poison
Health Max for first level. 1/2 +1 for subsequent levels
Fluff
Your background can contain elements from Faerun or Golarion. Things to include are where your character came from and how they ended up imprisoned in a drow outpost, a description of their appearance and personality, and their goals and ambitions. Of note for those creating drow characters, there is an above average level of tension and strife in Menzoberranzan, City of Spiders at this moment in time, particularly between worshipers of Lolth and of the Demon Lords, between the arcane magic using Council of Spiders and the divine magic users of the Ruling Council, and between the mercenary company Bregan D'aerthe and the city's lesser noble houses.
Other Details
I intend to post at least once a day.
Recruitment will stay open until midnight BST on the 24th of July.
I intend to recruit 4 to 6 players.

baja1000 |

Very interested in this. Question: With all the chaos running around in this, would the possibility of being a Hellknight open up later in the game? Thats the first idea I had for this, sorta fighting back the chaos of Menzoberranzan with the order of hell. Just curious if you'd have a way for me to acquire that prestige.
If not I've got ideas and I'm dotting regardless. xD

EmEss |

Very interested in this. Question: With all the chaos running around in this, would the possibility of being a Hellknight open up later in the game? Thats the first idea I had for this, sorta fighting back the chaos of Menzoberranzan with the order of hell. Just curious if you'd have a way for me to acquire that prestige.
If not I've got ideas and I'm dotting regardless. xD
That could certainly be a possibility down the line. In fact it would be an interesting mirror to the Hell's Rebel campaign I am running with my RL group, in which we have a Demonic Apostle fighting against the tyranny of Cheliax with the chaos of the Abyss.

TheOrcnextdoor |
CN Medium Humanoid
FCB: +1/4 magus Arcana (1/4)
Init +4(+6); Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC: 15, touch 14, flat-footed 11(+0armor, +4 dex, +0 shield,+1NA,+0 Magic)
hp: 18 {1d10+1d8,+1Con}
Fort: +3,{+2Base,+1Con}
Ref: +6, {+2Base,+4Dex}
Will: +2,{+2Base+0wis,}
CMD: 16
------------------------------
OFFENSE
------------------------------
Speed: 30ft.
CMB +1
Base Atk: +1
Melee:+5{+1Base,+4dex}
Ranged:+5{+1Base,+4Dex}
--Melee:
--Ranged:
------------------------------
STATISTICS
------------------------------
Str: 10, Dex: 18, Con: 12, Int: 18, Wis: 10, Cha: 06
------------------------
---------------
Traits:Magical Lineage(shocking grasp), Duelist
Drawbacks:
----------------
Alternate Race Traits: Scaled Skin(fire), Prehensile Tail, Underworld Guide
------------------
-------------
Feats:
1- weapon finesse, weapon focus Rapier, Fencing Grace,
----------------
--------------
Skills (14 points; 4/2 class, 4 INT)
-----------
Acrobatics: 2
Stealth: 2
Perception: 1
Know. Arcana: 1
Know. Planes: 1
Survival: 1
Bluff: 1
Climb: 1
Spellcraft: 1
Sense Motive: 1
Sleight of Hand: 1
Know. Dungeoneering: 1
Swim: 1
Background Skills 2/level (4)
Know. History: 2
Linguistics: 2
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, elvish, undercommon, Orc, Dwarven, Draconic, Infernal, Teran
------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Panache: 5
Arcane Pool: 5
Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks
Spells Known: 1st level: 7
0th level:
Prestidigitation
Detect Magic
Ghost Sound
1st level: 3/day,
Color Spray
Chill Touch
Shocking Grasp
Vanish
Feather Fall
Longstrider
Mage Armor
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor:
Misc Gear:
Magic Items:
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
Here is the crunch, background underway, for a short summary he was a teifling that moved underground(underdark) and works as a guide through the treacherous caverns for anyone brave, or foolish, enough to traverse them. Eventually he was caught and enslaved.

baticeer |

dot, I already expressed interest in the original thread. I will probably end up making a LE drow character as I have had a particular one in mind for a while and it's hard to find a game that accepts evil characters even though her personality is one that would be willing to work in a group ("any non-stupid" is the best alignment requirement ever, by the way, haha).

EmEss |

I would like to do maybe a drow psyhic, if played in the Realms, from the drow house of Menzoberranzan that had all the psionic characters. Regular or noble drow? If regular is it possible to take what is needed to take the noble drow feats?
Or what about a drow magus bladesinger of Eilistrae?
The Underdark I shall be using is mostly Realms, but with openings to the surface of both Golarion and Faerun. Psychic rules would be those from Occult Adventures. Regular drow as standard but I will allow noble drow with a 2 level adjustment (i.e you start with no class levels). If you choose this option then you also get +1 BAB, +3 Will Save, and 2 + Int Skills per level (Turning noble drow into a 2 level custom class.) Comparing a noble drow's abilities to a 2nd level wizard or sorcerer makes this seem roughly balanced. Using the feats to slowly gain the powers of a noble drow would also be possible.

Ammon Knight of Ragathiel |

EmEss |

Would a dhampir count as underdark enough? Maybe not human mother but drow mother?
A half drow dhamphir could be interesting, I look forward to seeing your character.
Would you allow other races thats from realms? If so. Which?
I'll allow dragonborn as modified kobolds. I probably won't allow any other race that doesn't have a Paizo equivalent unless it is a reskin. Is there any particular race you had in mind?

Seth86 |

At the moment. I do not know. :P once i can use my pc and get my herolab working again (this involves using the internet. Which is off atm) i will have a clearer idea of what i actually want to do.
A warforged might be interesting...
Edit: nvm. Remembered thats an eberron race :P
But preliminary idea. Wanting to build toward Soul Drinker

EmEss |

Would you allow a Munavri character with the same caveat as a drow noble?
Seeing as they seem less overpowered and versatile than drow noble I'll allow it with only 1 level adjustment (i.e. you start with 1 class level). + 0 BAB, +2 Will Save, 2 + Int skills for first level.

EmEss |

Mmkay. What would the HP be for that first level, a d8? Also, what are your thoughts on using the Fractional Base Bonuses rules from the Unchained book?
D8 for HP sounds reasonable for the Munavri. For drow noble I would probably say d6. I'm generally all in favour of multi-classing and anything that makes that easier so will allow Fractional Base Bonuses.

Jace Concorkill |

Jace Concorkill wrote:I have her made but for sme reason I am not able to download the pdf reader in Herolab. Anyone have any suggestions or know how to do so?Did you try to "output hero statblock" in the bb code format
I went to the updates and hit the pdf reader. It hasn't done anything to allow me to open them. :(

EmEss |

This sounds fun.
Would you allow a Trox?
The idea is that he has been sold to his current owners by his former Duergar masters who wanted to get rid of an overly rebellious slave. They of course didn't mention this to the buyers.
Tentative yes but I'm going to set a cap of 22 strength after racial modifiers at first level.

Cuàn |

Cuàn wrote:Tentative yes but I'm going to set a cap of 22 strength after racial modifiers at first level.This sounds fun.
Would you allow a Trox?
The idea is that he has been sold to his current owners by his former Duergar masters who wanted to get rid of an overly rebellious slave. They of course didn't mention this to the buyers.
Would they start with 1 class level as well?
Not an issue at all. I'm looking at making him somewhat odd for a Trox. Probably a Geokineticist with 1 level of either Brawler or Monk.
Warpriest or Skald might also be interesting options.
EDIT: Most annoying thing is the lack of a proper portrait.
Actually, I've narrowed it down to Skald or Bard. I just love the thought of such a massive being making music. My idea is that he'd sing a bit like Mongolian throat singing but extending in the sub-sonic (which he'd still hear). The Bard version would probably be a Sorrowsoul while the Skald would probably be a Fated Champion.

EmEss |

Would they start with 1 class level as well?
Not an issue at all. I'm looking at making him somewhat odd for a Trox. Probably a Geokineticist with 1 level of either Brawler or Monk.
Warpriest or Skald might also be interesting options.
EDIT: Most annoying thing is the lack of a proper portrait.
Actually, I've narrowed it down to Skald or Bard. I just love the thought of such a massive being making music. My idea is that he'd sing a bit like Mongolian throat singing but extending in the sub-sonic (which he'd still hear).
Yup. One class level for the Trox. Looks like an interesting concept.

EmEss |
1 person marked this as a favorite. |

I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.

Jace Concorkill |

Here she is:
Liloth
Female drow magus (spell dancer) 2 ( Pathfinder RPG Advanced Race Guide 24, Pathfinder RPG Bestiary
114, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +4
—————
Defense
—————
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2d8+1)
Fort +3, Ref +3, Will +5; +2 vs. enchantments
Immune sleep; SR 8
Weaknesses light blindness
—————
Offense
—————
Speed 30 ft.
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +3)
At will— detect magic
1/day—dancing lights , darkness, faerie fire , feather fall , levitate
Magus (Spell Dancer) Spells Prepared (CL 2nd; concentration +5)
1st—magic weapon , shocking grasp , true strike
0 (at will)— acid splash , disrupt undead , ghost sound (DC 13), open/close (DC 13)
—————
Statistics
—————
Str 11, Dex 16, Con 10, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Drow Nobility ARG
Traits demon smiter, indomitable faith
Skills Acrobatics +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7,
Perception +4, Perform (dance) +6, Spellcraft +8, Survival +2; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Gnome, Undercommon
SQ poison use, spell dance
Other Gear magus starting spellbook,
—————
Special Abilities
—————
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning
themselves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+10 ft/round, +2 AC vs. attacks of opportunity) (Su) Spend 1 arcane pool point for
enhanced speed, maneuverability.
Spell Resistance (8) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

DekoTheBarbarian |

Well, here is the crunch for Akri, the munavri chaokineticist.
Born in a small outlier settlement deep in the Underdark, Akri always had to fight for what he had. Quickly developing a temper to match his surroundings, he survived his childhood through simply outlasting everybody else. One day, though, his temper got the best of him. Getting into a street brawl with the elder's son, a boy more tenacious than he was, the frustration of the fight caused something within him to snap. With a loud cry, a force of something flew from his hand a hit the kid, snapping his neck. Fearing what might happen to him, Akri fled the village. He survived in the wilds of the Underdark for weeks, before going to sleep one day and waking up, bound and gagged, eyes locked onto his drow captors.
Akri is of average height, with long, pale-blond hair -almost white-, and bright red eyes and skin the color of cream.

Jace Concorkill |

I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
Does this mean that everyone is in the game?

EmEss |

EmEss wrote:Does this mean that everyone is in the game?I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
Not necessarily but given the manageable number of submissions and the fact that there are more prisoners at the outpost than there will be PCs I felt that allowing people to RP before the game starts, even if they ultimately don't get chosen, would add to the experience and help give people something to keep interest up until recruitment closes. If you'd rather not get invested in a character who may not be picked that's fine but I've seen this done well elsewhere.

EmEss |

Would a hobgoblin fit in? I'm thinking a thug-style rogue who got caught embezzling, escaped military confinement and fled into the Underdark, only to be captured by a Drow adventuring party and turned over to Mistress Ilvara for pay.
Could certainly work. The adventure I'm using as inspiration has the assumption that most of the PCs are from the surface but I thought this would be a good opportunity for people to play slightly unusual races.

Jace Concorkill |

Jace Concorkill wrote:Not necessarily but given the manageable number of submissions and the fact that there are more prisoners at the outpost than there will be PCs I felt that allowing people to RP before the game starts, even if they ultimately don't get chosen, would add to the experience and help give people something to keep interest up until recruitment closes. If you'd rather not get invested in a character who may not be picked that's fine but I've seen this done well elsewhere.EmEss wrote:Does this mean that everyone is in the game?I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
I would rather not set up a profile or get invested in a character if she isnt chosen to be in the final game.

Zaiid Flintwind |

Hey there! baja1000 here finally submitting my character for consideration! only thing remaining in crunch is this roll for what i possess. Lets see if its good xP
1d20 + 1d10 ⇒ (5) + (2) = 7
Looks like I got nothing, which makes sense. Drow wouldn't trust me kind with anything. Alright, lets see what happens xP

Lily Whitehill |

DBH here with my Tiefling (Oni-spawn) Brawler.
KARA BLEAK
Female Tiefling (Oni-Spawn) brawler 2, NE medium outsider (native, oni-spawn)
Init +2; Senses Darkvision (60 ft.), Perception +5,
Languages Abyssal, Common, Draconic, Undercommon
AC 12, touch 12, flat-footed 10, hp 20 (2HD)
Saves: Fort +5, Ref +5, Will +0, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, Resistances Cold 5, Electricity 5, Fire 5,
Speed 30 ft. (6 squares)
Melee unarmed strike +6 (1d6+3)
Melee brawler's flurry +4/+4 (1d1+3), Base Atk +2; CMB +5; CMD 17
Innate Spell-Like Abilities: alter self ( DC , 1/day)
Abilities Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 12
Special Qualities Bonus Feats, Brawler's Cunning, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Martial Flexibility, Martial Training, Oni-Spawn Spell-Like Ability,
Weapon and Armor Proficiency,
Feats Hamatulatsu, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)
Skills Acrobatics +7, Appraise +1, Artistry +1, Bluff +1, Climb +7, Craft (Untrained) +1, Diplomacy +1, Disguise +3, Escape Artist +6, Fly +2, Intimidate +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Linguistics(Undercommon) +2, Perception +5, Perform (Untrained) +1, Ride +2, Sense Motive +4, Stealth +2, Swim +7,
Possessions brawler's flurry;
Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
Oni-Spawn Skilled Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.
Oni-Spawn Spell-Like Ability Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
item?: 1d20 + 1d10 ⇒ (11) + (1) = 12 Kara has found a gold coin.
Kara is a tall, attractive woman, except for the air of cold brutality she carries. Her fiendish heritage obvious thanks to the horns and fangs she doesn't bother to conceal.
Born in Cheliax Kara never knew her parents, surviving on the streets by begging at first, then as she grew stronger by violence. By the time she was fully grown Kara was an enforcer for the local crime syndicate.
She doesn't know who she pissed off enough to have arranged this fate for her? Drugged and beaten unconcious, awaking in a slavers caravan already deep in the Darklands.
Kara is patient, she's been waiting and watching for her chance to escape. It's made difficult by her lack of knowledge of the world underground. She isn't even aware that she's traveled through a portal and is on a different world.
It wouldn't matter if she did, Kara has a very pragmatic outlook on life. She knows she needs aid to survive down here and is looking for people she can work with to do so. While completely ruthless and out for herself Kara is smart enough to know she needs to work with people of different viewpoints and can do that for as long as needed.