
Seth86 |

Unnamed Hero
Female half-elf (drow-descended) (Half Drow) fighter (unbreakable) 1/rogue (unchained) 1 (Pathfinder RPG Ultimate Combat 49, Pathfinder Unchained 20)
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 20 (2 HD; 1d8+1d10+5)
Fort +4, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
. . mwk scorpion whip +5 (1d4+2)
Special Attacks sneak attack (unchained) +1d6
Spell-Like Abilities (CL 2nd; concentration +0)
. . 1/day—dancing lights, darkness, faerie fire
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Statistics
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Str 13, Dex 17, Con 15, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Diehard, Endurance, Weapon Finesse, Weapon Focus (whip)
Traits elven reflexes, pain is pleasure, whip specialist
Skills Acrobatics +6, Craft (armor) +7, Disable Device +9, Escape Artist +5, Knowledge (local) +5, Linguistics +5, Perception +9, Stealth +6; Racial Modifiers +2 Perception
Languages Common, Drow Sign Language, Elven, Undercommon
SQ cruelty, elf blood, trapfinding +1
Combat Gear potion of cure light wounds (2); Other Gear mwk chain shirt, mwk heavy steel shield, dagger, mwk scorpion whip[UC], backpack, bandolier[UE], belt pouch, fishhook (2), flint and steel, hip flask[UE], masterwork artisan's tools, masterwork backpack[APG], sewing needle, signal whistle, thieves' ring, 1 gp, 1 sp, 6 cp
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Special Abilities
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Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

:Game Master: |

(^_^)
Happy to see folks are happy with people joining still. :)
I... wasn't sure about the "Pain taster'.
Not because of the class, but because of the alignment and how things may play out.
As mentioned in a PM, I'd prefer people to stay more on the 'good' side of things.
There's also the slight problem of how the character is going to transition into a prestige class so far away from their 'home lands' etc.
Still, we can all work on thing. :)
Can work out a little back story/Catch up if you'd like Seth86?

Seth86 |

Hey people
Here is the concept so far:
Rokea. A gruff, sea explorer. She looks a "bit" rough. She is rough. Around the edges, mostly her teeth edges
Lots and lots of teeth. Way too much for a human. She seems to be sporting a hunchback too. But can walk upright.
Rokea
Female wereshark-kin skinwalker (seascarred) brawler 2 (Pathfinder Player Companion: Blood of the Moon, Pathfinder RPG Advanced Class Guide 23)
N Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 24 (2d10+8)
Fort +6, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d6+5) or
. . unarmed strike flurry of blows +2/+2 (1d6+5) or
. . bite +4 (1d6+7)
Special Attacks brawler's flurry, martial flexibility 4/day
Spell-Like Abilities (CL 2nd; concentration +0)
. . 3/day—charm animals (aquatic animals only) (DC 9)
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Statistics
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Str 17, Dex 14, Con 16, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +4 (+6 grapple); CMD 17 (19 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Power Attack
Traits martial manuscript, sharkchild
Skills Bluff -2 (-6 vs. non-shapechanger humanoids), Climb +8, Diplomacy -2 (-6 vs. non-shapechanger humanoids), Disguise -2 (-6 vs. non-shapechanger humanoids), Escape Artist +7, Intimidate -2 (-6 vs. non-shapechanger humanoids), Linguistics +1, Perception +8, Sense Motive +5, Swim +6; Racial Modifiers +2 Perception, +2 Swim
Languages Aquan, Common
SQ brawler's cunning, change shape, change shape (amphibious), change shape (bite), change shape (ferocity), change shape (swim 30 ft.), martial training
Combat Gear potion of cure light wounds (3), alchemist's fire (4); Other Gear darkleaf cloth lamellar (leather) armor[UC], backpack, bandolier[UE], belt pouch, blanket[APG], hemp rope (50 ft.), hip flask[UE], soap, torch (10), trail rations (5), waterskin, 3 gp, 8 sp, 3 cp
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Special Abilities
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Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Change Shape (4/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Amphibious) (Su) You can choose to gain the Amphibious ability when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Ferocity) (Su) You can choose to gain the ferocity ability when shifting into bestial form.
Change Shape (Swim 30 ft.) (Su) You can choose to gain a climb speed of 30 feet when shifting into bestial form.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Manuscript +2 to confirm critical hits with Unarmed Strike and Monk weapons.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sharkchild When you have a swim speed, run to move 5 times swim speed straight up or down.
Input and suggestions appreciated

Constantine GodAlming |

An interesting crunch, I don't have any input for that aspect of your character.
I like the concept, but I do not get a feel for her as a character, things like attitudes, vaules, etc....
From the standpoint of my PC I think he would try to redeem her and try at times to convince her of the benefits of team-work, keeping her wits/anger in check, etc.
How is she getting introduced to us? That might make some major differences to how things go as well.
Musing #1
Musing #2
Musings #3

Seth86 |

Rokea.
Born on a small island. Whole community of shark-kin.
There she spent her young life. Learning the ways of their defenders. She had a natural talent with her fists. And like most of her kind. It didnt take much for her to raise her fists or bare her teeth
When she matures she set out to get a job on a ship. The sea is her home. And she wants to stay in her home

:Game Master: |

How much/obvious has Rokea been with her ability?
Basically... are the people who are hiring her to ship out doing so because she's a good fighter?
Or, are they hiring her because they know of her abilities, hence will be using her as a front line defense against the terrors of the sea?

Rokea Razortooth |


Rokea Razortooth |

Shes very friendly. She hands out a lot of hugs. And those she really likes she gives love bites
-Posted with Wayfinder

Rokea Razortooth |

Right. Profile is updated =^^=

:Game Master: |

Sorry for silence.
Real Life comes calling and taking us away from the things we love.
Hoping every thing is going swell for every one and that folks are still following along.
Looking forwards to others throwing in ideas. :)
Your prospective Captain will be speaking up shortly/relatively.
Again, wishing every one all the very best.

Rokea Razortooth |

My wedding is this saturday. But still eager to play. Will just be spotty till 18th.
-Posted with Wayfinder

Rokea Razortooth |

Hey people
Just chekking in. Also. Tomorrow is the big day. In less than 18hours i will be married. Wish me luck!
-Posted with Wayfinder