| CaptainFord |
Looking at those rolls, I'm thinking my Witchwar character will actually be a draconic sorcerer/Dragon Disciple, should help with some of those subpar results...
As for the AP character... AUGH! I'm so torn! That's a really good set! I kinda want the two to be related in an idol/aspiring hero kind of way. Like, the module character inspired the AP one to pursue the path of becoming an adventurer... question is, what class!?
Maybe a Shifter...
Edit: Actually, with those scores, I could make a feasible Drakerider cavalier, with some dragon flavor to go with him! Have the first character stop off in Heldren, meet the younger second character, and give him a drake egg to hatch and raise, and inspires him to become an adventurer!
| Phntm888 |
I'll dot in for interest as well.
Stat: 1d10 + 7 ⇒ (6) + 7 = 13
Stat: 1d10 + 7 ⇒ (9) + 7 = 16
Stat: 1d10 + 7 ⇒ (4) + 7 = 11
Stat: 1d10 + 7 ⇒ (10) + 7 = 17
Stat: 1d10 + 7 ⇒ (4) + 7 = 11
Stat: 1d10 + 7 ⇒ (8) + 7 = 15
Stat: 1d10 + 7 ⇒ (4) + 7 = 11
Stat: 1d10 + 7 ⇒ (3) + 7 = 10
Hmmm...I think the level 17 we'll go all out for the theme - Winter-born Changeling Winter Witch (unless that's horribly infeasible for Witchwar Legacy). The level 17 character should have a campaign trait as well, correct?
For the level 1 I have a character set up that I've been trying to get into a RoW campaign for a while. He's a half-orc brawler. I'll get his stats changed up.
Wealth: 3d6 ⇒ (5, 3, 5) = 13 130 gp
| CaptainFord |
So I just found out about the Draconic companion archetype and I imagine it would be easier to apply this to something like a Roc than raising a tiny drake companion.
So, question for the DM: would you allow someone who picks the Falconer Ranger archetype to select a Roc as his animal companion? I mean, it technically IS a bird... a big one, but still a bird...
If not, it's cool. I might go with the Hunter and just use that. I just like the full BAB and d10 HD.
| DM Chill-iax |
@ Phntm888 The Witchwar Legacy character can have a campaign trait, yes. As for the character concept, it is not horribly infeasible. If you'd like to submit that, go for it!
@ CapFord If you use the stats for Roc Companions then sure.
| CaptainFord |
@ CapFord If you use the stats for Roc Companions then sure.
Awwww, you mean I can't start at level 1 with a Gargantuan animal at my beck and call?! This sucks, I don't wanna play anymore!
(No, that was absolutely what I planned on using! Thanks!)
| Xunal |
This sounds interesting.
I'll see if I can come up with anything interesting for this:
roll #1: 1d10 + 7 ⇒ (6) + 7 = 13
roll #2: 1d10 + 7 ⇒ (2) + 7 = 9
roll #3: 1d10 + 7 ⇒ (3) + 7 = 10
roll #4: 1d10 + 7 ⇒ (2) + 7 = 9
Not too shabby; should be able to make something good for level 17
-----< end of spoiler >-----
roll #1: 1d10 + 7 ⇒ (3) + 7 = 10
roll #2: 1d10 + 7 ⇒ (10) + 7 = 17
roll #3: 1d10 + 7 ⇒ (2) + 7 = 9
roll #4: 1d10 + 7 ⇒ (9) + 7 = 16
More promising as a starting character
-----< end of spoiler >-----
| Phntm888 |
Okay, I think I have my submissions ready. First up, for the Witchwar Legacy, is Hylota, a Winter-Born Changeling Winter Witch:
Hylota
Female changeling (winter-born) winter witch 17
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft; Perception +2
Favored Class: Witch
Favored Class Bonus: +2 Hit Points, 15 spells added to familiar
DEFENSE
AC 26, touch 18 (22 vs incorporeal), flat-footed 22 (+4 armor, +4 Dex, +4 natural, +4 deflection)
Hp 83 (17d6+19)
Fort +10, Ref +15, Will +14
Special defenses Cold flesh; minor displacement (blur)
OFFENSE
Speed 30 ft
Melee masterwork dagger +8 (1d4-1, 19-20/x2)
Melee masterwork cold iron dagger +8 (1d4-1, 19-20/x2)
Ranged masterwork dagger +12 (1d4-1, 19-20/x2, 10 ft)
Ranged masterwork cold iron dagger +12 (1d4-1, 19-20/x2, 10 ft)
Spells Prepared (CL 17th, Concentration +27)
9th-level (2/day) - mass hold monster (DC 30), polar midnight (DC 30)
8th-level (3/day) - maze (DC 28), mind blank, scintillating pattern (DC 28)
7th-level (4/day) - ice body, mass hold person (DC 28), umbral strike (DC 27), waves of exhaustion (DC 27)
6th-level (6/day) - cone of cold (DC 27), eyebite (DC 26), flesh to stone (DC 26), greater dispel magic, greater heroism, true seeing
5th-level (6/day) - baleful polymorph (DC 25), blood boil (DC 25), hold monster (DC 26), major curse (DC 25), suffocation (DC 25), mass pain strike (DC 25)
4th-level (6/day) - enervation (2), greater false life, ice storm (DC 25), black tentacles, confusion (DC 25)
3rd-level (6/day) - bestow curse (DC 23) (2), ice spears (DC 24), heroism (2), dispel magic
2nd-level (7/day) - blindness/deafness (DC 22) (2), frost fall (DC 23), hold person (DC 23) (2), lipstitch (DC 22)
1st-level (7/day) - ill omen (DC 21) (2), ray of enfeeblement (DC 21) (2), ray of sickening (DC 21) (2), mount
0th-level (4/day) - arcane mark, detect magic, ray of frost, read magic
Spell-like abilities (CL 17th)
Constant - endure elements (cold effects only)
1/day - dancing lights, detect magic, disguise self, pass without trace
Hexes (DC 28) - cackle, evil eye, flight, greater healing, healing, ice tomb, misfortune, prehensile hair, retribution, scar, slumber, snowball (3/day)
STATISTICS
Str 8, Dex 19, Con 13, Int 30, Wis 11, Cha 12
Base Atk +8/+3; CMB +7; CMD 21
Traits Adaptive Magic, Witch-Tongued
Feats Accursed Hex, Alertness (when near familiar), Extra Hex (Cackle, Prehensile Hair, Scar), Improved Initiative, Scribe Scroll, Spell Hex (snowball), Spell Penetration, Split Hex
Skills Craft (jewelry)* +30, Disguise +11, Heal +20, Intimidate +25 (+26 vs non-witches), Knowledge (arcana) +31, Knowledge (dungeoneering)** +30, Knowledge (history)* +30, Knowledge (nature) +30, Knowledge (planes)** +30, Linguistics** +30, Ride +6, Spellcraft +30, Use Magic Device +22
*- denotes background skills
**- denotes headband skill
Languages Common, Skald, Draconic, Dwarven, Giant, Orc, Aklo, Goblin, Elven, Gnoll, Hallit, Kellid, Abyssal, Celestial, Infernal, Auran, Aquan, Terran, Ignan, Halfling, Sylvan, Undercommon, Necril, Gnome, Adlet, Thassilonian
SQ Cantrips, familiar (fox), Hag magic, Ice magic, hexes, patron (Deception)
Combat Gear 2 wands of infernal healing (50 charges each), Other Gear headband of vast intelligence +6 (Linguistics, dungeoneering, religion), belt of physical might (Dex/Con) +4, witching gown, amulet of natural armor +4, cackling hag's blouse, bracers of armor +7 (ghost touch), ring of protection +4, ring of evasion, cloak of displacement (minor), spells for familiar, scroll of tongues (CL 10), 2 remove blindess (CL 10), 2 remove curse (CL 10), 2 remove disease (CL 10), 2 remove sickness (CL 10), scroll of stone to flesh (CL 11), rod of metamagic (quicken), bag of holding (type II), 3000 gp worth of jewelry, spell component pouch, 1,364 gp
Fox
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 23, touch 14, flat-footed 19 (+2 Dex, +2 size, +9 natural)
hp 41 (17d8+1)
Fort +6, Ref +7, Will +1; SR 23
Special Defenses improved evasion,
Offense
Speed 40 ft.
Melee bite +1 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 9, Dex 15, Con 13, Int 14, Wis 12, Cha 6
Base Atk +8; CMB +7; CMD 17 (21 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ Alertness, deliver touch spells, empathic link, scry on familiar, share spells, speak with master, speak with others of its kind
Hylota is the 7th cousin 3 times removed of Queen Elvanna (on her father’s side), which puts her so far out of the line of succession no one gave much thought to her mismatched ice blue and green eyes, or the fact that her father couldn’t actually remember who her mother was. Growing up, Hylota was far removed from the court in Whitethrone, nearly to the border with the Land of the Linnorm Kings. Still, because she was (very distantly) related to Baba Yaga, she developed a pact with a patron who schooled her in the ways of the Winter Witch - but, due to her hag ancestry, this patron also showed her means of using magic to deceive.
Hylota had always been a capricious girl, given to following her whims wherever they led her. So, when she reached the age of 23, she decided to leave Irrisen and see the world outside. She and her familiar, a fox named Virix, left home to wander. She made her way through the Lands of the Linnorm Kings and down into Varisia, where she spent some time with some ogres, found a funny little goblin tribe that lived in a swamp she was amused by for a time, and then made her way to Magnimar. The city was fascinating, but her nature eventually caused her to be run out of town, which led her to Kaer Maga. In Kaer Maga, she was truly in her element, for the chaotic and wild nature of that place allowed her to manipulate, harm, and heal to her heart’s content depending on her mood and how she was feeling. Eventually, however, she grew bored of living in one spot, and joined up with a group of mercenaries who looked like they were planning interesting things. She spent several years working with them, using her abilities to hurt those who they fought against. Eventually, however, she felt a pull to return home. She did so, and once she arrived back in Redtooth, she found representatives of Duke Arvanoff Elvanna waiting for her, with a summons to appear in Whitethrone before the Queen.
Uncertain of the fate that awaited her, she ventured to the capital. There, she learned that tales of her exploits had reached the Queen, and the Queen wanted her to take on a very special mission - one for which she would be quite well-rewarded. Hylota, who felt like doing something for her very distant cousin, decided that she would undertake the task. She contacted some other mercenaries she knew, and brought them to Whitethrone, from which they set out looking for the Torc of Kostchtchie.
Hylota stands 5 and a half feet tall with a very slim build - she could easily be mistaken for a tall adolescent were it not for the cool facade she projects. She has white and blonde-streaked hair with mismatched eyes - one ice blue, the other deep green. Now at 34 years old after her time adventuring, she has been fortunate enough to show no signs of age yet.
Hylota projects a cool demeanor, as befits a Winter Witch of Irrisen. However, her capricious nature sometimes comes into play, and she can shift from playful and calm to cruel and ernaged with but a moment’s notice - and back again just as quickly. She often makes decisions based on her mood and, uses her witching gown and her assortment of jewelry to alter her appearance to reflect such - or to show a different mood than she is feeling.
Second, for the Reign of Winter Adventure Path, is Herok Crane, Half-Orc Brawler and apprentice blacksmith.
Herok Crane
CG male humanoid (half-orc) brawler 1
Init +2; Senses Perception +6; darkvision
Favored Class: Brawler
FCB: +1/4 to Brawler level to determine effective unarmed damage
---------------------------------------------------------------
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
HP 13 (1d10 + 3 Con)
Saves Fort +5, Ref +5, Will +2
---------------------------------------------------------------
OFFENSE
Speed 30 ft.
Melee unarmed +5 (1d6+4, x2)
Melee dagger +5 (1d4+4, 19-20/x2)
Ranged light crossbow +4 (1d8, 80 ft, 19-20/x2)
Ranged dagger +4 (1d4+4, 10 ft, 19-20/x2)
Special Attacks martial flexibility (4/day)
---------------------------------------------------------------
STATISTICS
Str 18, Dex 17, Con 16, Int 11, Wis 15, Cha 8
Base Atk +1; CMB +5; CMD 18
Feats Armor Proficiency (light), Improved Unarmed Strike, Power Attack, Shield Proficiency, Weapon Proficiency (simple, handaxe, short sword, close weapon group)
Traits Blood of Giants, Iron Control
Skills (ACP -2) Acrobatics +6, Climb +6, Handle Animal* +3, Intimidate +6, Perception +6, Profession (blacksmith)* +5, Swim +6
*-indicates Background Skill
Languages Common, Orc
SQ Brawler’s Cunning, Darkvision, Human-Raised, Intimidating, Martial Training, Orc Blood, Unarmed Strike
Gear: Light crossbow with 20 bolts, dagger, studded leather armor, explorer’s outfit, Brawler’s Kit (backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), waterskin), additional trail rations (5 days), artisan’s (blacksmith’s) tools, small tent, 14 gp, 5 sp
Herok’s mother, Tara, left the village of Heldren at the age of 15 in order to pursue a life of adventure. 9 years later, she returned, along with a 3-year old boy of clearly mixed heritage she called her son. She said little of what had transpired, just that the boy’s father had been a great warrior from one of the tribes in the Hold of Belkzen who had turned his back on the vicious ways of his people to better himself and to ensure her survival. She said only that he was slain, and Herok was son to both of them.
Taldor is not a tolerant nation, and the village where Herok grew up was no exception. Most adults would ignore him or pretend he wasn’t there, and the children would bully him for his more bestial features, and mock him for his abnormally tall body that he never seemed quite comfortable in. Herok, not being one to take the abuse, retaliated violently, giving into anger and often attacking his tormenters. Regardless of how much his mother punished him, regardless of what she said, he would often attack those who provoked him in fits of rage. With his strength, the other children would often be battered, along with the occasional broken bone. As he grew, his mother grew more and more troubled about how to deal with him, as the rest of the village found him to be too dangerous to interact with the other children.
That all changed when Kanen Roh took over the village smithy. Kanen had worked in a blacksmith’s shop in Oppara by day, and fought in an underground pugilist ring by night. Winning more than he lost, he saved up his coin and then left Oppara for a small village like Heldren. Upon arriving, he bought the shop from the former aging blacksmith and began serving the community. After he had been there a few months, he saw Herok and another boy begin to get into a fight. He separated the two quickly, lifting each by the scruff of the neck. The boy he sent home. Having heard of Herok’s reputation as a violent youth, he personally escorted him back to his mother. Kanen and Tara spoke for a while, and then Kanen suggested he take Herok as his apprentice blacksmith. Tara decided that the outlet would be good for Herok to have, and she agreed with Kanen. So, at age 12, Herok began assisting Kanen with the forge, and learning the trade of the blacksmith. As Herok grew bigger and stronger, Kanen also began teaching him how to fight with his hands and feet. Not the wild, angry swings of Herok’s youth, but the controlled jabs and kicks of a professional fighter. Herok, through both the outlets of pounding hammer on steel and the boxing lessons, learned to control his anger and to not be controlled by it. Though he would still feel its heat build in him, he was able to control that fire, as the blacksmith controls the forge, and use it to hone his focus and skill.
Now, after 10 years of a hard apprenticeship, Kanen is grown into a man. He stands nearly 7 feet tall and looks to be built almost entirely of muscle. His more bestial features have softened somewhat, although there is no mistaking his Orcish heritage, and his ice blue eyes, which seem to freeze with a glance, still sometimes burn with the fire of his rage. Nevertheless, he is, if not liked, much more accepted in Haldren than the boy he used to be.
Let me know if anything needs to be adjusted.
| DoubleGold |
Character 1 level 1
stat: 1d10 + 6 ⇒ (2) + 6 = 8
stat: 1d10 + 6 ⇒ (6) + 6 = 12
stat: 1d10 + 6 ⇒ (4) + 6 = 10
stat: 1d10 + 6 ⇒ (6) + 6 = 12
Character 2 level 17
stat: 1d10 + 6 ⇒ (4) + 6 = 10
stat: 1d10 + 6 ⇒ (7) + 6 = 13
stat: 1d10 + 6 ⇒ (2) + 6 = 8
stat: 1d10 + 6 ⇒ (8) + 6 = 14
Witchwar I want to play. Reign of Winter I'm in, but we are on book 1, probably not even halfway through that. I'll give it a 50/50 shot of it lasting more than another 3 months. Your games will likely last.
| Javell DeLeon |
This is the guy I'm gonna throw in for RoW: Droguk
I think he's finished mechanics wise but it's possible I might've missed something. I ran him in a RoW game a couple years ago or so, so I've been through most of Book 1. But I've got no problems separating player/pc knowledge. I always play my pc on how they would react and not how I would react due to what I may know. It's just more fun that way. :)
Still working on the 17th level guy. That is no simple undertaking(at least for me anyway) let me tell you. Fun! for sure but definitely not simple. :P Should have him done by the 7th though.
It still is the 7th, correct? The cut-off date I mean?
| DM Chill-iax |
Submissions thus far include:
Completed
Phntm888 = WWL - changeling winter witch; RoW - half-orc brawler
Javell DeLeon = WWL - ???; RoW - human barbarian
Vrog Skyreaver = WWL - halfling sorcerer; RoW - ifrit sorcerer
Concept
RelicBlackOUT = WWL - human slayer; RoW - halfling/gnome cavalier
Everyone else has only rolled stats or dotted their interest.
william Nightmoon
|
Character 1:
Stats: 1d10 + 6 ⇒ (2) + 6 = 8
Stats: 1d10 + 6 ⇒ (5) + 6 = 11
Stats: 1d10 + 6 ⇒ (8) + 6 = 14
Stats: 1d10 + 6 ⇒ (9) + 6 = 15
18
8
- well, 2 stats that low is never nice..
Character 2:
Stats: 1d10 + 6 ⇒ (2) + 6 = 8
Stats: 1d10 + 6 ⇒ (5) + 6 = 11
Stats: 1d10 + 6 ⇒ (7) + 6 = 13
Stats: 1d10 + 6 ⇒ (10) + 6 = 16
Wow, almost the exact same stats!
Hmm... Well with two stat blocks that sloped I'm gonna have to pick something that won't have to have it's stats all over the place.
Thinking I might capitalize on an idea I've had for a while!
For the lvl 18 im debating
But for the lvl 1 I have had the idea for a ratfolk brawler, with the strangler archetype. Built around being a maniac in battle, attacking foes indiscriminately and with fury. Likely I'll make them an ugly brute who probably won't do well outside of combat other than to pick things up or break things.
Now for the lvl 18... I'm actually thinking of doing a Sacred Attendant Cleric of Calistra. I'm probably gonna make her an Elf and she'll focus on buffing spells and healing. With a few good offensive spells of course ;)
| MerceMary |
This looks very interesting. I have a character in mind.
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (6) + 6 = 12
holy ouch
1d10 + 6 ⇒ (2) + 6 = 8
1d10 + 6 ⇒ (10) + 6 = 16
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (6) + 6 = 12
1d10 + 6 ⇒ (1) + 6 = 7
1d10 + 6 ⇒ (10) + 6 = 16
This one is much better. I can work around those first stats for the WitchWar character.
Edit: I rolled too many. I blame exhaustion, my mistake. I don't know if you want me to drop some stats from them or reroll.
| chillblame |
First character, a highly experienced brawler named Chill
Brawler (steel breaker), Human, Male
STR 30
DEX 22
CON 20
INT 13
WIS 8
CHA 13
BA +17/+12/+7/+2
Dagger +3 +31/+26/+21/+16 2d6+15
Flurry +29/+29/+24/+24/+19/+19/+14
Unarmed +28 2d8 +12
Shuriken +24/+19/+14/+9 2d6+12
Flurry +22/+22/+17/+17/+12/+12/+7
Power attack/deadly aim -5/+10
Unarmed Cbt (b)
WF dagger
Improved trip
Greater trip
Iron will
WS Dagger
Power attack
Improved Sunder
Greater sunder
Deadly aim
Dodge
WF shuriken
Improved critical daggers
Close quarters thrower
Combat versatility
Combat mastery
WS shuriken
+26 Acrobatics 17+6+3
+23 Climb 10+10+3
+21 Intimidate 17+1+3
+18 Know dungeoneering 14+1+3
+14 Know local 10+1+3
+7 Know nature 5+1+1
+19 Perception 17-1+3
+6 Sense motive 4-1+3
+17 Swim 4+10+3
+2 Appraise 1+1
+7 Survival 4-1+3+1
Reactionary: +2 to initiative
Savage: +1 survival and know nature/survival is class skill
Brawlers cunning
Martial flexibility
Martial training
Brawlers flurry
AC bonus +3
Knockout Fort DC 25/fall unconscious 1d6 rounds
Close weapons 2d6
Awesome blow
Exploit weakness: swift action roll DC 10 + creatures CR or object hardness/gain +2 hit and ignore DR/hardness
Sunder training: +5 to sunder/+5 to CMD vs sunder/+4 to trip CMB and CMD
410 000
Amulet of natural armour +5 50000
Cloak of resistance +5
Punching dagger +3, giant bane
Punching dagger +3, fire burst
+4 mithril chain shirt, light fortification
Dark wood buckler +5
Ring of cold resistance 10
Ring of protection +5
4 potions of cure critical wounds
Handy haversack
Boots of winter
Belt of strength/Dex/Con +6
30 adamantium shuriken
30 shuriken
Camp fire bead
Handy any tool
Chill was born on the hard streets of Absalon, and soon learned to fight with both fists and daggers. He gained his name because of his calm and professional attitude to whatever he was doing. At twenty he decided to leave his home town and see the world. He has been a mercenary, a pirate and an adventurer. He has fought for many, the overlords of Chelix, the freedom fighters of Andoran, the nobles of taldor have employed him, as has the rulers of osiran. He wandered the wilds of Varisia and the savage courts of the linnorm kings. Now he has been hired by the Winter queen to obtain a certain item. A job like any other. At least, that’s what he thought.
Chill is about 5’10” and is of a solid build. He has black hair and hazel eyes. His complexion is tanned and weathered, and he has a scar down one cheek. He moves with an easy grace, and his daggers are close to hand. He wears two bandoliers over his armour, with many shuriken on them.
And a fire sorcerer named Gretta Firesoul
Sorcerer (efreet) Female halfling
Str 9 Int 13
Dex 19 Wis 8
Con 17 Cha 20
AC 16 TAC 16 FFAC 10
CMB -2
CMD 12
Dagger +0 1d3-1
Ray +5 1d6+1 fire
Dodge
Seeker: +1 perception/is class skill
Warded against witchery: +1 saves vs evil arcane spellcasters, +1 spellcraft id evil casters spells
+6 Perception 1-1+3+1+2
+9 Stealth 1+4+4
+5 Spellcraft 1+1+3
+5 Know arcane 1+1+3
Know planes class skill
Change spells to fire type
Fire ray 7/day
+2 perception
+1 saves, +2 vs fear
Quick footed 30’ move.
Saves 14+lv
Level 0 Detect magic, read magic, Light, prestidigitation
Level 1 (5/day) mage armour, magic missile
Gretta was born in Andoran. As a child she and her family had been attacked by a vicious hag, who ensorcelled her parents. She fled in a panic and the magic tried to grab her as well, but she resisted it. She ran to the local watch, who responded and quickly rescued her family, but that magic had touched her. Her sorcerous power started to manifest after that.
She was told that her power, focused on flame, was triggered from exposure to the hags magic, and she had the power of elemental flame, a gift from a chance encounter one of her ancestors had with an Efreet.
Once she had grown, she left her home to see the world. She travelled to Taldor to see that land to learn interesting things. And maybe to learn about herself. Yet all the while she feels a pull northward. And a chill goes through her. What did that hag start?
Gretta Firesoul is about 2’1’ tall, of slim build. She wears a travellers outfit, has red hair and eyes that seem to glow sometimes.
Back pack
Bedroll
Beltpouch
Flint and steel
Iron pot
Mess kit
Soap
Torches x10
Trail rations x5
waterskin
Cold iron dagger
Travellers outfit
Antitoxin x2
9gp
| chillblame |
Chill finished
Brawler (steel breaker), Human, Male
STR 30
DEX 22
CON 20
INT 13
WIS 8
CHA 13
AC 41 TAC 22 FFAC 34
CMB +27 (+36 sunder, +35 trip)
CMD 38 (47 vs sunder, 46 vs trip)
BA +17/+12/+7/+2
Dagger +3 +31/+26/+21/+16 2d6+15
Flurry +29/+29/+24/+24/+19/+19/+14
Unarmed +28 2d8 +12
Shuriken +24/+19/+14/+9 2d6+12
Flurry +22/+22/+17/+17/+12/+12/+7
Power attack/deadly aim -5/+10
Unarmed Cbt (b)
WF dagger
Improved trip
Greater trip
Iron will
WS Dagger
Power attack
Improved Sunder
Greater sunder
Deadly aim
Dodge
WF shuriken
Improved critical daggers
Close quarters thrower
Combat versatility
Combat mastery
WS shuriken
+26 Acrobatics 17+6+3
+23 Climb 10+10+3
+21 Intimidate 17+1+3
+18 Know dungeoneering 14+1+3
+14 Know local 10+1+3
+7 Know nature 5+1+1
+19 Perception 17-1+3
+6 Sense motive 4-1+3
+17 Swim 4+10+3
+2 Appraise 1+1
+7 Survival 4-1+3+1
Reactionary: +2 to initiative
Savage: +1 survival and know nature/survival is class skill
Brawlers cunning
Martial flexibility
Martial training
Brawlers flurry
AC bonus +3
Knockout Fort DC 25/fall unconscious 1d6 rounds
Close weapons 2d6
Awesome blow
Exploit weakness: swift action roll DC 10 + creatures CR or object hardness/gain +2 hit and ignore DR/hardness
Sunder training: +5 to sunder/+5 to CMD vs sunder/+4 to trip CMB and CMD
410 000
Amulet of natural armour +5 50000
Cloak of resistance +5 25000
Punching dagger +3, giant bane 50302
Punching dagger +3, fire burst 50302
+4 mithril chain shirt, light fortification 26100
Dark wood buckler +5 25203
Ring of cold resistance 10 6000
Ring of protection +5 25000
Handy haversack 2000
Boots of winterland 2500
Belt of strength/Dex/Con +6 144000
30 adamantium shuriken 1800
60 shuriken 12
Camp fire bead 800
Handy any tool 250
48pp, 3gp
Chill was born on the hard streets of Absalon, and soon learned to fight with both fists and daggers. He gained his name because of his calm and professional attitude to whatever he was doing. At twenty he decided to leave his home town and see the world. He has been a mercenary, a pirate and an adventurer. He has fought for many, the overlords of Chelix, the freedom fighters of Andoran, the nobles of taldor have employed him, as has the rulers of osiran. He wandered the wilds of Varisia and the savage courts of the linnorm kings. Now he has been hired by the Winter queen to obtain a certain item. A job like any other. At least, that’s what he thought.
Chill is about 5’10” and is of a solid build. He has black hair and hazel eyes. His complexion is tanned and weathered, and he has a scar down one cheek. He moves with an easy grace, and his daggers are close to hand. He wears two bandoliers over his armour, with many shuriken on them.
| Zak The Feral |
Nightmoon here with part one of my two characters
So, for part one, this is the Ratfolk brawler. Right now he has no definite backstory, but all of his basic stats are done(save for HP and Vitals, but I typically don't put those up unless I'm picked)
I'm planning on having Zak here be a former slave to goblinoids, particularly hobgoblins. He is gonna have a brand on his face over his left eye, prompting him to wear an eye patch, and he is also missing his right arm, having replaced it with a battle prosthesis.
Personality wise, he's gonna be a quiet yet feirce ally, who cares deeply for those that he grows close to. So at first he'll be skeptical of other party members, but warm up greatly over Time. Once I get this guy done I'll work on my second character.
The second character I'm planning on being a mystic thruge(or however you spell it) mix of wizard and cleric. She'll be a follower of Calistra and her spells will focus on enchantment and Illusions.
| Decimus Observet |
Here is Cernan Lightbearer, my level one character. I aim to have my level seventeen character complete tomorrow.
With Cernan, I'm aiming for battle herald. With the more experienced character, I plan to already be in battle herald, though through a different path.
Cernan is an aasimar chevalier (to begin with) and has wandered north in search of his destiny, which surely involves battling evil and inspiring others to do likewise.
| dwilhelmi |
A bit late to the party, but I'm game for seeing if I can get two characters together before tomorrow night. Should be fun.
stat: 1d10 + 7 ⇒ (1) + 7 = 8
stat: 1d10 + 7 ⇒ (7) + 7 = 14
stat: 1d10 + 7 ⇒ (4) + 7 = 11
stat: 1d10 + 7 ⇒ (7) + 7 = 14
stat: 1d10 + 7 ⇒ (3) + 7 = 10
stat: 1d10 + 7 ⇒ (1) + 7 = 8
stat: 1d10 + 7 ⇒ (6) + 7 = 13
stat: 1d10 + 7 ⇒ (8) + 7 = 15
| Javell DeLeon |
Okay, here's the WWL guy: Vincent
Fyi, his sheet is a mess. Wouldn't be surprised if there's a few errors or two. That takes a bit to get that cleaned up. If selected will get it all squared away properly. And I did craft some items also and the costs reflect that. I think I read previously in one of your posts it was okay to craft stuff but if not, just let me know and will go in and get it fixed up.
| DM Chill-iax |
@ Javell Crafting was - and is - fine.
Updated submissions:
Completed:
Phntm888 = WWL-changeling witch; RoW-half-orc brawler
Javell Deleon = WWL-human sorcerer (draconic); RoW-human barbarian
Vrog Skyreaver = WWL-halfling sorcerer (air); RoW-human sorcerer (fire)
william Nightmoon = WWL-elf mystic theurge; RoW-ratfolk brawler
chillblame = WWL-human brawler; RoW-halfling sorcerer (efreeti)
Decimus Observet - WWL-???; RoW-aasimar cavalier
Concept:
RelicBlackOUT = WWL-human slayer; RoW-halfling/gnome cavalier
rorek55 = WWL-human oracle; RoW-??? Sorry rorek, missed you last time :P
A lot of sorcerers and barbarian/brawlers. Very interesting XD
| MerceMary |
Here is the Crunch for both, Fluff incoming.
Freydis Lindholm
Female (WitchWolf)Skinwalker Crusader Cleric 8/ /Holy Vindicator 9
Neutral Evil Medium Sized
--------------------
Defense
--------------------
AC: 30
touch 14, flat-footed 13
HP: (C=36 H+90 F=8 Co=85)
Saves: Fort +20(+2), Ref +7(+2), Will +16(+2)[+1]
--------------------
Attack
--------------------
Speed 30 ft.
Melee
--Aspergillum +19(1d6(2d6V)/20+7)
Special Attacks
--Channel Energy 10d6
--Bleeding Touch
-(Bite attack that deals 1d6 points of damage)
-2 (claw attacks that each deal 1d4 points of damage)
----Special Ability----
-(Dark Vision 60)
-Deaths Embrace
-Stigmata
-Wild Empathy
-
-Vindicators Shield
-Divine Wrath
-Bloodfire
-Divine Judgment
-Blood Rain
-Faith healing
-Domain:Death
--------------------
Stats
--------------------
Str 24, Dex 10 Con 22 Int 8 , Wis 16(+2), Cha 24
Base Atk +11/+9; CMB +11; CMD 29)
Feats: Fey Foundling, Selective Channeling, Alignment Channel, Versatile Channeling, Quick Channel, , 2XExtra Channel, Channel Smite, Guided Hand, Greater channel Smite, Weapon Focus, Tower Shield Prof, Shield Focus, Greater Shield Focus
Traits: Exalted of the Society, Lycanthropic Bloodlust)
Drawbacks: Umbral Unmasking
Background Skills 34
-Knowledge (Religion) +14(12rnks)
-Craft +7(5rnks)
-Artistry (Whittling Design)+12(10rnks)
-Appraise +9(7rnks)
Adventure skills 17
-Diplomacy 8 (5)
-Perception 9 (9)
Sense Motive 6(3)
Languages: Common, Ulfen
SQ: Channel Energy X14
Gear:
Headband-Phylactery of Negative Channeling 11,000gp
Ring of Protected life 9,000gp
Malleable Symbol 10,000gp
Weapon-+3Vicious Grayflame Channeler’s Aspergillium 54,305gp
Armor-Fullplate
Shield-Spell Ward Tower Shield 25,180
Body-+2Cloak of Resistance +2 4,000gp
Feet-Boots of the Winterland 2,500`
Belt-Belt of Physical Might 90,000 gp
Neck-+3Amulet of Armor 18,000gp
Tome of Leadership and Influence 110,000
Tome of Understanding 55,000
Pink and green Ioun Stone 8,000gp
Incandescent Blue Sphere 8,000gp
Dusty Prism Rose 5,000gp
Amethyst Spindle 10,000gp
Holy Symbols 5gp
Royal Outfit 200gp
Tools
0 Detect Magic, Light, Create Water, Read Magic
1st-5 Liberating command, Command, Bless, Forbid action, Obscuring Mist
2nd 5 5XShield Other
3rd 5 Stone Shape, Prayer, Magic circle, 2Dispel Magic
4th 5 divine Power,Forceful Strike, Crusaders edge, Control Summoned Creature
5th 4 Planeshift, 2xWall of Stone
6th 3 2xDispel Magic Greater, Banis
Ibara “Lin” Lindholm
Female Human Unchained Monk (Scale Fist)
Neutral Medium Sized
Init +2
Perception +3
--------------------
Defense
--------------------
AC: 14 touch 14, flat-footed 12
HP: 11
Saves: Fort +4(+2), Ref +4(+2), Will +1(+3)
--------------------
Attack
--------------------
Speed 30 ft.
Melee
--unarmed strike +5 (1d6/20+6 or or(PA+DS 8))
Special Attacks
-- (Flurry of Blows) [unarmed strike +5 (1d6/20+6)or (DS 5)]+[unarmed strike +5 (1d6/20+4)]
Ranged
--------------------
Stats
--------------------
Str 18, Dex 14 Con 14 Int 8 , Wis 8, Cha 15
Base Atk +1; CMB +5; CMD 19)
Feats:
Enforcer
Dragon Style
Traits:Warded against Witchery, Bully, Indomitable Faith (Cayden)
Drawbacks: Umbral Unmasking
Background Skills
-Artistry (Calligraphy) 6
-Perform (Shimasen) 6
Adventure skills
-Diplomacy 7
-Intimidate 8
-Acrobatics 5
Languages: Common, Tian
SQ: Flurry of Blows
AC Bonus
Unarmed Strike
Stunning Fist
Darkvision 60ft(Transformed)
Bite attack that deals 1d6 points of damage (Transformed)
2 claw attacks that each deal 1d4 points of damage (Transformed)
+2 racial bonus on all saving throws(Transformed)
Vow of Truth
Gear:
Mother’s White scabbard and broken short sword 1gp
Parade Armor 25gp
Makeup 1gp
Eyepatch1sp
Soldiers uniform 1gp
Geta Sandals 22sp
Full Body Tattoo 5 gp
Shasimen 5gp
Scrivener Kit 2gp
Flint and Steel 1gp
Kiseru pipe and tobacoo 2gp
Bedroll 1sp
Blanket 5sp
Cup and chopsticks 1gp
Soap 1sp
Signal whistle 8 sp
10xTrail Rations 50sp 10
10xCeremonial tea 40 cp 5
10xExotic Coffee 30cp 5
10xpowdered Milk 10sp 10
Rum 1sp
Honey 1gp
Waterskin 1gp
Sake Gourd 1gp
Coffee pot 3gp
Backpack 2gp
Yak 24gp
6xAnimal feed 30cp
| JoshB |
Character Submissions:
WWL: Tazwell is a renowned half-elven musician and singer that has recently guested at Queen Elvanna's court for a season and won a contest of singers and skalds that drew musicians from across the northlands. As a reward, a bribe to keep him visiting her court, and a pointed indication that she was tired of the cold wisecracks, the queen gifted the muscian with a magical Ring of Warmth. The Queen's attention and praise has so far kept his sense of vanity well-stoked and planning to remain a part of her court for now.
Winter - Tazwell
Male half-elf bard (magician, sound striker) 17 (Pathfinder RPG Advanced Player's Guide 82, Pathfinder RPG Ultimate Magic 27)
CG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +27
Aura endure elements (cold, adjacent square)
--------------------
Defense
--------------------
AC 35, touch 22, flat-footed 28 (+9 armor, +4 deflection, +7 Dex, +1 insight, +4 natural)
hp 173 (17d8+85)
Fort +14, Ref +21, Will +16; +2 vs. enchantments
Immune sleep; Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 dagger +6 (1d4+2/19-20) or
. . gauntlet (from armor) +12/+7/+2 (1d3) or
. . unarmed strike +12/+7/+2 (1d3 nonlethal)
Special Attacks bardic performance 53 rounds/day (swift action; distraction, dweomercraft, fascinate [DC 27], inspire greatness, inspire heroics, metamagic mastery, soothing performance, spell suppression, weird words, wordstrike)
Bard (Magician, Sound Striker) Spells Known (CL 17th; concentration +27)
. . 6th (3/day)—deadly finale[APG] (DC 25), irresistible dance (DC 27), veil (DC 25)
. . 5th (6/day)—deafening song bolt[APG], greater dispel magic, greater heroism, ki shout[UM] (DC 24), music of the spheres, stunning finale[APG] (DC 26), overland flight
. . 4th (6/day)—dimension door, dominate person (DC 25), freedom of movement, greater invisibility, communal phantom steed[UC], sonic thrust[UM], wall of sound[UM], stoneskin
. . 3rd (7/day)—dispel magic, displacement, good hope, haste, sculpt sound (DC 22), see invisibility, slow (DC 22)
. . 2nd (7/day)—cacophonous call[APG] (DC 23), glitterdust (DC 21), heroism, invisibility, mirror image, piercing shriek[UM] (DC 21), silence (DC 21), tongues
. . 1st (8/day)—cure light wounds, ear-piercing scream[UM] (DC 20), feather fall, hideous laughter (DC 22), identify, saving finale[APG] (DC 20)
. . 0 (at will)—detect magic, ghost sound (DC 19), light, read magic, spark[APG] (DC 19), summon instrument
--------------------
Statistics
--------------------
Str 10, Dex 24, Con 20, Int 16, Wis 14, Cha 29
Base Atk +12; CMB +12; CMD 34
Feats Concussive Spell[UM], Destructive Dispel[UC], Elven Spirit[ARG], Greater Spell Focus (enchantment), Improved Counterspell, Persistent Spell[APG], Skill Focus (Spellcraft), Spell Focus (enchantment), Spellsong[UM]
Traits arcane temper, armor expert
Skills Acrobatics +12, Appraise +8, Bluff +23 (+21 for 24 hours when you fail an opposed Charisma based check), Climb +3, Diplomacy +20 (+18 for 24 hours when you fail an opposed Charisma based check), Disguise +23 (+21 for 24 hours when you fail an opposed Charisma based check), Escape Artist +12, Fly +12, Intimidate +13 (+11 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +20, Knowledge (dungeoneering) +10, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +10, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +27, Perform (sing) +29 (+27 for 24 hours when you fail an opposed Charisma based check), Perform (string instruments) +34 (+32 for 24 hours when you fail an opposed Charisma based check), Ride +7, Sense Motive +8, Sleight of Hand +12, Spellcraft +30 (+32 to identify magic item properties), Stealth +17, Swim +4, Use Magic Device +27 (+25 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Giant, Kelish, Sasquatch, Varisian
SQ arcane bond – magic staff, elf blood, elven magic, extended performance, magical talent, masterpieces (Banshee's Requiem, Fugue de Rue d'Auseil, legato piece on the infernal bargain[UM], the lullaby of ember the ancient[UM], the requiem of the fallen priest-king[UM], triple time[UM]), vain, wand mastery - caster level, wand mastery - cha bonus
Gear
musical staff[UE], celestial armor, +2 dagger, amulet of natural armor +4, belt of physical might +6 (Dex, Con), dusty rose prism ioun stone, eyes of the eagle, glove of storing, handy haversack, hat of disguise, headband of mental prowess +6 (Wis, Cha), ring of warmth, ring of protection +4, 2,848 gp
Consumables:
oil of bless weapon (3), potion of neutralize poison, potion of remove blindness/deafness, potion of remove disease, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of dispel magic, wand of dragon's breath (50 charges), wand of magic missile; 8 doses of diamond dust.
Combat Gear musical staff[UE], oil of bless weapon (3), potion of neutralize poison, potion of remove blindness/deafness, potion of remove disease, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of dispel magic, wand of dragon's breath (50 charges), wand of magic missile; Other Gear celestial armor, +2 dagger, amulet of natural armor +4, belt of physical might +6 (Dex, Con), cloak of resistance +4, dusty rose prism ioun stone, eyes of the eagle, glove of storing, handy haversack, hat of disguise, headband of mental prowess +6 (Wis, Cha), ring of protection +4, ring of warmth, 4,348 gp
--------------------
Special Abilities
--------------------
Bardic Performance (swift action, 53 rounds/day) Your performances can create magical effects.
bardic performance 53 rounds/day (swift action; distraction, dweomercraft, fascinate [DC 27], inspire greatness, inspire heroics, metamagic mastery, soothing performance, spell suppression, weird words, wordstrike)
Banshee's Requiem (DC 27) Living creatures within 30 ft gain 2 negative levels (Fort negates).
Fugue de Rue d'Auseil Your music provides a bastion that hedges out horrors and fiends.
Legato Piece on the Infernal Bargain Your skilled playing can conjure up supernatural servants.
The Lullaby of Ember the Ancient You can put powerful creatures to sleep with the power of your song.
The Requiem of the Fallen Priest-King Your performance reveals ways to cheat time itself.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Arcane Bond – Magic Staff (1/day) At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master.
Extended Performance (Su) Sacrifice a spell slot to extend a performance beyond concentration by the slot's level.
Magical Talent +8 (1/day) (Ex) You add half your bard level to Knowledge (arcana), Spellcraft, and Use Magic Device checks
Wand Mastery - Caster Level (Ex) Use your caster level in place of a wand's caster level.
Wand Mastery - CHA Bonus (Ex) Add your CHA bonus to the save DC of a wand.
Feats:
Concussive Spell Spell with the sonic descriptor gains a debilitating concussive effect.
b]Greater Spell Focus (Enchantment)[/b] +1 to the Save DC of spells from one school.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spellsong Combine spellcasting and bardic performance
Half-Elf:
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
RoW: Totho Farstrider is the tiefling child of traveling caravan merchants whose demonic features mostly manifested as a teenager. Protected as a child by anonymity, he was turned out by his community as a young adult and forced to set out on his own. He has made his living as a trapper and scout on the fringes of society in Taldor. He has never lost his good nature, but he remains wary of society because he has learned to expect the worst in others.
Totho - Ranger
Male tiefling ranger (trapper) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 65)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +5, Ref +5, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +5 (1d4+4/18-20) or
. . kukri +5 (1d4+4/18-20) or
. . longsword +5 (1d8+4/19-20) or
. . unarmed strike +5 (1d3+4 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—darkness
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 17, Int 10, Wis 15, Cha 7
Base Atk +1; CMB +5; CMD 18
Feats Power Attack
Traits dangerously curious, restless wayfarer
Skills Bluff +0, Disable Device +6, Knowledge (geography) +5, Knowledge (local) +5, Perception +6, Stealth +7, Survival +6, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal
SQ betrayed, prehensile tail[ARG], track +1, trapfinding +1, wild empathy
Other Gear chain shirt, arrows (40), kukri, kukri, longsword, shortbow, backpack, bedroll, belt pouch, flint and steel, grappling arrow[UE], grappling hook, mess kit[UE], pot, silk rope (50 ft.), thieves' tools, torch (10), trail rations (5), waterskin, 27 gp
--------------------
Special Abilities
--------------------
Drawback:
Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Tiefling:
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranger:
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Feats:
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
| Decimus Observet |
RoW: Cernan Lightbearer, Aasimar Cavalier, Order of the Sword 1 (Standard Bearer, Strategist).
WWL: Tetro Aeminus, Human (Taldan) Cavalier, Order of the Dragon 2 (Standard Bearer, Strategist), Brawler 5 (Exemplar), Battle Herald 10.
While both are intended to use teamwork feats and other buffs to enhance their respective parties, Cernan will be more focused on Charisma abilities, while Tetro more focused on teamwork and aid another.
| dwilhelmi |
Not gonna make it I think, unfortunately. I was able to get my WWL character *mostly* done, with a few minor tweaks still outstanding; didn't even get a chance to touch my RoW character.
Unnamed Hero
Aasimar inquisitor (monster tactician) of Nethys 17 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +17; Senses darkvision 60 ft.; Perception +29
Aura aura of protection (30 ft., +3 deflection, energy resistance 10, 17 rounds/day)
--------------------
Defense
--------------------
AC 31, touch 18, flat-footed 23 (+9 armor, +8 Dex, +4 natural)
hp 156 (17d8+68)
Fort +18, Ref +18, Will +23; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Defensive Abilities stalwart; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged heartseeker +25/+20/+15 (1d8+4/×3 plus 2d6 vs. evil and 1d6 electricity)
Special Attacks exploit weakness, greater bane (17 rounds/day)
Spell-Like Abilities (CL 17th; concentration +16)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 17th; concentration +25)
. . 11/day—resistant touch (+4)
Inquisitor Spell-Like Abilities (CL 17th; concentration +25)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 17th; concentration +25)
. . 6th (3/day)—blade barrier (DC 24), greater dispel magic, heal
. . 5th (5/day)—banishment (DC 23), litany of vengeance[UC], telepathic bond, true seeing
. . 4th (6/day)—restoration, shared wrath[APG] (DC 22)
. . 3rd (7/day)—greater magic weapon
. . Domain Protection
--------------------
Statistics
--------------------
Str 14, Dex 26, Con 16, Int 14, Wis 26, Cha 8
Base Atk +12; CMB +15; CMD 32
Feats Augment Summoning, Coordinated Shot[ACG], Enfilading Fire[UC], Evolved Summoned Monster[ACG], Improved Precise Shot, Manyshot, Outflank[APG], Point-Blank Shot, Precise Shot, Precise Strike[APG], Rapid Shot, Shake It Off[UC], Spell Focus (conjuration), Superior Summoning[UM]
Traits outsider ties, warded against witchery
Skills Acrobatics +26, Appraise +3, Bluff +0, Climb +1, Diplomacy +0, Disguise +0, Escape Artist +7, Fly +26, Handle Animal +17, Heal +9, Intimidate +28, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +20, Perception +29, Ride +19, Sense Motive +28, Spellcraft +23 (+24 to identify spells cast by evil arcane spellcasters.), Stealth +27, Survival +9, Swim +1; Racial Modifiers +2 Acrobatics, +2 Diplomacy, +2 Fly, +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Garuda, Giant, Ignan, Infernal, Orc, Osiriani, Protean, Senzar, Shae, Sylvan, Terran, Thassilonian, Triaxian, Undercommon
SQ monster lore +8, solo tactics, stern gaze +8, summon monster IX, summon tactics, track +8
Combat Gear adamantine arrows (50), mariner's eyepatch; Other Gear celestial armor, heartseeker, amulet of natural armor +4, belt of physical perfection +6, boots of speed, handy haversack, headband of inspired wisdom +6, helm of the valkyrie[ACG], pale green prism ioun stone, ring of freedom of movement, ring of summoning affinity (angel)[ACG], wings of feather falling, 18,797 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Protection (17 rounds/day) (Su) 30 ft aura grants Energy Resistance 10 and a +3 deflection bonus to AC.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Evolved Summoned Monster Apply a 1-point evolution to a creature you summon.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 17 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Inquisitor (Monster Tactician) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +8 (Ex) +8 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resistant Touch +4 (11/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +8 (Ex) +8 to Sense Motive and Intimidate.
Summon Monster IX (11/day) (Sp) Cast summon monster spells as a spell-like ability.
Summon Tactics (3 teamwork feats) (Su) Choose a number of teamwork feats known to apply to summoned monster.
Superior Summoning When summoning more than one creature, summon an extra one
Track +8 Add the listed bonus to Survival checks made to track.
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He is a summoning-focused ranged inquisitor with an eyepatch and riding a spectral wolf into battle. Had fun building him regardless. My plan was to make my RoW character someone who had seen my WWL character in battle once, and it inspired him to go down a similar path. Probably would go inquisitor too, but hadn't committed for sure yet. I feel like an eyepatch-wearing archer riding a flying spectral wolf would be something that would speak to most would-be adventurers regardless of class!
As the cutoff is approaching here in half an hour, I'm definitely not gonna get everything done, but wanted to share what I had made anyway, just because. Good luck on the gaming!
| Vrog Skyreaver |
If I our GM is fine with me switching characters to help round things out, I'll go with the characters below. If not, I'll keep my sorcerers.
Lady Szasa
TN Human Swashbuckler 17
STR 13
DEX 22/28
CON 12/18
INT 9
WIS 8/12
CHA 14/18
HP 192
AC 37 (10 base +9 dex +5 dodge +5 deflection +8 armor) T 29/37
BAB 17
Init +9
Fort +14
Ref +24
Will +14
Speed 30'
Bastard Sword: +35/30/25/20 to hit; 1d10+19 +17 precision; 17-20/x2 crit
Longbow: +28/23/18/13 to hit; 1d8+2 damage; 20/x3 crit
Skills:
Adventuring: Acrobatics r17 +29, Perception r17 +21, Sense Motive r17 +21, UMD r17 +25
Background: Appraise r17 +19, Linguistics r17 +19
Feats: Combat Reflexes, Cut From the Air, Dodge, Extra Panache, EWP (Bastard Sword), Iron Will, Power Attack, Quickdraw, Slashing Grace (Bastard Sword), Smash From the Air, Toughness, Weapon Focus (Bastard Sword), Weapon Spec (Bastard Sword), Weapon Versatility
Traits: Dangerously Curious, Indomitable Faith
Class Features:
Panache (6; regain 1 with a crit or killing blow), Swashbuckler Finesse, Charmed Life 6/day, Nimble +4, Swashbuckler Weapon Training +4
Deeds: *Can use it as long as they have at least 1 panache point
Derring-Do: spend 1 panache to add 1d6 to Acrobatics, climb, escape artist, fly, ride, or swim checks. Dice can explode a number of times equal to cha mod.
Dodging Panache: spend 1 panache to move 5' and add +Cha mod to AC
Opportune Parry and Riposte: Costs 1 panache to parry, but can riposte as long as they have 1 panache
*Kip Up: Can stand as a move without provoking or a swift by spending 1 panache
*Menacing Swordplay: Can intimidate as a swift if he his with a swashbuckler weapon
*Precise Strike: add class level to damage with a swashbuckler weapon; Can double this damage for one round by spending 1 panache as a swift
*Swashbuckler's Initiative: +2 to init and can draw a weapon as part of an init roll
*Swashbuckler's Grace: Can make Acrobatics checks to tumble at full speed without
Targeted Strike: Full-Round action; spend 1 panache and target a specific area
Bleeding Wound: as a free action when he hits with a swashbuckler weapon, can spend 1 panache to add +dex mod as bleed damage
*Evasive: Gain evasion and improved uncanny dodge. Swashbuckler levels count as rogue levels for improved uncanny dodge.
*Subtle Blade: Immune to Disarm, Steal, and Sunder combat manuevers against a swashbuckler weapon he his wielding.
Dizzying Defense: can spend 1 panache to fight defensively as a swift action instead of a standard action; adds +4 ac and reduces penalty to -2
*Perfect Thrust: spend 1 panache as a full round action to attack touch ac and ignore any DR the target has.
*Swashbuckler's Edge: can take 10 on acrobatics, climb, escape artist, fly, ride, or swim checks.
Equipment: +6 Belt of Physical Might (Dex/Con), +4 Headband of Mental Might (Wis/Cha), +2 Tome of Dexterity (Used), +8 Bracers of Armor, +5 Cloak of Resistance, +4 Ghost Touch Bastard Sword, +5 Ring of Protection, Ring of Minor Inner Fortitude, Necklace of Adaptation, Wand of Cure Critical Wounds (50 charges), Wand of Lesser Restoration (50 charges), Wand of Cure Moderate Wounds (50 charges), +2 Longbow, 50 Alchemical Silver arrows, 50 Cold Iron arrows, Scroll of Raise Dead, 145 gp
Kandell Longblade
CG Human Swashbuckler 1
STR 8
DEX 20
CON 15
INT 11
WIS 9
CHA 12
HP 12
AC
BAB 1
Init
Fort +3
Ref +7
Will -1
Speed
Longsword: +7 to hit; 1d8+5 damage; 19-20/x2 crit
Skills: Acrobatics r1 +9, Climb r1 +3, Perception r1 +3, Sense Motive r1 +3, Swim r1 +3, UMD r1 +5
Feats: Weapon Focus (Longsword), Slashing Grace (Longsword)
Traits: Dangerously Curious, Northern Ancestry (+1 to fort saves and cold resist 2)
Class Features: Panache (1; regain by killing or criting with a swashbuckler weapon), Swashbuckler Finesse
Deeds: *Can use it as long as they have at least 1 panache point
Derring-Do: spend 1 panache to add 1d6 to Acrobatics, climb, escape artist, fly, ride, or swim checks. Dice can explode a number of times equal to cha mod.
Dodging Panache: spend 1 panache to move 5' and add +Cha mod to AC
Opportune Parry and Riposte: Costs 1 panache to parry, but can riposte as long as they have 1 panache
Equipment: Studded Leather Armor, Longsword, Courtier's Outfit, Cold Weather Gear
Szasa is a travelling warrior who had a child when she was far too young with a brooding northman (she haad a one-night stand with him, and decided to keep the child).
At times, Szasa has been a gladiator, a bodyguard, an adventurer, and she even spent some time as a soldier; To her, however, she was always a mother first.
Knowing that her son would need a trade when he grew up, at the age of 5 she started teaching him the basics of swordplay. by the time he was 10, he started training with metal weapons, and by the age of 15 he was a very fine duelist, as well as a pretty good man.
For his part, Randall (her son) wanted to have his own adventurers, and believed that his sword could help change the world for good, so he left on the eve of his seventeenth birthday, taking work as a caravan guard to start his adventuring life. The caravan he was guarding recently arrived in Heldren, but he's found not real work at the moment for an adventurer (he takes a shift as a bouncer at the tavern and inn he's staying at in exchange for room and board). Hopefully, something will come up soon, otherwise he might have to find more caravan work, as he knows if he stays too long his mother will come looking for him.
| MerceMary |
As noted by others, I was also surprised by the number of similar submissions. As such, I was inspired to write up a Mystery Novelist Amateur Investigator, skill monkey. She might be s*%@e in battle but at least she can tell your families lineage 5 generations back! I'll also include my Witchwar submission so this becomes less confusing to track.
She was the head of a small but powerful house in Westcrown trading in slaves primarily. After years of suppression, she supposedly went mad with blood frenzy due to her lycanthropic lineage and burned down much of the property in Cheliax one faithful night, killing much of the staff and ruining the house politically and financially, and even wounding her own daughter. She ran to teh Frozen North in search of her diety and a new path in life. Her true reasons for her destruction of her family line was complete disgust with the devils her she owed much of her power too, instead appealing to the beast within which craved freedom.
Lady Mari de Saga
Female Bloodmarked Skinwalker Investigator (Empiricist)
Neutral Medium Sized
Init +2(3)
Perception +5 (+9 at night)
--------------------
Defense
--------------------
AC: 16(17), touch 12(13), flat-footed 13
HP: 10
Saves:Fort +1, Ref +4(5) Will +1
--------------------
Attack
--------------------
Speed 30 ft. (40ft fly Shape change]
Melee
--Swordcane 0 (1d6/20) or
Special Attacks
-- 0 (Bite 1d6)
Ranged
-- crossbow +2(3) (1d8/x19/20, 50ft range)
--------------------
Stats
--------------------
Str 8, Dex 15(17) Con 14 Int 20, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12(13)
Feats: Extra Inspiration
Traits: Rich Parents, Student of Philosophy , Restless Wayfarer
Drawbacks: Umbral unmasking, Deaf
Extracts: Shield,Enlarge Person,Longarm
Background Skills
-Artistry (Literature[mystery novels]) 9
-Craft (Alchemy) 10
-Lore Lycanthropes 9
- Knowledge 9[+1d6]
-- Nobility
--Arcana
--History
--Nature
-- Geography 6(noranks)
--local 6(noranks)
Adventure skills
-Diplomacy 9
-Bluff 5(no ranks)
-Disable Device 6(7)
-Perception 5(9)
-Sense Motive 5
-SpellCraft 5[+1d6]
-Stealth 6(7)
-Linguistics 9[+1d6]
Languages: Common, Sign Language, Giant, Orc, Elven , Ulfen, Celestial, Undercommon
SQ: Alchemy, Inspiration(4xpd), Trapfinding, Obscuring Mist(1xpd), Low light Vision, Scent, Inspiration (9)
-Library Carriage 100gp
-Yak 24gp
-50 books 25gp
-Book binding tools 1gp
-printing Press 250gp
-Book of Puzzles 10gp
-Book of Letters 50gp
-Blue Book 5gp
-Traveler’s Dictionary 50gp
-Journal 10gp
-Portrait Book 10gp
-Heritage Book 50 gp
-book Lariat 3sp
-300 sheets of paper 12gp
-Pocketed Scarf 8gp
-3xink 24gp
-2ink pens 2sp
-2 stationary 2gp
-2xChalkboard 2gp
-Chalk 1gp
-Sealing wax 1gp
-Sword Cane 45gp
-6xAnimal feed 30cp
-Bandolier 5sp
-Tattoo 10gp
-Coffee pot 3gp
-Backpack 2gp-805
-Soap 1sp
-Signal whistle 8 sp
-Cauldron 1gp
-10xTrail Rations 50sp 10
-10xCeremonial tea 40 cp 5
-10xExotic Coffee 30cp 5
-10xpowdered Milk 10sp 10
-Rum 1sp
-Honey 1gp
-Waterskin 1gp
-Bedroll 1sp
-Blanket 5sp
-Folding chair 1gp
-Scrivener Kit 2gp
-Flint and Steel 1gp
-Chain Shirt 100gp
-Courtier outfit 30gp
-Cold Weather Outfit 8gp
-Snow Shoes 5gp
-Crossbow 35gp 30 crossbow bolts 3gp
A young woman in her late twenties stands proud and poised with a chalkboard slung over her shoulder via a leather strap, her half-open knapsack on her back revealing a number of books, scrolls and other sundries.
Mari’s blood orange locks run straight as an arrow down to the middle of her back, they and her sharp bangs, frame high cheekbones and partially hide her high forehead and prominent pointed ears which are shorter than an elf’s, but larger overall. Her long dark eyebrows arch inquisitively over soft brown eyes gaining an air of curious excitement when coupled with her toothy wide grin. Her freckled pert nose and long face seem severely angled but are not at odds with her willowy appearance. While her long slender scarred neck and strong pointed jaw give her a slight bobblehead, her movements reveal the poised and practiced stance of a noble-born although the perceptive will notice that a bestial shadow follows in her wake.
The worn furlined white leather coat of fits loosely over her gangly shape. Her black under vest and slacks, featuring a variety of bronze and dark blue highlights, covers every bit of her pale. The features of note in her outfit include a copper pocketed scarf, a light metal latticework draped across her collarbone in the shape of Chelaxian symbols revealing a chain shirt underneath her many layers, and a bandolier of alchemical components wrapped around her left leg. Her legs are covered by thigh-high leather with pointed metal toes turned upward.
As to the matter of weaponry, she wields a finely crafted bone sword cane with the jawbone of an animal serving as the top handle. A heavily polished light crossbow sticks out of the bag on her back.
When she shifts into her animalistic form, revealing her hidden nature, her features become strikingly vicious in some respects. Her nose becomes flattened and vertically pointed like that of a Leaf Nosed Bat's. Accompanying this, her ears which already stuck out to a degree, become enormous and dark, sharpening to a point nearly past the top of her head. Her eyes cloud into cool dark pools and two fangs fill her mouth as her arms extend a few inches ending in long spindly clawed finger. Tufts of dark red hair highlight her ears, face, limbs as a large strip of leathery a skin running the length of her underarm presents the signs of a vestigial wings. Her posture changes after gaining a measure of height causing her to stoop at the shoulders slightly. Her shadow however transforms as if belonging to a completely normal woman
Order of the Rack
Maralictor Lucien Mahrbrand
Incident Report file 481
Case opened 28 of Arodus 4705
Case closed 30 of Arodus 4705
Crime- Armiger Nathaniel Fukes murdered and heretical vandalism.
Reported by local Korvosan guard.
Location- Basement of abandoned Crow's Kiss Inn, south Dice End, Egorian
Evidence-No wounds, all weapons sheathed, heretical writing on inner wall, room locked from inside with no other points of egress, No signs of poisoning, Signifiers found no evidence of Abjuration magic.
Suspects- None. Guilty party found and prepped for trial. Krom "Wraithringer"-enforcer for local gambling den.
Notes- Amateur investigator Mari Saga served as advisor on previous cases and solved this issue with great expediency and skill. Eccentric behavior aside, this agent would greatly advocate the use of this person in future incidents.
Hail Lictor Richemar Almansor
------------------------------------------
From the desk of Editor Ambrose Heartmirth
Mari. I wept for days when I heard the tragedy that had befallen your kin all those years ago. I have banned laughter from my home for no less than two weeks. I have selected three depressingly overpriced outfits to wear in mourning of the fall of House Lacrimosa. The city no doubt trembles in devastation and could never fully recover from the demise of your families holdings.
Though you survive, blood is only half of what it takes to be a noble. And since I am blessed with the other half, I will personally commission a statue of black steel to be erected in the Rego Pena square, honoring your ancestors. I'm disheartened that money cannot free you from the horrid grip of your writers block...
Speaking of, you are three months late on the draft of your next book. The title is certainly interesting...but that's all we have. Your trilogy was certainly a such a rousing success that you must understand our eagerness. 'The girl who played with Fire elementals' sold almost twice as many volumes as 'The girl with the PseudoDragon Tattoo'. And the third installment, 'The girl who kicked the Stirges Nest' sold even more! I certainly hope your silly little diversions at playing sleuth are not to blame for the delay. They have provided such an inspiration for your work. It would be a shame of you had to choose between the two...
Now Mari, Heartmirth publishing has had a beyond joyous partnership with you for many years now and all of us have been better for it.
I've always considered us family but if you don't send us a manuscript for 'The Hounds of Irrisen' within the month, I will personally see to it that your works are never be seen in the Inner Sea ever again. Thin Ice my dear. Don't disappoint.
May all your most glorious wishes come true my delightful little pomegranate,
Lord Ambrose Hearthmirth
1. A single noble-born child raised by Halfling slaves and human tutors which has left her a semi-private person who sometimes dips into cloudcuckoolander. Her loneliness spurns her to feel deeply for her fellow man, who she watched everyday wit intense observation from the windows of her childhood estate. Her empathy also afford her a greater understanding of character depth in her stories. The life of privilege has left her blunt, brazen, occasionally petty, and sometimes spoiled. But she is also educated, social, sharp-minded, helpful, courteous, and easy to laugh with a goofy sense of humor.
2. A mystery novelist turned amateur investigator. A minor local hero in Westcrown for her efforts as a P.I. And known throughout the literate of Varisia for her novel series.
3. Her pursuit is not so much for the truth but the thrill of the chase. She tends to romanticize things so they'll be more like books she grew to love.
4. Afraid of her skinwalker heritage which not only has not only given her a nagging bloodlust, hate of secrets, and deep desire for control.
5. She's occasionally left Cheliax since arriving as a baby and has primarily existed in its cities. Though she's been isolated from the hardships of the wild and the stark truths of adventuring, she's no stranger to the nature the world outside her door and in fact revels at the idea of living someday wide sweeping task worthy of chronicling.
Goals:
-Break down her writers' block by immersing herself in a land steeped in intrigue and urban legends and prove her limitations are irrelevant to living a fulfilling life.
-Character relationship goal
-Learn more about Lycanthropy/Vampires to perhaps find out more about her condition in order to better control it. Finding her mother is the final step of this.
Secrets:
-Her skinwalker origins. They've caused a great deal of concern in her life in attempting to hide it from public knowledge. She possesses a great deal of self-guilt over this side of her. The risk of exposure is even greater considering her public status.
-She's killed a few people after losing herself in the euphoria of her bestial change. Criminals mostly, buts its becoming more difficult to contain her urges. She might naive to travel, but death is no stranger to her.
People:
-Alik: The aged Halfling slave who raised her from a youth at her estate in Westcrown. One of the last warden of her meager remaining estate. Their relationship is strong consisting of mutual respect.
-Lord Ambrose Heartmirth: Her Editor and Patreon. He was one of the last nobles to keep ties with her after her family lost the bulk of its money. The relationship is amusingly aggressive.
-Freydis Lindholm: Her supposed Mother. She’s only seen her as an adult once but her mother eluded her, always leaving her a sculpted animal, which Mari always took as mockery. She wants to find her to know why she inflicted the disease of the beast on her, ruining her father's life as well as her own. Their relationship is aggressive and filled with pathos
Memories:
1. The elation of blood running down her throat from the first kill she made. It was a serial arsonist trying to get the attention and praise of a devil. She hates this one.
2. Receiving a reward for her trilogy of mystery novels, a bittersweet memory as she's afraid she has hit her peak.
3. Meeting Madam Freydis de Saga after years of a hectic cat and mouse chase.It was brief and unsatisfying.
4. Losing her hearing due to illness. The last thing she remembers hearing, was the rain.
Madam Freydis de Saga
Female (WitchWolf)Skinwalker Crusader Cleric 8/ /Holy Vindicator 9
Neutral Evil Medium Sized
--------------------
Defense
--------------------
AC: 30
touch 14, flat-footed 13
HP: (C=36 H+90 F=8 Co=85)
Saves: Fort +20(+2), Ref +7(+2), Will +16(+2)[+1]
--------------------
Attack
--------------------
Speed 30 ft.
Melee
--Aspergillum +19(1d6(2d6V)/20+7)
Special Attacks
--Channel Energy 10d6
--Bleeding Touch
-(Bite attack that deals 1d6 points of damage)
-2 (claw attacks that each deal 1d4 points of damage)
----Special Ability----
-(Dark Vision 60)
-Deaths Embrace
-Stigmata
-Wild Empathy
-
-Vindicators Shield
-Divine Wrath
-Bloodfire
-Divine Judgment
-Blood Rain
-Faith healing
-Domain:Death
--------------------
Stats
--------------------
Str 24, Dex 10 Con 22 Int 8 , Wis 16(+2), Cha 24
Base Atk +11/+9; CMB +11; CMD 29)
Feats: Fey Foundling, Selective Channeling, Alignment Channel, Versatile Channeling, Quick Channel, , 2XExtra Channel, Channel Smite, Guided Hand, Greater channel Smite, Weapon Focus, Tower Shield Prof, Shield Focus, Greater Shield Focus
Traits: Exalted of the Society, Lycanthropic Bloodlust)
Drawbacks: Umbral Unmasking
Background Skills 34
-Knowledge (Religion) +14(12rnks)
-Craft +7(5rnks)
-Artistry (Whittling Design)+12(10rnks)
-Appraise +9(7rnks)
Adventure skills 17
-Diplomacy 8 (5)
-Perception 9 (9)
Sense Motive 6(3)
Languages: Common, Ulfen
SQ: Channel Energy X14
Gear:
Headband-Phylactery of Negative Channeling 11,000gp
Ring of Protected life 9,000gp
Malleable Symbol 10,000gp
Weapon-+3Vicious Grayflame Channeler’s Aspergillium 54,305gp
Armor-Fullplate
Shield-Spell Ward Tower Shield 25,180
Body-+2Cloak of Resistance +2 4,000gp
Feet-Boots of the Winterland 2,500`
Belt-Belt of Physical Might 90,000 gp
Neck-+3Amulet of Armor 18,000gp
Tome of Leadership and Influence 110,000
Tome of Understanding 55,000
Pink and green Ioun Stone 8,000gp
Incandescent Blue Sphere 8,000gp
Dusty Prism Rose 5,000gp
Amethyst Spindle 10,000gp
Holy Symbols 5gp
Royal Outfit 200gp
Tools
Holy water
0 Detect Magic, Light, Create Water, Read Magic
1st-5 Liberating command, Command, Bless, Forbid action, Obscuring Mist
2nd 5 5XShield Other
3rd 5 Stone Shape, Prayer, Magic circle, 2Dispel Magic
4th 5 divine Power,Forceful Strike, Crusaders edge, Control Summoned Creature
5th 4 Planeshift, 2xWall of Stone
6th 3 2xDispel Magic Greater, Banis
| DM Chill-iax |
Alrighty, boys and girls! I've made a decision. I'm going to run TWO tables!
What's that? You ask, "What does that mean?" Well, since there were only eight mostly-completed submissions, I'm taking you all on!
Table Elvanna - those playing Witchwar Legacy working for the Queen, are these folks:
Phntm888 with the changeling witch and half-orc brawler
Javell Deleon with the human sorcerer and human barbarian
JoshB with the half-elf bard and tiefling ranger
and Vrog Skyreaver with the human swashbuckler and human swashbuckler
Table Kostchtchie - those working for the demon lord in Witchwar Legacy, are these guys:
Decimus Observet with the human cavalier and the aasimar cavalier
William Nightmoon with the elf cleric and ratfolk brawler
MerceMary with the skinwalker cleric and skinwalker investigator
and chillblame with the human brawler and the halfling sorcerer
RoW might seem a bit unmagical, but think of it as a fairy tale, are the heroes ever really ready for those stories? And don't worry, Uncle Chill's gonna take care of you all!
Thanks for showing interest and I'll see you all soon! I'm going to create another game for the second table - they will be named accordingly, so when that is up I'll post a link and I'll ask you to post in your respective games.
| DM Chill-iax |
So, we lost a player during our Witchwar Legacy chapter. I'm reopening recruitment till the 19th midnight EST. Feel free to read up on what has transpired to our current point.
Please read the initial character creation post with the addendum of 1d10+7 instead of 1d10+6 for rolling stats for both the WWL and RoW characters. You will need to submit the required two characters to be considered.
Looking forward to what is brought forth!