
ToxicDragon |

Jasper Varmine |

Jasper Varmine, Alchemical Mercenary
I've got the Background still being worked on as well, but the build and gear are mostly finished. Still formatting, adding info to abilities in the Alias, and polish to the character sheet as well.
Part Mad Scientist, Part Western, and Part Potion Addict. Jasper Varmine life as a Mercenary started after scholastic sabotage at the College of Engineers by his fellow peers.
While alchemy crafting to the masses paid decently, it never holds a candle to what a mercenary can pull in at the same time.

Jasper Varmine |

Gaunt and thin are the first words upon seeing Jasper Varmine. His cheeks are hollow, making the high cheekbones stand out sharply on his face. The brown eyes are hard to see with them always being half-closed, as if he is likely to take a nap at any moment. Straggly and oily black hair partially hides underneat the brown fedora on his head, almost as if a spider with too many legs is hiding underneat. An ankle length overcoat matching in color with the hat hugs most of his body, with the eye being drawn to the numerous discolorations from burns, patches, and spills littering the cloth. Still the coat doesn't disguise the fact he isn't wearing any armor on this thin frame. Bandoliers instead of being worn across the chest, are worn similar to loose belts forming an X from his hips to upper thighs. A matte gun metal revolver lays comfortingly in its holster at his side, in easy reach.
There is something off about the man, its not that he doesn't look aged, but rather ... like he is still recuperating after getting lost in the desert. Too thin, fingers long and bony, the cheeks just give the impression of such a state
Dry, slightly sarcastic, and patient. He'll take care of his allies, not out of the goodness of his heart, but the realization from his past that they are needed to stay safe. Over the years in Norsca, he has mostly grown out of the adolescent Human superiority the Empire instilled into their men and grown more complacent with the world. He adopts a live and let live policy these days, but he will actively hunt and kill anything he deems a threat to him and what he thinks of as his. Whether that be his money, his goods, his reputation, his friends, or his allies, if it threatens something of his he'll actively put it down hard, loudly, and messily.
Still his main passion that seems to draw him back more to life is alchemy. Whether to heal, to harm, to bring wonder or bring woe, it all takes money for materials. With how much of a miser he is with his share of the wealth, its almost surprising how lax he is when spending on goods for his craft.
I got too caught up in some of the themes. Specifically on the thought of "Dehydrated" or "Mummified."
One living mummy, dry sarcasm personality, doesn't need to eat or drink, barely sleeps (Tends to do his crafting then), yet he constantly drinks and has a nasty habit of throwing Fire everywhere.
You would think he would be afraid of catching on fire and going up like flash powder.
Still, the techniques that supports The Emperor of Mankind eons later had to start somewhere.

Chrysthix the Kurgan |

Thank you for the PM reply. This is my submission,
Fellow potential players. Please do not be put off by my alignment. It is intended to reflect the Chaos nature of the Warhammer World, not it's pathfinder paradigm counterpart. Fellow players are in no danger of party attack or stealing from me.
The Kurgan made constant battle on their neighbors. Here the Norscans, there the Khazag, somewhere else, someone else in the name of dark and ruinous gods. Chrysthix knew not else and this is what he did.
Chrysthix was uncharacteristically large for a Kurgan, and thus found great difficulty in mastering the horsemanship on the Steppe Ponies that Kurgan are so well known far. He adapted, he excelled, he became one of the finest warriors in the clan. He was bar far the most proficient killer among the Huhta (those who would not or could not fight from Pony).
And then came that fateful day. Ten years ago it must have been. Chrysthix was leading a raiding party deep into the Chaos Wastes. The plunder was good, the battles were better. One more raid was to be had before returning with saddle bags swelling to bursting. What was the village again? It doesn't really matter. It only matters who was there.
It should have been easy. The prey were so few in number. Easily one third of Chrysthix marauders. Hubris stings so very hard. The battle was joined and time seemed to slow. Something was wrong. Chrysthix felt the euphoria of battle, except this was different;. this was perfect. The surrealism enveloped him like a warm embrace. The defending warriors fought with such an intensity, like demonic warriors of legend. Before long he realized that several of the defenders WERE crimson red, horned, cloven hooved, great-sword wielding, daemons of legend.
Chrysthix' warband was slaughtered within a span of lest than one quarter of an hour. The last man standing, hew was surrounded by these crimson clad warriors and daemons. The largest of the warriors, resplendent in crimson and brass stepped forward. Easily a head taller than Chrysthix, he awaited the deathblow from the wicked looking mace. Too exhausted and elated to care, Chrysthix embraced the coming darkness.
"Look upon me Chrysthix", the towering warrior demanded.
How does he know my name?
"I have awaited your coming to this place for too long. I would love nothing more than to crush your skull be done with you. However, that is not to be. Not today at least." He glared at Chrysthix kneeling form. "It seems tha you will have a part to play in his plan."
Who is he?
"Look to the south and the end times."
Chrysthix looked up quizzically but before he could mouth the words to form the question, he saw the impossibly large mace head moving straight for his face. There was a flash of exquisite pain and then all when dark.
When he awoke, he found himself alone. The village ablaze and the fallen from the battle unmoving. He cared not, for that day ten years past he was reborn. Crysthix the Kurgan. Chrysthix the marked. Crysthix, the Chaos Champion of Khorne!
Chrysthix the Kurgan
Male demon-spawn tiefling barbarian 6/fighter 7 (Pathfinder RPG Advanced Race Guide 168)
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 31, touch 13, flat-footed 29 (+12 armor, +1 deflection, +2 Dex, +2 natural, +4 shield)
hp 195 (13 HD; 7d10+6d12+53)
Fort +14, Ref +7, Will +5 (+2 vs. fear)
Defensive Abilities fortification 25%, improved uncanny dodge, trap sense +2; Resist cold 5, electricity 5, fire 5; SR 15
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Offense
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Speed 40 ft.
Melee Kharun (+3 flaming furious bastard sword) +24/+19/+14 (1d10+12/17-20 plus 1d6 fire) ((One Handed w/ Shield) or
Kharun (+3 flaming furious bastard sword) +24 (1d10+15/17-20 plus 1d6 fire) (Two handed)
Ranged +1 composite longbow (+4 Strength Mod) +16/+11/+6 (1d8+5/×3)
Special Attacks rage (18 rounds/day), rage powers (no escape, powerful blow +2, reckless abandon), weapon training (heavy blades +1)
Spell-Like Abilities (CL 13th; concentration +15)
. . 1/day—shatter (DC 14)
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Statistics
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Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Base Atk +13; CMB +19; CMD 32
Feats Armor Of The Pit[ARG], Cleave, Exotic Weapon Proficiency (bastard sword), Extra Rage, Great Cleave, Improved Critical (bastard sword), Mounted Combat, Power Attack, Raging Vitality[APG], Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits bully, deft dodger
Skills Acrobatics +6 (+10 to jump), Climb +11, Diplomacy +5, Handle Animal +6, Heal +2, Intimidate +19, Perception +15, Ride +10, Sense Motive +2, Survival +8, Swim +9
Languages Abyssal, Common
SQ armor training 2, fast movement
Combat Gear potion of cure serious wounds (4), potion of neutralize poison, oil (2); Other Gear +3 spell resistance (15) mithral full plate, +2 fortification (light) mithral heavy steel shield, +1 composite longbow (+4 Str), kharun (+3 flaming furious bastard sword), arrows (20), bag of holding i, belt of physical perfection +2, handy haversack, ring of protection +1, ring of sustenance, bedroll, candle (2), chalk, cold weather outfit, crowbar, hammer, mwk manacles, piton (4), sack (2), silk rope (50 ft.), silver unholy symbol of Khorne, sunrod (3), tent, small, tindertwig (4), heavy horse (combat trained), banded mail barding, bit and bridle, feed (per day), military saddle, saddlebags, 652 gp, 6 sp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision 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.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification 25% You have a chance to negate critical hits on attacks.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Spell Resistance (15) You have Spell Resistance.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 19, touch 10, flat-footed 18 (+7 armor, +1 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft. (35 ft. in armor)
Melee bite -1 (1d4+5), 2 hooves -6 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -2 (+2 to jump with a running start), Perception +8, Ride -2 (+0 to stay in the saddle)
SQ combat riding
Other Gear banded mail, bit and bridle, feed (per day) (2), military saddle, saddlebags
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Ashe |

character is pretty much done, all the basics. Need to do spells. Will finish up backstory in the morning going to bed now.
LE
Male Human Dual Talented Vampire
Fallen Grail Knight, Vampire Count
Sanctified Slayer Inquisitor 10, Swashbuckler 1
FCB: Inquisitor +1HP/Level
Traits: Fates Favore, Reactionary
Init: +16; Perception +29 Darkvision
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Defense
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AC 37, touch 20, flat-footed 32
(+11Armor,+5Dex,+1Dodge,+2Luck,+6Natural,+2Deflection)
HP: 177
Fort +18, Ref +17, Will +17
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Offense
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Speed 30ft
Melee: Power Attack Always Included
Falchion +22 2d4+30 15-20x2
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Statistics
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Str 32, Dex 20, Con 7(0), Int 14, Wis 20, Cha 22
Base Atk +8; CMB +19; CMD:39
Feats:
Bonus: Alertness
Bonus: Combat Reflexes
Bonus: Dodge
Bonus: Improved Initiative
Bonus: Lightning Reflexes
Bonus: Toughness
1st: Power Attack
3rd: Weapon Focus Falchion
Teamwork:Intercept Charge
5th: Craft Wondrous Item
Teamwork: Paired Opportunist
7th: Craft Arms and Armor
9th: Seathing Hatred (Evil Outsider-Demons of Chaos)
Teamwork: Outflank
11th: Improved Critical Falchion
Skills: 86 Ranks
Perception +29 (11rank,3class,5wis,8race,2feat)
Sense Motive +29 (11rank,3class,5wis,8race,2feat)
Bluff +28 (11rank,3class,6cha,8race)
Stealth +27 (11rank,3class,5dex,8race)
Survival +19(+24track) (11rank,3class,5wis)
SpellCraft +16 (11rank,3class,2int)
K. Planes +16 (11rank,3class,2int)
K. Religion +16 (11rank,3class,2int)
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Special Abilities
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Panache 6/6
Studied Target
Sneak Attack 3D6
Blood Drain
Children of the Night 1/Day
Create Spawn
Dominate DC 21
Energy Drain
Change Shape (Dire Bat, Wolf) Beast Shape II
Gaseous Form
Spider Climb
Channel Resistance +4
DR 10 magic and silver
Fast Heal 5
Resist Cold/Electricity 10
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Gear: Starting Gold 140,000gp 3300gp Remaining
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Belt of Strength +6 18000gp
Headband of Mental Prowess +4 20000gp
+5 Conductive Falchion 36000gp
Boots of Speed 6000gp
Robe of Protective Penumbra 9,000gp
+5 Mitrhal Breastplate 16,700gp
Helm of the Fortunate Soldier 2500gp
Cloak of Resistance +5 12,500gp
+2 R.O.P 8000gp
Pearl of Power 4th 8000gp

Ashe |

Since his fall he has won many conquest for Vlad and the Von Carstein name. He now finds himself in the northern lands of the Norscan. Vlad heard of this tomb of the Daemon King. He is lured by its power and has sent Galendir to investigate. Galendir has convinced the warlord to take him on as a mercenary. He hopes to gain the power rumored to be within. He will then use this to gain further favor with Vlad and strengthen his eternal family.
Hope you like. Kept it short but gave you some hooks or a place to go upon completion if it works out.

Ashe |

LE
Male Human Dual Talented Vampire
Fallen Grail Knight, Vampire Count
Sanctified Slayer Inquisitor 10, Swashbuckler 1
FCB: Inquisitor +1HP/Level
Traits: Fates Favore, Reactionary
Init: +16; Perception +29 Darkvision
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Defense
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AC 35, touch 18, flat-footed 30
(+11Armor,+5Dex,+1Dodge,+2Luck,+6Natural)
HP: 177
Fort +18, Ref +17, Will +18
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Offense
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Speed 30ft
Melee: Power Attack Always Included
GreatSword +22 2d4+30 17-20x2
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Statistics
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Str 32, Dex 20, Con 7(0), Int 16, Wis 20, Cha 22
Base Atk +8; CMB +19; CMD:37
Feats:
Bonus: Alertness
Bonus: Combat Reflexes
Bonus: Dodge
Bonus: Improved Initiative
Bonus: Lightning Reflexes
Bonus: Toughness
1st: Power Attack
3rd: Weapon Focus Great Sword
Teamwork:Intercept Charge
5th: Craft Wondrous Item
Teamwork: Paired Opportunist
7th: Craft Arms and Armor
9th: Seathing Hatred (Evil Outsider-Daemons of Chaos)
Teamwork: Outflank
11th: Improved Critical Great Sword
Skills: 97 Ranks
Perception +29(+34 Traps) (11rank,3class,5wis,8race,2feat)
Sense Motive +29 (11rank,3class,5wis,8race,2feat)
Bluff +28 (11rank,3class,6cha,8race)
Stealth +27 (11rank,3class,5dex,8race)
Survival +19(+24track) (11rank,3class,5wis)
SpellCraft +17 (11rank,3class,3int)
Disable Divice +21(+26 Traps) (11rank,3class,5dex,2tools) From Ioun Stone
K. Planes +16 (10rank,3class,3int)
K. Religion +16 (10rank,3class,3int)
Languages: Common, Celestial, Abyssal, Draconic
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Special Abilities
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Panache 6/6
Bane 10/10
Trapfinding
Trap Sense
Studied Target
Sneak Attack 3D6
Blood Drain
Children of the Night 1/Day
Create Spawn
Dominate DC 21
Energy Drain
Change Shape (Dire Bat, Wolf) Beast Shape II
Gaseous Form
Spider Climb
Channel Resistance +4
DR 10 magic and silver
Fast Heal 5
Resist Cold/Electricity 10
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Spells
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Known:
0:6, 1st:5, 2nd:5, 3rd:4, 4th: 2
0: Acid Splash, Brand, Detect Magic, Sift, Create Water, Guidance
1st: True Strike, Divine Favor, Shield of Faith, Interogation, Horn of Pursuit
2nd: Tremor Blast, Desecrate, Tounges, See Invisibility, Tactical Acuman
3rd: Nondetection, Inflict Serious Wounds, Protection for Energy, Dispel Magic
4th: Divine Power, Dismissal
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Gear: Starting Gold 140,000gp 2150gp Remaining
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Belt of Strength +6 18000gp
Headband of Mental Prowess +4 20000gp
+5 Conductive Falchion 36000gp
Boots of Speed 6000gp
Robe of Protective Penumbra 9,000gp
+5 Mitrhal Breastplate 16,700gp
Helm of Disguise and of the Fortunate Soldier 4650gp
Cloak of Resistance +5 12,500gp
Scarlet and Blue Sphere Ioun Ston (In Wayfinder) 4000gp
Wayfinder 500gp
Handy Haversack 1000gp
Pearl of Power 4th 8000gp
Pearl of Power 1st x3 1500gp
Alright spells and gear done. Will make an alias if selected. Hope your cool with the Robe of Protective Penumbra. Here is Shroud of the Daywalker from Fire Mountain games. It came from their Way of the Wicked book. I didn't add the invisible stuff, but I'm fine if I'm still dazzled in bright light or Daylight spell.