ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Complete
Eira Arethusa - Human Ethermancer (Skyseer)

@Almonihah: If I remember correctly, your backstory was okay. I'm the same way when I build a character, so I don't mind it if a PC's personality/mannerisms isn't fully fleshed out right off the bat. It takes me a little while to get into my character's head. ;-)

@JonGarrett: The spherecasting substitution is fine. Just make sure you flavor the casting as gadgets or something appropriately thematic.

@pdprong: Eladrin start with Common and Elven. All PCs also gain Primodrial as a bonus language, as it's the common tongue of Risur. Bonus language options are Dwarven and Sylvan.

@Rednal: There's no need to put your organizational prestige in your profile. I'll be tracking it in Campaign Info to keep it consolidated. ;-)

@Sapiens: My understanding is that the oversight is intentional, so that's how I'm ruling it.

@Scaffold Kane: That's fine.


I think that Alice is up and running with crunch, but I'm really tired so I might have borked the math.
@Almonihah, I think you're quite right. Reading it again, it looks like their use of pistol is intended as an emergency backup plan (or a stylish execution), so I'll just swash some buckles with a rapier, the old-fashioned way.
EDIT: Ninja'd by the GM.


Y'okay. XD I was just tracking it in Hero Lab since that's an option there.


Name: Ashweather Huxley
Class: Rogue (Legendary Rogue)
Race: Human
Theme Feat: Display of Heroism (Yerasol Veteran)
Role:
COMBAT: Skirmisher, Switch Hitter, and debuffer using rogue talents.
OUT of COMBAT: Scout, Investigator, Skill Monkey (minor knowledge)

Portrait: Huxley

Crunch:

===============================================
Ashweather Huxley; Portrait
===============================================
Male, Human (Risuri), Rogue (Legendary Rogue)
N, Medium Humanoid (Human),
Initiative: +4 (+4 dex)
Senses Perception +4 +5 to find traps

===============================================
DEFENSE
===============================================
AC: 17, touch 14, flat footed 13 (+4 Dex, +3 Armor)
HP: 10 (8 class, +2 con)
Fort +3, Ref +6, Will +1
Special Defenses: Tenacity +1

===============================================
OFFENSE
==============================================
Melee
Dagger +4 (1d4 / 19-20) (bab +0, dex +4)
Kukri +4 (1d4 / 18-20)
Fist +4 (1d3/ 20)
Ranged
Dagger +4 (1d4 /19-20) range 10
Special Attacks: Sneak Attack 1d6,

==============================================
STATISTICS
==============================================
Str 10, Dex 18, Con 14, Int 13 Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 14

Feats
Weapon Finesse (1st level, Inherent Talent),
Bludgeoner (1st level, GM Bonus)
Sap Adept (1st level)
Improved Unarmed Strike (1st level, Race)
Skills
Acrobatics +8 1 rank, 4 dex, 3 class
Bluff +5 1 rank, 1 cha, 3 class
Climb +4, 1 rank, 3 class
Diplomacy +5 1 rank, 1 cha, 3 class
Disable Device +8 1 rank, 4 dex, 3 class
Escape Artist +81 rank, 4 dex, 3 class
Intimidate +5 1 rank, 1 cha, 3 class
Knowledge (Local) +5 1 rank, 1 int, 3 class
Perception +4 1 rank, 0 wis, 3 class
Sense Motive +4 1 rank, 0 wis, 3 class
Stealth +8 1 rank, 4 dex, 3 class skill
Backgound skills
Sleight of Hand +81 rank, 4 dex, 3 class
Knowledge (Nobility) +2 1 rank, 1 int
11 ranks/level (8 class, +1 int, +1 Fav. Class, +1 race) +2 background

Theme Feat
Display of Heroism Once per combat as a move action, you may move your speed to an ally. This movement doesn’t provoke attacks of opportunity. You can lift the ally to his feet if he is prone. If he was dying, your presence stabilizes him and allows him to become disabled instead of unconscious. You and that ally gain a +2 circumstance bonus to AC and saves until the end of your next turn. If you choose Yerasol Veteran as your character’s theme, the party’s Prestige with Risur starts at 2 instead of 1.

Languages Common, Primordial

==============================================
SPECIAL ABILITIES/CLASS FEATURES/RACIAL TRAITS
==============================================

Ability Score Increase: Human characters gain a +2 racial bonus to one ability score of their choice. +2 Dex
Bonus Feat: Humans select one extra feat at 1st level. Improved Unarmed Strike
Inherent Talent: Weapon Finesse use dex to attack with light and finessable weapons.
Skill Specialty: Trap Finding + 1/2 the rogue’s level (minimum +1) on Disable Device checks and perception checks to find traps. Can disarm magical traps.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack: +1d6
Tenacity: +1 bonus on Fortitude and Will saves.

==============================================
EQUIPMENT
==============================================
Armor
Studded Leather (Master Work), 175gp (20 lbs)

Weapons
Dagger (2), 2gp (1 lbs)
Kukri, 8gp (2 lbs)

Equipmet
Silk Rope, 10gp (5 lbs)
Thieves Tools, 30gp (1 lbs)
Mage Cuffs, (0 lbs)

Slotted items

Coins & Gems
GP: 25

Encumbrance
light: 33 lbs medium: 66 lbs heavy 100 lbs
Carried: 29 lbs


Background:

Ashweather Huxley sits at his desk in the Headquarters for the Flint Branch of the Royal Homeland Constabulary. The door to the office is shut and he leans back in his chair, with his hands interlaced behind his head. Although his desk is covered in papers there is very little work for him to do at the moment. However, a storm of activity is raging outside the cramped little office, voices raised as security is finalized for the dedication of the Royal Naval Ship Coaltongue. Huxley sits, in silence, and picks up his pipe, raising it to his mouth, taking a long pull while he wonders, Is today the day they realize I’m not a hero?

<You lived and the others didn’t. That’s what makes a hero in Risur today,> his inner voice inside his head states matter of factly.

I am still alive, Huxley reluctantly concedes to himself.

While Huxley ignores the commotion in the hall he smokes his pipe, thinking back upon his life. His earliest memories are of growing up in Flint among the steam and soot. His parents were hard working members of the common class and it seemed that Huxley was destined to follow in their footsteps. Looking to avoid that fate he enlisted to fight in the latest incarnation of the war in Yerasol.

For most of the war Huxley served as a scout using his wits, awareness, and stealth to keep himself alive. That all changed a few months before the end of the war when he led his unit into an ambush. The fighting was brutal, his entire unit was wiped out, and Huxley awoke to raven pecking at his skull. Among the carnage there was one other survivor, the captain of the Danor forces. The captain was in worse shape than Huxley and was easily taken into custody. Fortunately, this captain was carrying important dispatches and Huxley was credited for capturing the enemy captain and securing the dispatches he carried as well as heroics in the battle.

Soon after Huxley’s recovery from the battle the war was over and he was offered a place at RHC. Although Huxley has a knack for investigating he feels that he doesn’t deserve to be at the RHC and is kept around because of his military record. Paraded around like a show pony for the public to see during important investigations.

The door to the office opens and Huxley is startled from his reverie. Dima, a dwarf constable with a fondness for paper work enters and announces, ”Get moving the chief wants to see you.”

Appearance:

Tap, tap, tap the raven beats on Huxley’s head with its beak as his bloated body lays on the ground in a steamy jungle along the Yerasol Archipelago. Huxley tries to scream but no words come out as his mouth is stuffed with dirt. The raven begins again tap, tap, TAP.

Huxley's eyes pop open, his head still pounding, but he sighs with relief as he realizes he is in his bed, safe in his cramped little apartment. He concludes, it’s just that dream again. He lays in his bed breathing erratically with sweat pouring off his body. The sour odor of his unwashed body mixes with the smell of alcohol and his breath creating something noxious. Huxley shakes his head as he begins to work his jaw, making sure his mouth isn’t filled with dirt. No I’m still alive, he decides as the pounding in his head grows louder. The other voice in his head, his inner voice, reminds him as the pounding continues, <true but you're closer to the grave today then you were yesterday.>
It takes him a second to realize that it isn’t just his skull that is pounding but someone is also knocking at the door to his apartment. A voice that is not his own echoes in his mind and warns, <Careful, it could be trouble!>

”You always think it’s trouble,” Huxley rebuts aloud before he realizes what he is doing. I have to stop that, he admonishes himself. But admits, probably is trouble.

Slowly Huxley throws his legs over the side of the bed and sits up. He runs his fingers through his thick hair as he reaches with his other hand for the mostly empty bottle next to his bed. Greedily he brings the bottle to his lips and finishes off the contents. He tosses the bottle aside and carefully gets up, the bed groans in relief as his slight frame is lifted. Sluggishly he makes his way over to the water basin which is sitting on the dresser against the wall. As he splashes water on his face he looks up and catches his reflection in the small dust covered mirror that sits above the dresser.

He scowls at his likeness, it was a look that would make a mother hide her children or a weak man to tremble. He mused that while he was not yet 30 years old the reflection looking back at him seemed older.

<Weary looking,> the other voice inside his head remarks.

I do look weary, but it’s more than that, he surmises.

As Huxley continues looking at his reflection he noticed his eyes, They are same color of the sky right before a storm. <When they’re not blood shot,> the voice in his head adds with a laugh. But it is more than their color that draws Huxley’s attention, his gaze appears knowing and penetrating. His eyes are deeply set in a narrow oval head and a weathered face which is framed by thick black hair with long sideburns that extend past his earlobes. His face is highlighted by a blunt chin and a straight nose that gives him an aristocratic look.

Huxley is startled from his reverie by the unrelenting knocking on the door. He admonishes himself, stop admiring yourself, there is business to attend to. He shakes his head thinking, probably trouble.

He begins to make his way across the room and the floor creaks in protest even though Huxley is thin and light on his feet. He has a thin but athletic build and is tall, just over six feet in height. He continues the journey across the small room and he carries himself with an air of confidence. The swagger of a veteran, a hero, he hopes.

Another snide comment from the voice, <swagger of a drunkard.>

“Go away,” Huxley says halfheartedly not sure if he is talking to the voice in his head or whoever is knocking on the door.

Again his thoughts are interrupted by the other voice, <probably someone here to kill you.> Huxley hesitates for a second then makes a fist as he places his other, callused hand upon the knob. You’re probably right, He reluctantly agrees with the voice.

*********************************************
APPEARANCE
*********************************************
Height: 6’ 1”
Weight: 180lbs
Hair: Black
Eyes: Gray

Appearance:
Huxley stands a little over six feet tall with a thin but well-muscled build, he looks older than his years and carries himself with an air of confidence. His face is lightly tanned, slightly weathered, and covered with a perpetual five o’clock shadow. He has slicked back, shoulder length, dark black hair, the color of a raven’s wing, with long sideburns that extend below his ears. Huxley’s eyes are grey like storm clouds and he has a penetrating gaze.

No matter the weather Huxley is always wearing a dark long cloak and a bowler style hat. He favors dark colors in his dress and attire. He can often be seen mumbling or talking to himself and frequently laughs at his own jokes.

********************************************
PERSONALITY
*********************************************

If there was one word to describe Huxley it would be paranoid. He believes the world is out to get him (and at times he is right). He is plagued by self-doubt and haunted by the demons of his past. However, he is able to suppress these feelings and push forward. He is used to operating in the shadows but when the need arises he can be personable and insightful. He is clever and isn’t afraid to let people know it as well as possessing a cutting sense of humor. Both attributes don’t win him many friends. Although he is perceptive and a shrewd investigator he is always trying to prove himself, as he believes that he was offered a job with the RHC just because of his war record.

Why he joined the RHC
Huxley believes that he was given the job with the RHC for his supposed military heroics, a plumb assignment for a job well done. While his military record might have gotten him the position his abilities as an investigator have kept him there. Unfortunately, Huxley feels that he is kept from meaningful assignments and is used primarily for public relations. Paraded about in front of the public and dignitaries alike, more of a show pony to be seen during important investigations. This belief has caused him to pursue every investigation with the zeal of a fanatic. Despite his doubts and the demons that haunt him from the war Huxley looks at his job with the RHC as a chance for redemption.


Any concerns about Jaxon's motivations? I know his path to the RHC is unorthodox with his father essentially 'buying' him a spot. I tried to imply that Stolver Delft approved of Jaxon and knew his skills/reputation. I think the magical examination would show that he has loyalty to the Dockers and the people of the Strand above that of the RHC. But it would show his devotion to Risur and its people, just that it isn't paramount (which isn't required).

I don't see Jaxon as being a model constable, but he knows he has to uphold his part of his father's plan to help the workers. Especially if the criminals and dangers to Risur threaten the people, Jaxon will use every skill and ability he has to find and stop them (even if it might not be strictly legal).

Does anyone know what source the Font of Inspiration Hedwitch tradition is in? The Herolabs files don't seem to have it.


Is the theme feat considered an actual feat choice that we make at 1st level or is it considered more a bonus feat that we get in addition to our normal feat choices?


As noted earlier, the theme feats are free and take the place of traits.


It replaces the two traits you normally get in Pathfinder


Gotcha. Thanks guys! I sat down at my computer for the first time in a couple of days since I've been with my fiancee and couldn't remember what had been said about it earlier and missed it in my scan through.


Can we take traits if we take drawbacks or use the bonus traits feat?

Also, are we allowed to craft equipment before the game? I'm trying to make an unreasonably large gun as part of the character (basically a refluffed small Hackbut - the kick is why it has a -2 to hit) but even at Commonplace that's an expensive weapon. I can wait until we get some cash later, of course, it would just be nice to grab it now.


Complete
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Eira Arethusa - Human Ethermancer (Skyseer)
-----------------------------------
@Enchanter Tim: Fount of Inspiration comes from the Diviner's Handbook. Regarding your other question, I have two points for you to consider. First, the RHC isn't a corrupt organization. They're separate from regular law enforcement - like how the FBI differs from normal beat cops. Second, I'd like it if you touched a little into his experiences after he started in the RHC. The party's relatively inexperienced/low ranking, but they're not fresh-faced recruits right off the street. They've been on the force for at least a couple missions before the campaign starts and should at least know their way around the station.

@JonGarrett: I don't care for drawbacks (players tend to forget about them, and the penalties are generally extremely minor), but the Additional Traits feat is legal. There's no pregame crafting, I'm afraid. It wouldn't be fair to PCs without crafting ability.


Fair enough. I'll just have to be working on it to start with.


I think that Srelenon is pretty much done although I am reserving the right to expand on his background.

crunch:

Male Eladrin Barbarian (Primal Hunter): 1
Neutral Good, Medium Fey
Init: +3; Senses:Low-Light Vision; Perception: +4

Defense
AC: 15; Touch 13; Flat-Footed 12; (2 Armor, +3 Dexterity)
HP: 13(1d12+1)
Fort: +3; Ref: +3; Will: +0

Offense
Speed: 30
Melee : Great Club +3 (1d10+3)
Melee (Raging): Great Club +5 (1d10+6)
Thrown: light-hammer +4 (1d4+2) 20 ft.
Thrown (Raging): light-hammer +6 (1d4+4) 20 ft.
Thrown: Ammentum +4 (1d6+2) 50 ft.
Thrown (Raging): Ammentum +6 (1d6+4) 50 ft.
Ranged: (+0)Composite strength bow +4(1d8+2) 110 ft.
Ranged (Raging): (+0)Composite strength bow +6(1d8+2) 110 ft.
Point Blank Shot: +1 to hit, +1 damage for ranged attack within 30 ft.

Statistics
Str 14, Dex 16, Con 13, Int 13, Wis 10, Cha 12
Base Atk 1; CMB 3; CMD 16
Languages: Common, Elven, Primordial, Sylvan

Special Qualities
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, a +2 bonus to attack with ranged weapons, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Skills
Trained
7 :Acrobatics [1] Rank, +3 Trained, +3 Dexterity
6 :Climb [1] Rank, +3 Trained, +2 Strength
6 :Intimidate [1] Rank, +3 Trained, +1 Charisma, +1 Mask
5 :Lore (RHC Case Files) [1] Rank, +3 Trained, +1 Intelligence
5 :Lore (Eladrin Noble Families) [1] Rank, +3 Trained, +1 Intelligence
4 :Perception [1] Rank, +3 Trained
7 :Ride [1] Rank, +3 Trained, +3 Dexterity

Untrained
0 :Handle Animal, Heal, Profession, Sense Motive, Survival
1 :Appraise, Bluff, Craft, Diplomacy, Disguise, Knowledge(Untrained), Perform, Linguistics, Use Magic Device
2 :Swim
3 :Disable Device, Escape Artist, Fly, Knowledge(history), Stealth, Sleight of Hand, Spell-craft

Feats
Hands of Retribution (Theme Feat): Once per combat, anytime an ally within 20 ft. is damaged by an enemy attack you may use this ability as an immediate action to deal damage equal to 2 + half your level to the enemy who made the attack. This damage is half fire and half holy. For every 4 levels you possess, you may use this ability once more per combat, to a maximum of 6 times per combat at 20th level. If you choose Vekeshi Mystic as your character’s theme, the party’s Prestige with the Unseen Court starts at 2 instead of 1. See “Prestige,” page 17. Special: You can acquire only one theme feat.

Bludgeoner:You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Exceptional Pull: When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon's strength rating. You don't take a penalty on attack rolls for having a Strength modifier lower than the strength rating of a weapon, provided you're proficient with that weapon.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Images: Ready for Action , Portrait

Initial Gear Purchases
100gp (+0)Composite Strength bow
50gp Battlemask
10gp Leather Armor
5gp Great Club
9gp Basic Starting Kit
3gp 3 Amentum Javelins
2gp 2 light hammers
1gp 20 arrows
-----------------------
180gp total

personality:

As an ESTP Srelenon is very out going and chafes at rules and structure. He would rather act then think about the consequences of his actions.

Having spent his entire life only around male Eladrin Srelenon has a tendency to be over eager with girls.

Srelenon was not alive for the great malice and as such doesn't have the same sense of personal loss that many other Eladrin tend to have. He can't tell you how many times he has heard older members of his species pining over and talking about their lost sisters, wives, and mothers. At this point in his life he has little patience for it... Especially since he was never even able to meet his own mother or sisters. In his way of thinking his loss is greater because at least they met and had relationships with the women in their lives.

short back-story:

Srelenon's father was not what one would call a "Good Person". He was a powerful person who had dedicated himself to bringing back his people from the brink of destruction at ANY COST. He kept his wife and daughters cloistered away from the rest of the world including from his own sons. Srelenon knew very little about his mother or how she survived the Great Malice but he did know that he wasn't allowed to ask questions about her.

Being the fourteenth child and not a girl Srelenon was always viewed as extraneous by his father and that view point was never kept hidden from him. As such the first time he received a chance to leave home he didn't look back. This means that even having spent a year or two in Flint he would be roughly 120 years old (equivalent to a 16 year old human).

Srelenon has come to Risur seeking a place for himself in the world that is very far away from what he views as the corrupting touch of his father. He received a letter of introduction from one of his Fathers vassals, a respected warrior from the old days and has managed to find work for himself in the RHC.

Letter of Introduction:

Cousin Kaea,
I'm glad to hear of your success in Risur and especially in the
Constabulatory there. You were always one who was willing to take risks and cared more about doing what is right then being popular. All is well in the village you left behind so many years behind and your nephew sends his warmest regards.

The purpose of this note however is to introduce you to the Young Eladrin who has delivered this message, Srelenon Moonfall. Yes he is a Moonfall but do not worry cousin, he is nothing like his father. He seems to show a genuine interest in the well being of others, even if he has a bit of a temper and acts erratically at times. Ah the banalaties of youth.

The lad is skilled with bow, spear, and sword, and can climb a tree better than you or I at that age. But then again we were never the types for physical action when a simple spell would do. Given time and proper supervision I believe that this young Elladrin could amount to much.

I know it is not lost on you cousin how few of these youths there are now. He has never known the same losses that we have and is often impatient with the older generation. The sad reality though is that we will die off. When that happens it is those like this young Eladrin that will carry on our legacy. I believe there to be no better teacher for him than you cousin.

I heartily request that you would take him under your wing and find him an apointment with the constabulatory there. I am sure that it is within your power, and would hope you would do this as a personal favor to me.

-Your Cousin -Brace


Just to confirm, if I use an Archetype that reduces the number of Prototypes I can use, such as Combat Engineer I won't be able to use Sphere casting will I?

Hrm. That makes decisions interesting...


All of this is also posted in Ellena's profile for ease of reference.

Ellena Tabbit
Human Swordlord 1

Mechanics:

--------------------------------------
Skills:
--------------------------------------

Acrobatics +7, Appraise +4, Bluff +4, Climb +3, Perception +5, Perform (Poetry) +4, Swim +3

--------------------------------------
Defenses:
--------------------------------------

AC: 18, Touch: 15, Flat-footed: 14
HP: 10
Fort: +3 Ref: +6 Will: +1
CMD: 15

--------------------------------------
Offenses:
--------------------------------------

Initiative: +4, Speed: 30ft
BAB: +1, CMB: +1
Melee:
Masterwork Dueling Sword: +7 (1d8, 19-20, x2)
Sword Art Damage: 1d8+4/6
Ranged:
None.

--------------------------------------
Feats:
--------------------------------------

Bludgeoner, Martial Studies, Weapon Focus (Dueling Sword)

--------------------------------------
Sword Arts: (Action/Trigger/Perform/Success/Damage/Window)
--------------------------------------

Openers:
Misdirection: Move / - / Feint / As feint, but only next Sword Art / - / Next Round

Sequiturs:
Incisive Strike: Standard / - / Attack / - / 1 / Next Round

Finishers:
Deadly Arc: Full / - / Attack / - / 2 / -

--------------------------------------
Martial Scientist Techniques:
--------------------------------------

Experimental Strike: Whenever you miss with all attacks during a full attack action, you may immediately make one additional attack at your highest base attack bonus. You must use this attack for some purpose other than directly attacking an enemy, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.

--------------------------------------
Equipment:
--------------------------------------

Masterwork Intelligent Dueling Sword, Parade Armor, Fighter's Kit, Gold Ring, Mage Cuffs, Lady's Outfit, Pocket Watch, 31g

--------------------------------------
Fabian (The Sword)
--------------------------------------
Stats: Int 10, Will 10, Cha 10
Senses: Vision, Hearing Range: 30ft
Addit: Empathetic Link

Fluff:

Background:
Ellena Tabbit's official record is distinctly unimpressive. Ranked 27th in her class at the Battalion - 3rd of the three women students - she has neither the familial connections nor the specialized skills necessary to attract the interest of the Royal Homeland Constabulary. In the normal course of things she would never have registered on their radar, save for the recommendation of her Unconventional Tactics professor. A retired RHC Inspector himself, in a closed-door meeting he extolled her creativity and dedication while lamenting her family's inability to afford another year of college. The school and the RHC quickly struck a deal: after a trial year's service the RHC would fund her continuing education on the condition that she continue working for them afterwards. On the day of the R.N.S Coaltongue's launch, she's three months into her trial year.

Family:
Ellena's mother was the heiress to a prosperous merchant family, her father was something of a trophy husband. She died of illness about three years ago; her father used up the family fortune trying to find a cure and isn't nearly skilled enough at economics to pull them out of the hole - thus the family's current financial troubles. One of her younger brothers (of six) is showing a head for numbers, though, and has been taking over more and more of the family business.

Personality: Ellena is shy and has horrible stagefright, so she's always had a fascination with the Dockers. She used to sneak out of her dorm room to wander the docks and listen to them speak; her favorites were the more politically radical ones and she's actually written some things herself - she'd never dare to show them to anyone though. Growing up with so many siblings left her with a fierce competitive streak and strong protective instincts; though both those come with downsides. She feels like she's disappointing her family by not living up to their expectations at the Battalion - her father and grandfather both graduated first in their class. While her family honestly can't afford to pay her tuition any longer, in her low moments she thinks that they could find the money if she was more promising.

Fabian (The Sword):
Ellena's sword was a gift from her father the day she was accepted to the Battalion; she named it Fabian after her favorite musician at the time. Fabian is easily her most prised posession, since the last five generations of her family were given similar swords for the same occasion.

RPG Superstar 2009 Top 16

So there's a question. In dealing with Oracle's curse: If the sphere oracle selects a curse that normally grants bonus spells (for example, Haunted), he does not gain spells. Instead, he gains a bonus magic talent at 1st, 5th, 10th, and 15th levels, chosen from the sphere associated with that curse (for example, Haunted would grant magic talents from the Telekinesis sphere).

So would having bonus talents from the sphere qualify as possessing the sphere for the additional interaction with the Divination sphere?

"If you possess the Telekinesis sphere, you may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will however give you knowledge of the incorporeal creature’s aura utilizing the same table as chart: animals and plants."


Think of your talents like feats, and how a class' bonus feats count for meeting the prerequisites of your normal feats (or maybe the Combat Stamina system, if you're familiar with it). ^^ It's pretty much exactly that.


Complete
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
--------------------------------------
@Ellena Tabbit: You currently have a 24pt buy

@JonGarrett: That's correct

@Mark Thomas 66: That's correct. Keep in mind that the Oracle bonus talents don't ignore pre-reqs, so your first one will be the base Telekinesis sphere unless you select it with one of your other talents known.


Ah perfect, thanks. This is coming along nicely. Technically her first closed case was her own sort of homicide at the age of 13. Well really her mother's because she came back.


Your Benevolent Dictator wrote:
@Ellena Tabbit: You currently have a 24pt buy

I took the Dual Talent alternate racial trait; would you prefer I change that?


@Ellena Tabbit: In that case, you have a 19pt buy. ;-) Also, I need ALL your character info in the profile. That includes alternate racial traits and anything else that differs from the norm.


I've been playing up Az as having a nice shiny musket, not even paying attention to the rule that says the one you start with under the gunsmithing feat is broken. Hah. Maybe he's just made the nonfunctioning gun look really pretty!


I'll also have to ask regarding the Bonus Feat:

YBD:
One reason I picked a Monk variant is that I already, naturally, can use my primary weapons to deal non-lethal damage without penalty, which I felt was a good thing to have for a police force.
As such, the Bludgeoner Feat does nothing for me. It also would not have made much sense for the RHC to train me in it if it means I use inferior weapons - even the damage type is identical, bludgeoning.

Another Feat that would follow the intent of police work and nonlethal takedowns would be Improved Disarm, but that is hidden behind the Combat Expertise Feat Tax.
I did try and take a look, but not much comes to mind that would work out and not be more powerful than the bonus feat, and not totally useless(or requiring further investment).

Perhaps Skill Focus(Perform(Oratory)) to help with Skilled Casting, but little else? I could see the RHC giving lessons to make his magic more reliable, while the others learn what he can already do. Alas, due to the caster level increasing more slowly, Skilled Casting will have a rather small "miss chance" before too long.

Honestly I have no idea, but if I stick with my unarmed attacks, Bludgeoner's a completely useless Feat for Shale, so an alternative would be much appreciated.
I wouldn't have asked if I had not seen Rednal having success with swapping for a thematically identical but mechanically more useful feat.

Alternatively, he could have "learned" to not do it with his fists. A Sansetsukon would actually be a significant improvement during the early levels but I felt it may not be a very fitting weapon for the setting. (But hey, I trained with a 3-section-staff IRL *shrug*)
So, yeah, using "Eastern" Weapons would be about the only way he'd ever get mileage out of the feat, so I'm basically asking if I should do that, take a replacement feat, or simply accept that it will be useless because bureaucracy works that way and everybody gets the same training ;) I'm fine with all calls but wanted to ask.


@Azaghal Flintbreaker: Honestly, you can make the gun look however you want. You can use it without any issue, after all. It's just broken for everyone else. ;-)

MordredofFairy:
I'm thinking you're out of luck with this one. :-( The reason for the bonus feat (and swap-out for Rednal) is so that people can use their primary mode of attack without worrying about the -4 nonlethal penalty, as suggested in either the Players Guide or GM Reference (I forget which). It's not intended to be a 'bonus feat' per se - just a way to keep the non Brawlers/Monks from being nerfed whenever they get into a tussle with people they'd prefer to keep alive.


That's a good point...battered for me, broken for everyone else. Couple more question, if I may: I use HeroLab for character creation and, by default, HeroLab counts the weight of your carried money as part of your encumbrance. Different GMs have different policies on that, though, so I wanted to put the question of money weight vs. encumbrance to you before I set it one way or the other in HeroLab.


I tend to not pay much attention to encumbrance. Too much bookkeeping for my tastes. Of course, if the STR 7 Wizard starts lugging around multiple sets of full plate, I'll run an audit. As long as you stick with a reasonable amount of gear, I'm not worried about an extra couple pounds.


One last thing and I think I'll be done: Can I use the Dwarf FC bonus from ARG to reduce the misfire chance on a chosen weapon by 1/4?


Yes


If it helps, Zeitgeist tends to handle money and such a bit differently than most games anyway. XD I think it's usually something more along the lines of having a set budget we can use to requisition gear...?

Also, it probably won't be long before somebody grabs the Warp Sphere's Extradimensional Storage. XD Might do it myself, even. Pulling things out of nowhere totally fits Eira's theme, and Ethermancer is technically a full casting class. Also, I feel like having a completely hidden means of transporting items would be useful in this sort of game...


I think I've got everything done! I did want to ask a question about languages, though; the player's guide says that most Risuri are human, with a small number of elves and halflings and even fewer others. As someone relatively unfamiliar with the setting, I wanted to see if you might have any recommendations for the bonus language.

Without further ado, sans the language thing, I present Azaghal Flintbreaker:

Character Sheet:
Azaghâl Flintbreaker
Dwarf gunslinger (musket master) 1 (Pathfinder RPG Ultimate Combat 9, 50)
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee cestus +1 (1d4/19-20)
Ranged musket +4 (1d12/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (2), hatred
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +5 (+7 on checks related to metal or stone), Craft (firearms) +3 (+5 on checks related to metal or stone), Intimidate +3, Knowledge (engineering) +5, Knowledge (local) +5, Perception +6 (+8 to notice unusual stonework), Survival +6; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Primordial
SQ gunsmith
Other Gear chain shirt, cestus[APG], firearm bullet[UC] (50), musket[UC], bandolier[UE], gunsmith's kit[UC], pocketwatch (worth 25 gp), 192 gp
--------------------
Special Abilities
--------------------
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Character Description:

Character Personality:
Azaghâl has always been a tinkerer...not in a general sense, as some are, but his interests have always been focused on the art of gunsmithing. He often thinks about saving his money for a chance to travel and visit Drakr and learn about all the unique firearms being developed by the dwarves of Trekhom. In the meantime, he spends his days trying to come up with his own new and unique creations that he can show off to anyone who will take the time to listen.

Azaghâl, often called Az by the people he associates with, is passionate about experimenting with guns and in many ways has has a friendly personality, but at times his personality is a little too blunt for people, that lack of tact putting some off at times. Though a dwarf, he does not hold to the typical philosophy of fatalism most dwarves hold to; even if life's events are predetermined by some great cosmic engine, he would want to be sure and spit in fate's eye before meeting it. Of course, that's if you have to get close. The preferable option is to use a bullet from forty paces.


Character History:
Azaghâl has made his home in the city of Flint primarily because of its industrial complex and relative ease of accessing the components necessary to build guns; being one of the few members of his race in the sea of humans that occupy Risur. It is an existence that he has accepted, though, knowing that having the opportunity to work with his beloved firearms and not have to endure the fatalism of the Drakran dwarves could not be passed up. He is particularly excited for the Kaybeau Arms Fair coming up in the fall and has high hopes of attending.

Of course, being enthused about them doesn't mean you just walk into a store and pay a tuppence for one. They are still a precious thing...which makes the fact that he found one in-better-than-junk condition astounding. The weapon, apparently discarded by a former owner, has been a pet project for the dwarf ever since, and he has scavenged new parts and cleaning aids for it ever since, ultimately managing to put together a weapon that was functional...for him, anyway. He doubted anyone else would be able to make it fire consistently. Still, from the outside at least it was a well-maintained musket, but until he could raise the funds to buy the new parts he needed, it would never function as intended.

It was this very fact that first got him thinking about joining the RHC, a course of action he had never seriously considered until he met one of Flint's constables, a man Az knows as Josiah and someone he initially dismissed as a shallow flirt. Upon catching sight of the man fiddling with a rifle, though, Azaghâl's interest was piqued and he struck up a conversation with the man. While it would be more accurate to call Josiah an acquaintance than a friend, it doesn't stop Azaghâl from talking to him about rifles and gunsmithing when he can. It was one of those conversations that got the dwarf thinking about the RHC and realizing that the organization's resources might make it easier for him to advance his craft...and Josiah's musings about being part of something bigger and helping the local people; it was only a matter of time from that point that Azaghâl signed up with the Constabulary's directorate in Flint.


Well, any language mentioned in the Player's Guide (link's in the first post) is probably a decent choice. XD There's a sidebar on Page 16 that describes 'em.


Rednal wrote:
Well, any language mentioned in the Player's Guide (link's in the first post) is probably a decent choice. XD There's a sidebar on Page 16 that describes 'em.

Page 16? The section on languages is on page 30, isn't it? Well, regardless, I read through that section, and it mentions the languages that would be most commonly known by a Risuri dwarf, and I've picked those up (Common, Dwarven, and Primordial). It doesn't really have a lot to say on other languages known in Risur, though. Elven seems a logical choice, since that's the second-most populous species, but the Elves don't really strike me as a species very interested in technology and tinkering, so I'm not sure how much sense it would make for a dwarven gunsmith to speak it.

The player's guide makes no mention of halflings or gnomes whatsoever, so those languages don't seem a particularly wise choice but Draconic, Giant, Goblin, etc. don't really make sense to me either, since Az isn't from Ber.


I believe there are two player's guides - the normal one and the Extended one. The normal one has it on page 16, the Extended one page 30.


Your Benevolent Dictator wrote:
@Ellena Tabbit: In that case, you have a 19pt buy. ;-) Also, I need ALL your character info in the profile. That includes alternate racial traits and anything else that differs from the norm.

Everything should be fixed now, thank you.


YBD:
I understand. I also know it's not a "Bonus Feat" per se, but it does seem to "punish" concepts that were already considering the need for non-lethal attacks ("punish" in that now monk is doing a worse job at it than someone two-hand clubbing with a Dorn-Dergar).
As such, I will re-ask the second question: Would you consider the majority of monk weapons to not be fitting for the setting, and if so, would you be willing to refluff them, making them "feel" fitting in the setting, while mechanically leaving everything untouched? E.g. if "Three-Section-Staff" is not fitting, it could be a "Heavy Baton" instead, with exactly the same statistics/keywords, which I could use.
I refrained from picking up weaponry for the early levels because most did not seem to fit, but with the Feat, I admittedly do feel a desire to not let it go to waste completely.


I've mostly completed Alexander, just trying to figure out how I want to spend my money. When you're not equipping to go dungeon delving miles from town, suddenly a lot of gear I usually buy at low levels seems superfluous. Why would a constable have 50' of rope and 5 days of trail rations, after all? :D


Ah, the joys of swashbuckling. Even with Bludgeoner, it is still easier for me to deal nonlethal damage with the rapier or my daggers than with any bludgeoning weapon.


Dictator:
I'm just tidying up my details and about the last thing I need to do is my Casting Tradition.

I've decided that it'd make sense if Isabelle's casting went off of knowledge skills but, as per the description of the drawback, "Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). Will you allow this?

I'm not trying to pull a fast one on you. I'm an archivist and knowledge skills are one of my foci. So it won't be tough for me to make the DC of these knowledge skill checks. Isabelle's spheres are Mind and Creation, however, and I intend on flavoring her magic as being an extension of her extensive knowledge (reference the "Naturalist" ability of the archivist). I'd also want to go off of the knowledge skill appropriate for the situation and not just whatever I have ranks in.

If not, I may choose a Craft skill (although I have a tough time explaining my mind abilities with it). I'm not sure. But this should be the last step before my character is finished.


All right, I believe I've finished up Alex. Let me know if anything seems off. All information below is also in this alias's profile.

Mechanical info:

Medium Neutral Good Humanoid (Human) Shifter 1

Saves
--------------------------------------
Reflex 4 = 2 base + 2 Dex
Fortitude 2 = 2 base
Will 3 = 0 base + 3 Wis

Attacks
--------------------------------------
BAB 0
Heavy Mace +3 1d8+3 | 20/x2 bludgeoning
Light Crossbow +2 1d8 | 19-20/x2 piercing | range 80'

Initiative +2
Speed 30'
CMB 3 = 0 BAB + 3 Str

Defenses
--------------------------------------
HP: 8/8
AC: 16 = 10 + 2 Dex + 1 Dodge + 3 Armor
Touch: 13 Flat-footed: 13

CMD 15 = 10 + 3 Str + 2 Dex
Skills
--------------------------------------
Skill points: 6/level
Intimidate 7 = 1 rank + 3 Str + 3 class
Perception 7 = 1 rank + 3 Wis + 3 class
Stealth 5 = 1 rank + 2 Dex + 3 class - 1 armor
Disguise 4 = 1 rank + 3 class
Sense Motive 7 = 1 rank + 3 Wis + 3 class
Fly 6 = 1 rank + 2 Dex + 3 class

Favored Class: Shifter (+1 Skill Point/level)

Feats and Traits
--------------------------------------
Light Armor Proficiency
Simple Weapon Proficiency
Bludgeoner
Intimidating Prowess
Dodge

Racial Traits
--------------------------------------
Bonus Feat
Bonus Skill

Languages:
Common, Primordial

Magic Talents
--------------------------------------
Alteration Sphere (Lycanthropic Drawback)
Animalistic Transformation
Avian Transformation
Size Change

Equipment
--------------------------------------
Artisan's Outfit
Studded Leather Armor
Heavy Mace
Backpack
Gold Ring
Mage Cuffs
Light Crossbow
20 crossbow bolts
Crowbar
Waterskin

101 gp

Weight Carried: 45 lbs
Light Load: 76 Medium: 153 Heavy: 230

Class Features
--------------------------------------
Casting (Wisdom)
Spell Points (4/4)
Shapeshifter
Quick Transformation
Wild Empathy

Character Info:

Personality
Alexander generally comes across as cheerful, optimistic, and playful. When work gets serious, however, he gets serious too, displaying the intensity of a tiger stalking his prey.

Alex has a passionate hatred for those who would take advantage of the weak. He joined the RHC primarily out of a desire to catch those who would prey on the underpriveleged of Risur, though he's perfectly happy defending Risur against other sorts of threats, as well. His loyalty to Risur comes primarily from his perception that Risur tends towards a more moderate, enlightened course than the other nations of the world.

Background

Most people know Alexander as a fairly innocuous sort of fellow--a bit aloof, with a hint of mischief in his eyes and a quick, easy grin, but harmless overall. He makes no secret of his employment with the RHC, but generally says that his job "Usually takes place behind a desk," with a bit of a knowing wink.

Most who know only this side of him would be surprised to know that he is a graduate of one of Flint's smaller, lesser-known schools of martial science. They would be even more surprised to know that Alex is a shapeshifter, using his own odd brand of magic to change his form to suit his needs.

Alexander rather likes it that way. He'd much prefer to be underestimated and unnoticed... until the last moment, when he strikes. Indeed, his graduate thesis, On Seeming the Least While Preparing to Strike, covered such techniques extensively. While it hardly drew the kind of attention some other theses had, Alexander would still have easily gained entry to Risur's armed forces... had he wanted to.

Instead, he offered his talents to the RHC. While normally a fresh-out-of-school martial scientist would have brought little interest from the RHC, they had heard enough of his shapeshifting powers to give him a provisional place. He quickly proved his value when he was able to unobtrusively observe places most officers couldn't--who cares about another mangy dog in an alleyway, after all?

Alexander has already picked up a nickname in his thus far brief service in the RHC. His tendency to levity, combined with his taste for large feline forms when intimidation or strength is needed rather than stealth, reminded one of the other constables of a storybook cat known for his grin and odd powers, and so, Alexander has come to be known as 'Cheshire' amongst the other constables.

He speaks little of his past, preferring to focus on the present, but his mannerisms suggest a middle-class upbringing in Risur's merchant class. In truth, Alexander is a native of Flint, his (rarely-visited) parents still living in the home he grew up in.

He's had his shapeshifting powers for as long as he can remember, though he's certainly grown in flexibility and control. He was rather a terror to raise as a child thanks to them. He's not certain how or why he has the ability to change shapes, though his mother has told him her family has an old story in which one of their ancestors made a pact with a lord of the fey, who has ever since toyed with their family when it amuses him. Alex doesn't particularly care, however, being more focused on learning to better use his powers.

A couple other points I want to make but just don't fit above
He views his interest in martial science as intertwined with his interest in puzzling out how to improve his shapeshifting ability--they're both ways to improve his own capacities through study and hard work.

It would be interesting to make something out of the possible connection between his shapeshifting powers and the fey

Appearance
Alex is a young man of middling height, with a slightly boyish face that, combined with his humorous demeanor, makes him seem younger than he is. His hair and eyes are both brown, and he usually has the kind of slight tan someone who works partially outside tends to develop.


Gear and crunch are all done. Finishing up expanded background and description and should post final submission sometime tonight


Almonihah wrote:
I've mostly completed Alexander, just trying to figure out how I want to spend my money. When you're not equipping to go dungeon delving miles from town, suddenly a lot of gear I usually buy at low levels seems superfluous. Why would a constable have 50' of rope and 5 days of trail rations, after all? :D

I thought of it as 'Stuff you/the RHC have lying around'. So you may not be carrying around a backpack filled with camping equipment, but you probably have a good portion of the gear inside your standard kit available from HQ/your apartment.


My impression was that was what the requisitioning system is for--so when you need to go camping, you can requisition the equipment. Admittedly, this is me remembering from the player's guide which I read a couple weeks ago, so I could be way off on that.


Almonihah wrote:
My impression was that was what the requisitioning system is for--so when you need to go camping, you can requisition the equipment. Admittedly, this is me remembering from the player's guide which I read a couple weeks ago, so I could be way off on that.

The player's guide mentions that, but doesn't go into much/any detail. It seems likely our starting gold is what we requisitioned for the first mission (the launch of the Coaltongue).


Complete
Alexander "Cheshire" Clayton - Human Shifter (Martial Scientist)
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Azaghâl Flintbreaker - Dwarf Musket Master (Gunsmith)
Corynne - Human Occult Oracle (Urban Empath)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
----------------------------------------------
@Corynne: You currently have a 17pt buy. ;-)

Scaffold Kane:
The Archivist gets too many Knowledge boosters for me to be comfortable letting you use them for the casting checks. I'd recommend either Craft (mind abilities could be fluffed as gadgets) or Perform(oratory).

---------------------------------------------
Requisitioning System: This isn't explained super well in the Player's Guide, but it has a lot of similarity to how loot works in PFS. Basically, your RHC salary covers your assumed everyday expenses (food, lodging, etc) and isn't tracked. Whenever you level, you'll receive a stipend that you'll use for all other purchases. During missions, any loot can be used freely but needs to be turned in to the RHC when you're done. If you want to keep something, you can use money from your stipend to buy it at full price. One advantage of this system is that there's no need to have a party "banker" or do convoluted math to make sure each PC gets an equal share of the loot.

tl;dr - You get a big payout at the end of each mission but can't keep found items.


Your Benevolent Dictator wrote:
Response

No problem. I actually really like your suggestion so I probably will go with craft. Maybe some goggles or something.

Otherwise, I'm cleaning up my submission and I'll have it in before I leave work today.

Grand Lodge

OK, I have almost finished the crunch for Jeb (I just haven't transferred it yet), but a thought has occurred to me; we do not get traits, as we get a theme feat, but does that mean that the feat Additional traits is disallowed, or can I use that to get a couple of traits?

Grand Lodge

Also, I have bought a case and gentleman's purse, for which I have estimated the cost as equal to a chest and a belt pouch respectively; they are largely cosmetic so if you have an objection I will replace them with a real chest (a seaman's chest, perhaps?) and a belt pouch but I thought that case and purse were a better fit for the character.


It is allowed, answered here


Here's my official submission. I don't think I'll be editing it anymore (sometimes I like to add a section for the flavor behind all abilities so I might do that but otherwise...)

Name: Isabelle Jackdaw

Picture: Full Body

Map Avatar

Race: Human

Class: Archivist Bard

Theme: Docker

Party Role Total Support--Buff and control primarily.

Alignment: I'll be happy to rough up the lines between the alignments. Mechanically, however, Isabelle is Neutral Good (wants to do what's right and is willing to bend the rules to do it).

Quick Background:
Isabelle was born in January of 476 AOV to a family of poor miners as the fourth child of a family that would eventually grow to have seven children. As the only girl born into the family, expectations were a bit skewed for her compared to the rest of her family--a fact she had trouble understanding as she grew through her childhood. One thing was abundantly clear, however. She was smart. She liked learning things and it was as if her "Why" stage never ended.

As she grew older, her roles within the family began to part from what she saw her brothers doing. They farmed, they worked on the machinery, they were expected to go into the mine, and they hunted. She was expected to cook, clean, and just generally not think about much. Her family was devoted to The Old Faith and drew most of their resources from the land and they were dogmatic about the Faith. She was never sure if the reason she grew apart from her parents was due to their dogmatic attitude or due to their derision and sexist attitude toward her and her brothers.

Isabelle had an older brother named John (that she affectionately referred to as JackJack). John liked to tinker with machinery in his free time and Isabelle garnered a strong bond with him at a young age. As he learned more about mechanics and the world, he taught her. They had playful arguments that never ended in anger unlike her discussions with other people in her family, virtually the only people she interacted with.

Her knowledge and skills in mechanics and crafting eventually outgrew her small homestead and eventually even John as she approached her teenage years. It almost seemed as if her family got more resistant to the idea of her "playing" with machines, other crafts, and reading as she got better and more knowledgeable. They constantly reminded her of what her place in nature is, they reminded her that she had a hard time staying focused on simple tasks and that'd make her awful at building, and that there are some things that simply don't need to be questions.

She grew tired of home life. Her parents were loving but close-minded people who expected her to be precisely the contrary of what she was. She wanted to know how things came to be. She didn't like assuming answers and being confined to a bubble of man-made hope and fantasy. She wanted to make that hope and understand its purpose. That's why she moved to Flint.

"The best way to understand why is to learn how."

At first, Isabelle struggled in the big city. Most of her skills and knowledge was impractical. For the first couple of years she refused help from her family and got whatever odd jobs she could just to afford to rent out a shack. Well, she accepted almost no help from her family. During these first few years, her brother John would sneak away from her family's homestead to visit with her for a few hours. She would refuse money from him but he'd always find a way to slip her a few gold when she wasn't paying attention (which was most of the time).

After a a year, however, he stopped visiting. When couple of months had passed, she wrote him a single letter simply asking him to write back. When she didn't receive a response, she was forced to assume that all ties had finally been severed from her family. She devoted herself to the city and to Risur by taking on engineering and construction roles within the city and signing on the the Royal Homeland Constabulary.

As it turned out, however, joining the RHC wasn't as easy as she thought it would be. It wasn't that her loyalty to Risur wasn't strong enough--she believed in the people of the land and that the heads of Risur had their best interest in mind. If it weren't for the kingdom and especially the city of Flint, she would be right where she started. She blamed her family for their position and she's willing to give all of her talents over to the people who helped her escape that position.

The background check wasn't a difficult hurdle either. Isabelle had almost no background to check. She was a nobody who came from no where. She hadn't done anything important to make her particularly famous or infamous. The way she figured, even if they asked her coworkers for references, they'd just tell the RHC that she's forgetful, friendly, and scary intelligent.

As it happens to be, no background can make it a bit tougher. Isabelle wanted to be actively helping the RHC in the field. She thought her skills and inventiveness could be useful and she wasn't interested in being a bookkeeper or secretary (besides being boring, she has a hard time remembering where she sat her wrench let alone where specific papers are or what someone's name is).

After applying for field work and being denied, Isabelle was at a loss for how to proceed. She was convinced she had to be a competent fighter or wizard. Or something. But she wasn't and she couldn't imagine herself becoming either of those things. That is, until she met Lindara.

Lindara was a traveling dervish dancer. She was unbelievably skilled with a scimitar who easily turned war into an art. She met Isabelle by word of mouth. Lindara had heard from asking locals that she was one of the top people to talk to if you needed to know about engineering or architecture and Lindara was on a mission that Isabelle still doesn't know any details on.

While short lived, Isabelle cherished her relationship with Lindara. Isabelle was almost certain that she'd never be half the fighter Lindara was and she was about equally skeptical that she could ever possess the same level of confidence in stressful situations. In exchange for knowledge, Lindara happily agreed to show Isabelle the ropes of becoming a bard.

Learning magic was different than anything Isabelle had learned before. While that certainly explained why she'd never figured it out on her own, she didn't like it at first. Lindara used it to enhance her own abilities and cast spells that affect the mind and Isabelle wanted to use magic to help her create and repair. She certainly picked up on Lindara's magic and decided to focus on the good aspects over the intrusive ones. It also didn't take much magical theory to apply the magic to something she was already intimately familiar with; making and finding weaknesses in things.

After her training with Lindara, the bard continued her travels and Isabelle reapplied for the RHC armed with confidence in her ability to help an elite group of protectors. She was not what most people considered when they thought of someone in the constabulary but she was someone who wanted to do what was right. She didn't care to bend the rules if it meant protecting her nation or especially her city.

Appearance and Personality:

Eyes: Hazel (Mostly Green)
Hair: Red
Skin: Fair
Height: 5'4"
Weight: 128 lbs

Ellie stands about 5'4" tall and only weighs 128 lbs. She has a slender build that doesn't clearly lend itself to appearing stout, indeed quite slender and fragile, or tough. She does have a slighter build that may look agile to the trained eye, though even then it's unlikely that she's much quicker than average.

She has a gorgeous face. Her eyes are a vibrant hazel/green color and her hair is short and somewhat unkempt, yet it somehow comes across as a purposeful hairstyle despite how little the effort she puts into it is daily. She has a few very lightly colored freckles that dot her cheeks and nose, mostly notable because of her fair skin. She has a strong jaw, just a step from being considered masculine, that accents her small chin and long face.

She's often dirty from working and building things, though if there's a time that she's not covered in wood shavings or black dust, she has likely been studying instead.

Portrait

Ellie is extremely personable, fun to be around, and scarily intelligent. One thing becomes extremely clear to anyone who is around her for long though; she has the attention span of a gold fish. She's extremely forgetful, occasionally talks about things that she forgets other people don't know, and is prone to zoning out. A lot.

Ellie knows how to get down to business. While she isn't naive, she sometimes forgets what others are capable of and what the consequences of her actions might be. She is absent-minded, but she's aggressively focused on any task at hand. She's the type to remember the exact specification of a complex artifact, but turn around and forget her pouch of gold on the bar and forget the name of the bar she was just in.

Mechanics:

Isabelle Jackdaw
CG Female Human Archivist Bard 1
Init +2; Senses; Perception -2, Sense Motive -2
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Defense
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AC 17, 12 touch , 15 flat-footed
(10 base, +2 dex, +4 armor, +1 shield, +0 deflection, +0 natural, +0 dodge)
Hp (1d8 + 0 (con))
Fort + 0 [+ 0 base + 0 ability]
Ref + 4 [+2 base + 2 ability]
Will + 0 [+2 base - 2 ability]
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Offense
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Speed 30 ft.
Melee

Ranged

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Statistics
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Strength 8, Dexterity 14, Constitution 11, Intelligence 18, Wisdom 7, Charisma 16

Base Attack +0; CMB -1; CMD 11
Feats Flagbearer, Extra Magic Talent (Creation Sphere), Docker's Jank
Skills

(Note: Background skills are Knowledge (Engineering) and Lore (War and Dance))

Acrobatics________________+2 (+ (rank) + 2 (ability) + (class skill) + (misc))
Appraise__________________+4 (+ (rank) + 4 (ability) + (class skill) + (misc))
Bluff_____________________+3 (+ (rank) + 2 (ability) + (class skill) + (misc))
Climb_____________________-1 (+ (rank) - 1 (ability) + (class skill) + (misc))
Craft (Mechanics)_________+10 (+ 1 (rank) + 4 (ability) + 3 (class skill) + 2 (Race))
Craft (Traps)_____________+8 (+ 1 (rank) + 4 (ability) + 3 (class skill) + (misc))
Diplomacy_________________+3 (+ (rank) + 3 (ability) + (class skill) + (misc))
Disable Device____________+3 (+ 1 (rank) + 2 (ability) + 0 (class skill) + (misc))
Disguise__________________+3 (+ (rank) + 3 (ability) + (class skill) + (misc))
Escape Artist_____________+2 (+ (rank) + 2 (ability) + (class skill) + (misc))
Fly_______________________+2 (+ (rank) + 2 (ability) + (class skill) + (misc))
Handle Animal_____________+- (+ (rank) + 3 (ability) + (class skill) + (misc))
Heal______________________-2 (+ (rank) - 2 (ability) + (class skill) + (misc))
Intimidate________________+3 (+ (rank) + 3 (ability) + (class skill) + (misc))
Knowledge (Arcana)________+9 (+ 1 (rank) + 4 (ability) + 3 (class skill) + 1 (Bard))
Knowledge (Dungeoneering)_+9 (+ 1 (rank) + 4 (ability) + (class skill) + 1 (Bard))
Knowledge (Engineering)___+9 (+ 1 (rank) + 4 (ability) + 3 (class skill) + 1 (Bard))
Knowledge (Geography)_____+5 (+ (rank) + 4 (ability) + (class skill) + + 1 (Bard))
Knowledge (History)_______+5 (+ (rank) + 4 (ability) + (class skill) + + 1 (Bard))
Knowledge (Local)_________+9 (+ 1 (rank) + 4 (ability) + 3 (class skill) + 1 (Bard))
Knowledge (Nature)________+9 (+ 1 (rank) + 4 (ability) + (class skill) + 1 (Bard))
Knowledge (Nobility)______+5 (+ (rank) + 4 (ability) + (class skill) + 1 (Bard))
Knowledge (Planes)________+5 (+ (rank) + 4 (ability) + (class skill) + + 1 (Bard))
Knowledge (Religion)______+5 (+ (rank) + 4 (ability) + (class skill) + + 1 (Bard))
Linguistics_______________+- (+ (rank) + 4 (ability) + (class skill) + (misc))
Lore (War and Dance)______+9 (+ 1 (rank) + 4 (ability) + 3 (class skill) + 1 (Bard)))
Perception________________-2 (+ (rank) - 2 (ability) + (class skill) + (misc))
Perform___________________+3 (+ (rank) + 3 (ability) + (class skill) + (misc))
Profession________________+- (+ (rank) - 1 (ability) + (class skill) + (misc))
Ride______________________+2 (+ (rank) + 2 (ability) + (class skill) + (misc))
Sense Motive______________-1 (+ (rank) - 1 (ability) + (class skill) + (misc))
Sleight of Hand___________+- (+ (rank) + 2 (ability) + (class skill) + (misc))
Spellcraft________________+8 (+ 1 (rank) + 4 (ability) + 3 (class skill) + (misc))
Stealth___________________+2 (+ (rank) + 2 (ability) + (class skill) + (misc))
Survival__________________-2 (+ (rank) - 2 (ability) + (class skill) + (misc))
Swim______________________-1 (+ (rank) - 1 (ability) + (class skill) + (misc))
Use Magic Device__________+7 (+ 1 (rank) + 3 (ability) + 3 (class skill) + (misc))

Languages Common, Elven, Dwarven, Halfling, Orc
Special Abilities Comprehensive Education, Focused Study, Bardic Performance, Bardic Knowledge, Spell Points (4/day), Creation Sphere (Repair, Destroy, Create, Expanded Materials), Mind Sphere (Read Mind, Inspiration)
Favored Class Bard (+1 Skill Point)
Theme Docker
Drawback Forgetful and Oblivious

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Gear
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Combat Gear Chain Shirt, Buckler, Light Crossbow, RHC Flag
Other Gear Backpack, Artisan's Tools
Money: 0 pp, 25 gp, 0 sp, 0 cp
Encumbrance 0 – 26 lbs; 27 – 53; 54 – 80; [Current Weight: 44 lbs/ Medium Load]

Slots
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Magic
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0--DC 10
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Stuff

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1--DC 10
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Stuff
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Special Abilities
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Bonus Feat (Race): Humans select one extra feat at 1st level.
Industrious (Race): Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill.
Docker's Jank (Theme Feat): You may select up to four allies to be affected by this feat. Once per combat, each ally may, as swift action, attempt the aid another action, granting another ally or yourself) either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Bludgeoner (Granted Feat): You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Flagbearer (Level 1 Feat): As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
Extra Magic Talent (Human Bonus Feat): Choose one bonus magic talent or sphere (Mind).
Casting Tradition (Spheres of Power): The following drawbacks and boons apply to spellcasting.
-Skilled Casting (Craft (Mechanics)) (Drawback): You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level.
-Verbal Casting (Drawback): You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
-Empath (Drawback): You cannot plant suggestions into a target’s mind, as the Mind sphere base suggestion charm. You must select a (mind) talent with the bonus talent granted by this drawback.
-Easy Focus (Boon): When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
Bardic Performance [7 rounds/day] (Bard Ability): A bard is trained to use her skill to create magical effects on those around him, including himself if desired.
-Countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.)
-Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight.
-Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him.
-Naturalist: An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat.
Creation Sphere (Spheres of Power): (4 Spell Pool/Day) You may create and alter physical materials.
-Repair: You may repair a damaged object, healing it a number of hit points equal to 1d4 + 1/2 your caster level.
-Destroy: You deal damage to the object equal to 1d4+ 1/2 your caster level.
-Create: As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square.
-Expanded Materials: When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft equals a small creature), but not gases or flesh.
Mind Sphere (Spheres of Power): (4 Spell Pool/Day) You may place charms on creatures.
-Read Mind: You may detect a creature’s emotional state (Will negates if unwilling).
-Inspiration: You inspire competence in the target.


Complete
Alexander "Cheshire" Clayton - Human Shifter (Martial Scientist)
Alice Kildare - Human Picaroon (Yerasol Veteran)
Ashweather Huxley - Human Legendary Rogue (Yerasol Veteran)
Azaghâl Flintbreaker - Dwarf Musket Master (Gunsmith)
Corynne - Human Occult Oracle (Urban Empath)
Eira Arethusa - Human Ethermancer (Skyseer)
Ellena Tabbit - Human Swordmaster (Martial Scientist)
Isabelle "Ellie" Jackdaw - Human Archivist Bard (Docker)
Srelenon Moonfall - Eladrin Primal Hunter Barbarian (Vekashi Mystic)
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@Isabelle "Ellie" Jackdaw: Your profile lists your alignment as CG. Just making you aware. ;-) Also wanted to know how you'll be carrying your flag. There's a picture on pg29 of the Expanded Player's Guide, by the way.

@Gavmania: Refluffing is perfectly acceptable. :-)
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Just a reminder that recruitment closes on Friday. Interestingly, 7/9 of the completed submissions have names beginning with a vowel.

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