
Vinsomner |

I just wanted to give everyone an update, I've made several approvals already on player acceptance. I plan to either make the majority of the announcements soon, either today or tomorrow and begin to get the campaign rolling.
My plan will help things seamlessly transition, as I will be posting a new update in the Gameplay thread, and those who made the cut will just seamlessly begin posting in that thread instead.
I have to say, it's been hard deciding so far! There are still spots open, so if anyone else is working on an application, you still have time.

Vinsomner |

With applications slowing down and the discussion thread slowly running out of the initial push, I decided that with the amount of applicants I have now and for those who have participated in the discussion I have enough information to make my decisions on the initial player pass.
Now this may not come to any surprise, as those who’ve been taking part in the discussion on who is being accepted….
For the new cast of refugees and ex-slaves to take up arms against the tyrant Mad King that is throwing the entire world of Kalinthros into war and ruin are…
Inja and her companion Yama
Jasmin Almandine
Taalik Amun and his companion Katras
Kyarla
Magli and her companion Kalsak'Pargijakun-Vadokob
Arion
This announcement does not mean the end of the recruitment. This is a very large campaign and it was originally designed with the mind of 10 players partaking in the events that are about to unfold.
@Critzible and @Midi: You two may still apply, but with the Discussion thread is going to be closing, I’ll be reviewing your backgrounds and previous posting history.
For everyone whose been accepted, please await my follow up post in Gameplay thread to begin!

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Halfling Fighter 4th/Unchained Rogue 1st Mythic: Trickster/Champion 1st
Small Humanoid(Halfling) Neutral
Init:+3 Perception:+10(+11 traps)
Defense:
AC:15[10+3(dex)+1(size)+1(dodge)]
CMD:12 [10+3(dex)-1(str)-1(size)]
CMB:+3
HP:63
Fort:+7 Reflex:+7Will:+4 (+7v fear)
Defensive Abilities:
Fearless:+2 v.Fear
Halfling Luck:+1 to all saves
Offensive:
Weapon Familiarity:anything with Halfling in the name as well as Slings.
Speed:20ft
BAB:+5
Melee:+4
Dagger(4):+9 1d3+5 19-20/x2 10 ft. piercing
Ranged:+5
Sling:+8 1d3 x3 50 ft Bludgeoning
Str9 Dex16 Con14 Int:14 Wis:14 Cha:12
Skills:
Acrobatics:+11[3+3[dex]+3+2(race)]
Bluff:+9[3+1[cha]+3]
Climb:+6[2-1[str]+3+2(race)]
Disable Device:+9(+10)[3+3[dex]+3+1(class)]
Escape Artist:+8[2+3(dex)+3]
Perception:+10(+11)[3+2(wis)+3+2(race)+1(class)]
Sense Motive:+7[2+2(wis)+3]
Sleight of Hand:+8[2+3(dex)+3]
Stealth:+13 [3+3(dex)+3+4(size)]
Swim:+4[2-1(str)+3]
Survival:+7[2+2(Wis)+3]
Ride:+8[2+3(dex)+3]
Linguistics:+7[2+2(Int)+3]
Profession(Cook)+7[2+2(Wis)+3]
Feats:
Weapon Finesse, Weapon Focus, Dodge, Weapon Specialization, Combat Reflexes,Deft Maneuver, Close Quarter Thrower, Mythic Feat:Dual Path
Items:
Explorer's’ Outfit
Backpack
Bandolier
Beltpouch
Waterskin
Rope 10ft hemp
Bravery: +1 saves v.Fear
Bonus Feats:Weapon Focus, Weapon Specialization, Close Quarters Thrower
Armor Training:Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Finesse Training: Weapon Finesse for free
Sneak Attack:+1d6
Trapfinding: +1 to Finding and Removing traps( +1 disable device and Perception)
Mythic:
Hard to Kill:Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power:5/day
Surge:+1d6
Paths: Trickster/Champion
Trickster Attack:
Surprise Strike:As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Champions’ Strike:
Distant Barrage:As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Path Abilities:
Always a Chance: rolling a one is not an automatic miss.