chuffster's Suicide Squad

Game Master chuffster

Bad guys fighting worse guys.


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Dotting with a Warpriest of pharasma, who went a little bit insane after feeling the prophesis weren´t true anymore and took the liberty to make them come true.


This is Mark.Twain007 submitting Kyra Banior a Half Orc Inquisitor(Huntmaster) of Ghlaunder with my rhino animal companion. I also have the Fur domain, which could give me a second animal companion, which I will happily take, but if you don't want me to have 2 animal companions, the hunter rule of getting +2 to an animal companion score for that is fine.

character sheet:

Unnamed Hero
Half-orc inquisitor (sacred huntmaster) of Ghlaunder 6 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 shield)
hp 51 (6d8+18)
Fort +9, Ref +8, Will +9
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Offense
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Speed 30 ft.
Melee +1 falchion +7 (2d4+4/18-20)
Ranged +1 adaptive composite longbow +10 (1d8+3/19-20/×3) or
. . mwk longbow +10 (1d8/19-20/×3)
Special Attacks bane (6 rounds/day)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, flames of the faithful[APG] (DC 14), see invisibility, silence (DC 14)
. . 1st (5/day)—cure light wounds, divine favor, shield of faith, true strike
. . 0 (at will)—acid splash, create water, detect magic, detect poison, light, read magic
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Statistics
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Str 14, Dex 18, Con 14, Int 12, Wis 15, Cha 9
Base Atk +4; CMB +6; CMD 20
Feats Deadly Aim, Friendly Fire, Point-Blank Shot, Precise Shot, Stealth Synergy[UC]
Traits beast bond, fate's favored
Skills Acrobatics +6, Bluff +3, Climb +5, Diplomacy +3, Disable Device +10, Disguise +3, Handle Animal +4, Heal +6, Intimidate +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +6, Perception +13, Ride +8, Sense Motive +9, Spellcraft +7, Stealth +12, Survival +6, Swim +5; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ animal companion (rhinoceros named Animal Companion), animal focus (6 minutes/day), animal focus (bull[ACG]), hunter tactics, monster lore +2, orc blood, stern gaze +3, track +3
Combat Gear caltrops (2); Other Gear +1 chain shirt, +1 buckler, +1 adaptive composite longbow, +1 falchion, mwk longbow, bracers of falcon's aim[UE], handy haversack, bandolier[UE], canteen[UE], canteen[UE], grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, silk rope (100 ft.), tent, large[APG], winter blanket, wooden unholy symbol of Ghlander, 1,176 gp
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Special Abilities
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Animal Companion (animal companion (rhinoceros named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (6 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Friendly Fire Shooting into melee may grant +2 atk, provokes AoO, may hit ally.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Track +3 Add the listed bonus to survival checks made to track.

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Animal Companion
Rhinoceros (Pathfinder RPG Bestiary)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 27, touch 13, flat-footed 24 (+6 armor, +3 Dex, +8 natural)
hp 42 (6d8+12)
Fort +7, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee gore +6 (1d8+12/19-20)
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Statistics
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Str 18, Dex 16, Con 15, Int 3, Wis 13, Cha 5
Base Atk +4; CMB +6; CMD 21 (25 vs. trip)
Feats Friendly Fire, Light Armor Proficiency, Medium Armor Proficiency, Power Attack, Stealth Synergy[UC]
Tricks Attack, Attack, Attack Any Target, Come, Down, Flank, Guard, Sneak, Stay, Track
Skills Climb +5, Perception +5, Ride +0 (+2 to stay in the saddle), Stealth +6, Swim +5
SQ attack any target, come, devotion, down, flank, guard, sneak, stay, track
Other Gear mwk breastplate, exotic military saddle, tusk blades
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Come [Trick] The animal will come to you on command.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Friendly Fire Shooting into melee may grant +2 atk, provokes AoO, may hit ally.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Track [Trick] The animal will track a scent.

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background:

Kyra Banior, Inquisitor of Ghlaunder was boor to a poor farming community. Life was hard but good. His father worked as a hunter, killing animals for food and fur, and trapping the more exotic ones to sell to traveling traders. His Mother worked as a seamstress, creating blankets and clothes from the pelts his father brought back to sell and to keep the family warm.
One day however while on a hunt, his father was fatally wounded by a wild Rhino that had come north to graze during the warmer seasons. Worse still, the same Rhino kept coming back year after year to graze, and no one in the community dared trying to attack it, for they felt it was ill to try when a skilled hunter had already failed.

Then during an especially harsh winter, Kyra and his mother’s house was broken into by men covering their faces with bags and masks. They ransacked the house, and took everything of value. The bitter cold of the winter, combined with having no more food or warm furs killed his mother, and he was left alone in the care of the village elder, and old man named Zanthus.

Kyra didn’t know what to think of Zanthus, he has always just been the creepy old man that he avoided, and now he had to live with him. At least he could take some solace in the fact that he was too old and feeble to be one of the men that robbed the house.

He soon learned why he was so creepy, he was a very religious man, but not in any way he had seen before. He had been raised by his parents as a believer in Desna. Though they never attended church often, he knew the stories, and many of the teachings. Zanthus however worshiped in secret Ghlaunder, but instead of hiding the fact from him, he told Kyra almost immediately.

He wanted to run and tell someone, anyone that this worshiper of a horrible god was hiding in their town, but he asked him to stay so he could explain himself.

He explained that rarely is it the goal of a parasite to kill the host, for if the host dies, then the parasite dies with it. In nature, does one Mosquito kill a person? No, the mosquito is a nuisance at best, and both creature can live together with little problem. What kills a person is other people, and what kills a community is the weak people.

When there is a plague, is it the wealthy, powerful, influential, productive people that die? No, it is the weakest of the people, the poor, the slow, and the lazy. They drag down a society to their level, and in turn, slowly kill it like a parasite, but this parasite will kill the host, and then it dies. If that one mosquito happens to induce a plague in a city, it is the lowest and the weakest that will die, ensuring that the greater populace, as the host, will live on.

If a plague had wiped out the weak from this community before the winter, do you think people would have needed to rob your house, resulting in your mother’s death? This last part made perfect sense to him, by clearing out weakness, the host can become stronger. He learned much from him over the years about the laws of nature, survival of the fittest and such, until he decided to strike out on his own, but first he would need a strong host, and he knew where to get one.

Waiting for the warmest time of the year, he searched and searched for the Rhino that came every year, the same one that killed his father, one that would make a truly strong host. Once he found it, he did not attack like his father had, he befriended it, tamed it, and molded it into a powerful host and tool for the coming adventures.


capture:

Unfortunately, Kyra became arrogant. With skills and power granted from his evil god, and the might of rhino, few could stand in his way. He took what he wanted with little thought of consequence food, treasures, women. All were his. He spread the “word” of Ghlaunder. Spreading disease and terror across the land.

Fortunately for him, the larger the nation, the more ripe it was for terror. Andoran proved particularly fertile. It’s merchants traveled much, and simple stealth tactics worked easily on them. With the might of his rhino, and his surprise attacks, it did not matter how heavily defended the caravan was, he could take it.

Until of course, that arrogance mentioned earlier came into play. Kyra had gotten his hands on a large amount of diseased food and needed an effective way to disperse it. A grain caravan would prove a good method. Attack the caravan, take out most of the defenders, but leave a few alive, spread diseased food in with the grain, and leave so the survivors can continue onto their destination with the infected grain.

The plan started off well. Hidden well along the road, the caravan was not expecting a rhino to charge them from the shrubs along the road. They were also not expecting the arrows that followed. A number of the defenders died, and the survivors scattered. Kyra quickly spread the poison, but not quickly enough.

The survivors had regrouped, and unfortunately were better trained than any of his previous targets. The grain caravan he had chosen to strike was headed for an Eagle Knight military base. While most of the defenders he had kills were only new recruits, those that had the sense to regroup were trained Eagle knights, too well trained for one man (and a rhino).

Captured, Kyra was sent to prison, and was waiting to be tried for multiple assault and thievery charges when something wonderful happened. It turned out that the Eagle knights had not noticed Kyra spreading the poison. They thought he was just after the money and gear of the recruits. The poisoned grain was feed to the soldiers at the base, and many of them died.

The great god Ghlaunder had sacrificed one of his disciples to strike a might blow to civilization. Poisoning a might military base and spreading disease. But perhaps it was not such a sacrifice after all.


character plan:

Sacred Huntmaster gives my inquisitor an animal companion, and I would take the animal domain. Everything I have read says that this would actually get me a second weaker animal companion instead of a stronger animal companion because they are based off the same class levels.

My plan of the second companion was going to be either a giant slug, some parasite (I couldn't find any, but if allowed I would see about a dire Stirge maybe, or a vermin companion), or a boar (so I could name them Rocksteady and Bebop from TMNT). Kyra herself focuses on ranged combat, using teamwork feats with my rhino like friendly fire to increase damage, and Escape route to avoid damage.


Posting to express interest.

I will be building a cannibalistic half-orc Abyssal Bloodrager. She's not friendly - obviously - but can be managed by creative allies who provide her with...outlets for her rage/hunger.

When I post again I will link her Mythweavers sheet and the background stories.


Alright, finished the crunch for Myza here. I will be posting up her background and capture a bit later on.


It's cool to see everybody's submissions flowing in. We have another week before the deadline.

Also, any thoughts on E6 vs. regular progression? For those who haven't run into it before, E6 stops level progression at level 6. Instead of leveling up you get new feats periodically. There are also E6-only feats that let you pick up a virtual level or two in a specific area (skill points, class features). The intent is to flatten out the power curve so that you can play with the same character over an extended campaign and have things feel largely the same, albeit with the character growing somewhat more capable with the feats.

I'm agnostic either way but thought it might fit the comic book style.


Nah, I'd much rather just keep it normal progression.
While I understand the concept and what it's trying to do, normal progression is just much preferable to me.

Although I will admit I was the one who originally propositioned gestalt, so a higher power level overall doesn't really bother me.


I would vote for regular progression, but that is largely because as a Bloodrager my best powers come online from leveling up, not getting more feats.


Also that^

Magus doesn't get cool things until later levels, either. So.


As a fellow bloodrager I agree about the normal progression.

On an unrelated note, almost went with the flesheater barbarian archetype but it takes too massive a penalty to Int for my tastes.


Oghash the cannibalistic half-orc Primalist Abyssal Bloodrager (with the Orc-bloodline Sorcerer VMC) is basically ready for review. I still need to do the math on her attack forms (generally she will be bloodraging, power attacking, and enlarged), but otherwise everything is done except my backgrounds, which will have to come a bit later.

In short, imagine a female half-orc Hulk who is evil and eats people. That is essentially Oghash. I will get into the background more from there.


I'd be more ok with E6 if we weren't starting at level 6. I'd want to see a small amount of progression before hitting the cap. Maybe starting at level 4 for E6 or starting at level 6 and doing E8.


I would vote for regular progression as well. But if you had a link to more info on E6 that would be nice.


There seems to be a pretty clear sentiment developing...

For more reading on the topic, there's an article on myth weavers.


I would prefer normal progression


TPJ's character here. Danira Mournbringer is a Drow Sorceress (Shadow Bloodline), specializing in illusion and deception.

Stats & Stuff:

Danira Mournbringer
Female Drow sorcerer 6
CE Medium humanoid (elf)
Init +8, Senses darkvision (150 ft.); Perception +6
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DEFENSE
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AC 15, touch 14, flat-footed 12 (+1 armor, +1 deflection, +3 Dex, )
hp 32 ((6d6)+6)
Fort +3, Ref +5, Will +5
Immunities sleep, SR 12;
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OFFENSE
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Speed 30 ft.
Ranged hand crossbow +6 (1d4/19-20)
Melee rapier +3 (1d6/18-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +6 (1d4/19-20)
Innate Spell-Like Abilities dancing lights (at will), darkness (1/day), detect magic (at will), faerie fire (1/day), feather fall (DC 10,1/day), levitate (1/day)

Sorcerer Spells Known (CL 6th; concentration +11)
3rd(4/day)-fireball(DC 17)
2nd(6/day)-haunting mists(DC 17), invisibility(DC 17), mad hallucination(DC 17), mirror image(DC ), scorching ray, spontaneous immolation(DC 16), darkvision(DC 16)
1st(7/day)-cause fear(DC 15), charm person(DC 15), color spray(DC 16), mage armor(DC 15), silent image(DC 16), vanish(DC 16), ray of enfeeblement(DC 15)
0th(at will)-acid splash, bleed(DC 14), daze(DC 14), ghost sound(DC 15), haunted fey aspect(DC ), prestidigitation(DC 14), read magic(DC )

=================================================
TACTICS
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=================================================
STATISTICS
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Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 19,
Base Atk +3; CMB +3; CMD 17
Feats Drow Nobility, Eschew Materials, Improved Initiative, Spell Focus (Illusion)
Skills Bluff +11, Diplomacy +6, Disguise +5, Intimidate +10, Knowledge (Arcana) +8, Perception +6, Spellcraft +8, Stealth +8, Use Magic Device +10,
Traits Arcane Temper, Unpredictable,
Languages Common, Drow Sign Language, Elven, Undercommon
SQ bloodline arcana, bloodline powers, bonus sorcerer add spell known (6x), cantrips, darkvision, keen senses, nighteye, poison use, shadow bloodline, shadowstrike, spell-like abilities, weapon familiarity, , , , , ,
Combat Gear drow poison (2), shadow essence,
Other Gear lenses of darkness, bracers of armor +1, ring of protection +1, hand crossbow, outfit (traveler's), backpack, common, poisoning sheath (2), bandolier, crossbow bolts (10) (4), rapier, dagger (3), 367.5 gp
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SPECIAL ABILITIES
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Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bloodline Arcana Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds.

Bloodline Powers Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.

Bonus Sorcerer Add Spell Known (6x) Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Darkvision (Ex) Range 150 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Drow can see in the dark up to 120 feet.

Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Eschew Materials

Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.

Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Nighteye (Ex) At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Shadow Bloodline Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.

Shadowstrike (Sp) At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Sorcerer Spell Level 1 (2x)

Sorcerer Spell Level 2 (4x)

Spell-Like Abilities (Sp) Drow can use dancing lights At Will, darkness 1/day, and faerie fire 1/day .

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Unpredictable Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.

Story:

Danira Mournbringer was born into a family of powerful sorcerers of Drow Nobility, their blood long ago mingled with spirits from the shadow plane.

As a Drow, Danira was already extremely evil and cruel, but to make things worse, she was bored. So very, very bored.

One day, she stole a special set of lenses of darkness, and decided to see what kind of excitement the surface world held, hoping to ease her boredom.

She came upon a party of adventurers, who seemed none too bright by her measure. She convinced them that she was an exile of her land, who had renounced the evil ways of her people, and sought to be a champion of good. Surprisingly, they bought it.

She kept up the charade for a couple years, having great adventures and growing in power, reveling in just how far she could carry on her deception.

The party became more advanced, and finally they accepted a dangerous mission to purge the land of an evil Lich, at the behest of their king. But by this point, Danira was bored yet again. She had other plans.

As the adventure continued, Danira struck a secret pact with the Lich they sought. She would not only lead the party to him, but beforehand she would help to completely break them, so as to ensure an easy victory for the Lich.

And so, Danira, having earned the trust of her party so thoroughly, allowed herself to be kidnapped by the Lich's minions.

While the party undertook a quest to find and rescue her, she led a group of the Lich's minions to the party's hometown. And then she proceeded to slaughter their families, friends, and everyone else in the town in a glorious night of bloodshed.

The party, ignorant of the horrors that transpired, made a bold last attempt to attack the Lich and rescue Danira. When they arrived, they found the heads of their loved ones and friends mounted on spikes in the Lich's lair.

As predicted, they were broken and devastated. And then Danira helped the Lich destroy them all. Except the one Rogue, who got away.

Capture:

The Rogue, distraught with grief, went to the King with news of the tragedy, and the King summoned numerous magicians to destroy the Lich and bring Danira to justice.

Danira was hunted and chased, and frequently killed her pursuers with absolute delight. But then the Rogue managed to steal her lenses and led her into a trap of lights set by the magicians.

Blinded, she was subdued by enchanted devices that kept her from casting her spells, and continually exposed her to bright lights, weakening and incapacitating her.

When the Rogue asked her why she did it, she laughed wildly and replied, "Because it was fun, darling!" And then she was carried away.

The Lich vanished, whereabouts currently unknown.

Liberty's Edge

Bowing out, you have already plenty submissions to choose from.


chuffster wrote:

There seems to be a pretty clear sentiment developing...

For more reading on the topic, there's an article on myth weavers.

I have to admit I'm a bit intrigued by E6. When I was building the character and thinking about the backstory, particularly the capture, I realized how ridiculously powerful a 6th-level spellcaster is and how difficult it would be to apprehend one, let alone kill them. I wasn't even really trying to min/max but felt like a kid in a candy store with all the options available.

That said, I would go with the majority opinion, but I do find the concept fascinating.


I'm not a big fan of the E6/E8 rules, but I'd be fine living with them. I've got an idea for a villainous arcane caster of some kind, a blade adept arcanist so that I can use a sword cane and actually have a reason for it. Would it be fine if we were some kind of evil mastermind as opposed to a really violent criminal? Someone arrested for treason and sedition, organizing a failed rebellion maybe? I know I can't do the Leadership feat but I wouldn't have my following anymore and I wouldn't have the opportunity to build one up either, so if you don't like Leadership we don't have to deal with it.


Leadership the feat is out.

Cerebral criminality is ok. If memory serves Lex Luthor was on the suicide squad at one point. Just try to show some panache.


I've always seen Deadshot as more of a tactical villain than a fighter, so yay for intelligent bad guys!


DekoTheBarbarian wrote:
I've always seen Deadshot as more of a tactical villain than a fighter, so yay for intelligent bad guys!

Well, the pre-new52 version of Deadshot was anyway. And also the longest serving member of the Suicide squad as well.

Now, if only there were forearm mountable, auto reloading heavy crossbow.

I have to say I prefer the totally professional, if also totally amoral villains to the 'Look at how crazy I am!' type. One Joker is more than enough.


If I remember correctly, one of Flash's villains, I think it was Captain Cold, only became a villain because Flash indirectly caused his sister's death by knocking out the power to the hospital she was in. I don't remember him being all Joker-ish.


Was Captain Cold the one who was a professional pitcher but decided to kill somebody by throwing a baseball at them?


That was boomerang I think


Boomerang the Marvel villain, as opposed to Captain Boomerang the DC & Flash villain, who was also a constant Suicide squad member, and generally called Boomerbutt due to his wonderful nature.


I'd prefer to not have E6, for a couple of reasons. Part of it is due to the fact that we're starting at level 6 to begin with, and another part is from wishing to go for the Demoniac prestige class with Myza here, which she would enter at level 8.

Anyways, time to get onto the good stuff for Myza! I'm going off of the setting standard that Drow still aren't really widely recognized by most folks, for the record.

Background:
Myza's mother was found deep in the forest by the Lumber Consortium, several months pregnant and nearly catatonic. In an oddly charitable act for the group, the Lumber Consortium ensured that the woman was turned over to a temple of Pharasma for safe care. A few days later, she gave birth to Myza, dying during the labor. And it was immediately apparent that there was something quite different about the girl.

The Pharasmin midwives were unsure about just what her father was. It was easy to tell that there was some elf blood there, but the color of her skin and eyes were entirely unlike that of any other elf that they knew of. However, small details like that didn't matter to the people of the Lumber Consortium, who decided that their generosity warranted some gains. Since the girl's mother had died, they decided that they might as well make use of the brat she left behind. And so Myza was taken in, and taught to keep (and cook) books, and make use of various chemical byproducts of their harvests to make a further profit. The girl took to it naturally, proving herself to be a prodigy by all measures, as well as a solid investment by those who rescued her.

This continued for quite some time, until one day some loggers brought in a creature they found on the job. It was a rock-like plant seemingly covered in constantly shifting golden patterns. Intrigued, Myza's superiors in the consortium had her study the creature, a task the half-elf was eager to take part in. For months, she tried to make sense of the patterns, slowly putting together the meanings of the symbols. As time went by, her research seemed to become more and more frenzied. She would lock herself in her chambers for days at a time, studying the strange creature. Book after book was filled with eldritch formulae, she learned various languages seemingly overnight, and she soon displayed a great deal of magical ability, triggered by quick utterances of alchemical formulas and diagrams drawn in the air.

However, it seemed that the woman was starting to lose touch with reality, preferring to spend her time pursuing her experiments and studies rather than mundane day-to-day activities. She slowly started to become more paranoid, more violent. She sometimes disappeared for days at a time with no explanation, returning with more notes, obscure ingredients, and various strange items. She even began to go out among some of the wounded lumberjacks of the consortium, at times healing them with her newfound powers, only to suddenly start ranting and raving about their imperfections and attacking them. Then, one day, she seemingly coerced a man to come back to her quarters with her, and harvested vital ingredients for what she termed her "Grand Experiment."

Capture:
Needless to say, Myzaraphiston's growing obsessions began to put her compatriots in the Consortium ill at ease. The drugs she had been producing since the discovery of the oddly marked petrifern were nothing short of amazing, and fattened all of their pockets with easily concealed profits. But the formulas being scrawled on the walls of her rooms, the "coincidental" poisonings of some clients, the mutilations that happened to those standing against them.... Something had to be done.

Unwilling to tolerate a potential threat to their continued operations, the Consortium did the only logical thing: They covertly tipped off some guards about a major drug supplier in the area, and let them know where that individual lived. The resulting raid caught Myza in the middle of her first sacrifice to Haagenti, and ultimately ended in the deaths of 12 guards. She escaped, and swiftly put together what had happened. And so, she began to hunt down her former allies in the Lumber Consortium, killing them with her magical knowledge, and warping their bodies in horrific ways.

However, she was ultimately captured by a group of adventurers hired by the Consortium itself, and shipped off to rot in some hole, while other minds attempted to study the petrifern that had given rise to both her power and her madness.


The Superior Six version of boomerang and the others(Shocker..) were awesome.


I'd prefer the standard progression myself, I 'd have to rebuild Calos if we're not really going passed level 6.


Just to make it official: standard progression it is.


I don't want to hinder my odds of being selected, but Oghash's backstory is pretty simple. If I need to be more verbose to have good chances of being selected, please let me know, but her backstory is unlikely to come up in play, since most of the people are very dead or want nothing to do with her.
-----------

Oghash was born of the union (rape) between an orcish witch doctor and his captive human slave. The violent environment in which she grew up led to Oghash lashing out in rage against the orcs around her, and after killing an orc boy before her tenth birthday she was ritually punished/marked to warn the others that she was dangerous. It didn't help, but the frequent, vicious fights she won did eventually beat this fact into the minds of her father's tribe - Oghash would kill without hesitation, and if not stopped, she would eat your remains.

The first time she cannibalized another orc she was nearly killed, but her father intervened. He regretted it later when she killed (and ate) him. Her rampage wasn't stopped until the tribe forced her out of their territory (losing many young warriors in the process). Several months later the feral half-orc woman terrorized a nearby human settlement. The string of vicious murders (in which only partial remains were ever found) was stopped when she was captured and eventually imprisoned.

While in prison awaiting trial Oghash repeatedly earned herself isolation. During her (short) trial her ravings were only stopped when she was forcibly muzzled (much to the relief of all present). The men into whose charge she was placed were dark and silent through the proceedings, their motives unknown. For some reason they decided to keep her alive, however, and she was taken away, never to be seen again...so far...


I'm gonna drop out of the running for now. Not sure of a good backstory for Grognak. Keep me in mind if you want to bring in someone else later on, though.

Dark Archive

Crunch:
Skoma Poros
Male Human Hydrokinteticist L6
NE Medium Humanoid
Init: +9 Perception: +9
------------
Defense
------------
AC: 19, touch 13, FF 16
HP 75
Fort 10 Reflex +8, Will+2 (+1 vs Cold, +4 vs cold environments)
Defensive: Shroud of Water can give +5 to defense or make a shield of water for +3 defense.
-----------------
Offensive
-----------------
Speed 30 ft.
Water Blast +7 (3d6+8/x2) Bludgeoning
Wrack (Su):
Bleeding Infusion (Su):
---------------------------------
Statistics
---------------------------------
Str 10, Dex 16, Con 21, Int 12, Wis 10, Cha 7
BAB: +4. CMB +4, CMD 17
Feats: Armor Prof. (Light), Combat Casting, Elemental Focus (Cold), Improved Init, Toughness
Traits: Frostborn, Reactionary.
Skills: Acrobatics +9, Heal +9, Know: Nature +10, Perception +9, Stealth +12, Swim +9
Languages: Common, Varisian
SQ: Blood Tell, Gather Power, Internal Buffer, Slick (DC 16, as grease spell)
Combat gear: +3 Darkleaf cloth studded leather armor, +1 Amulet of Natural Armor, +2 Belt of Mighty Con. Other: 225 gp
-----------------------
Special Abilities
------------------------
Basic Hydrokinesis (at will)
Bleeding Infustion (DC 18) Failed save and target takes bleeding damage equal to dice rolled.
Blood Tell. As Blood Biography
Burn 2/round (6nonlethal/burn, 8/day)
Cold Adaptation - Endure elements vs Cold, gains cold Resistance = 2x burn amount
Combat Casting
Elemental Focus (cold) +1 dc to spells that deal the energy
Elemental Overflow
Extended range: Kinetic blast up to 120 ft
Frostborn (trait) +4 on saves made to resist cold environs.
Gather Power
Infusion specialization 1 - reduce cost of burn infusions by 1.
Internal Buffer 1
Kinetic Blast
Metakinses (1 burn: Empower) - Accept burn to empower kinetic blast
Shroud of Water (+5 armor or +3 Shield, +1/burn)
Wrack (DC 16) Target takes half damage, but damage is untyped and ignores DR. Fort save to take half damage (half of half or 1/4 damage)

Skoma Poros had a hellacious life, being born into a chelaxian family. That not only summoned little demons but also tortured each other mentally and physically. There wasn't much else to do on the mountain. Skoma's best day is when he finally was able to fight back. As the soup moved, splashing his sister with the hot liquid. He had a bit of perverse pleasure from that. It lead to getting revenge on his family so that he couldn't live there.

He ran away from the crime scene. Running into a traveling group of Varisians. He told them how someone had killed his family, as he hid. And after a couple of days, when it was all quiet, got some food and ran away. The Varisians took pity let him stay for a while. He as taught some of their magics and learned to control his power better.

When he became a man, he left the Varisians, though grateful for the Varisians. He became one of them. If you were to ask his nationality he would say Varisia.

With his history, he took to a path that most would not appreciate. It would get him into the trouble he currently in. Which is hail for crimes against humanity. To him it wasmaking a living.

Hope this is satisfactory and I'll add the Skoma Poros to my ID for RP


I would like to present the good doctor to help take part in this.

Backstory:

Dr.Zorin Blitz
Male tiefling alchemist (mindchemist, vivisectionist) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 19, 20)
NE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 45 (6d8+12)
Fort +6, Ref +5, Will +2; +4 bonus vs. poison
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scythe +9 (2d4+7/×4)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 6th; concentration +5)
At will—deathwatch
Alchemist (Mindchemist, Vivisectionist) Extracts Prepared (CL 6th; concentration +11)
2nd—cure moderate wounds (2), investigative mind[ACG], resist energy
1st—comprehend languages, cure light wounds (3), shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 20, Wis 11, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (scythe), Throw Anything
Traits clever wordplay, scholar of the great beyond
Skills Appraise +9, Bluff +1, Craft (alchemy) +14 (+20 to create alchemical items), Diplomacy +6, Disable Device +1, Fly +3, Knowledge (arcana) +19, Knowledge (engineering) +11, Knowledge (nature) +21, Knowledge (planes) +17, Linguistics +11, Perception +11, Sense Motive +2, Sleight of Hand +5, Spellcraft +14, Stealth +2, Survival +4, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Sylvan, Undercommon
SQ alchemy (alchemy crafting +6), cognatogen, discoveries (infusion, mutagen[UM], tumor familiar[UM], vestigial arm[UM], vestigial arm[UM]), mutagen (+4/-2, +2 natural armor, 60 minutes), perfect recall, swift alchemy
Combat Gear mutagen[APG]; Other Gear +2 chain shirt, darkwood shield, +1 scythe, cracked magenta prism ioun stone, extraction scarificator, headband of vast intelligence +2, 1,874 gp, 9 sp, 4 cp
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cognatogen (DC 18) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can


Fluff:
Zorin's curiosity has always lead him into trouble. Ever since he was young he would often find himself opening up creatures to observe how they operate. Sometimes he would be able to stitch them back up, some time not. Eventually his parents were unable to hide these tendancies from the town any longer and banished him from their home. At a young age he learned how ever that their was always a place for a doctor who did not ask any questions. He started out by carrying out surgeries and operations on the underbelly of society who did not want the issues of their injuries coming to the surface. He used these profits how ever to abduct and experiment on people and creatures.

Soon it became clear to the guards how ever what was going on. When they arrived to stop him they found a small zoo of animals and people, all stitched up and “improved.” Locked inside the basement of his clinic. Suffice it to say, he never expected to see the light of day again. He was able to at least carry out a few surprise surgeries on the guards before being taken down during a raid on his office. Many of them found bits of them missing or removed, and that was only from the survivors. HIs subjects were allowed to go free, but all of them still showed the surgical stitching and grafts he tested on them. They all bared a small tattoo some where on their body as well, a large silver screw.

Zorin himself is tiefling. Heavy surgical scaring mars his body from self conducted surgeries, and stitching still crisscrosses his body. He stands about six foot two. His outfit usually consists of armor with a white surgical with heavy blood on it. His most defining charecteristic is instead of horns, he has a large silver screw that juts through his head.


When is the application process closing? Is there anything anyone sees re: Oghash that needs my attention?


Hmm. I've got two ideas for this.

One, a whip-using magus, dex-based, and focused on imposing debuff conditions with her whip. I don't think I have quite enough feats to do her justice, though.

Ideally, I'd want Whip Proficiency, Weapon Focus, Weapon Finesse, Slashing Grace, Whip Mastery, Enforcer (or Cornugon Smash), Rime Spell, and also power attack and hurtful, if it was to be completely ideal.

7 feats on the 'light' version is just a bit more than I can probably make happen. Eh. Doesn't Kensai magi get proficiency with an exotic weapon? That might work.

Actually, Kensai also gives weapon focus, so I could just barely fit the feats on a human magus, although that doesn't let me be elven, which is a bit of a bust. Hmm. Might as well go strength based then, if I decide to do this.

Hmm. The alternative is a body horror focused alchemist. If I Touch Injection a Skinsend infusion, does that make the target count as the caster of the spell for the purpose of dismissing it?


@Darkone: selection runs until next Monday. My primary criteria will be the backstory and arrest. If there's an issue with the mechanics we can sort it out post election.

@Olaf: Half-orcs get whip proficiency as an alt racial. If you're a race with a tail or prehensile hair the lesser metamagic rime rod is affordable and saves a feat.

Skinsend: consensus seems to be that RAW allows it as a touch injection but no sane GM would. My inclination is to allow it but with a save, possibly with a penalty to the DC. Ripping skin off mooks is fine (encouraged, even) but one shot kills on serious opponents are no fun. Also, remember that any tricks that are open to you are also open to the bad guys.

The person who loses the skin is the caster.


Eh, they already get a touch AC, a fortitude save and (potentially) SR by RAW, not really seeing the big deal there.

And even then, if we don't manage to kill the body before their turn, they can just dismiss the spell anyway, since they're considered the caster.

Hadn't thought of half-orcs, thank you. I think that one shall be grabbing Kensai for proficiency, though. It comes with weapon focus too, so I'm more or less sold.


I actually really like E6, personally.

I don't mind normal progression though.


dotting.


@Chuffster
Thanks! I am looking forward to playing Oghash if I am chosen!


I had the idea of creating an Orc barbarian with a permanent enlarge person cast on him. With all that str I wouldn't need to focus much on damage and could shore up those weak mental stats or focus on a sub-par fighting style such as improvised weapons via the breaker archtype. Or grab scent and be able to track our foes :)
We do have a lot of orc blood and (half)ragers so far...

Otherwise I was thinking of a summoner of some kind...

Silver Crusade

Dotting for interest.


A dot here for interest as well. Totally going to make a character with a bit of a martyr complex, probably with a very intense combat style that involves a lot of risk.

My character is likely going to be of the few, if not the only one, who is truly remorseful about what he has done and leaps at the opportunity to pay his debt that he owes the world one way or the other.

More later on my character.


Here is an idea of something that didnt pan out previous attempt

Aasimar. 4 Barbarian (invulnerable rager), 1 warpriest of Charon. Then Soul Drinker from there =^^=

Mentally broken. Till he gave himself over to the horseman of death. Now he sees himself as his avatar. Reveling in his new powers. Spawn type character. But not as much a good guy. He likes his new power. Imprisoned early. They saw his tendancies. At first they thought it was just part of his instabilities but as time went on. They realized he actually has super natural powers. So in fear they gave him over to the government for disposal. The government had other ideas


Interested. Would have to scale back the 7th level version (not too tough to do), and tweak the backstory from the 1st-level version some. (It's a bit longer than 500 words right now, I imagine.) Note that neither version is actually in a game. :P


Libris Mortis:

Libris Mortis
Archon-blooded aasimar (lawbringers) barbarian (unchained, invulnerable rager) 4/souldrinker 1/warpriest of Charon 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Campaign Setting: Book of the Damned Volume 3, Horsemen of the Apocalypse, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 7, Pathfinder Unchained 8)
NE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 21(19), touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 58(+12) (6 HD; 1d6+1d8+4d12+16)
Fort +8, Ref +2, Will +8; +2 vs. death, energy drain, negative energy, or necromancy spells, +3 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist negative energy 5, extreme endurance
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 conductive adamantine scythe +10(+11) (2d4+13(+18)/×4)
Special Attacks rage (12 rounds/day), blessings 3/day (Death: death's touch, from the grave, Water: armor of ice, ice strike), rage powers (roused anger, superstition +3), sacred weapon (1d6, 0)
Spell-Like Abilities (CL 6th; concentration +4)
. . 1/day—continual flame
Warpriest Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds (2)
. . 0 (at will)—create water, detect magic, virtue
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 18, Cha 7
Base Atk +4; CMB +6; CMD 19
Feats Alertness, Furious Focus[APG], Power Attack, Reckless Rage[ACG], Weapon Focus (scythe)
Skills Acrobatics -4 (-8 to jump), Intimidate +9, Knowledge (planes) +9, Perception +15, Sense Motive +15, Spellcraft +9; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common
SQ damned, deathless spirit
Other Gear +1 dragonhide full plate, +1 conductive adamantine scythe, 682 gp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Damned (Ex) Resurrection attempts must pass a CL check. If fail can't retry for 24 hrs.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Extreme Endurance (Fire) (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. This ability
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 12 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Roused Anger (Ex) Enter rage even when fatigued, but at end exhausted 10 min.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Superstition +3 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.

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

Xexek
Cacodaemon daemon (Pathfinder RPG Bestiary 2 64)
NE Tiny outsider (daemon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 17 (+5 natural, +2 size)
hp 29 (3d10+3); fast healing 2
Fort +7, Ref +5, Will +5
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 5 ft., fly 50 ft. (perfect)
Melee bite +7 (1d4+1)
Space 2½ ft.; Reach 0 ft.
Special Attacks disease, soul lock
Spell-Like Abilities (CL 6th; concentration +7)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 3/day—lesser confusion (DC 12)
. . 1/week—ommune commune (cl 12th, six questions)
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 13, Int 8, Wis 13, Cha 12
Base Atk +4; CMB +2; CMD 13
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +0 (-12 to jump), Bluff +7, Fly +18, Intimidate +7, Knowledge (planes) +7, Perception +10, Sense Motive +8, Spellcraft +4, Stealth +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SQ change shape (2 of the following forms: lizard, octopus, small scorpion, venomous snake; polymorph), improved evasion
--------------------
Special Abilities
--------------------
Change Shape (2 of the following forms: lizard, octopus, Small scorpion, venomous snake; polymorp You can change your form.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (Su) Cacodaemonia: Bite - injury; save Fort DC 12; onset 1 day; frequency 1/day; effect 1d2 Wis damage, cure 2 consecutive saves. In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communic
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Soul Lock (DC 12) (Su) Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon's gut, which it can regurgitate as a standard action. A sou
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.


could be fun. Dotting for ow. Several ideas going on in my head for toon.


I do have 2 questions.
1: Could I use my Str modifier instead of my Dex modifier to jump? I really dont like that the furthest my super strong Orc can jump is when he trips over his own feet :( that and I am trying to give him an identity beyond Big Dumb Orc and I might try and incorporate this.
2: Can my Large sized Orc take the Nightstalker monster feat? Again, trying to diversify his identity and I might go Big and Sneaky.

Aside from that, I am having a few struggles with creating the character. Belt of Mighty Hurling was a LOT more expensive then I anticipated, so improvised weapon hurling might be out.
Still thinking ^_^


(1) If you can figure out a way to do it by the rules then you can. Honestly IMO a 25 point buy gives you a lot of freedom in putting a character concept together. As a barbarian you already raging leaper if you want to jump around. That also lets you build into bestial leaper and raging flyer.

(2) Nightstalker is fine. In general monster feats will probably be ok but should be brought to my attention when you use them.


Nope. There is no way (that I know of) to do it. When 3.5 became pathfinder they consolidated jump, tumble and balance into 1 skill. They have been content with the flash outjumping the hulk ever since. You would think that they would have a trait or something (like Wisdom in the Flesh) to allow you to do it, but meh.
Edit: I found a feat. Bulette Leap would let you do it but would require a very weird build path/multiclassing to pull off so I will have to think of something else (a MoMS monk?)

I only get 6 resources with which to define and shape my character (3 feats, 3 powers) and spending 2 or 3 or more of them on something that has no combat effect, social effect or party boosting effect is hard to swallow.

What I am wanting to build is a large orc who fights largely unarmed or with a feral style.
From that core I want to give him some other defining feature(s) like massive jumping or the ability to climb buildings or hunt down foes by scent or being stealthy.

Some thoughts going through my head.
Barbarian or Monk
Unarmed fighting (monk flurry, brawler power)
Dragon style
Grappling (tedori monk?)
I was also checking out throwing improvised weapons but that doesn't seem feasible.

Then something cool like;
Scent (barbarian power or orc feat)
Raging leaper/climber
Monk high jump
Night stalker (large and stealthy ftw!)

I dunno, this is just me thinking out loud, if you have any suggestions let me know :)

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