Variel's Reign of Winter (Inactive)

Game Master Neltji

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@ DM Variel:

dotty dotty

I've got this here inactive alias (Orgar).
I've tweaked him to level one after the campaign he was in fizzled.

Considering his current background, do you think he'd be a good fit as level 8?

I'll do some number crunchy bits on HL to make a level 8 version for your perusal.

Thanks.
Orgar
a.k.a. Xunal


Here's my submission: Roscoe, a cynical undine tempest druid striving to protect the people of his town.

In terms of mechanics, Roscoe will typically fight in melee in the form of a weedwhip. Rather than focusing on damage, though, he would provide battlefield control in the form of 15-foot tentacles and a nauseating poison. His spells help make him a bit more versatile, with a little support, a little debuffing, and plenty of out-of-combat utility. And he still has eight or nine thousand gp to spare, so budget shouldn't be a problem.

Roscoe's Background:
First and foremost, Roscoe is a survivalist. He is certainly cynical - and at times gruff - but he can be extremely protective of people he sees as depending on him. He draws his divine power directly from tempests themselves, from the elemental forces of wind and wave and thunder. To him the elements are not a threat or a blessing, they are simply a pathway to the raw power of the natural world. Harnessing power, after all, is the only way for him to ensure protection for himself and those he cares about. That's what he has to do to survive.

Until recently, Roscoe lived in a tightly-knit undine community struggling to survive near the coast of Iobaria. His role fell somewhere between protector and mentor, using his skills occasionally to help shield the town from harm while spending most of his time training protectors of the future. But then several of his students began to go missing, and Roscoe knew he wasn’t just going to sit back and let it happen. He left quickly, stopping only to speak with the town council before setting off into the snow. He followed what signs he could find, keeping his eyes and his ears open. He would do what had to be done to keep his people safe.


Roscoe's Stats:
Male undine druid (tempest druid) 8
N medium outsider (native)
Init +7; Senses darkvision 60 ft., eyes of the storm; Perception +18
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Defense
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AC 21, touch 15, flat-footed 17 (+4 Dex, +6 armor, +1 deflection)
hp 63 (8d8+24)
Fort +10, Ref +8, Will +15
Defensive Abilities hydrated vitality, Resist cold and electricity 5
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Offense
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Speed 30 ft.; swim 30 ft.
Melee cestus +10 (1d4-1)
Special Attacks gale aura (8 rounds/day), storm burst (10/day), wild shape (3/day)
Spell-Like Abilities (CL 8th, concentration +15)
1/day - hydraulic push
Druid Spells Prepared (CL 8th, concentration +15)
4th (4/day) - air walk, echolocation, freedom of movement, sleet storm
3rd (6/day) - call lightning (DC 20), communal resist energy, communal spider climb, greater longstrider, greater magic fang, stone shape
2nd (6/day) - barkskin, fog cloud, soften earth and stone (DC 19)) x2, vine strike (DC 19), warp wood (DC 19)
1st (7/day) - entangle (DC 18) x2, frostbite (DC 18), mudball (DC 18), obscuring mist, thunderstomp x2
0 (at will) - create water, detect magic, guidance, mending
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Statistics
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Str 8, Dex 18, Con 14, Int 12, Wis 24, Cha 8
Base Atk +6, CMB +5, CMD 19
Feats Ability Focus (wild shape), Combat Reflexes, Natural Spell, Weapon Finesse
Traits Highlander, Reactionary
Skills Knowledge (nature) +12, Perception +18, Sense Motive +15, Survival +18, Stealth +16
Languages Aquan, Auran, Common, Druidic
SQ sodden shore sense, spontaneous domain casting, wild empathy +7, woodland stride
Combat Gear scroll of delay poison x3, scroll of lesser restoration x3, scroll of remove sickness x3


Another question - do you guys think that a Witch Hunter Inquisitor of Cayden Cailean would conflict too much with the winter witch in the party? Seems to me that he could still be convinced to (perhaps hesitantly) work with her, what with her not being evil and all, but I wanted to make sure that idea was kosher before progressing with it. Probably passing over the idea of the monster tactician, given the hesitancy toward summoned beasties, but I still really like inquisitors and a witch hunter seems very thematic for Reign of Winter.


Burn the non-good witches!

I see no problems


Alright, still working on equipment but for your consideration, I present Cyril Hastings Alderfor: An Unpleasant Wizard Professor just Trying to Make Tenure.

He is very flexible in terms of spells, but focuses on utility while supplementing with damaging spells. Personality wise, I've designed as a character that's fun to hate and poke fun at as he can be a stick in the mud, but reasonable when needed.


I am interested, if only for the name of book 5 alone. I'll figure something out soon.

EDIT: for a wizard's bonded item, they're considered to have the craft feat for it. I know you said I could assume at most ~5 days worth of crafting.

Would it also be half price, i.e. if I crafted a +2 bonded sword on an arcane duelist would it cost 4000 gp or 8000?

Silver Crusade

I submit for your consideration Ruck of the Slothjaw Tribe.

Background:

Ruck was born among the people of the Slothjaw Tribe in the Realm of the Mammoth Lords on a wind whipped hilltop. From birth through to early adolescence he was taught the ways of his tribe. How to hunt, endure the harsh cold, identify the creatures that roamed his homeland, and how to give back to his fellow tribesmen. In that vein Ruck took up the art of wood crafting. He would carve intricate statuettes for religious leaders as well as items of everyday use such as cups, bowls, and spoons. To facilitate his crafting he was also taught how to fell trees and to carve logs into useful timbers for homes and common buildings.

Upon entering his teenage years he was well liked among his fellows and his carvings where sought after but as seems all too common when one looks back on the life of an adventurer a turning point that would drive him to new heights and untold places was coming.
It was late in the evening on an early winter’s day when he first heard the term Jadwiga in hushed urgent tones among the women of the tribe. This resulted in a meeting of the tribes’ war leaders and elders the next morning. The result of the meeting was that a war party was to be sent east to meet this threat to our way of life. The party was to take all those who could wield axe, sword, spear, or bow and where not women, children, elderly, or infirmed. Apparently this was a grave threat indeed if so many where to go.

It took less than a week for our warriors to first tangle with the witches. The fighting was fierce and many good men were lost to the magic the winter witches wielded against us. It was midday when I was pressed into fighting. I had been standing by my father when suddenly a witch appeared before us and hit us with a blast of unnaturally cold air. It momentarily stunned us but we quickly shook it off. It was at this time I learned that anger has a taste and even more surprisingly a color. I let my pent up anger wash through me and raged against the witch using my axe to hack at her while father kept her attention focused on him. It wasn’t until after this that I learned that my father had scarified himself to save me. It turns out the witch had driven an icy spear through his heart.

We drove the witches back that day but they would come again. I know they would. It is why I choose the life I did. I now strive for vengeance against the witches of Irrisen. My mind is focused on my task yet one must always remember there is time for the good things in life such as drink the fine ales of the world. Every place I have been here in the north seems to have their own special type of brew. I must admit I have come to admire those brews put forth by the faithful of Cayden Cailean. I mighty fine drink that is and you have to admire any god that enjoys a fine mug of ale.

Personality:

Ruck is a man of simple ideals and principles. When he takes on a task he strives to complete it. Currently his lone task is vengeance for his father’s death at the hands of the Jadwiga.

Ruck is slow to grasp common sense everyday things.

Ruck is uncouth and uncaring in his speech and mannerisms. He will listen to reason however and is able to understand more than most people realize upon first meeting him.

Character Sheet:
Ruck of the Slothjaw Tribe
Male human (Ulfen) barbarian (invulnerable rager) 8 (Pathfinder RPG Advanced Player's Guide 79)
CG Medium humanoid (human)
Init +1; Senses Perception +10
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 93 (8d12+32)
Fort +12, Ref +5, Will +3; +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 4/—, 8/lethal; Resist extreme endurance
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Offense
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Speed 40 ft.
Melee +2 adamantine greataxe +15/+10 (1d12+9/×3) or
. . unarmed strike +13/+8 (1d3+5 nonlethal)
Special Attacks rage (22 rounds/day), rage powers (beast totem[APG], lesser beast totem[APG], reckless abandon[APG], strength surge +8, superstition +6, witch hunter[APG])
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Statistics
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Str 20, Dex 13, Con 18, Int 12, Wis 9, Cha 7
Base Atk +8; CMB +13 (+16 sunder); CMD 24 (25 vs. bull rush, 25 vs. overrun, 26 vs. sunder)
Feats Extra Rage Power[APG], Extra Rage Power[APG], Improved Sunder, Power Attack, Raging Vitality[APG]
Traits axe to grind, blood of giants
Skills Acrobatics +7 (+11 to jump), Climb +10, Craft (woodworking) +9, Knowledge (local) +2, Knowledge (nature) +12, Linguistics +2, Perception +10, Profession (woodcutter) +0, Sense Motive +7, Survival +10, Swim +9
Languages Common, Hallit, Skald
SQ fast movement, heart of the fields[APG]
Combat Gear potion of fly, potion of lesser restoration, potion of protection from evil (2), potion of remove blindness/deafness, alchemist's fire (3); Other Gear +2 adamantine greataxe, belt of giant strength +2, cloak of resistance +2, ale (per gallon), backpack, bandolier[UE], belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), mug/tankard, pot, soap, torch (10), trail rations (5), waterskin, 10 gp, 2 sp, 8 cp
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Tracked Resources
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Alchemist's fire - 0/3
Heart of the Fields +4 (Craft [woodworking], 1/day) - 0/1
Potion of fly - 0/1
Potion of protection from evil - 0/2
Potion of remove blindness/deafness - 0/1
Potion of restoration, lesser - 0/1
Rage (22 rounds/day) (Ex) - 0/22
Strength Surge +8 (1/rage) (Ex) - 0/1
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage.
Energy Resistance, Cold (2) You have the specified energy resistance against cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +4 (Craft [woodworking], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (22 rounds/day) (Ex) +4 Str, +6 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 (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Strength Surge +8 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +6 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.


Here's Kuragin rebuilt for level 8 (and taking some distance from winter witch):

Stats:

Kuragin
Human (Jadwiga) witch 8 (Pathfinder RPG Advanced Player's Guide 65)
N Medium humanoid (human)
Init +7; Senses Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 50 (8d6+16)
Fort +4, Ref +5, Will +7
Resist cold 2
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Offense
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Speed 30 ft.
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], fortune[APG], misfortune[APG])
Witch Spell-Like Abilities (CL 8th; concentration +16)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 8th; concentration +16)
. . 4th—dimension door, enervation (2), summon monster IV
. . 3rd—dispel magic, haste (2), empowered intensified snowball (DC 19), stinking cloud (DC 21)
. . 2nd—false life, glitterdust (DC 20), see invisibility, symbol of mirroring[UM] (DC 20), vomit swarm[APG]
. . 1st—ear-piercing scream[UM] (DC 19), mage armor, ray of enfeeblement (2, DC 19), intensified snowball (2, DC 19)
. . 0 (at will)—detect magic, light, read magic, stabilize
. . Patron Time
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Statistics
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Str 7, Dex 16, Con 12, Int 26, Wis 12, Cha 8
Base Atk +4; CMB +2; CMD 15
Feats Accursed Hex[UM], Empower Spell, Improved Familiar, Improved Initiative, Intensified Spell[APG]
Traits magical lineage, northern ancestry
Skills Fly +14, Intimidate +10, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +14, Knowledge (local) +9, Knowledge (nature) +19, Knowledge (nobility) +9, Knowledge (planes) +19, Knowledge (religion) +9, Linguistics +15, Perception +9, Spellcraft +19, Stealth +7, Swim +2, Use Magic Device +10
Languages Abyssal, Aklo, Aquan, Azlanti, Celestial, Common, Draconic, Elven, Hallit, Infernal, Orc, Skald, Sylvan, Terran, Thassilonian, Undercommon
SQ witch's familiar (pooka named Pushkin)
Combat Gear wand of faerie fire (50 charges), wand of heightened awareness (50 charges), wand of ray of sickening (50 charges); Other Gear belt of incredible dexterity +2, cloak of resistance +1, handy haversack, headband of vast intelligence +2, mask of conflicting energies, cold weather outfit, 3,742 gp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Evil Eye -4 (11 rounds, DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Misfortune (2 rounds, DC 22) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

The original backstory, at the start of the campaign:

A letter to old friend
Sergei,

I hope this letter finds you well. Unfortunately, things have not gotten any better since you left to warmlands. While the Elvinnas have never approved our ways, now they claim our group is a danger to the Jadwiga society, and must be put down as warning to others. Yesterday, I witnessed Jagr and Oleg being executed in most brutal way. My father is using all what remains of his prestige to spare me of this destiny, but I believe he is only delaying the inevitable. My mother could stop this, should she just say the word. But she thinks meddling in this affair would be unfavorable for my sister Ekaterina, and her future position. So she rather stay quiet and sacrifice me.

But curse on the new bloodlines! Let them have the north, I have paid a group of foreign merchants to take me with them to south. Regardless what my mother thinks of me now, she has taught me the witching ways. I am no mere peasant, and woe to the man who dares to cross me.

I see you soon in this fabled city of Oppara, where the roofs are gold and waters run free.

Yours,
Kuragin

Kuragin is a self-proclaimed master of fates, keen on using fortune and misfortune to toy with the fates of others. Plenty of debuffs, some buffing (e.g. haste) and occasional blasting with snowball with mask of conflicting energies.

I realised I could do the same concept with a shaman, who could also double up as a fire-blaster. I'll try to come up with a shaman "fatemaster" build as well.


Trinam: I would allow a bonded item to be +2 at 4000gp to be completed in the given time.


Still working on a submission.


Alright, I'll try to have a Melee Bard made for you soon.


Alright, Cyril is just about ready. He's a quick study, allowing him to pull out unprepared spells midday after 15 minutes of reading. He also comes with a collection of scrolls and a simple staff. And as an acadmeic wizard, he has invested in acquiring more spells that may prove useful as he journey's North to write his thesis.


There are some really good quality characters out there guys. Excellent job. I am looking forward to the 6th to discuss with the party what their thoughts are.


I do need to go back and adjust my gold (I had assumed WBL). Basically I'm just going to drop the gloves of dueling and that will be me there.


OK, adapted the stat block for the lesser gold.

crunch:

Haarold
Mountain dwarf fighter 8
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +13 (+15 to notice unusual stonework)
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Defense
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AC 27, touch 14, flat-footed 24 (+10 armor, +1 deflection, +2 Dex, +1 dodge, +3 shield)
hp 77 (8d10+25)
Fort +12, Ref +6, Will +7 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist cold 2
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Offense
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Speed 20 ft.
Melee +1 adamantine dwarven dorn-dergar +14/+9 (1d10+10) or
. . dwarven dorn-dergar +14/+9 (1d10+9)
Ranged sling +10 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 adamantine dwarven dorn-dergar, 10 ft. with dwarven dorn-dergar)
Special Attacks weapon training (flails +1)
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Statistics
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Str 18, Dex 14, Con 16, Int 14, Wis 12, Cha 8
Base Atk +8; CMB +12; CMD 26
Feats Advanced Weapon Training, Darting Viper, Dodge, Phalanx Formation, Power Attack, Shield Focus, Unhindering Shield, Weapon Focus (dwarven dorn-dergar), Weapon Specialization (dwarven dorn-dergar)
Traits northern ancestry, seeker
Skills Acrobatics -1 (-5 to jump), Climb +11, Craft (armor) +8 (+10 on checks related to metal or stone), Craft (weapons) +8 (+10 on checks related to metal or stone), Perception +13 (+15 to notice unusual stonework), Ride +3, Survival +12 (+14 to track vs. humanoids of the Giant subtype), Swim +11; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
SQ armor training 2, giant hunter[ARG], mountaineer[ARG]
Combat Gear acid (3); Other Gear +1 full plate, +1 buckler, +1 adamantine dwarven dorn-dergar, dwarven dorn-dergar, sling, boots of the cat[UE], clear spindle ioun stone, cloak of resistance +2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 31 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+2/+4) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unhindering Shield Still gain buckler's AC bonus when use that hand for other purpose. Hand is considered free.
Weapon Training (Flails) +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails


Oops, looks like the end of Roscoe's gear section got cut off.

Other Gear:
Other Gear masterwork studded leather, +1 nonhumanoid darkleaf cloth leather lamellar, agile amulet of mighty fists, belt of incredible dexterity +2, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of inspired wisdom +2, ring of eloquence, ring of protection +1, spell component pouch


Alright, I've got a melee bard all set up for you guys. Here she is!

Katie Rosten:
Katie Rosten
Female Human (Ulfen) Bard (Arcane Duelist) 8
CG Medium Humanoid (Human-Ulfen)
Init +3; Senses Perception +10

Defenses
AC 21, touch 12, flat-footed 20 (+7 armor, +2 shield, +1 dex, +1 deflection)
HP 60 (8d8+17) (+1 from FC bonus)
Fort +5, Ref +8, Will +6
+1 saves vs Spells, SLAs and SUs of evil arcane spellcasters

Offense
Spd 30 ft.
Melee +2 Longsword +16/+11 (d8+7, 19-20/x2, S, melee)
Ranged Mighty Composite Shortbow (+7 pull) +7 (d6+7, x3, P, 70ft)
20 rounds/day bardic performance
PA -2/+4
Arcane Strike +2 as swift

Spells CL 8, concentration +10 (+14 defensive cast)
Known (additonal FC levels put here): 6/8/6/3
0: Detect Magic, Mending, Prestidigitation, Read Magic, Light, Know Direction
1 (5/day): Cure Light Wounds, Feather Fall, Vanish, Timely Inspiration, Silent Image, Identify, Disguise Weapon, Call Weapon
2 (5/day): Tongues, Heroism, Gallant Inspiration, Blur, Mirror Image, Versatile Weapon
3 (2/day): Haste, Good Hope, See Invisibility

Statistics
Str 24 (16+2 human+2 levelup+2 mystery+2 belt), Dex 12, Con 14, Int 10, Wis 8, Cha 14
BAB +6/+1; CMB +13 ; CMD 25
Feats 1 Lingering Performance
B Step Up
B Arcane Strike (+2 damage as swift)
B Combat Casting
3 Power Attack (-2/+4)
5 Weapon Focus (Longsword)
B Disruptive
B Strikeback
7 Following Step

Traits Warded Against Witchery - You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Reactionary - +2 initiative

Skills 7/level (+2 skill points FC levels 2-3)
Intimidate +13 (8 ranks + 2 cha + 3 trained)
Perform (Oratory) +13 (8 ranks + 2 cha + 3 trained)
Perform (Sing) +13 (8 ranks +2 cha + 3 trained)
Perception +10 (8 ranks - 1 wis + 3 trained)
Use Magic Device +13 (8 ranks + 2 cha + 3 trained)
Sense Motive +10 (8 ranks - 1 wis + 3 trained)
Spellcraft +11 (8 ranks + 3 trained)
Climb +11 (1 rank + 7 str + 3 trained)
Swim +8 (1 rank + 7 str)
Craft (Weaponsmithing) +11 (8 ranks + 3 trained)
Craft (Drawings) +11 (8 ranks + 3 trained)
+1 spellcraft vs evil arcane spellcaster spells
-2 ACP

Languages Common

Combat Gear 20 arrows, Pearl of Power (1st), potion of fly
Other Gear +2 Longsword (bonded weapon), Mighty Composite Shortbow (+7 str pull), +1 Elven Chain, +1 buckler, Cloak of Resistance +1, Belt of Strength +2, Ring of Protection +1, backpack, bedroll, belt pouch, shamisen, flint and steel, 1 oz ink (black), 1 oz ink each (red, orange, yellow, green, blue, indigo, violet), inkpen x11, iron pot, journalx4 (2 are filled with doodles), mess kit, mirror, 50 ft rope, soap, torches (10), trail rations (5 days), waterskin, scriviner's kit, 50 ft silk rope, ioun torch, tiny wooden poseable doll x2, cold weather outfit, snowshoes, 53gp

Special Abilities
Skilled
Bonus Feat
Arcane Strike
Bonus Feats (Combat Casting, Disruptive)
Arcane Bond (Longsword)

Bardic Performance-move action to start (20 rounds/day)
Rallying Cry
Distraction
Fascinate (DC 16)
Inspire Courage +2
Inspire Competence +3
Dirge of Doom
Bladethirst +1 (Can add defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding instead of normal bonuses)

Background:
This is highly adaptable to what your campaign needs, of course, but what I have worked out is:

-She was raised as a blacksmith in a family of blacksmiths in Karlsgard. She was notable largely for having hair the color of fire, and showing early promise with the heavy work of being a smith.
-She decided that being a blacksmith was boring, but she really liked etching and making things pretty, so she decided to do ART!!! instead. This amounted to her drawing things for people, be they short stories or commissioned pictures.
-SOMETHING HAPPENED where a witch was doing a ceremony and she wound up wandering into the wrong place at the wrong time. She escaped with her life but was mentally scarred by it and basically stayed in her room doing ART!!! things for several years. Except then her parents kicked her out, and she had nowhere to go and nothing to eat. Might as well become an adventurer and deal with her trauma by killing things!
-She's been wandering and moving her way north for quite a few years' time, using 'know direction' to figure out which way it was to go that way. The process was slow since she was moving alone and had a habit where whenever she reached a town she would try to set up a way to sell her ART!!! again. It never worked out and she kept leaving town to keep going north, but she's eked out enough of a living to survive.

Personality:
Most bards are people persons who are masters of diplomacy and making people dance in their hand, and who know everything about basically everything. Katie is not that kind of bard. Katie is the kind of bard who is socially awkward and doesn't quite have the sense to let others just do all of the talking. She is very focused on her art, and spends a good amount of downtime playing around with various drawings and doodles rather than getting to know others or entertaining them like bards normally do. She feels more at home hiding alone in room at an inn than she does in front of a crowd.

When she DOES start talking openly with people (which isn't immediate, it takes her time to warm up to anyone new ever since her mysterious witch encounter left her a little bit scarred for life), she is actually quite the storyteller. They'll also probably quickly pick up on her stories' common thread: they're all ones that somehow involve dramatic romances ranging from the comedic to the tragically doomed. Still, she is very open with people she likes and is the sort who'll try to move heaven and earth to do the right thing--rules be damned.


Aalso I made an error. Her longsword damage should be d8+9. Completely forgot that the +2 bonus should be added in there, whups.


Jetro Clampett wrote:

Burn the non-good witches!

I see no problems

did someone say burn?


@DM variel:

Hi Again:

I haven't changed my alias profile (yet).
But I have done the HL number crunching thing.
I think his backstory would work for entering a RoW campaign.

I did not kit him up with any gear for his level; what level of starting wealth are figuring?
Just so I can have him with better than level 1 stuff.

Thanks!

------------------------------------------------------------

Here's Orgar, as I have him for level 8:

Orgar Rosákakulux (Half-Orc Eldritch Scion Magus)

Early Life of Orgar:
Orgar Rosákakulux is an urbane half-orc from Caliphas in Ustalav. He belongs to the small, fiercely proud half-orc Clan Roskaaldt. The clan's legend began in Icemark by an unlikely alliance of nomadic winter half-orcs and stranded mercenaries from Ustalav. Over the course of several years, this war mob of half-orcs and humans walked, camped, and fought their way to Ustalav through the Lands of the Linnorm Kings, Irrisen, the Realm of the Mammoth Lords, and the northern reaches of Belkzen. Less than half survived the ordeal. But the survivors were proud and battle hardened survivors. Their descendants became the Roskaaldt clan.

Orgar, like all Roskaaldt half-orcs, has a bluish tint to his skin. His hair is such a dark blue it looks jet black at first glance. His eyes are grey-blue. His tusks and pointed ears are both visible, but less pronounced than many half-orcs.

Like many from the Roskaaldt clan, Orgar's face and body is covered in geometric tattoos. They fervently believes these tattoos not only bring the luck of the gods, but are crucial for survival. Orgar wears these tattoos with the typical fierce pride of his Roskaaldt heritage.

In his family's tradition, Orgar was raised as a guard and a mercenary. Less robust than many half-orcs, he is more nimble and charismatic. While intelligent, he is prone to unwise brash behaviour that tests the limit of luck bestowed by his sacred tattoos.

Indeed, Orgar could have been executed at an early age for his brash pride. A haughty young member of a group of Chelish scholars visiting Caliphas noticed Orgar and started deriding him, in public, for his barbaric appearance and 'mongrel' heritage. Orgar did not hesitate to strike down the Chelish braggart on the spot.

Clan Roskaaldt elders spent a small fortune in legal fees and bribes to keep the unapologetic Orgar from being imprisoned or executed. Luckily for Orgar, the authorities handling his case had a great dislike for all things Chelish. It was still a near thing for Orgar. This episode almost prevented him from apprenticing as a weapon-smith.

During his youthful murderous fit, Orgar demonstrated some cold draconic magic was in his veins. This earned him the epithet Rosákakulux ('Icicle Drake'). Something he is rather proud of.

Stat Block:
Orgar Rosákakulux
Male half-orc magus (eldritch scion) 8 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (human, orc)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armour, +3 Dex)
hp 51 (8d8+8)
Fort +8, Ref +8, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offence
--------------------
Speed 30 ft. (20 ft. in armour)
Melee scimitar +12/+7 (1d6+5/18-20) or
. . kukri +11/+6 (1d4+1/18-20)
Ranged shortbow +11/+6 (1d6/×3)
Special Attacks eldritch pool (+2, 9 points), magus arcana (empowered magic[UM], pool strike[UM]), spell combat, spellstrike
Magus (Eldritch Scion) Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—fly, haste, vampiric touch
. . 2nd (5/day)—bear's endurance, frigid touch[UM], mirror image, resist energy, web (DC 15)
. . 1st (5/day)—shield, shocking grasp, snowball (DC 14), true strike, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, light, read magic
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 14, Wis 7, Cha 16
Base Atk +6; CMB +7; CMD 22
Feats Dervish Dance[ISWG], Intensified Spell[APG], Quick Draw, Weapon Finesse, Weapon Focus (scimitar)
Traits armour expert, bladed magic
Skills Acrobatics +2 (-2 to jump), Climb +2, Craft (weapons) +4 (+5 to craft magic or masterwork weapons), Fly +6, Intimidate +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +5, Perception +5, Perform (dance) +6, Ride +6, Sense Motive +0, Spellcraft +6, Swim +2, Use Magic Device +14; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Hallit, Orc, Skald, Sylvan
SQ bloodrager bloodline (draconic[ACG]), medium armour, orc blood
Other Gear studded leather, arrows (20), kukri, scimitar, shortbow, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (5), trail rations (5), waterskin, 32,900 gp, 5 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Eldritch Pool +2 (9/day) (Su) - 0/9
Empowered Magic (1/day) (Su) - 0/1
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Eldritch Pool +2 (9/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Medium Armor (Ex) Medium armour proficiency and no Arcane Failure chance in medium armour.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pool Strike (3d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------

Physical Description
Age, Height, and Weight: 5 ft.11 in. (180 cm), 240 lb. (109 kg)
Skin: Blue
Build: Heavy-Set
Hair: Blue-Black
Eyes: Grey-Blue
Special: Covered in geometric tattoos

Traits and Drawbacks:
• Armour Expert (combat) (reduce armour AC penalties by 1)
• Bladed Magic (Magic) (+1 Craft to make Masterwork or Magic weapons, and Arcane pool bonus lasts 2 minutes instead of 1)

Racial Traits:
• +2 to One Ability Score: Dexterity
• City Raised: proficient with longswords and whips, and +2 to kn (local) (replaces Orc Weapon Familiarity)
• Intimidating: +2 to Intimidate checks
• Orc Blood: counts as both Orc and Human for affects relating to race
• Sacred Tattoo: +1 luck to all saves (replaces Orc Ferocity)
• Skilled: +1 skill point per level (replaces Darkvision)

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Orgar: 21000gp for wealth


@DM: how do you feel about evil characters? Because I would like to submit a ex-assassin (serial killer vigilante). I have played reign of winter before is that a problem?


While I am not going to exclude a character because they are evil I don't think it would mess well with the group as they are mostly good and they have a paladin in the party.


Her social identity is neutral and she is not opposed to redemption (she was raised by an assassin guild)


DM Variel wrote:
Orgar: 21000gp for wealth

@ DM Variel:

Cool! Thanks. I'll work with that.


Pathfinder Roleplaying Game Superscriber

Dotting for interest. Will submit a character later today.


Pathfinder Roleplaying Game Superscriber

Am I permitted to submit two different characters, if both are fully realized?


@ GM Variel:

Okay, I think I have Orgar all ready.
I think his background should make for a good fit into RoW.

I've given him 21,000 worth of gear.
I got rid everything he had, and then kitted him up from scratch.
Even so, I hope I didn't make any math errors through HL for this.

At the end of the crunch spoiler, I've included notes on how I went about building the character.
Racial traits, FCB, and the +2 campaign stat bonus.

So, I should have everything covered.
Regarding the wrist sheathes he's got.
One has his wand of CLW, and the other has the masterwork dagger.

Let me know if anything needs fixing.

Thanks again!

-----< Orgar's Profile Information >-----

Orgar Rosákakulux (Half-Orc Eldritch Scion Magus)

Early Life of Orgar:
Orgar Rosákakulux is an urbane half-orc from Caliphas in Ustalav. He belongs to the small, fiercely proud half-orc Clan Roskaaldt. The clan's legend began in Icemark by an unlikely alliance of nomadic winter half-orcs and stranded mercenaries from Ustalav. Over the course of several years, this war mob of half-orcs and humans walked, camped, and fought their way to Ustalav through the Lands of the Linnorm Kings, Irrisen, the Realm of the Mammoth Lords, and the northern reaches of Belkzen. Less than half survived the ordeal. But the survivors were proud and battle hardened survivors. Their descendants became the Roskaaldt clan.

Orgar, like all Roskaaldt half-orcs, has a bluish tint to his skin. His hair is such a dark blue it looks jet black at first glance. His eyes are grey-blue. His tusks and pointed ears are both visible, but less pronounced than many half-orcs.

Like many from the Roskaaldt clan, Orgar's face and body is covered in geometric tattoos. They fervently believes these tattoos not only bring the luck of the gods, but are crucial for survival. Orgar wears these tattoos with the typical fierce pride of his Roskaaldt heritage.

In his family's tradition, Orgar was raised as a guard and a mercenary. Less robust than many half-orcs, he is more nimble and charismatic. While intelligent, he is prone to unwise brash behaviour that tests the limit of luck bestowed by his sacred tattoos.

Indeed, Orgar could have been executed at an early age for his brash pride. A haughty young member of a group of Chelish scholars visiting Caliphas noticed Orgar and started deriding him, in public, for his barbaric appearance and 'mongrel' heritage. Orgar did not hesitate to strike down the Chelish braggart on the spot.

Clan Roskaaldt elders spent a small fortune in legal fees and bribes to keep the unapologetic Orgar from being imprisoned or executed. Luckily for Orgar, the authorities handling his case had a great dislike for all things Chelish. It was still a near thing for Orgar. This episode almost prevented him from apprenticing as a weapon-smith.

During his youthful murderous fit, Orgar demonstrated some cold draconic magic was in his veins. This earned him the epithet Rosákakulux ('Icicle Drake'). Something he is rather proud of.

Stat Block:
Orgar Rosákakulux

Male half-orc magus (eldritch scion) 8 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (human, orc)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armour, +5 Dex)
hp 51 (8d8+8)
Fort +8, Ref +8, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offence
--------------------
Speed 30 ft.
Melee issar (scimitar) +13/+8 (1d6+6/18-20) or
. . ondes (kukri) +12/+7 (1d4+2/18-20)
Ranged olchur (longbow) +12/+7 (1d8+2/×3)
Special Attacks eldritch pool (+2, 9 points), magus arcana (empowered magic[UM], pool strike[UM]), spell combat, spellstrike
Magus (Eldritch Scion) Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—fly, haste, vampiric touch
. . 2nd (5/day)—bear's endurance, frigid touch[UM], mirror image, resist energy, web (DC 15)
. . 1st (5/day)—shield, shocking grasp, snowball (DC 14), true strike, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, light, read magic
. . Bloodline Draconic [White]
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 14, Wis 7, Cha 16
Base Atk +6; CMB +7; CMD 22
Feats Dervish Dance[ISWG], Intensified Spell[APG], Quick Draw, Weapon Finesse, Weapon Focus (scimitar)
Traits armour expert, bladed magic
Skills Climb +5, Craft (weapons) +4 (+5 to craft magic or masterwork weapons), Fly +9, Intimidate +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +5, Perception +5, Perform (dance) +6, Ride +9, Sense Motive +0, Spellcraft +6, Swim +5, Use Magic Device +14; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Hallit, Orc, Skald, Sylvan
SQ bloodrager bloodline (draconic[ACG]), medium armour, orc blood
Combat Gear potion of cure moderate wounds (2), potion of cure serious wounds, wand of cure light wounds; Other Gear algin, issar, olchur (longbow) (+1 Str), ondes (kukri), arrows (60), mwk dagger, efficient quiver, handy haversack, bedroll, belt pouch, everburning torch, flint and steel, ink, inkpen, journal[UE], mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], gemstones @ 100 gp (worth 100 gp) (3), 68 gp, 5 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/60
Eldritch Pool +2 (9/day) (Su) - 0/9
Empowered Magic (1/day) (Su) - 0/1
Masterwork dagger - 0/1
Potion of cure moderate wounds - 0/2
Potion of cure serious wounds - 0/1
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Eldritch Pool +2 (9/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Medium Armor (Ex) Medium armour proficiency and no Arcane Failure chance in medium armour.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pool Strike (3d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------

Physical Description
Age, Height, and Weight: 20 years old, 5 ft.11 in. (180 cm), 240 lb. (109 kg)
Skin: Blue
Build: Heavy-Set
Hair: Blue-Black
Eyes: Grey-Blue
Special: Covered in geometric tattoos

Traits and Drawbacks:
• Armour Expert (combat) (reduce armour AC penalties by 1)
• Bladed Magic (Magic) (+1 Craft to make Masterwork or Magic weapons, and Arcane pool bonus lasts 2 minutes instead of 1.)

Racial Traits:
• +2 to One Ability Score: Dexterity
• City Raised: proficient with longswords and whips, and +2 to kn (local) (replaces Orc Weapon Familiarity)
• Intimidating: +2 to Intimidate checks
• Orc Blood: counts as both Orc and Human for affects relating to race
• Sacred Tattoo: +1 luck to all saves (replaces Orc Ferocity)
• Skilled: +1 skill point per level (replaces Darkvision)

Favoured Class Bonus: Orgar took +¼ Arcane Pool each level, resulting in +2 Eldritch pool/day

Black Horseman's Boon: +2 to DEX

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Pathfinder Roleplaying Game Superscriber

Here are two different submissions for Tarondor:

Aramayne, an 'ultimate tactician' battle herald:
Aramayne
Male human (Taldan) battle herald 1/brawler (exemplar) 6/cavalier (standard bearer, strategist) 1 (Pathfinder RPG Advanced Class Guide 23, 86, Pathfinder RPG Advanced Player's Guide 32, 260, Pathfinder RPG Ultimate Combat 39, 39)
LG Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 27, touch 12, flat-footed 26 (+11 armor, +1 deflection, +1 Dex, +1 natural, +3 shield)
hp 74 (8d10+22)
Fort +11, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +12/+7 (1d6+4) or
. . gauntlet (from armor) flurry of blows +10/+10/+5 (1d6+4) or
. . inheritor's light +13/+8 (1d8+5/19-20) or
. . light shield bash +13/+8 (1d6+7) or
. . light shield bash flurry of blows +11/+11/+6 (1d6+7) or
. . unarmed strike +12/+7 (1d6+4 nonlethal) or
. . unarmed strike flurry of blows +10/+10/+5 (1d6+4 nonlethal)
Special Attacks banner +2, brawler's flurry, challenge 1/day (+1 damage, allies gain +1 to hit), close weapon mastery, inspire courage +2, knockout 1/day (DC 17), martial flexibility 6/day, tactician 1/day (Precise Strike, 4 rds)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +8; CMB +12 (+14 bull rush); CMD 25 (27 vs. bull rush)
Feats Improved Bull Rush, Improved Shield Bash, Outflank[APG], Power Attack, Precise Strike[APG], Shield Slam, Weapon Focus (shield, light), Weapon Specialization (shield, light)
Traits chivalrous, shield bearer (ulfen)
Skills Acrobatics -3 (-7 to jump), Bluff +7 (+9 vs. creatures with whom you share a language), Climb +3, Diplomacy +15, Escape Artist +1, Handle Animal +7, Intimidate +14 (+16 vs. creatures with whom you share a language), Knowledge (dungeoneering) +5, Knowledge (local) +4, Perception +9, Perform (oratory) +8, Profession (soldier) +5, Ride +2, Sense Motive +4, Survival +0 (+1 to provide food and water for allies or to protect allies from harsh weather), Swim +3
Languages Common
SQ brawler's cunning, call to arms, field instruction, inspiring command, inspiring command (sound the charge[APG]), inspiring prowess, martial training, mount, order of the dragon, voice of authority
Combat Gear oil (5); Other Gear +2 full plate, +2 adamantine light steel shield, inheritor's light, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, belt pouch, candle (2), canteen[UE], chalk, complex banner[UE], earplugs[APG], flint and steel, hammer, hooded lantern, masterwork backpack[APG], piton (4), signal whistle, spider's silk rope (50 ft.)[APG], tindertwig (4), torch (2), trail rations (5), twine (50')[APG], 150 gp, 7 sp
--------------------
Tracked Resources
--------------------
Dragon's Challenge +1 (1/day) (Ex) - 0/1
Inspiring Command +1 (move, 7 rounds/day) (Ex) - 0/7
Inspiring Prowess (9 rounds/day) (Ex) - 0/9
Knockout (1/day, DC 17) (Ex) - 0/1
Martial Flexibility (swift action, 6/day) (Ex) - 0/6
Shield Bearer (Ulfen, 1/day) - 0/1
Tactician (Precise Strike, 4 rds, 1/day) (Ex) - 0/1
Tindertwig - 0/4
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +6/+6/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Call to Arms (swift action) (Ex) As a swift action use 1 martial flexibility, allies in 30 ft are no longer flat-footed.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Field Instruction (6 rounds) (Ex) As a standard action, grant teamwork feat to allies in 30 ft.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Inspiring Command +1 (move, 7 rounds/day) (Ex) Grant bonuses to allies who can hear you.
Inspiring Prowess (9 rounds/day) (Ex) Can use bardic performances by displaying own martial talent.
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mount (Ex) Gain the services of a special animal companion.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Sound the Charge +1/+5 ft (Ex) Allies in 60 ft gain bonus to att/dam, and increased speed when charging.
Tactician (Precise Strike, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Voice of Authority +2/+1 (Ex) +2 Diplo & Intim vs. those sharing language. +1 for allies to hear you & know secret messages.
--------------------
Aramayne grew up in Oppara as the third son Lord Benedrian, a Taldan nobleman. Aramayne grew up with tales of Taldor's past glories. His father's estate was adjacent to the barracks of the Ulfen Guard and Aramayne would often watch the impressive western warriors practice their skills and listen to their tales of far off, frozen lands.

As he grew to manhood, he was knighted and served in the Taldan army, but as his oldest brother would inherit the family estates, Aramayne sought his fortune elsewhere, establishing a small unit of mercenaries that made a name for itself first on the Qadiran border, the moving ever northward, serving in Galt, in the River Kingdoms and in Brevoy before finally taking a commission that led it deep into Iobaria. There, Aramayne's unit was shattered in a long-running battle with the native centaurs. The mercenary band voted to disband and return to Brevoy. Aramanye remained in the city of Orlov, considering his options for what to do next.
_______________________________

Notes on the character build: Aramayne will spend the rest of his levels in the Battle Herald prestige class. He is a support build, handing out teamwork feats, banner bonuses, inspire courage and insiring commands. He's built to just make everyone around him that much better. But he's also a serious melee combatant, able to (get this) use two-weapon fighting with a single weapon, a shield. So he's a sword-and-board fighter who doesn't really need the sword.

________________________________

Aramayne is gregarious, competent and friendly, as well as a devout follower of Iomedae.

Cynehelm, a blaster theologian cleric of Sarenrae:
Cynehelm
Male human (Iobarian) cleric (theologian) of Sarenrae 7/sorcerer (crossblooded, tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 32, 69, 70)
NG Medium humanoid (human)
Init +1; Senses Perception +13
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 23 (+7 armor, +1 deflection, +1 Dex, +1 natural, +4 shield)
hp 53 (8 HD; 1d6+7d8+12)
Fort +7, Ref +4, Will +10; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Immune fire
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4/19-20) or
. . scimitar +5 (1d6/18-20)
Special Attacks channel positive energy 5/day (DC 15, 4d6)
Spell-Like Abilities (CL 8th; concentration +10)
. . 3/day—dancing lights
Domain Spell-Like Abilities (CL 7th; concentration +11)
. . 7/day—fire bolt (1d6+4 fire)
Sorcerer (Crossblooded, Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—burning hands (DC 14)
. . 0 (at will)—detect magic, light, mage hand
. . Bloodline Draconic, Primal
Cleric (Theologian) Spells Prepared (CL 7th; concentration +11)
. . 4th—divination, summon monster IV, wall of fire[D]
. . 3rd—dispel magic, empowered fireball[D] (DC 18), empowered fireball (2, DC 18)
. . 2nd—burning hands[D] (DC 16), cure moderate wounds, greater detect magic[UI], silence (DC 15), spiritual weapon
. . 1st—burning hands[D] (DC 16), burning hands (DC 16), detect evil, obscuring mist, protection from evil, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, enhanced diplomacy, mending
. . D Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 16, Wis 18, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Empower Spell, Selective Channeling, Spell Focus (evocation), Spell Specialization[UM], Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, warded against witchery, wayang spell hunter
Skills Acrobatics -2 (-6 to jump), Bluff +1, Diplomacy +11, Disguise +1, Heal +8, Intimidate +6, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +7, Perception +13, Sense Motive +13, Spellcraft +12 (+13 to identify spells cast by evil arcane spellcasters.), Stealth -3, Use Magic Device +11
Languages Common
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, domain secret, familiar tattoo, focused domain
Other Gear +1 mithral breastplate, +2 heavy steel shield, dagger, scimitar, amulet of natural armor +1, bottled yeti fur[UE] (2), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, belt pouch, candle (10), flint and steel, masterwork backpack[APG], spell component pouch, wooden holy symbol of Saranrae, pony, bedroll, mess kit, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 148 gp, 8 sp
--------------------
Tracked Resources
--------------------
Bottled yeti fur - 0/2
Cleric Channel Positive Energy 4d6 (5/day, DC 15) (Su) - 0/5
Dagger - 0/1
Dancing Lights (3/day) - 0/3
Fire Bolt 1d6+4 fire (7/day) (Sp) - 0/7
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cleric (Theologian) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Channel Positive Energy 4d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Secret (Intensified Spell, Fireball) (Ex) Chosen domain spell permanently modified with metamagic.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fire Bolt 1d6+4 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Focused Domain +2 to cleric level for domain powers.
Immunity to Fire You are immune to fire damage.
Primal (Fire) +1 damage per die for [Fire] spells.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Proposed Build:

1st lvl Character Tattooed Crossblooded Gold Dragon / Primal Sorcerer (1st lvl)
Traits: Wayang Spellhunter (Fireball), Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Spell Specialisation (Burning Hands), Bonus: Varisian Tattoo (Evocation)
Powers: Tattoo familiar (Compsognathus; +4 Initiative)
Sorcerer spells (1st: 4/day): Burning Hands (causing 4d4+8 dmg) OR Vanish?

2nd lvl Character Theologian Cleric of Sarenrae (1st lvl)
Powers: Fire Bolt (6/day; ranged touch attack causing 1d6+1 dmg)
Domain spell: Burning Hands (causing 4d4+8 dmg)
Channeling: 1d6 healing
Cleric spells (1st: 2+1 domain)

3rd lvl Character Cleric (2nd lvl)
Feats: Spell Specialisation (Admonishing Ray)
Burning Hands now causes 5d4+10 dmg
Cleric spells (1st: 3+1 domain)

4th lvl Character Cleric (3rd lvl) (Stat increase: +1 Cha)
Domain Spell: Produce Flame (causing 1d6+5 dmg, usable 4 times, but the slot will be filled with Burning Hands)
Spells: Admonishing Ray (1 ray causing 4d6+4 dmg)
Channeling: 2d6 healing
Cleric spells (1st: 3+1 domain; 2nd: 2+1 domain)

5th lvl Character Cleric (4th lvl)
Feats: Empower Spell + change Spell Specialisation from Burning Hands to Fireball
Spells: Admonishing Ray (2 rays causing 4d6+4 dmg), Burning Hands (still causing 5d4+10 dmg)
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain)

6th lvl Character Cleric (5th lvl)
Power: Domain Secret (Free Intensify Spell for Burning Hands)
Domain Spell: Fireball (which is empowered for no extra cost, causing 12d6+24 dmg)
Channeling: 3d6 healing
Spells: Burning Hands is now intensified and causes 6d4+12 dmg
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain; 3rd: 2+1 domain)

7th lvl Character Cleric (6th lvl)
Feats:Selective Channeling + change Spell Specialisation from Admonishing Ray to Burning Hands
Powers: Fire Resistance (10)
Spells: Admonishing Ray is still two rays, and he can cast a 1st level Intensified Burning Hands (causing 9d4+18 dmg), Empowered Fireball (remember it’s still a 3rd lvl spell) now causes 13d6+26 dmg
Cleric spells (1st: 4+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain)

8th lvl Character Cleric (7th lvl) (Stat increase: +1 Int)
Domain Spell: Wall of Fire (but the slot will be filled with a Dazing Fireball)
Channeling: 4d6 healing
Spells: Intensified Burning Hands (causing 10d4+20 dmg), Empowered Fireball (now causing 15d6+30 dmg),
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain; 4th: 1+1 domain)

9th lvl Character Cleric (8th lvl)
Feats: Quicken Spell + change Spell Specialisation from Burning Hands to Admonishing Ray
Spells: Intensified Burning Hands (1st level spell; causing 9d4+18 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg),
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain)

10th lvl Character Cleric (9th lvl)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg), Quickened Fireball (5th level spell; causing 10d6+20 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 1+1 domain)

11th lvl Character Cleric (10th lvl)
Feats: Greater Spell Specialisation + change Spell Specialisation from Admonishing Ray back to Burning Hands
Power: Domain Secret (Free Intensify Spell for Fireball)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Intensified Empowered Fireball (3rd level spell; causing 19d6+38 dmg), Intensified Quickened Fireball (5th level spell; causing 13d6+26 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 2+1 domain))

_________________________________________

Cynehelm is passionate about life, friends, lovers, enemies, religion, exploration and knowledge. He seems never to be lukewarm on any subject. He hates things or he loves them.

As part of his fiery nature, Cynehelmdoesn’t just want to succeed. He wants to be seen succeeding. He wants to write a tale of heroism and adventure that will live on for a thousand years. He ensures that he is at the heart of any noteworthy exchange, battle or great moment. He is never going to be the one to “hold down the fort”.

Cynehelm is insatiably curious. He can never leave well enough alone. He wants to experience what is around every bend, inside every box, beyond every horizon and under every ruin.

Despite his personal desire for glory and his close connection with fire, Cynehelm is not a violent man by nature. He fully believes in compassion and redemption and would rather end a conflict by words than deeds. He knows that there will be plenty of conflicts that only death can end, but seeks to keep those to a minimum.

_________________________________________

Notes onthe character build: Cynehelm is a powerful blaster who is also well-armored and can heal, buff and do battlefield control.[/b]

Both characters have some open language slots and could use some advice on which languages to acquire.


I updated Floe to be level 8 with about 20K of equipment.


Here's my new submission Niho Trend , human feral gnasher barbarian .

I will select the items if I get choose, or if I can find some time before the deadline.


Thanks everyone for the submissions they are great! A final heads up that in 24 hrs from now I will close the application process. Don't worry about wealth or crunch tweaks as the 1-2 selected will have a final chance to do some minor tweaking after talking with the rest of the party.


Perhaps a handy list for easier examination?


I submit Song Yuen, a lvl 8 Primalist Bloodrager. Cutting it a bit close, I know, but I only just saw this thread today. I personally think she'd get along pretty well with the group, particularly the paladin. While she doesn't have an oath binding her she is a servant to a benevolent spirit as well as being something that was born 'corrupted'.

Background:
While it is true that many Tieflings, no matter the culture, are often ridiculed and distrusted, Song was lucky. On the day of her birth the villagers debated what to do. Clearly the creature was an ill omen. Best to kill it now, before it could cause them harm some said. Others said that killing a child was wrong no matter the reason. Unfortunately the mother could not weigh in on the discussion, having died in child birth. This fact made it even harder to defend the babies life.

That was when a request came by way of a lost traveler. In return for delivering the message he had been given directions out of the forest. A spirit, a Kami, had asked him to tell the village...

'Do not discard the child. Give her to me.'

Many assumed that the Kami, a powerful spirit in it's own right, would simply do away with the child or perhaps cure her of her evil traits. It had another goal in mind however. The next time the village saw the child she was twelve years old and delivering a message for the Kami. A warning, in return for the gracious offerings that they had made to the forest spirit over the years. A great storm was coming and they needed to head to a nearby hill to avoid flooding. They would only have to wait their for a few days on the hill and they would be fine.

The village was wary, however. Oni's were known to play horrible tricks. If they left their village alone then they'd be leaving their things unprotected. They debated hotly whether or not too trust the creature, this horned girl with red eyes, when one of the villagers finally recognized her. The child they had given to the forest. Certainly she could be trusted, yes?

The village was wary but in the end they went to the hill. The storm came and instead of death only a bit of damage was done to homes. When they returned the buildings were all repaired within a week. The child was gone, however it would not be the last time they saw her. Every now and again she'd come by with a warning or a request. Each time the village flourished. Each time, the people came to trust her more and more.

For a while things seemed fine. Then a true Oni came. A creature of hate and violence. It attacked without warning, cutting down two of the villagers watchers in an instant. People screamed and blood stained the streets. The villagers wanted to run but found themselves paralyzed in fear. As the Oni stepped forward, it's long blade drenched in blood, they could do not but weep and prey...

Which is when the child stepped forward again. Though she was no longer a child, it seemed. Only a couple years had passed since they had seen her last but those who looked upon her now realized she had never stopped growing. The young woman landed before the crowd, putting herself between them and the Oni.

The dark spirit paused but only for a moment. She had red eyes and red horns, like him, but she was still small and weak. He would crush her. He stepped forward, raising his blade high, and in that moment the woman struck. Rushing forward a massive hand formed out of the air and reached for the creature. Claws dug into it's crude armor, raking at the Oni's flesh, and were quickly followed by large horns protruding from what appeared to be a wicked mask.

They gored him in his chest. But he was not done. He swung wildly, seeking to carve at the woman, but ethereal white hair seemed to stop his assault. The woman struck again. This time, as close as she was, there was nothing to hold her back. She tore through the Oni like paper.

The village was stunned into silence. Instead of fleeing, more had gathered around to watch the encounter. Now they stared at the young woman, who herself looked very near to the Oni in appearance with the floating claws and fangs and horns. Clearly, their fear had not fled them just yet, despite all she had done.

Then a child stepped forward, his eyes avoiding the bloody mess on the ground, and he bowed his head in thanks to her. The young woman smiled, the claws and monstrous head vanished, and she bowed back.

Present Day:
Though normally Song serves as the protector of villages bordering her home, something strange has occurred recently. Out of no where a patch of snow appeared in the forest. It was so remarkable not because snow here was impossible but because it wasn't the season for it. More over, the patch of winter, large as it was, did not cover even a quarter of the forest.

Something was wrong. The Kami of the Forest agreed. Something evil was waking. Song was told that she must go and find it, no matter how far and how wide the hunt would take her. Song, of course, obeyed. Now she is in parts of Golarion she had never been before, where things such as Kami's and Oni were quiet. Instead other evils and good creatures fought and vied for power.

Her search has finally brought her to Iobaria. She is a long way from home and mostly following vague rumors. She needs help.

Personality:
Song is a very kind and respectful woman who has lived most her life serving an equally kind and respectful demigod. Though she has a strange name for it, calling the spirit a Kami, she has learned enough in her travels to know that not everyone understands what that means.

Despite being kind one would notice very quickly that Song is... a bit wild. Having grown up in a forest basic mannerisms tend to be a fleeting thing for her and she spends little time thinking about what she should say. More over, her Oni nature is particularly violent, and Song has a tendency to revel in combat when other kind hearted folk might balk.

At least she was raised to believe in helping others so that violent nature is often put toward fighting monsters or bandits or the like.

OOC + Mechanics:

I downloaded the PDF for the players guide, read through what I could, and realized that there was an interesting line about these pockets of winter are appearing all over Golarion. Seemed like there might be quite a few people from around the world looking into them.

Song is a tough as nails Bloodrager with heavy supernatural raging abilities. She has the 'Abyssal' Bloodline, which I'm reflavoring as an Oni bloodline. Mechanically it's obviously going to stay the same but fluff wise instead of actually growing large she gets some ethereal looking features when she gets bigger in the style of an Oni. She doesn't have much in the way of armor but she has a lot of hit points and DR/5- while raging. Very tough frontliner.

Much of what she's been taught over the years was by a Forest Spirit, or a Kami, of her lands. This means that skill wise, aside from some physical stuff, she can handle herself nicely tracking down folks and providing nature knowledge.

I did go with average hit points. Wasn't sure if we rolled those or not.

[] = While Raging

Song Yuen
Female Tiefling (Oni-Spawn) Bloodrager (Primalist) 8
NG Medium [Large] Outsider (Native)
Init +2; Senses Darkvision 60ft; Scent (While raging); Perception +12
--------------------
Defense
--------------------
AC 15 [11], touch 12, flat-footed 14 (+4 armor, +1 Dex)
hp 104 [126] (8d10+56)
Fort +13 [15], Ref +6, Will +5 [+7]
Resist Cold 5, Electricity 5, and Fire 5
DR DR 1/- [DR 5/-]
--------------------
Offense
--------------------
Speed 40 ft.
Reach 5ft [10 ft]
Melee Bite +14 (1d6+8/x2)
[While Raging]
Claws x2 +16 (2d6+10/x2)

Full Round Power Attack
Bite +13 (1d8+14/x2), Claws x2 +13 (2d6+14/x2)

Bloodrager (Primalist) Spells (CL 8):
Level 1 (2/day) [i]Cheetah’s Sprint, Feather Fall, Long Arm, Magic Missile, Ray of Enfeeblement[/]
Level 2 (1/day) [i]Animal Aspect, Mindshock, See Invisibility[/]
--------------------
Statistics
--------------------
Str 20 [26], Dex 12 [10], Con 18 [24], Int 12, Wis 12, Cha 12
Base Atk +8, +3; CMB +13; CMD 27
Feats Extra Rage, Eschew Materials, Power Attack, Raging Vitality, Toughness x2
Traits Militia Veteran (Survival), Secret Knowledge (Nature)
Skills Acrobatics +12 (+16 for jumps), Climb +15, Knowledge (Nature) +14, Perception +17, Profession: Guard +12, Profession: Shrine Priest +12, Survival +14 (+19 when tracking), Swim +16
Languages Common, ???
Other Gear Cloak of Resistance +2 (4k), Belt of Strength +2 (4k), Amulet of Mighty Fists +1 (4k), Headband of Charisma +2 (4k), Wand of Wand of Infernal Healing 50/50 (750 gp), Lens of Detection (3.5k)
--------------------
Special Abilities
--------------------
Bloodline - Oni (Abyssal Reflavored)
--Claws (Su) At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points.
--Demonic Bulk (Su) At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.
--Bloodline Bonus Feat Power Attack
Fast Movement (Ex) A bloodrager’s land speed is faster than is normal for his race by 10 feet.
Uncanny Dodge (Ex) At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible.
Blood Sanctuary (Su) At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging.
Eschew Materials At 4th level, the bloodrager gains Eschew Materials as a bonus feat
Improved Uncanny Dodge (Ex) At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
Damage Reduction (Ex)
Primal Choices: Gain two rage powers in place of one Bloodline Ability. Swapped out Demon Resistances (Su) for Increased Damage Reduction (Ex) from Unchained Barbarian, taking the Rage Power twice.
--Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 2/— whenever she is raging.


Hello, the party's aforementioned arcane trickster here.

Just to help if anyone is considering a build and doesn't want to step on my toes, I'm best described as a rogue with good knowledge skills and access to spells.

Or, to put it another way, I'm more of a self-buffing rogue than sneaky wizard. That's the plan, anyway, and we all know the story about plans and first contact with the enemy - or reality.


Jetro Clampett wrote:
Perhaps a handy list for easier examination?

My time to review will be limited, so I would heartily second this suggestion.


The best part about levels of wizard is that you can be many different things and still the thing you want. Scribe scroll is a favorite feat of mine. I'll see what I can do about getting a list together. Not quite sure how to link to specific posts but maybe I can google that.


I don't think I missed anyone. Also feel free to ignore the dots. Trying to make the table line up right and the picture kept getting in the way.
.
.
.
.
.
Applicants
Name | Race/Class | Fluff | Crunch
Song Yuen | Tiefling (Oni-Spawn) Bloodrager | Yes | Yes
Kobad | Human Sorcerer | Yes | Yes
Kuragin Kseniya | Human Winter Witch | Yes | Almost
Billekax | Gnome Oracle | No | Yes
Kas'athar | Hobgoblin Monk | Yes |Yes
Lindvald | Human Hunter | Yes | No
Haarold | Dwarf Fighter | Yes | Yes
Orgar | Half Orc Magus | Yes | Yes
Aramayne | Human Battle Herald | Yes | Yes
Niho Trend | Human Unchained Barbarian | Yes | Yes
Cyril Hastings Alderford | Human Wizard | Yes | Yes


You missed Cyril Hastings Alderford | Human Wizard | Yes | Yes


Added him for ease of reference.


You also missed mine right here:

Katie Rosten | Human Bard(Arcane Duelist) | Yes | Yes

EDIT: Now that I'm not on my phone I'm matching your hotlinking style et al.


Pathfinder Roleplaying Game Superscriber

And you missed Cynehelm, my second submission, in the same post as Aramayne, above.

Cynehelm| Human (blaster) Theologian Cleric | Yes | Yes


Pathfinder Roleplaying Game Superscriber

Adding Trinam's character and mine brings us to:
.
.
.
.
.
Applicants
Name | Race/Class | Fluff | Crunch
1. Song Yuen | Tiefling (Oni-Spawn) Bloodrager | Yes | Yes
2. Kobad | Human Sorcerer | Yes | Yes
3. Kuragin Kseniya | Human Winter Witch | Yes | Almost
4. Billekax | Gnome Oracle | No | Yes
5. Kas'athar | Hobgoblin Monk | Yes |Yes
6. Lindvald | Human Hunter | Yes | No
7. Haarold | Dwarf Fighter | Yes | Yes
8. Orgar | Half Orc Magus | Yes | Yes
9. Aramayne | Human Battle Herald | Yes | Yes
10. Cynehelm | Human (blaster) Theologian Cleric | Yes | Yes
11. Niho Trend | Human Unchained Barbarian | Yes | Yes
12. Cyril Hastings Alderford | Human Wizard | Yes | Yes
13. Katie Rosten | Human Bard(Arcane Duelist) | Yes | Yes


Oh boy, lucky 13 :o

Silver Crusade

You also missed my submission.
Ruck of the Slothjaw tribe | Human barbarian (invulnerable rager) | Yes | Yes


Tarondor wrote:
Adding Trinam's character and mine brings us to:

Thanks for the listing. Just updating the on my behalf - the crunch was in a post instead of a profile. Also added Ruck to the list

.
.
.
.
.
Applicants
Name | Race/Class | Fluff | Crunch
1. Song Yuen | Tiefling (Oni-Spawn) Bloodrager | Yes | Yes
2. Kobad | Human Sorcerer | Yes | Yes
3. Kuragin Kseniya | Human Witch | Yes | Yes
4. Billekax | Gnome Oracle | No | Yes
5. Kas'athar | Hobgoblin Monk | Yes |Yes
6. Lindvald | Human Hunter | Yes | No
7. Haarold | Dwarf Fighter | Yes | Yes
8. Orgar | Half Orc Magus | Yes | Yes
9. Aramayne | Human Battle Herald | Yes | Yes
10. Cynehelm | Human (blaster) Theologian Cleric | Yes | Yes
11. Niho Trend | Human Unchained Barbarian | Yes | Yes
12. Cyril Hastings Alderford | Human Wizard | Yes | Yes
13. Katie Rosten | Human Bard(Arcane Duelist) | Yes | Yes
14. Ruck of the Slothjaw tribe | Human barbarian (invulnerable rager) | Yes | Yes


I won't be presenting an application after all. Happy gaming!


Pathfinder Roleplaying Game Superscriber

Found another one missed. Floe.

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.
.
.
.
Applicants
Name | Race/Class | Fluff | Crunch
1. Song Yuen | Tiefling (Oni-Spawn) Bloodrager | Yes | Yes
2. Kobad | Human Sorcerer | Yes | Yes
3. Kuragin Kseniya | Human Witch | Yes | Yes
4. Billekax | Gnome Oracle | No | Yes
5. Kas'athar | Hobgoblin Monk | Yes |Yes
6. Lindvald | Human Hunter | Yes | No
7. Haarold | Dwarf Fighter | Yes | Yes
8. Orgar | Half Orc Magus | Yes | Yes
9. Aramayne | Human Battle Herald | Yes | Yes
10. Cynehelm | Human (blaster) Theologian Cleric | Yes | Yes
11. Niho Trend | Human Unchained Barbarian | Yes | Yes
12. Cyril Hastings Alderford | Human Wizard | Yes | Yes
13. Katie Rosten | Human Bard(Arcane Duelist) | Yes | Yes
14. Ruck of the Slothjaw tribe |Human barbarian (invulnerable rager) | Yes | Yes
15. Floe |Tiefling Inquisitor of Pulura | Yes | Yes


My submission was left out as well.

16. Roscoe | Undine Tempest Druid | Yes | Yes


Pathfinder Roleplaying Game Superscriber

So that's now:

.
.
.
.
Applicants
Name | Race/Class | Fluff | Crunch
1. Song Yuen | Tiefling (Oni-Spawn) Bloodrager | Yes | Yes
2. Kobad | Human Sorcerer | Yes | Yes
3. Kuragin Kseniya | Human Witch | Yes | Yes
4. Billekax | Gnome Oracle | No | Yes
5. Kas'athar | Hobgoblin Monk | Yes |Yes
6. Lindvald | Human Hunter | Yes | No
7. Haarold | Dwarf Fighter | Yes | Yes
8. Orgar | Half Orc Magus | Yes | Yes
9. Aramayne | Human Battle Herald | Yes | Yes
10. Cynehelm | Human (blaster) Theologian Cleric | Yes | Yes
11. Niho Trend | Human Unchained Barbarian | Yes | Yes
12. Cyril Hastings Alderford | Human Wizard | Yes | Yes
13. Katie Rosten | Human Bard(Arcane Duelist) | Yes | Yes
14. Ruck of the Slothjaw tribe |Human barbarian (invulnerable rager) | Yes | Yes
15. Floe |Tiefling Inquisitor of Pulura | Yes | Yes
16. Roscoe | Undine Tempest Druid | Yes | Yes

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