Endless Sky (Inactive)

Game Master Zephyr amir



Pathfinder Adventure Subscriber

So I'm new here but figured I'd run my first couple games here after reading through the books for Fists of the Ruby Phoenix. This was written for the second edition of Pathfinder and is the only adventure path that starts out at 11th level, yes you read that right, 11th level starting.

About the GM:

I have been gaming for about 20 years now and have experience in many systems but by far my favorite system is Pathfinder! I have been a player since the beta of first edition and mainly spent time playing with my wife and kids before covid decided to end my marriage. I have had the itch to start playing again and figured that now is a good a time as any.

I should warn you that my experience with the second edition is limited so your patience is requested and probably required until we work out the kinks.

I do have a full-time job so my posting will be limited to late afternoons/evenings on Monday, Tuesday, Wednesday, and Saturdays. Otherwise, I'll be able to post frequently though with it being football season again I will be unavailable most Sundays for 3 hours.

Character Creation:

Ancestries: All common and uncommon ancestries are welcome. Tengu, and kitsune in particular would fit well since this takes place in Tien Xia.
Classes: Any Paizo-published classes are fair game.
Starting Level:[/b] 11th level
Wealth: Following the wealth by level chart from the core rule book which can be found here
Formatting for character sheets: Please ensure that your stats are easily available to me. If I cannot find something, I’ll let you know, but if I do, I’d like you to change it so that I can more easily find it - that is, don’t just point it out to me.
Backstory: I would like to know who your character is with hooks that I can work into the plot, specifically a rival that you've run into in your previous adventures. Being that we are starting at level 11 you are an experienced adventurer and would likely have many stories to tell of previous exploits so this is your time to tell them. I am not looking for a novel, though I won't frown if you want to provide one, but give me something to sink my plot hooks into.

Game Rules:

-Due to my aforementioned work schedule(see the GM info spoiler above) I will only be requiring 2 posts per week from my players. Obviously, if you want to/can post more feel free but I will only hound you if you don't meet the 1 per week post requirement.

-I tend to have a dark sense of humor and allow adult humor and themes at my tables so please only apply if you are not easily offended.

-I am considering using a VTT system for combat but haven't decided yet, this can be discussed with the players that are chosen at a later date.

Recruitment will close in one week on Thursday, September 10 at 2 PM EST. The plan right now is to select 4-6 players.

Feel free to ask any questions you have here or you can PM me. If I have forgotten any key details just let me know, as I said this is my first time running a game here.


I've got a Dragin Instinct Barbarian I'd like to play at that tier, and the slower post rate works for me considering my work schedule so that's great. I should have a build and frame work up this weekend.


slower posts work for me as well, I've got an idea for a human warpriest of Iomedae, that's basically couldn't quite make it in Paladin school and never got over it though he's accomplished a lot since basically retreating to seminary and becoming a warpriest instead. His personality is basically some low level despair, a lot of weariness, and an ever present need to prove himself driving him on... TO ADVENTURE!

Any possibility of Free Archetype?

Should be fine if no as my idea for this guy is that he'll take the Marshall Archetype and be a great off tank, with buffs, and lots of heals for the team. He won't take the medicine skill though lol, a bit of spite at being forced to be 'just a cleric'.

By 11th level there's a *lot* of class feats to play with so it should work with class feats and no need for Free Archetype.

Scarab Sages

Welcome to the Boards!

This is Dorian Grey.

I have Lazarus the Undying just made for Ruby Phoenix Tournament! He is ready to redeem himself against the machinations of Hao-Jin herself!

About me a bit:
I am a long time poster here on the Boards. I am in many games; including PF2e games on and off these Boards (AoA, EC, Malevolence, and AoEW, which I am DMing).
You may browse my Campaign Page for rp examples, if you like.
I am well-versed in PF2e; and, am enjoying it immensely!
I am from Michigan also. My posting rates are consistent. I will be returning to work next week, so your posting requirements fit...lol.

Any questions, concerns are welcome.

Thank you for running!


GM Stargin wrote:

slower posts work for me as well, I've got an idea for a human warpriest of Iomedae, that's basically couldn't quite make it in Paladin school and never got over it though he's accomplished a lot since basically retreating to seminary and becoming a warpriest instead. His personality is basically some low level despair, a lot of weariness, and an ever present need to prove himself driving him on... TO ADVENTURE!

Any possibility of Free Archetype?

Should be fine if no as my idea for this guy is that he'll take the Marshall Archetype and be a great off tank, with buffs, and lots of heals for the team. He won't take the medicine skill though lol, a bit of spite at being forced to be 'just a cleric'.

By 11th level there's a *lot* of class feats to play with so it should work with class feats and no need for Free Archetype.

Very true, so, what about Ancestry Paragon? These feats are not available through any other selection.

I will absolutely submit Zephyr as 11th level though, VERY cool!


It would probably be inappropriate for Zephyr to hold out his left hand and ask Dorian to show him where he is from ...


Dotting for interest. Thinking of building a summoner on Monday.


I've got interest! The pacing works well for me as well. Though will also depend lightly on timezones if we were wanting multiple rapid in a row situations. But slower is fine for me.

I'd have interest in an Alchemist-(probably w/ pathfinder agent or some archetype). Otherwise a Summoner-Who would be a puppeteer and Edo would be a puppet. I'll have to sketch up some examples of a story to pick from.

As a player, I'm the type who likes to b e sidekicks or secondary characters rather than the leads.

I'll have to add more details when I've sketched up more info later. but wanted to toss my interest out while browsing before I head out today.

Question. The rival. Is its purpose to be a bad rival, or a friend rival? I would hate to write a comradry rival.. and then have them immediately bad or something. w/out spoilers of course. Are the rivals intended to be antognistic rivals, friendly rivals, or just rivals with potentials for either?


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Pathfinder Adventure Subscriber
GM Stargin wrote:

slower posts work for me as well, I've got an idea for a human warpriest of Iomedae, that's basically couldn't quite make it in Paladin school and never got over it though he's accomplished a lot since basically retreating to seminary and becoming a warpriest instead. His personality is basically some low level despair, a lot of weariness, and an ever present need to prove himself driving him on... TO ADVENTURE!

Any possibility of Free Archetype?

Should be fine if no as my idea for this guy is that he'll take the Marshall Archetype and be a great off tank, with buffs, and lots of heals for the team. He won't take the medicine skill though lol, a bit of spite at being forced to be 'just a cleric'.

By 11th level there's a *lot* of class feats to play with so it should work with class feats and no need for Free Archetype.

Because of the ready availability of class feats at this point I'm going to say no to free archetypes.


Pathfinder Adventure Subscriber
Lazarus the Undying wrote:

Welcome to the Boards!

This is Dorian Grey.

I have Lazarus the Undying just made for Ruby Phoenix Tournament! He is ready to redeem himself against the machinations of Hao-Jin herself!

** spoiler omitted **

Any questions, concerns are welcome.

Thank you for running!

Looks good I'll take you under consideration when the time comes. Let me know if you have any questions.


Pathfinder Adventure Subscriber
Zephyr amir wrote:
GM Stargin wrote:

slower posts work for me as well, I've got an idea for a human warpriest of Iomedae, that's basically couldn't quite make it in Paladin school and never got over it though he's accomplished a lot since basically retreating to seminary and becoming a warpriest instead. His personality is basically some low level despair, a lot of weariness, and an ever present need to prove himself driving him on... TO ADVENTURE!

Any possibility of Free Archetype?

Should be fine if no as my idea for this guy is that he'll take the Marshall Archetype and be a great off tank, with buffs, and lots of heals for the team. He won't take the medicine skill though lol, a bit of spite at being forced to be 'just a cleric'.

By 11th level there's a *lot* of class feats to play with so it should work with class feats and no need for Free Archetype.

Very true, so, what about Ancestry Paragon? These feats are not available through any other selection.

I will absolutely submit Zephyr as 11th level though, VERY cool!

I'm sorry I am going to have to say no to Ancestry Paragon variant rules for this, being that it starts at 11th level already and I am newer to 11th level I am going to try to keep things as "by the book" as possible and not want to add to much power. Also I feel like that rule variant would best be applied to every character for fairness and see my above point for why I'm not willing to do that.

I do look forward to seeing Zephyr updated to 11th level though and I hope my stinginess with the rules doesn't deter you from playing.


PathfinderPlayer35 wrote:
Zephyr amir wrote:
GM Stargin wrote:

slower posts work for me as well, I've got an idea for a human warpriest of Iomedae, that's basically couldn't quite make it in Paladin school and never got over it though he's accomplished a lot since basically retreating to seminary and becoming a warpriest instead. His personality is basically some low level despair, a lot of weariness, and an ever present need to prove himself driving him on... TO ADVENTURE!

Any possibility of Free Archetype?

Should be fine if no as my idea for this guy is that he'll take the Marshall Archetype and be a great off tank, with buffs, and lots of heals for the team. He won't take the medicine skill though lol, a bit of spite at being forced to be 'just a cleric'.

By 11th level there's a *lot* of class feats to play with so it should work with class feats and no need for Free Archetype.

Very true, so, what about Ancestry Paragon? These feats are not available through any other selection.

I will absolutely submit Zephyr as 11th level though, VERY cool!

I'm sorry I am going to have to say no to Ancestry Paragon variant rules for this, being that it starts at 11th level already and I am newer to 11th level I am going to try to keep things as "by the book" as possible and not want to add to much power. Also I feel like that rule variant would best be applied to every character for fairness and see my above point for why I'm not willing to do that.

I do look forward to seeing Zephyr updated to 11th level though and I hope my stinginess with the rules doesn't deter you from playing.

It does not deter me, only makes me focus ;)

I was actually just re-reading that section from the GM's Guide ... and if everyone doesn't want to dig into their racial background, it really doesn't add as much. Just for characters like Syphs, and Strix, and Sprites who want to do flight development, it becomes like their whole ancestry, rather than just a part of it.

and I will admit that I started doing a new thing last night, a little crazy, but helpful too. I am developing the character in BOTH pathBUILDER and in HeroLab. Because of the limitations they both have, I wanted to see what the outcome by level would look like. It has been interesting for sure. Output soon!


Pathfinder Adventure Subscriber
Zwordsman wrote:

I've got interest! The pacing works well for me as well. Though will also depend lightly on time zones if we were wanting multiple rapid in a row situations. But slower is fine for me.

I'd have interest in an Alchemist-(probably w/ pathfinder agent or some archetype). Otherwise a Summoner-Who would be a puppeteer and Edo would be a puppet. I'll have to sketch up some examples of a story to pick from.

As a player, I'm the type who likes to b e sidekicks or secondary characters rather than the leads.

I'll have to add more details when I've sketched up more info later. but wanted to toss my interest out while browsing before I head out today.

Question. The rival. Is its purpose to be a bad rival, or a friend rival? I would hate to write a comradery rival.. and then have them immediately bad or something. w/out spoilers of course. Are the rivals intended to be antagonistic rivals, friendly rivals, or just rivals with potentials for either?

This is kind of hard to answer with out giving away spoilers. But basically I'm using the rival as someone you would have somewhat frequent interactions with through out the story so either comradery or antagonistic rival would work and they could start out as one and swap through out the story based on dealings with the party.


Pathfinder Adventure Subscriber

For those of you who want a little more information on the adventure path see the following spoiler.

AP Info:

The Ruby Phoenix Tournament begins! The sorcerer Hao Jin has returned to Tian Xia to host her decennial international fighting tournament, and contestants from all over the world have arrived to try their chance at winning a prize from her vault of incredible treasures. Before they can compete in the tournament, however, fighters must first complete a series of qualifying challenges on the uninhabited tropical island of Bonmu, where wild dinosaurs roam amid the ancient ruins of a lost civilization. Can the heroes defend their island stronghold, outlast their many ruthless rivals, and survive the perils of so-called Danger Island? Let the competitors decide!

Scarab Sages

Thank you; time to wait.
Lazarus will start doing some sit ups in the name of Irori!


My current concept is as follows;

Tsu Yang Zhou & his sister Tsu Yan Song, were orphaned at a young age, knowing nothing of their parentage other than the memory of their village being subsumed by flame and ash. Taken into a monastery devoted to Irori, during their childhood the monks took care of the twins, caring for them, even as they educated them, placing them on to the path of perfection. However, Zhou was consumed by curiosity, wishing to learn more of his parentage, whereas Song felt their parents weak, unable to protect them, and strove to become stronger so she could protect her brother. In time, Zhou discovered their parents were slain while they stood in defense of the great celestial dragon. He shared his discovery with his sister, wishing to seek out the great golden dragon.

Song would have none of it, she blamed the dragon for her parents death, wandering a dangerous path, one that led her to a member of the order who was devoted, not to Irori's path, but that of Zon-kuthon. The Dark Prince sought to undermine the Master of Master's followers, and lure them along a dark path, pain and torment, that would bring them to his eviscerating embrace.

Zhou discovered the truth of this, and confronted Song's master, however, in his guise as a member of the order, devoted to Irori, he had Zhou banished from the monastery. Zhou wandered alone for many months, until he climbed the highest mountain, and beseeched the great celestial dragon to reveal the truth of his heritage. In a vision, he heard the roar of the heavens, and the truth was revealed, he, like his parents before him, was a disciple of the great celestial order, and took it upon himself to honor that connection.

He regretted the loss of his twin, and in many encounters, tried to redeem her from the barb like grip of her patron, however, he always failed. Finding out that his sister, now known as Nine Serpent Song, had joined the tournament, he sought to confront her, redeem her in the eyes of their parents, and welcome her back to the celestial order.

I can fluff it up with some more connections, but in essence, the build will be a Dragon Instinct Barbarian, who mellowed as he leveled up, taking the Sorcerer Bloodline dedication & the Draconic Disciple dedication. Even becoming a Master of the Tea ceremony.

I will work on the build and equipment this weekend.


Was working on the actual character sheet stuff... (stories are more or less written.. though I don't have much "career accomplishments" since I don't really have much in that in mind).

Quick Question.
For class choices, archetype choices, and Alchemy Item Formula choices. Are you restricting anything? I.e. no uncommon, no rare, nothing from a source book (such as Lost Omens pathfinder society guide)

There are a few choices I was looking at; such as a few class feats for alchemist, or pathfinder agent archetype feats.


I am building a summoner with a phantom eidolon. Would you allow the rare background Seer of the Dead? If not, I'll choose a common background. :)


Crunch is done for my summoner, Zathra, pending confirmation of access to rare background. I will write her backstory tomorrow morning.


To become a samurai, a full paladin/champion of Shizuru, is hard.

Yet that is all young Ryushi wanted. At his own insistence his village parents apprentinced him to nearby warrior temple and the enthusiastic boy become a dilligent young man.

He did most everything his masters could have asked of him. He made friends easily and worked hard. The touch of Shizuru's approval was obvious in him thanks to the sparks of the divine he exhibited.

But he was not the smartest, or the wisest in his studies, and the heaviest of armors made him clumsy.

So it was that his acceptance into the order came down to one final trial. A duel in heavy armor against his friend who had ascended to the order a year prior. All he had to do was land one hit in three tries.

*Whap*
*Whap*
*Whap*

The final attempt went so badly that his attack was side stepped and he was struck on the back, falling on his face.

Hao-Jin Aida, who had shattered his dreams with her performance, helped him up and commiserated in low words as he walked stony faced to the side where the failed aspirants sat, sitting motionless as the rest of the trials were conducted as honour and duty demanded.

He became a guard and trainer at the temple while Hao-Jin moved on to great exploits. His village parents were convinced he was a full member of the order as he went back to visit in his fancy medium armor, and katana, sharing his salary with them. His insistence he was not fell on deaf ears and worse was the polite applause from those who knew what had happened but did not want to harm the family pride.

Ironically Shizuru's favour of him grew and the temple masters roped him into studying to be a cleric. His heart was never really in it though. Finally, hearing of Hao-Jin's exploits and seeing his first students ascending to full order, he decided to leave. He took monster slaying jobs to ensure his parents were set for life and then went wandering to prove his worthiness to himself. Mixing well paying jobs for honourable merchants and trade caravans of repute with protecting and then training isolated villages to hold off bandits or monsters.

I went with the simpler gear buying to get

Breastplate of command (10)
+1 striking grevious katana (9)
Force Shield (Uncommon) (9)
Greater staff of healing (8)
Boots of Bounding (7)
Slippers of spider climbing (7)

Might buy some other stuff but mostly well stocked with alchemy and side weapons as well.

Hao-Jin is his rival. Not really antagonistic but she reminds him of the core failure of his life that drives him on. Her politeness and consideration are honestly kinda irritating to him.

He should be able to stand on the front line and provide a lot of bonuses and extra saves because of his Marshall archetype, also a lot of healing and some extra movement abilities. Should have a pretty decent single strike too.

He can be leader, second in command, team mascot as required.

Two Uncommon choices, the Force Shield, and 3rd level spell Neutralize Poison for your consideration and approval.

Good luck to all.

Ugaki, Ryushi Crunch:

Ugaki, Ryushi
Cleric of Shizuru (Warpriest) 11
NG Medium Human Versatile Heritage Humanoid
Perception +18 (+2 initiative);
Languages None selected

Skills Acrobatics +2, Athletics +21, Deception +17, Diplomacy +23, Intimidation +19, Lore: Warfare +13, Religion +16, Society +15, Survival +16

Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +4

Items Breastplate of Command (10), Adventurer's Pack, Caltrops (2), Religious Symbol (Wooden), Religious Symbol
(Silver), Slippers of Spider Climbing (7), Staff of Healing (Greater) (8), Boots of Bounding (7), Alchemist's Fire (Moderate)
(2), Acid Flask (Moderate), Healing Potion (Moderate), Antidote (Moderate), Antiplague (Moderate), Force Shield (9)
(Hardness 8, HP 32, BT 16)

AC 29 (+31 with shield raised), Fort +19, Ref +18, Will +21; Resolve

HP 140

Shield Block

Speed 30 feet
Melee +1 Striking Grevious Katana +20 (Deadly d8, Two-Hand d10, Uncommon, Versatile P, Enchantment, Magical), Damage 2d6+4 (S) (9)
Melee Cold Iron (Low-Grade) Wakizashi +17 (Agile, Deadly d8, Finesse, Uncommon, Versatile P), Damage 1d4+4 (S)
Melee Silver (Low-Grade) Wakizashi +17 (Agile, Deadly d8, Finesse, Uncommon, Versatile P), Damage 1d4+4 (S)
Melee Warhammer +17 (Shove), Damage 1d8+4 (B)
Ranged Composite Longbow +15 (Deadly d10, Propulsive, Volley 30 ft.), Damage 1d8+2 (P)

Inspiring Marshal Stance (Open, Stance) Prerequisites Marshal Dedication, trained in Diplomacy You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects. Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute.

Cadence Call (Auditory, Flourish) Frequency once per minute Prerequisites Marshal Dedication You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn.

Snap Out of It! (Auditory, Emotion, Mental) Prerequisites Marshal Dedication You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.

Evangelize (Auditory, General, Linguistic, Mental, Skill) Prerequisites master in Diplomacy, you follow a deity or philosophy You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. Critical Success The target is stupefied 2 for 1 round. Success The target is stupefied 1 for 1 round. Failure The target is unaffected.

No Cause for Alarm (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.

Divine Weapon Frequency once per turn Trigger You finish Casting a Spell using one of your divine spell slots on your turn. You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.

Breastplate of Command (Enchantment, Invested, Magical) Activate Command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus tp saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1.

Force Shield (Evocation, Force, Magical, Uncommon) Activate command; Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield.

Slippers of Spider Climbing (Invested, Magical, Transmutation) Activate command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces.

Divine Prepared Spells DC 28, attack +18 6th Heal, Heal, Heal, Heal, Heal; 5th ; 4th ; 3rd ; 2nd ; 1st ; Cantrips

Divine Prepared Spells DC 28, attack +18 6th Scintillating Safeguard, Blade Barrier; 5th Summon Dragon, Breath of Life, Blessing of Defiance; 4th Reflective Scales, Freedom of Movement, Air Walk; 3rd Neutralize Poison, Positive Attunement, Warding Aggression; 2nd See Invisibility, Remove Fear, Water Walk; 1st True Strike, Mending, True Strike; Cantrips Stabilize, Detect Magic, Bullhorn, Know Direction, Guidance
Focus Spells (1 points) Perfected Mind You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once.

Additional Feats Armor Assist, Domain Initiate, Hardy Traveler, Incredible Initiative, Intimidating Prowess, Marshal Dedication, Multilingual, Natural Skill, Pilgrim's Token, Rapid Mantel, Toughness

Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest), Domain Initiate (Perfection), Marshal Dedication Skill (Diplomacy), Skilled (Deception), Skilled (Intimidation)


Realized the name Hao-Jin was stuck in my mind when I came up with the name of Ryushi's rival. Lol. Let's change it to Haraka Aida.


I was just thinking that you were really--really--old...lol.


Pathfinder Adventure Subscriber
Zwordsman wrote:

Was working on the actual character sheet stuff... (stories are more or less written.. though I don't have much "career accomplishments" since I don't really have much in that in mind).

Quick Question.
For class choices, archetype choices, and Alchemy Item Formula choices. Are you restricting anything? I.e. no uncommon, no rare, nothing from a source book (such as Lost Omens pathfinder society guide)

There are a few choices I was looking at; such as a few class feats for alchemist, or pathfinder agent archetype feats.

I'll probably end up regretting this but right now the only banned material is 3pp stuff. Anything Paizo published is fair game.


Pathfinder Adventure Subscriber
Brainiac wrote:
I am building a summoner with a phantom eidolon. Would you allow the rare background Seer of the Dead? If not, I'll choose a common background. :)

Seer of the dead is allowed.


Pathfinder Adventure Subscriber
GM Stargin wrote:

To become a samurai, a full paladin/champion of Shizuru, is hard.

Yet that is all young Ryushi wanted. At his own insistence his village parents apprentinced him to nearby warrior temple and the enthusiastic boy become a dilligent young man.

He did most everything his masters could have asked of him. He made friends easily and worked hard. The touch of Shizuru's approval was obvious in him thanks to the sparks of the divine he exhibited.

But he was not the smartest, or the wisest in his studies, and the heaviest of armors made him clumsy.

So it was that his acceptance into the order came down to one final trial. A duel in heavy armor against his friend who had ascended to the order a year prior. All he had to do was land one hit in three tries.

*Whap*
*Whap*
*Whap*

The final attempt went so badly that his attack was side stepped and he was struck on the back, falling on his face.

Hao-Jin Aida, who had shattered his dreams with her performance, helped him up and commiserated in low words as he walked stony faced to the side where the failed aspirants sat, sitting motionless as the rest of the trials were conducted as honour and duty demanded.

He became a guard and trainer at the temple while Hao-Jin moved on to great exploits. His village parents were convinced he was a full member of the order as he went back to visit in his fancy medium armor, and katana, sharing his salary with them. His insistence he was not fell on deaf ears and worse was the polite applause from those who knew what had happened but did not want to harm the family pride.

Ironically Shizuru's favour of him grew and the temple masters roped him into studying to be a cleric. His heart was never really in it though. Finally, hearing of Hao-Jin's exploits and seeing his first students ascending to full order, he decided to leave. He took monster slaying jobs to ensure his parents were set for life and then went wandering to prove his worthiness to himself. Mixing well paying jobs for honourable merchants and...

Sounds great! I just wanted to point out, and I'm sure you're aware, but you won't be able to wear the boots and the slippers at the same time. I'm fine with you swapping out whatever the situation dictates though.


Pathfinder Adventure Subscriber

Zephyr made a really good point via PM that according to the player's guide it is suggested you build your character as a level 1 character and then level him up, per the core rule book.

I make this point for those of you that are using hero lab and wanting to jump right to a level 11 character this might give you the wrong number of feats and might break things for your character. I'm sorry for the extra work this might cause and if you would like I'd be willing to extend the time frame of character creation past Thursday if collectively people feel they need more time to get their characters completed.


That is indeed how I build as well. Its hard to build otherwise. Though I don't have hero labs. I do it by hand.

So. I'm not exactly sure how good or badly this character would fit. As they're not the most combat focusued, and an Alchemist w/ Lore Master. Bombs, and recall knowledge-and in general team supply of alchemical items and such. I'm not sure if Recall Knowledge vs Creatures is useful.
I'm not really sure if this AP is meant to have all combat focused folks or not.. but I just saw an opportunity to continue the story of a character I've played before. and would love it.
That said I have a fair shell of what I want out of the character. So I could add in things like Trapfinder (somewhat), Healing and such into the build if it ends up being wanted.
So many options in Pathfinder.

Backstory of Archivist Malik Zell. Which I could copy and paste if preferred. He's basically involved in the tournament to get information from such a long lived person as a reward if possible.

So, here is a Mythweavers Character Sheet for Malik.
Though its not entirely finished, only partial as it stands. I also intend to format it into a Stat Block style, but I have a far easier time building using mythweavers to keep track of things. Then transfer to an Alias statblock. I will be finishing it before Wednesday. I still have a few feats to choose through, probably will switch some skills, and money spending-a lot of which will be Formula.

I was stuck between Pathfinder Agent + thorough reports and Loremaster. but I opted for Loremaster, as I like having a ready option for lots of Recall Knowledge stuff.


Maybe build your character by hand Zwordsman and then throw them into pathbuilder 2e as a double check? It's a really great website.


I believe Zathra is all done now and ready for your consideration!

Background:
Zathra grew up in the Half-City of Wati, so named for the vast necropolis that takes up a large portion of its area. She was only a teenager when the actions of a cult of the Sky Pharoah Hakotep unleashed hordes of undead into Wati's streets. Separated from her friends and loved ones in the chaos, Zathra fled from the undead and found herself holed up in the long abandoned tomb of an ancient warrior. She thought she was done for when a gang of ravenous zombies discovered her hiding spot, but to her surprise, a hawk-headed spirit manifested in the tomb to defend her, slaying the zombies and saving her life!

The spirit belonged to the warrior Tarik, whose undying anger against those who had wronged him in life kept him bound to the mortal world. Due to some strange quirk of fate, a powerful link had been established between Zathra and Tarik, bonding the pair together. This newfound link also granted Zathra a sensitivity to the spiritual world, allowing her to see other ghosts and phantoms that dwelled on the edge of the Ethereal Plane.

When the undead uprising was finally quelled, Zathra emerged from the necropolis with a powerful protector and a newfound purpose. She would dedicate herself to exploring ancient tombs and ruins to find and put to rest as many wayward souls as she could. Over the next several years, the young woman began to garner a reputation not only for her bravery and selflessness, but for the combat prowess of her guardian eidolon. Of course, she often clashed with the more unscrupulous tomb raiders that often sought to rob the dead rather than to help them pass on to the afterlife. A Taldan rogue by the name of Caspian Vernisant has proven to be a frequent thorn in Zathra's side, interfering with her efforts in search of his own personal gain.

Upon learning of the upcoming Ruby Phoenix Tournament, Zathra decided to undertake the lengthy journey across the world to Goka to join a team in the hopes of winning the grand prize. She hopes that somewhere within Hao Jin's legendary vault might be a powerful artifact that can help her finally help Tarik pass on to his long-delayed reward in the Great Beyond. And in the meantime, fame and fortune never hurt anybody!


I might double check in that website. Depends if I can figure out what its requesting to store on my browser cache.
I built it level by level following the guides so its should be fair decent.
I'm mostly struck with choice paralysis hah. I'll have to flesh out some short intermediate adventures to make some skill choices


Rolling up a Dwarf Monk. I do have a question about the cutoff date, is it Thursday the 9th or Friday the 10th?

Dark Archive

I think I will toss my hat into this as well.

Here is my bard/Champion of Fei Heng

Ajo:

Character Name: Ajo Danol
Ancestry & Heritage: Tengu
Background: Noble
Class: Bard [Champion] 11
Size: Medium
Alignment: NG
Traits: Humanoid, Tengu
Deity: Hei Feng
Languages: Common, Tengu

Ability Scores:
Str Mod: 4 Str Score: 18 [+2 Base, +2 Noble, +2 5th, +2 10th]
Dex Mod: 3 Dex Score: 16 [+2 Tengu, +2 5th, +2 10th]
Con Mod: 3 Con Score: 16 [+2 Base, +2 5th, +2 10th]
Int Mod: 0 Int Score: 10 []
Wis Mod: 3 Wis Score: 16 [+2 Base, +2 5th, +2 10th]
Cha Mod: 4 Cha Score: 18 [+2 Tengu, +2 Base, +2 Noble, +2 Bard ]

Armor Class
AC = (30) (Armor [6])+(Dex [3] or Cap[0]) (Prof [13]) *T*EML + (Item [1])
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML
Shield ( ) Hardness: Max HP ()/BT () Current HP ()

Saving Throws
Fortitude: (19) Con [3] + Prof [15] + Item [1] T*E*ML
Reflex: (17) Dex [3] + Prof [13] + Item [1] *T*EML
Will: (21) Wis [3] + Prof [17] + Item [1] -TE*M*L

Hit Points: Max [138] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: [Fire Resistance 5]
Conditions: []

Initiative: +5 [+3 Dex, +2 Feat]

Perception (Low Light Vision): [20 / 21 w Vision] Wis[3] + Prof [17]+ TE*M*L + Item [1]

Speed [30] Ft ; Movement Types & Notes: []

Melee
Weapon:+1 Striking Katana [18]= Str [4] + Prof [13] + T*E*ML + Item [1]
Dice [2d10/2d6] + Str[4] + W Spec[] + Other [] + Traits []
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []

Ranged
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon Proficiencies
Simple: T*E*ML ; Unarmed: *T*EML; Martial: TEML ; Advanced: TEML ; Bard: T*E*ML; Tengu: *T*EML ;

Skills
Acrobatics: [16]= Dex [3]+ Prof[13] + *T*EML + Item [] - Armor []
Arcana: [0]= Int [0]+ Prof[0] + TEML + Item []
Athletics: [17]= Str [4]+ Prof[13] + *T*EML + Item [] - Armor []
Crafting: [0]= Int [0]+ Prof[0] + TEML + Item []
Deception: [4]= Cha [4]+ Prof [0] + TEML + Item []
Diplomacy: [15]= Cha [4]+ Prof [15] + T*E*ML + Item []
Intimidation: [4]= Cha [4]+ Prof [0] + TEML + Item []
[Heraldry] Lore: [13]= Int [0]+ Prof [13] + *T*EML + Item []
[Bardic] Lore: [15]= Int [0]+ Prof [15] + T*E*ML + Item []
Medicine: [0]= Int [0]+ Prof[0] + TEML + Item [1]
Nature: [0]= Int [0]+ Prof [0] + TEML + Item []
Occultism: [17]= Int [0]+ Prof [17] + TE*M*L + Item []
Performance: [17]= Cha [4]+ Prof [13] + *T*EML + Item []
Religion: [13]= Int [0]+ Prof [13] + *T*EML + Item []
Society: [17]= Int [0]+ Prof [17] + TE*M*L + Item []
Stealth: [13]= Dex [3]+ Prof [13] + *T*EML + Item [] - Armor []
Survival: [13]= Int [0]+ Prof [13] + *T*EML + Item []
Thievery: [3]= Dex [3]+ Prof [0] + TEML + Item [] - Armor []

Ancestry Feats and Abilities
Heritage 1st: Sharp Beak: [1d6 P, Brawling, Finesse, Unarmed]
Ancestry 1st: Stormtossed Tengu: Electrical Resistance equal to ½ level. Automatically succeed at the flat check to target a creature concealed by rain or fog.
Feat 1st: Tengu Weapon Familiarity: Gain access to various swords and tengu weapons.
Feat 5th: Tengu Weapon Study: Gain Critical effects on weapons under Tengu Weapon Familiarity
Feat 9th: Soaring Flight: 2 actions/ once per day. For 5 minutes you gain a fly speed equal to your land speed or 20 ft, whichever is greater.
Feat 13th:
Feat 17th:

Skill Feats:
Background: Courtly Grace: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
2nd: Oddity Identification: You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.
4th: Streetwise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
6th: Experienced Tracker: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll anew Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail
8th: Cat Fall: Your catlike aerial acrobatics allow you to cushion your fall. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall
10th: Quick Squeeze: You Squeeze 5 feet per round (10 feet on a critical success).If you’re legendary in Acrobatics, you Squeeze at full Speed.

General Feats:
3rd: Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
7th: Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 459).
11th: Fleet: You move more quickly on foot. Your Speed increases by 5 feet

Class Feats and Abilities:
Feature 1st: Occult Spellcasting
Feature 1st: Spell Repertoire
Feature 1st: Composition Music
Feature 1st: Muse [Maestro]: Gain Lingering Composition and add Soothe to spell repertoire.
Feat 1st: Bardic Lore
Feat 2nd: Champion Dedication [Hei Feng]: Trained in Light, Medium and Heavy Armor. Trained in religion and deities skill [Performance]. Bound by Anathema [fake friendship with those you despise, disrespect Hei Feng or Hei Feng’s estranged wife Lady Jingxi, ignore an affront to you or Hei Feng].
Feature 3rd: Signature Spell: Marked with *
Feat 4th: Inspire Defense: Gain the Inspire Defense composition cantrip.
Feat 6th: Harmonize: You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.
Feature 7th: Expert Spellcaster: Expert in occult attack rolls and spell DC’s.
Feat 8th: Inspire Heroics: Gain Inspire Heroics Metamagic Focus and +1 focus pool
Feature 9th: Great Fortitude: Fortitude goes to Expert
Feature 9th: Resolve: Will save goes to Master and when you roll a success it counts as a critical success on Will saves.
Feat 10th: Quickened Casting: 1/Day: If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by1 (minimum 1 action).
Feature 11th: Expert proficiency in Simple weapons and Bard weapons. If you crit with a Composition active with these weapons you get the Critical effect.
Feature 11th:Vigilant Senses: Your proficiency rank for Perception increases to Master.

Inventory: 10th (1) Cloak of the Bat [Bulk L], 9th (2) Horn of Blasting [Bulk L], Victory Plate [Bulk 4], 8th (1) Energy Resistant [Fire] Rune 7th (2) +1 Striking Katana [Bulk 1], Bag of Holding Type II [Bulk 1- Holds 50 Bulk]
Healing Potion, Minor x4 (4*4), Bracers of Missile Deflection (52), Healer’s Glove (80), Aeon Stone (Pearly White Spindle) (60), Wayfinder (28), Goggles of Night (150)
Bulk [6] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
CP: ; SP: ; GP: 114 ; PP:
Spell Attack Roll: [19]=Key [4] + Prof [15] + T*E*ML
Spell DC: [29]= 10+ Key [4] + Prof [15] + T*E*ML
Magic Tradition: Occult

Cantrips (5): Chill Touch, Daze, Detect Magic, Prestidigitation, Shield

Innate Spell:

Focus Spells (3/3):
Inspire Heroics
Lingering Composition
Inspire Defense

Spells: [* = Signature Spells]
L 1 (3/3): Command, Liberating Command, Phantom Pain*
L 2 (3/3): Dispel Magic, Instant Armor, Sound Burst*,
L 3 (3/3): Haste, Heroism, Vampiric Touch*
L 4 (3/3): Fly, Phantasmal Killer*, Rope Trick
L 5 (3/3): Crushing Despair, Invisibility Sphere, Soothe*,
L 6 (2/2): Teleport*, Wall of Force

And here is his

Background:

A great warrior requires someone to tell their tale. And in Ajo’s case, that someone is himself. Ajo is of noble blood and it was always expected that he would be a Champion of his family and the Tengu god Hei Feng. Much to his family's dismay, though, Ajo showed a strong desire to be a singer and leaned into that aspect of Fei Heng. Although, he was eventually allowed in as a Champion of Fei Heng who mixed occult magics with swordplay.

Ajo’s adventuring took him to many exotic places as a Champion of Fei Heng, and then he would return to the local bars and hang outs of the Tian nobles and share the tells of him facing down barbarians coming from the north, undead hordes that poured from the sea, and incursions of Oni. With his tales’ spreading, Ajo’s fame grew.

In the time before Ajo traveled to the Ruby Tournament he ran into two foes of note. The first was a low born catfolk named Reikikim who was also a bard in the local area where Ajo lives. He found the Ajo’s claims in his tales to be galling. Reikikim began questioning Ajo’s claims with a series of crude limericks. Political opponents of Ajo and his family found Reikikim’s stunt humorous and useful and began sponsoring him. This led to several months of running public confrontations between the two bards. Ajo was able to win most of these encounters with his wit and skills picked up in his travels, but Reikikim continues to hound him waiting for a time when he can bring Ajo down in the eyes of those who share the venues the two both go to.

The other major foe in Ajo’s travels was a barbarian warlord named Finnir. Ajo has encountered Finnir in several of his adventures as the barbarian has led pirates or raiders south against Tian lands. The two recently met in battle and Ajo had come out victorious. But he was unable to finish off his old foe as an Ulfen witch who traveled with Finnir grabbed him and teleported away with the injured warlord as his men fled back to their ships.


That seems a bit of a long recruitment process; a year....lol!


Howdy.

Due to sickness I am delayed scheduling. So I might be out since the cut off is tomorrow.
I haven't transfered to a new Alias yet. I still have a Mythweavers version
As requested I also doublechecked it via Pathbuilder. Which is pretty neat. Though I'm not a fan of it not explaining in more detail and its open ended data request. Its still very cool. I have a statblock developed by it below
I did note however that it didn't properly parse certain things. Loremaster Dedication's "Loremaster Lore" automatic leveling to Expert. Nor Loremaster's Assured Knowledge's bypass of Assurance for taking Automatic Knolwedge skill feat. (I left that Skill Feat blank as I could not select it in Pathbuilder)

Just to get links in all one easy to reference spot. Archivist Malik Zell's background

pathbuilder stablock:

Archivist Malik ZellAlchemist 11
NMediumHumanVersatile HeritageHumanoid
Perception +18 (+2 initiative);
Languages None selected
Skills Acrobatics +15, Arcana +18, Athletics +15, Crafting +20, Lore: Tanning +18, Medicine +20, Nature +16, Occultism +18, Religion +16, Stealth +19, Survival +18, Thievery +17
Str +2, Dex +4, Con +2, Int +5, Wis +3, Cha +0
Items Unarmored
AC 27, Fort +19, Ref +19, Will +18; Juggernaut
HP 118
Speed 30 feet
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine RequirementsYou are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Quick Bomber You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Healing Bomb (Additive 2) Frequency once per round Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the bomb trait. If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute.
Sticky Bomb (Additive 2) Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level. You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts.
Quick Alchemy Cost 1 batch of infused reagents Requirements You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
Additional Feats Alchemical Crafting, Assured Knowledge, Calculated Splash, Clever Improviser, Cooperative Nature, Cooperative Soul, Fleet, Forensic Acumen, Godless Healing, Incredible Initiative, Loremaster Dedication, Orthographic Mastery, Skitter, Survey Wildlife, Unconventional Weaponry, Untrained Improvisation
Additional Specials Advanced Alchemy, Alchemy, Double Brew, Field Discovery (Bomber), Formula Book, Infused Reagents, Perpetual Infusions (Bomber), Perpetual Potency (Bomber), Powerful Alchemy, Research Field (Bomber), Unconventional Weapon (Shuriken)

So in comes the portion I'm having trouble with (Mainly due to sickness fatigue though). Item purchases. I'm not well aware of a lot of the items, so I've been reading a bit. But I havent' done items yet, nor bought formulas-though I havea fair idea of what formula I'd take.
If I call out of work tomorrow due to sick, then I imagine I'll spend the day reading up on items and finish that up. If not, I'm not sure I'd have functional time until Friday night. More so, since Alchemists live on Formula I am most likely taking the Gold option instead of the magic items via levels, and a litle bit of gold. Also debating if I just buy the Formulas at my level.. or pretend I actually spent a life growing up and buy the low level stuff too... like I would in actual gameplay life
As I am missing the earlier prescribed deadline, if I'm cut no hard feelings!

----------
As a notation. While the build leans into versatility. One thing I did take a leaning towoards is the Aid Action. Aiding for skills and in combat. I read up on the Aid rules, and its rules valid. but I still wanted to ask GM to be sure we're on the same page.
Part of my build will be Throwiing Shurikens to provide Aid bonuses to allies in combat. Fluff wise its just the normal dual attacking cutting off some of their attack points.

I'm also leaning in on Recall Knowledge stuff (in part because as an Alchemist targeting weakness is kind of required).
So I wanted to note that in case the GM strikes out either as bothersome for PbP or dislike.


Pathfinder Adventure Subscriber
ElbowtotheFace wrote:
Rolling up a Dwarf Monk. I do have a question about the cutoff date, is it Thursday the 9th or Friday the 10th?

THursday the 9, specifically in 13 hours.


I am almost done with my re-build. LOL I need to own that he was a touch cooler b4 I saw the level-by-level rule, but having 2 9th level ancestry feats isn't exactly fair ...







Zephyr

STATBLOCK:
Human Sylph Sorcerer 11
CG, Medium, Human, Humanoid, Sylph
Heritage sylph
Background undercover contender
Perception +16 (+17 against creatures with the Elemental trait); darkvision, low-light vision
Languages Aquan, Auran, Common, Elven, Ignan, Terran
Skills Acrobatics +20 (+22 to Maneuver in Flight), Arcana +19, Crafting +17, Deception +18 (+19 against creatures with the Elemental trait), Diplomacy +18 (+19 against creatures with the Elemental trait), Intimidation +22 (+23 against creatures with the Elemental trait), Medicine +14, Nature +14, Occultism +17, Plane Of Air Lore +17, Society +17, Survival +14, Underworld Lore +17
Str 10 (+0), Dex 16 (+3), Con 16 (+3), Int 18 (+4), Wis 12 (+1), Cha 20 (+5)
Other Items purse (300 pp; 185 gp; 150 sp; 137 cp)
--------------------
AC 26; Fort +18; Ref +18; Will +16; +1 against creatures with the Elemental trait, +1 to saves vs. foe you have demoralized in the last 24 hrs
HP 107
--------------------
Speed 25 feet
Primal Sorcerer Spellcasting DC 30, attack +20; 6th (3 slots) baleful polymorph, chain lightning, repulsion 5th (4 slots) banishment, cloudkill, elemental form, lightning storm 4th (4 slots) fly, freedom of movement, gaseous form, solid fog 3rd (4 slots) fireball (b damage), haste, lightning bolt, wall of wind 2nd (4 slots) dispel magic, endure elements, obscuring mist, resist energy 1st (4 slots) burning hands (b damage), feather fall, gust of wind, mending Cantrips (6th) guidance, light, prestidigitation, produce flame (b damage), stabilize
Focus Spells 3 Focus Points, DC 30; 6th Elemental Blast (B damage), Elemental Motion, Elemental Toss (B damage)
Ancestry Feats Clever Improviser, Elemental Eyes, Elemental Lore, Wings Of Air
Class Feats Advanced Bloodline, Ancestral Blood Magic, Energetic Resonance, Entreat With Forebears, Greater Bloodline
General Feats Ancestral Paragon, Incredible Investiture, Pick Up The Pace, Untrained Improvisation
Skill Feats Aerobatics Mastery, Arcane Sense, Lasting Coercion, Lengthy Diversion, Terrifying Resistance, Trick Magic Item
Other Abilities blood magic (elemental), bloodline, component substitution, elemental, expert spellcaster, signature spells, signature spells, sorcerer spellcasting, spell repertoire
--------------------
Ranginori, the Duke of Thunder

and if anyone is interested in Zephyr's far less disneyesque, super Keleshite looking, "adult themed" character representation, I am happy to post his full sheet as well ;)


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Pathfinder Adventure Subscriber

Sorry for the delay, yesterday got away from me but I will be making my decisions shortly! Thank you for your time and patience and good luck everyone!


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Pathfinder Adventure Subscriber

Okay, guys so there weren't that many submissions probably due to the lack of time to build high-level characters so I have made my selections.

Will the following people please join me at the table and post in the forthcoming discussion thread:

Malik Zell
Ryushi
Lazarus
Zephyr Donir
Zathra

Thank you to everyone who applied and I look forward to gaming with those that didn't make it at some point in the future.

Those selected will be receiving a PM from me shortly just in case you don't see this post.

Dark Archive

Have fun!

Envoy's Alliance

Neglected to apply by due date here!

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