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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
I think I'll turn my Barbarian into a Human. He'd be a man of Kellid descent, raised among the Gorumites in northern Numeria, along the Worldwound's border. He himself would not be a Gorumite though and would, like his mother, be a follower of Pulura, a traditional deity of Sarkoris. His differences with the Gorumites would have been what spurred him on to come to Kenabres, or at least that's what his conscious mind says. He actually felt like was being pulled to the place, as if he was supposed to be there for some reason.
He would start taking Oracle levels at level 3, spurned on by a vision he received in his sleep, and would eventually go Rage Prophet (PrC from the APG). He would have the Touched by Divinity campaign trait and as such would become a Heirophant, though I might dual path him to Champion, Guardian or Marshall, depending on how he develops.
I do have a question though GM Striker: Are you ok with Pulura as a deity? She is mentioned in the player's guide for this AP but the details on her are not from one of your allowed sources (they are in Chronicle of the Righteous).
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Odhran |
![Swampwalker](http://cdn.paizo.com/image/avatar/PZO1124-SwampWalker_90.jpeg)
Here's the alias for Delkka. I don't believe I've used anything from outside of the Core Rulebook and APG thus far, so please me know if I've screwed up somewhere.
I believe I've already mentioned it, but my plan is to take the World Serpent totem line of rage powers for their useful effects against outsiders. I figure that it works for a tribe dedicated to hunting down demons.
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Karthak Ironbreaker |
![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
So looking over a lot of the characters submitted I've noticed a trend. Unfortunately lot of you are using thing from books not included in the legal sources for this adventure. Please be sure that you are limiting yourselves to the books listed in the first post (and Ultimate Campaign). Characters that cannot follow directions will be the first I eliminate from the running.
Can you please specify which characters fail to adere to the required criteria? I checked my character sheet and I believe everything I put there to be in line but maybe I'm just mistaken. If so I'd be glad if you could point me towards my mistake so I could rectify it.
P.S.
I saw someone listed the characters presented thus far. While I applaud the effort I would like to say my character was not included yet he was fully completed and submitted.
Here's his CS: scroll down for Background and personality
Edit: seems like mythweavers is off line atm. I'll add Karthak's stats in pbp format
LG Medium humanoid (dwarf)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16 (armor +5, Dex +3)
hp 10 (1d8+2)
Fort +5, Ref +2, Will +6
Strong willed: At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee Dwarven Longhammer +3 (2d6+3/20/x3)
Ranged sling +1 (1d4/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 15, Int10, Wis 16, Cha 08
Base Atk +0; CMB +3 (+5 against demons); CMD 14
Feats: Ironhide, Steel Soul
Skills: Know. Arcana +4, Know. Dungeoneering +4, Know. Planes +4, Know. religion +4, Sense Motive +8, Spellcraft +4.
Traits: Stolen Fury, Glory of Old
Languages: Common, Dwarven
Combat Gear: Dwarven Longhammer, sling, sling bullets (50), Scale Armor
Other Gear traveler’s outfit, backpack, belt pouch, blanket, flint and steel
--------------------
SPECIAL ABILITIES
--------------------
Judgement 1/day: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)
Strong Willed: At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
Orisons:Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Spells known: 4 lvl 0 (Daze, Detect Magic, Resistance, Guidance) and 2 lvl 1 (Curelight wounds, True Strike)
Spells x day: 2 lvl 1
Spell save cd: lvl 0 = 13, lvl 1 = 14
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GM Striker |
![Headhunter Wayfinder](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder2_90.jpeg)
Thank you for the help Nightdeath, looks like you got most of it. Please feel free to apply. Sounds like you've got your act together on here.
Don't worry if your name wasn't included on his list. I've been keeping close tabs on all of the characters submitted so far.
Most of the problem characters have used traits or drawbacks the are from other books then the ones listed. Some have had a few more obvious problems.
My list will be organized by Campaign Traits/Mythic Path as some roles can overlap and often do. Should actually be my next post.
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Waterhammer |
![Hrokon](http://cdn.paizo.com/image/avatar/06-majestrixs-4.jpg)
So, Carilain Riveroak's trait 'Seeker' comes from Ultimate Campaign. Not one of the books listed as OK. This was a character I had submitted for a couple of other threads and did not make the cut. When I adjusted to fit this campaign I guess I missed something.
Anyway...
Replaced Seeker with Warrior of Old from the APG.
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Mister Fluffykins |
![Horse](http://cdn.paizo.com/image/avatar/horse.jpg)
So, Carilain Riveroak's trait 'Seeker' comes from Ultimate Campaign. Not one of the books listed as OK. This was a character I had submitted for a couple of other threads and did not make the cut. When I adjusted to fit this campaign I guess I missed something.
Anyway...
Replaced Seeker with Warrior of Old from the APG.
You should be fine with your trait from Ultimate Campaign, Waterhammer, since...
UPDATE: Ultimate Campaign needs to be added to the legal books for this adventure. (Not sure how I missed that one... probably because Adventure's Armory got in there twice...) Drawbacks from this book are alright to use as well but be sure to incorporate them into the background of your character.
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![]() |
![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Presenting Pollux Chartagnion for consideration.
This character will be divine caster focused on party buffing and battlefiend control, but he won't be an in combat healer. He will have out of combat healing capabilities though. I pretty much followed the reach cleric guide when making his crunch (which is in his profile). I chose Asmodeus as his deity because damn it he needs in on this crusade too.
Pollux and his younger brother were raised by their mother in Isger until his brother was seven years old. Mother Chartagnion, having only six fingers (having had four bitten off by raiding goblins during the Goblinblood Wars) could no longer remember Pollux's age and sent the two out into the world, reckoning he was old enough to take care of his brother. They scrounged by on odd jobs, eventually working their way to Elidir where they made a living dangling from the legs of men condemned to death by hanging. Because what they did was of questionable legality, and yet in full respect of the customs of the land, people started to take notice of these orphans and their resourcefulness. They were captured one day and sent to the Sisters of the Golden Erinyes.
Though illiterate until they were taken in by the sisters, Pollux and his brother developed their native intelligence and became quite articulate due to their repeated attendance to Chelish produced plays and performances in Isger's capital. Pollux in particular was fond of the Chelish heroes and often sought the emulate more than their speech, but also their habits and their faith. His favorites were never Paladins --who were often buffoons and misguided souls in Chelish theater, but instead were the pious clerics and inquisitors, agents of the faith whose cool heads and strict discipline he thought always triumphed over the forces of chaos. Every once in a while he would stand in mirrors and make himself look like his heroes.
This strange ability did not go unnoticed by the sisters, who read it immediately as the spell disguise self, which was strange considering the boy had no magic in his blood. They took this as a sign that he was touched by their god Asmodeus, as he granted this power to some of his clerics. They immediately began to dote on the boy the teachings of the dark prince, hoping to not lose this special child to a lesser faith. It was not long after his adoption that he began to wear the symbols of the church and claim he would soon be a crusader in the Worldwound, like some of his heroes from a play he remembered. Seeing his potential in the clergy, and a little tired of him using the other orphans as his practice demons, the sisters arranged contract for him to go to Egorian and do as they knew he wanted: train to hunt demons. Saying goodbye to his brother, who was never quite tame enough to be a career clergyman, he went to the Chelish capital.
Its very rare that one hears of those crusading for the hellish kingdom, but some in the nation felt it was time to increase Cheliax's influence in the crusade against the demons of the Worldwound. To that effect they conceived a loose order of knights, clergy, and inquisitors to prepare and send crusaders to the Worldwound in the name of mighty Cheliax. This order, known as Her Infernal Magestrix's Own Black Fire Guard, quickly became a bureaucratic mess that was underfunded, unadvertised, and only occasionally brought up as a political talking point by a politician or clergyman looking to impress peers. Despite this, Pollux took the opportunity and saw it as his chance to become like his childhood heroes.
As his time in the church went on and his time to venture to Mendev grew near, Pollux became dissatisfied with the direction his church was going in. Many times he felt disciples of Asmodeus were more interested in making and bending rules to justify their vices than in making them to maintain order and balance. In his reading of the Asmodean disciplines, he saw the dark prince as doing evil not as an end, but as a means to an end, that end being to preserve order and route out chaotic usurpers. Again, he found even more reason to venture into the Worldwound. He felt the call to show the world that those who worship Asmodeus held order paramount to all other ventures and the threat posed by the demons pouring out of the Worldwound was one that even infernal Cheliax, Empire of Devils, was obligated to send its sons and daughters to quell.
Mussed curly brown locks hang over his classically handsome face. Going lower, thick eyebrows sit above a straight nose, thin mouth, and a chiseled chin. HIs skin is dark, betraying his origins in humid Isger. Standing only 5'9, he is shorter than the average adventurer, but he is well built and particularly strong. If not for his armor proudly displaying the reversed pentagram, one would be hard pressed to guess he ever spent any time in Cheliax or worshipped their patron deity.
His voice is neither booming nor feminine, but when he speaks there is a calm reassurance behind his words, as if he's selected them carefully.
He tends to ask a lot of questions, which is a byproduct of his uneducated background and he also reads very slowly, sometimes saying more complicated words slowly out loud to make sure he's said them correctly.
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GM Striker |
![Headhunter Wayfinder](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder2_90.jpeg)
List of Characters Submitted
Chance Encounter Associated Mythic Path:Trickster
Xaivan Slingblade: Halfling Rogue (Cutpurse)
Child of the Crusade Associated Mythic Path:Marshal
Unegen: Half-Elf Rogue (Swashbuckler)
Exposed to Awfulness Associated Mythic Path:Guardian
Farak Ironsides: Dwarven Inquisitor (preacher) of Cayden Cailean
Riftwarden Orphan Associated Mythic Path:Archmage
Fomiel: Tiefling (Pitborn) Sorceror (Abyssal Bloodline) !Drawback from illegal source!
Tesseract Squires: Human Witch
Haroon Falstaff: Tiefling wizard
Carilain Riveroak: Elf Magus (Bladebound)
Stolen Fury Associated Mythic Path: Champion
Kyra Greenstar: Aasimar (Musetouched) Bard (Dawnflower Dervish)
Haizi: Human Druid (Feral Child) NO LINK TO STATS
Delkka: Human (Kellid) Totem warrior
Karthak Ironbreaker: Dwarven Inquisitor of Torag (spellbreaker)
Jokum of the Breakbones: Aasimar Shapeshifter Ranger
Touched by Divinity Associated Mythic Path: Hierophant
Mordan Wellice Greylocke III: Human Paladin (Hospitalist)
Hollycaryn Smilesword: Halfling Paladin Sword of Valor of Chaldira Zuzaristan !Drawback from illegal source!
Pollux Chartagnion: Human (Isgeri) Cleric
Kelden Sunblade: Human (Keleshite) Cleric
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GM Striker |
![Headhunter Wayfinder](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder2_90.jpeg)
If you would like to change your trait please reflect that in your backstory. Thematically we're going to be demon hunting and such. From what I've read so far a plant druid might work for the beginning but you would feel a bit out of place.
Oooh I also put the wrong trait from an earlier draft. Should be exposed to awfulness.
Noted, please create a link to your character sheet. During final selection I'll be using those links to try and make the final decisions.
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Goron Boulderstep |
![Worshipper of Torag](http://cdn.paizo.com/image/avatar/PZO9416-Torag_90.jpeg)
I would like to submit
Goron Boulderstep a Stonelord Paladin.
He is a Paladin who is a Child of the Crusades.
Role is likely tank and I'll be going mostly Paladin in his build.
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Fatty |
![Skeleton](http://cdn.paizo.com/image/avatar/tangled_briar.jpg)
One Dwarf Cleric for the mix. Background to follow when I get home.
Krag Bloodshield
Dwarf Cleric 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d8+4)
Fort +6, Ref +1, Will +7; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; Resist resistant touch
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Offense
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Speed 20 ft.
Melee heavy shield bash -1 (1d4+3/×2) and
. . dagger +3 (1d4+3/19-20/×2) and
. . spiked gauntlet +3 (1d4+3/×2) and
. . warhammer +3 (1d8+3/×3)
Special Attacks channel energy, hatred
Spell-Like Abilities
. . 6/day—resistant touch, touch of law
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—protection from chaos, bless, magic weapon
0 (at will)—stabilize, detect magic, create water
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Statistics
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Str 16, Dex 10, Con 16, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (13 vs. bull rush, 13 vs. trip)
Feats Steel Soul
Traits exposed to awfulness, indomitable faith
Skills Knowledge (planes) +4, Knowledge (religion) +4; Racial Modifiers craftsman
Languages Common, Dwarven
SQ aura, domains (law, protection), hardy, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Scale mail, Heavy wooden shield, Dagger, Spiked gauntlet, Warhammer, Backpack (empty), Bedroll, Blanket, Trail rations (7), Waterskin, 56 GP, 9 SP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric 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.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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GM Striker |
![Headhunter Wayfinder](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder2_90.jpeg)
My apologies again GM Striker, I'll withdraw the drawback Overprotective and the trait Armor Master.
Noted and updated.
Alias for the Feral Child created. I'm pumped!
Added to my list.
One Dwarf Cleric for the mix. Background to follow when I get home.
** spoiler omitted **...
Looking forward to seeing it.
Considering we have until Christmas before selection and most of us are eager about this one, why not start a tavern thread so we can dick around in character for a while?
Probably will get one started soon. Its good to keep people interested.
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GM Striker |
![Headhunter Wayfinder](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder2_90.jpeg)
List of Characters Submitted
Chance Encounter Associated Mythic Path:Trickster
Xaivan Slingblade: Halfling Rogue (Cutpurse)
Child of the Crusade Associated Mythic Path:Marshal
Unegen: Half-Elf Rogue (Swashbuckler)
Goron Boulderstep:Dwarf Paladin (Stonelord)
Exposed to Awfulness Associated Mythic Path:Guardian
Farak Ironsides: Dwarven Inquisitor (preacher) of Cayden Cailean
Haizi: Human Druid (Feral Child)
Krag Bloodshield: Dwarf Cleric NO LINK
Riftwarden Orphan Associated Mythic Path:Archmage
Fomiel: Tiefling (Pitborn) Sorceror (Abyssal Bloodline) !Drawback from illegal source!
Tesseract Squires: Human Witch
Haroon Falstaff: Tiefling wizard
Carilain Riveroak: Elf Magus (Bladebound)
Stolen Fury Associated Mythic Path: Champion
Kyra Greenstar: Half-Elf Bard (Dawnflower Dervish)
Delkka: Human (Kellid) Totem warrior
Karthak Ironbreaker: Dwarven Inquisitor of Torag (spellbreaker)
Jokum of the Breakbones: Aasimar Shapeshifter Ranger
Touched by Divinity Associated Mythic Path: Hierophant
Mordan Wellice Greylocke III: Human Paladin (Hospitalist)
Hollycaryn Smilesword: Halfling Paladin Sword of Valor of Chaldira Zuzaristan
Pollux Chartagnion: Human (Isgeri) Cleric
Kelden Sunblade: Human (Keleshite) Cleric
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Ravenica |
My character is finally ready!
For Quick Reference: Path: Marshal, Child of the Crusades
Books Referenced:
Advanced race guide: Sylph, alternate traits and Airy Step feat
Core: Class, most gear, PBS
Adventurers Armory: rest of gear
APG: Reactionary trait
Character plan: level 2 bard dip, taking fighter up to level 7 then Arcane Archer from there.
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GM Striker |
![Headhunter Wayfinder](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder2_90.jpeg)
People who have submitted characters, welcome the the Defender's Heart Inn. Have fun mingling with everyone as you get ready for the Armasse Celebration.
Tavern Thread
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Big OM |
![Zokar Elkarid](http://cdn.paizo.com/image/avatar/PZO9043_Zokar.jpg)
I would like to submit:
Oliver Cross
Male Human Ranger 1
N Medium Human
Init +2; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armour, +2 shield)
hp 12 (10+1+1)
Fort +3, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +5(1d8+4/19-20/x2)
Ranged Longbow +3(1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Quick Draw
Traits Scholar of the Great Beyond, Stolen Fury
Skills Climb +8, Handle Animal +4, Knowledge (Nature)+4, Knowledge (Planes) +5, Perception +5, Stealth +6, Survival +5
Languages Common
Combat Gear Arrows 40, Arrows cold iron 20, Dagger, Heavy wooden shield, Longbow, Longsword, Scale mail,
Other Gear Explorer’s outfit x2, Ranger’s kit
3gp
--------------------
SPECIAL ABILITIES
--------------------
Favoured Enemy +2 Outsider (evil)
Track
Wild Empathy
According to priests and bards there is good and evil. The sermons and tales are black and white, no shade of grey is ever mentioned. For a long time Oliver believed them.
Why shouldn’t he? Life was peaceful in the small hamlet east of Kenabres. They rarely felt the crusade and the evil just west of the river. All the crusaders he knew had retired to the hamlet, working in the fields to produce food for the ones that still fought. The local pastor was a kind benevolent man, working as much as he was preaching.
His life shattered when they took him. He wasn’t sure who or why, but one afternoon as he was tending livestock they grabbed him. Bound and gagged they dragged him and half a dozen others with them to a large stone near the border. Then they started chanting and killing, killing and chanting. His turn came but something was different, the chanting sang to his soul, invigorated him, forces beyond his ken lashes out killing or driving the cultist away and he laughed. He laughed like he never had before enjoying the fear, the suffering.
A few walked away, they departed ways and headed home. However he never arrived, someone must have told the church, hey he would properly have done it himself, and now the witchhunters had caught up. He was weighted and measured in numerous ways, looking for demon and evil within. Finally satisfied they ceased and he was let go.
While he arrived home this time, something was gone the youth was no more. His parents were uneasy around him and the town began to shun him only the preacher kept in contact trying to rebuild what was lost.
Age: 22 (Adult)
Size: Medium, 5'11", 219 lbs
Type: Humanoid (Human)
A true child of the melting pot the crusades brought with them Oliver has no one true heritage. His size could hint at an Ulfen somewhere in his ancestry, but his darker hair, dark eyes and pale skin points towards Chelaxian influence.
a human ranger with the stolen fury trait
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Karthak Ironbreaker |
![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
After much consideration I decided to change Karthak's mytic path from champion to guardian. This because I feel the class fits better with Inquisitor and because thematically "exposed to awufulness" changes very little in the Background of the character (instead of being nearly slain in a ritual he was nearly slain by a demon).
Here's Karthak's updated stats.
Edit: of course I also changed his background accordingly.
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Cuàn |
![Lichen Leshy](http://cdn.paizo.com/image/avatar/PZO90116-Leshy_500.jpeg)
GM Striker, how important would you say Trapfinding is for the Trickster role?
I'm asking because I have a character concept for this campaign other than the Rage Prophet that I've been thinking about for quite a while. The basic idea is a junior Lantern Bearer from Kyonin who came to Kenabres with a mentor to get more information that might help battle the demons in the Tanglebriar. He chaves at more or less being confined to his room in the inn while his mentor is out, heads off into the Worldwound and ends up getting saved by the mysterious woman. Subsequently the mentor dies in the attack on Kenabres.
The way I see him though he'd be either a Fighter (Lorewarden) or Ranger at the start and as such wouldn't have Trapfinding.