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Heres a good splurge for my character, Arrack the Wolf of Thule.
Arrak had always been different from his tribe. His mother had been a woman taken from "civilized" lands, a chelaxian beauty, but had not long survived after child birth. Since the day of his birth he had always been smaller, considered weaker. Even his hair marked him as different, it was jet black, in stark contrast to the golden locks of the tribe. He had been, tolerated. No matter what feats of strength he achieved, equal to that of any other in the tribe, he was mocked and ridiculed. One day, another lad in the village pushed him to far. Arrak flew into a rage and beat the other down, the fight ended with him finally ripping the lad's throat out with his bare hands. He was offered one of two choices by the tribe, exile, or trial by combat with the tribe's leader. Only at the age of 15, he had no way of winning, and he had already desired to leave for a long time. He left, taking nothing but the wolf skin he had gained on his first hunt and the customary dagger the tribe gives to any exile. The dagger wasn't much good for hunting, and was meant for another task. However, Arrak managed to overcome that urge, his hatred and need to prove his strength driving him onward.
Arrak wandered for a long while before succumbing to heat, exhaustion, and hunger. He was saved by a traveling caravan and taken to "civilization". A town by the name of Thule. There he was used by his savior Jiana, as a servant, collector, and body guard to pay off the life debt claimed was due. It was here that he was also taught some of the more "civilized" ways. His bulk and size was always greater than the others in the city however which lead to his participation in gladiatoresque style fight matches and eventually his strength and skill at arms caused him to stand out. He eventually managed to gain his freedom by fighting in the arena. Where he learned to make use of the heavier armor and fighting styles of the civilized warriors. Yet, no matter what armor he wore he always kept his wolf skin strapped over his right shoulder, this and his many underdog victories gave him the name The Wolf of Thule. He works now as a mercenary and continues to wonder at the marvels of the civilized world. However, he would lie if there were days that he didn't miss the simple life the tribes lived. The cold wind on his face, the soft crunch of snow under his feet, and the cool crispness of fresh, clean water. While he has grown accustomed to the hot, often humid air, he still loves the cold breeze of the north. He actually keeps in touch of Jiana and often does work for her.
Arrak is, in most regards, a man of simple pleasures. His love of battle is equal to that of any warrior of the north, and his skills are only improving. He has grown to enjoy the... pleasures... offered in the cities, and that requires money, money he gets, by doing what he enjoys. Fighting. Other than mercenary work, he fights in wrestling matches, public brawls or other sorts.
I'm thinking either a bloodrager or or something along those lines.
If I went normal barbarian, are we using chained or unchained version?

Nikolaus de'Shade |

Hi GM,
I'm considering this: Water Dancer and wanted to check if you're ok with me playing a Naiad with it?

TheWaskally |

Hi GM of Rust! Before I go to bed, I'd like to submit my character submission to your *Title Pending* campaign. This is Tamaran. His friends call him "Tami". He's a friendly satyr bard. Sometimes too friendly. But he has a good heart and strong stomach for alcohol.
Since he's a monster PC, I didn't use the 25 pt. array, and used the standard satyr abilities.

Ranek Scarredheart |

KingHotTrash here with my submission for the game! Ranek is an Ulfen Skald that has defied his family's expectations of joining the Ulfen Guard to find his own place in the world. This has found him in the company of the guild and those he now considers his brothers and sister in battle.
I have two character sheets underneath the name. The Fated Champion is the one I prefer more so than the Spell Warrior but I'll go with the latter if it turns out that we have a lot of Dexterity fighters and/or spellcasters who rather not rage.

JonGarrett |

OK, I think what I'm gonna do is try a Human with Racial Heritage to have some ogre blood. The basic idea is that he's a Warpriest of Gorum (with a level of fighter) whose goal it is to perfect the killing strike. He'll be grabbing the Weapon of the Chosen feats, Vital Strike and such. For additional horror I was intending to add in the Cult Leader archetype and the Savage Critical feat, so when Vital Striking he tosses on Sneak Attack damage too.

ElbowtotheFace |

Description and light background for Cale Geary, Halfling Cavalier (Gendarme) Order of the Sword:
Many believe Halflings to be lucky, and Cale believes himself triply so. His grandparents escaped slavery in Cheliax, his parents found service under a just and virtuous human lord, and himself finding his way into the service of a knight who served the same lord. After a few years of service Cale would become a knight in his own right being granted title and a small fee which his family maintains and uses to train horses and ponies to be used in the service of the lord.

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I'm going to change my submission. I'll be making a Varisian Mercenary. The kind of charming, mysterious drifter that has a soft heart but has done some dark things, and likely would do them again if need be. After all, a contracts a contract. He has been part of several bands, worked solo, and even led a small mercenary band in his time, though now has joined up with a guild for more steady, and honestly easier, work. He's known in some circles for his odd fighting style, a mixture of Varisian dance, swordsmanship and barroom brawling.
Mechanic wise, he will be a samurai (brawling Blademaster) and to keep from mixing any exotic flavor he will not use any eastern weaponry unless its a monk weapon and possibly not even then.

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Okay, yeah, I've figured out a fun build for this guy. Its a Samurai (brawling Bladermaster) 6/Monk(Sohei/Master of many styles) 2. Here is the Sheet for him.
Further development on his personality- He is an avid drinker, and friendly enough but blunt and "rough around the edges". I'll have a personality questionnaire of my own making done later today hopefully.

GM of Rust |

Interested thus far
CampinCarl9127 - Drask Umbra - Half-Orc Ankou's Shadow Slayer/UnBarb
Daniel Stewart - Jarkralzak - Dwarf Stonelord
Ouachitonian – Half-Orc Sorcerer/DragonDisciple
Jovich - Interested
TheWaskally – Satyr Bard
Galahad0430 - Tristian - Human Aldori Swordlord/Monk
Nazard - Edmund Gwenn - Sage Sorceror
Daynen – some sort of Goblin
Brainiac – Hyacinth – Ghoran Aromamancer Mesmerist
Pad300 – Dot
Grumbaki – Valera Waverunner – Elven Rogue/Monk
AdamWarnock – Paladin
SodiumTelluride – possible Orc Magus
Trawets71 – Admixture Wizard
Hustonj – Caydenite Swashbuckler/Sentinel
JonGarrett – Human Warpriest of Gorum
Nikolause de’Shade – possible Naiad Water Dancer
KingHotTrash – Ranek – Ulfen Skald
Elbowtotheface – Cale Geary – Halfling Cavalier of the Sword
Rorek55 – Samurai Monk
@Everyone
So far there's some suggestions! A little more than a week to go for those who are still coming up with concepts. Remember, I'm looking for story most of all now, so while crunch is appreciated, that fluff is where it's at.

Damon Van Brandt |

Okay, heres an alias for Damon, background is still a WIP but his general demeanor and personality are here.
What is your relationship to the gods and religion?
Eh, They are there, but they don't really help all that much.. A goal to strive towards perhaps but uh, I'm not one for all the traditions and uh, expectations most clergy go through. I live by my own code, and I don't intend change that.
-Do you have an easy way with strangers?
Certainly, its just they might not have an easy way with me. I tend to speak my mind and, well, I don't hold back. So its easy for them to see me as abrasive or rude. Its just better to not let them get too close.
-Do you play well with others?
When I need to, Always better to drink with friends, and having someone you can trust at your back in a fight is worth a hundred soldiers. But, Its rarer to find that than a diamond and besides, having too many "friends" just opens you up to being betrayed or let down. It also tends to load you down with expectations and I'm not one to like those. Or any real responsibility for that matter if I can help it.
-What draws you to the life of an adventurer?
Wanderlust and coin. A single contract of even the lower tier variety pays more than a year or more of working as a laborer or artisan. Though, I suppose I'd be lying if I didn't add that it gives plentiful opportunities to test yourself against all manner of foes. And I'd be lying if I said I didn't enjoy a fight and a chance to hone my unique style. Suppose thats why I was drawn to mercenary work and ended up in the guild.
-Do you identify with a particular animal or element?
Always enjoyed the wind, both the feeling of it on my face, the exciting chill of unknown places, the feeling of freedom it brings. Going where it wills.
-What specific goals do you have, if any?
Goals? Heh, Well, I suppose master my style of swordsmanship. Maybe start a school one day I don't know. I'm more of a... live in the now sort. I rarely plan ahead more than a few months at a time. I just
-Do the ends justify the means?
Yes, they do. And while there are limitations to everything... Stand among the ashes of a trillion dead souls, and ask their ghosts if honor matters. Their silence, is your answer.
further personality building-
Loyalty, or Honesty?:
A: Honesty. Loyalty can hold you down, or force you to go against your code or do something you will regret. Being honest, to both yourself and others. That won't lead you astray. Though, it may hurt some feelings.
Compassion, or Justice:
A: What is justice? Who decides what is moral or fair? Is it just for a merchant to take the hand of a child stealing to survive? Or for the bandit, whose children are starving, to hang for trying to feed them? No, Justice is far too fickle a thing. Compassion begets Compassion, it creates hope. Everyone understands what it is, and it is simple to define. If everyone focused on Compassion, well.. People like me might not be needed.
Love, or Fear :
A: Love, Love, I believe, is fundamental in life. Without it, you lose understanding in many things. Love is what allows things to continue. Fear has its place, it can heighten ones awareness, give them a drive for something short term. But it can hinder as much as it helps. Love has its downfalls, but its strengths outweigh those. Besides, you gotta love something to truly dedicate yourself to it.
Obedience, or free thinking:
Free thinking. One must learn to think for themselves, to make judgements based on their own experiences and knowledge. They should not base their perception on life on the words of others but should discover it for themselves. Though, that said, perhaps taking the experience of others into account on some things is warranted.
Pride, or Greed:
Pride, I am proud of my accomplishments. Proud of my swordsmanship and skills. My pride can be a source of strength. However, greed, can only bring about destruction of oneself. Excess desire of anything, leads only to dark paths.
Group, or Individual:
Individual, the worlds made of individuals, some are more important than others. Besides, I hate expectations. Folk always seem to expect you to help them for nothing, especially if you're "in a group". I may help you, I may not, damn your expectations.
What is Right?, What is wrong?
Morality is... difficult to explain. In the natural world, Might makes Right, however there is also a tenderness to be had among the wild critters. I believe, one does what they can to survive, to get by. Its the way of nature. Some harm others to do this, some build each other up. At the end of the day, those who survive decide what is right and wrong. Those who die, well, they don't have much to say do they?

The Lobster |

Definitely going to build a goblin; thinking of either a Celebrity/Geisha Bard, Goliath Druid, or Telekineticist.
HP: 8 + 7d8 ⇒ 8 + (7, 8, 5, 7, 2, 8, 7) = 52
The first would be a drug addled dancer/rock star persona, grown fat and happy from their success. Build features high DCs (especially for Fascinate which gains combat utility), good at everything social, heals and all the utility that a bard brings (minus Bardic Knowledge and possibly Inspire Courage). As fun and offkilter this choice is, it would only be my pick if the game were to be set in or around a major city.
The second is just a classic, tiny person becomes VERY LARGE, also either gains the Rage subdomain or a dinosaur which is fun fun fun.
The last is based solely around the goblin only feat Roll With It, and I am curious to see if it can be weaponized.

CampinCarl9127 |

Also, it doesn't seem to want to post the URL in the name line like I thought. It's formatted right but it just doesn't show there. Is there a trick I'm forgetting? If not, the mythweavers link will still be the first thing you see on clicking my name.
Headers do not appear in recruitment threads, but they will appear in discussion and gameplay threads.

GM of Rust |

@Locmore
Range of 0 feet, so I don't see why not.
@Everyone
My wife and I are moving sometime next week (date not set) so depending on that, selection may be postponed a day or two, but the deadline still stands for the 1st! I've got a lot of good entries here, so this is the obligatory "I'm not looking forward to choosing" post.

SmooshieBanana |

@Rust: What are your thoughts on starting with craft skills, creation feats, and such? Do you use the ajusting character wealth by level?
Do you project this being like a one-shot with little downtime, or will there be able time to craft?
Any alignment restrictions as long as we get along with the group?

GM of Rust |

Starting with crafting is fine. I didn't know that adjusting rule was in place, so that was a good call out. Yes, craft with that rule in mind.
So people don't have to click, if you have any feats for crafting, then you can use up to 25% of your WBL to craft items before the game starts. If you have multiple crafting feats, then that can go for up to 50% WBL.
There will be time to craft. I plan on running this for a while, even after the initial adventure.
No alignment restrictions. However, the beginning of the campaign sees that your party has been working together for more than a couple of missions, so there's expected to be loyalty to both the party and the guild. That doesn't mean you guys all have to like each other, just work well enough together despite any squabbles that come up.
@Everyone
I've decided that the best place to start will be the Pike District of Zimar in Taldor.
More details to come as I find time to get them on the computer.

hustonj |
I have a rules interaction question.
First: For clarity, it doesn't affect my build directly at all, as the more restrictive answer is the path that makes sense for the character in the first place. Rapier being the Favored Weapon of Cayden Cailean . . ..
Question:
Inspired Blade archetype for Swashbuckler makes everything about the rapier instead of light or one-handed piercing weapons.
Elephant in the Room rules converts all single-weapon selections into weapon group selections.
Which trumps? Do Elephant in the Room Inspired Blades use any Light Blade, or do they end up with several feats far more widely applicable than their class features?
Nearly done, BTW. I haven't picked traits yet (normally done far earlier in the process, at least in my process), and I desperately need to expand the background outline I've sketched, and then tie it into the Zimar adventurer's guild.
First, though, I have to bake some pies . . ..

JenkinsMyMan |

I have an idea for a Rougarou fighter using the ear Dancing Style. I don’t know why it’s a Rougarou. But the concept is right there in my mind’s eye. So, yeah.
Here’s some background fluff for Tekaronhió:ken aka The Dümfloofer. I’ll probably end up writing a little story for him but I felt like this was a good launching off point.
1. What is your character’s name? The name given to me by my parents is Tekaronhió:ken. The people of Avistan call me The Dümfloofer and my friends call me Düm.
2. How old is your character? I'll be twenty-eight years old this winter.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Most people tend to notice my white fur first.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Once the initial shock of meeting a rougarou wears off, people usually find that I am quick to warm up to people. And it won’t be long before I’m making jokes.
5. Where was your character born? Where were you raised? By who? I was born in a small village on the western coast of Arcadia. I grew up fishing in the Okaiyo Ocean and hunting the Arcadian forests.
6. Who are your parents? Are they alive? What do they do for a living? My mother is Kaiennenhawi and my father Sa:k. As far as I am aware, my parents are still living in our village. My mother is a talented seamstress and my father sold skins to the Andorans in Elesomare.
7. Do you have any other family or friends? My mother was expecting another child when I left home eight years ago. I asked my love, Ojistah, to treat my younger brother or sister as her own sibling.
8. What is your character’s marital status? Kids? No one has tamed The Dümfloofer yet.
9. What is your character’s alignment? I believe in doing what is right now matter who that may upset. NG
10. What is your character’s moral code? Fairness and good sportsmanship are testaments to one’s virtue. I must set the finest example of what it means to be sporting and noble in challenges of strength and honor. I respectfully seek tutelage from my betters, give honest guidance to the less accomplished, and cherish most of all my friendships with rivals whose skill matches my own. I will defend liberty, even when it challenges established community and family standards. Those who are true to themselves forge the strongest relationships with others, and I must protect them so long as they do no harm and do not infringe on others’ liberty in turn.
11. Does your character have goals? One day I will find the Chelsihman who kidnapped several of my village’s pups.
12. Is your character religious? Do I honor the gods? Yes, of course. Do I actively seek their guidance in prayer? No...no, I gave that up a long time ago.
13. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? I tend to come off as too demanding of my friends or allies, but I really just want everyone to live up to their full potential.
14. Why does your character adventure? I originally left home to find the Chelishman who orchestrated the abduction of dozens of children in Arcadia, including several in my own village, but when the trail went cold in Taldor I ended up joining up with a group. I’m still hopeful that one day I’ll have the opportunity to save those stolen from their homes. But...it’s been nearly ten years and my hope is waning.
15. How does your character view his/her role as an adventurer? It is a means to an end. But that doesn’t mean I can’t enjoy myself and the good company it brings.
16. Is there anything that your character hates? Failing to speak out against an evil act. Betrayal and the pain that comes with it. Slavery.
17. Is there anything that your character fears? That I was never going to be able to find the Chelishman.

GM of Rust |
2 people marked this as a favorite. |

@hustonj
Specifics over generals, and in this case I would rule the Inspired Blade the specific over Elephant in the Room's general. So the Inspired Blade would still have to use a Rapier for class related features.
@RVer
At this time I don't have anything in particular that I'm looking for other than Backstory, and I planned on doing questionnaires after I've chosen the participants.
That said, if you'd like to do something like that early, absolutely feel free. The more I know about your character, the better your chances. If you think the backstory you wrote up will be enough, then stuck with that. It's your call if you'd like to throw out more.
@Everyone
Details! This campaign now has a title, huzzah!
Welcome to the Whims of Fate recruitment thread! It's the same thread as before it just has a fancy campaign title now. I've also updated the Campaign Info with character creation details, a finished Premise, and some information on the House of Fate and Fire, the guild your characters are a part of. I'll post them here in a spoiler as well for ease of access.
If you'd like to add some of the details about the House to your character's backstory, feel free. If you'd like to ask me about the guild, do that as well!
Also, thank you to everyone who's shown interest so far! We've had at least 20 players express interest. Either tomorrow morning or night (any time that's not festivities, really) I'll get a post together with everyone interested and links to their entries.
Early one morning, you and your group receive a summons to report to the guild master, Teladora Whizzlefizz, an eclectic ex-adventurer, for your next job. A low level member of the Taldan Senate, Senator Adreum Falls, has commissioned the House for a job both important and confidential.
The Senator owns many mines in the World’s Edge Mountain’s southern range. Just like his father before him, and his grandfather before him, and so forth, most of his income and power are tied to the mines that produce almost a third of Taldor’s precious metals. While Senator Adreum had never been deep into the mountains, he had sent emissaries to hold banquet with the orcs of the Gouged Eye tribe for trade and rights to mine in the mountain with great success.
However, not all is well. One of the mining towns had fallen silent. Nestled deep in the World’s Edge Mountains like the Crimson Coin Mine, so named from the silver mined there that gleams with a reddish tint when worked. The weather in the mountains this time of year was harsh, and it’s not unusual for a courier to be delayed by weeks as they attempt to make the trek to Taldor’s capital, Oppara.
Weeks passed without a word. Worried, Senator Adreum looked into magical means of communication, and became horrified by what he found. Upon Scrying on the town’s inhabitants, he could find no one from the overseers to the lowest hewer. The streets of the Crimson Coin Mining Town were empty. Not wanting any of this to come to light without further investigation, the Senator called in a favor with the House of Fate and Fire, promising much in return for a search party and the utmost discretion.
The whirlwind of events taking place after the move as Snake’s Tail rocked the Pike District of Zimar. With so many eccentric characters suddenly appearing and purchasing abandoned buildings, many of the Taldoran military “old guard,” who were used to the stale and predictable schedule of the Pike, found themselves at a loss. These newcomers had changed the balance they previously enjoyed.
However disruptive they were at first, Snake’s Tail made a name for themselves through various deeds, each member doing what they could to help around town to accumulate goodwill. The younger members of the military saw them as a blessing and the older members soon came to realize what having the Snake’s Tail around would mean in the future.
After consulting with the ones who held office in town and the House of Gold, one of the largest cathedrals to Abadar in Taldor, Snake’s Tail decided to make some changes. First, the name. While it fit well back where they were known, it didn’t bring the same majesty in Taldor. After much debate, the group decided on the House of Fate and Fire. A name that called curiosity and compelled those nearby to come calling. By word of mouth, their prestige spread.
Second, they would begin recruiting. Zimar was the perfect place to find new talent as one of Taldor’s greatest strongholds, and the youth were required to serve in the military, which meant any talent would pass through the Taldon Phalanx eventually. Recruiting from those who found that military life did not fit well with them but enjoyed the life of adventure, the House of Fate and Fire grew in just a few years. By their deeds, their prestige spread.
Thirdly, make contracts. Although it took some decades, the House of Fate and Fire managed to secure a network of connections and contracts with nearly everyone worth mentioning in town. Banking rights via the House of Gold for various discounts in town. Training recruits of the military in exchange for more buildings in the Pike, allowing for a proper campus. Citizens, nobles, senators, businesses. There was even a rumor that the House had a rather shady deal with the otyugh king Gulreesh, Lord of Filth, for space under their main base of operations in the Undercity. By their connections, their prestige spread.
The first five years as the Snake’s Tail Adventuring Guild were spent in Absalom and were not as fruitful as they had hoped. The next 35 years, after coming to Taldor and becoming the House of Fate and Fire, showed rapid expansion. Today the House of Fate and Fire has a campus located in prime real estate near the center of town and employs nearly 70 promising adventurers in 14 different adventuring parties.
The House of Fate and Fire’s campus consists of several buildings. In the barracks, rooms are split up dormitory style based on adventuring parties. Parties are ranked based on their work reported, feedback from the contractor, and risk of the contract. Higher ranked parties get a chance to have individual rooms once they’ve reached the upper echelon of the House.
To help the adventurers and allow them to relax in their down time, the House has a few amenities that the founding members thought were indispensable. Including in these are a mess hall that’s operational 24/7, vaults for personal belongings, a bath house in a style particularly well-received in Taldor, a vast library with books from all over the world, a small colosseum-style building for sparring and training, and others.
The Founding Members
Teladora Whizzlefizz - An eccentric Gnome from a large family of Caydenites, Teladora is well known for her magical prowess in the arts of Evocation, fire spells in particular. She sits at the head of the House of Fate and Fire as the Guildmaster, a position she has often lamented for the past few years, stating that she wants to “go on an adventure herself, but no one’s willing to pay for her.” Despite her airy personality, she is always firm and fair with the guild.
Teladora always seems to know what is going on in town, as well, and that’s due to her familiar: Reginald, the cockroach. Reginald wanders through town, speaking with others of its kind and spying when it wants to, reporting back when he can. While usually a strange choice for a familiar, Reginald has become indispensable for his ability to gather information and report it to Teladora and has often been jokingly called “Spymaster Reginald” on occasions. The nickname stuck, and it was made an official title of the guild.
Layla - A good-natured Lamia Teladora picked up along her adventures, Layla has a matronly air around her that tends to offset the unease people get from being around one of the monstrous races. Initially, there was a lot of strife in Zimar that revolved around the House of Fate and Fire due to Layla’s inclusion. However, Layla truly was the best of the Snake’s Tail and her good deeds in town, especially those involving healing wounded soldiers, did not go unnoticed. Not long after, she picked up a Greater Hat of Disguise and spends time outside of the guild in the form of a human.
As a part of the House, Layla is the second in command alongside her husband, Konishi, another founding member. Her divine abilities cannot be attributed to any god, but she uses her magic to help those who need it, and can be seen as the “Team Mom,” and alas, on the anniversary of the House of Fate and Fire Teladora never fails to get her another shirt embroidered with those very words. Out of kindness and good-will, Layla will wear it for a few days before putting it in her closet forever.
Konishi - An aging Tiefling who is well versed in both magic and steel, Konishi came from Tian Xia to make a name for himself alongside his black bladed katana. During his travels he fell in with Teladora and a few others, gaining prestige as an exotic swordsman from the east. Once a hot-headed individual fond of duels and getting into trouble, he was pushed into a relationship that blossomed due to Teladora’s influence. As he aged, Layla’s influence was good on him, and he became a lot more cautious that he once was.
In the House, Konishi stands at the top, although he has no wish to lead the guild in its entirety. That’s despite Teladora attempting to pawn it off on him every year or so. Instead, Konishi trains the younger fighters and instructs in the arcane arts. He walks the path of an honorable swordsman, and often gives voice against any morally questionable decisions Teladora may come up with. While firm and sometimes unrelenting to his disciples, Konishi has a large soft spot for his family, and is often seen dotting on his wife and their young daughter, Hesla.
Barber Ian - A complete enigma. Their name is spoken by Teladora, Layla, and Konishi only when they’re feeling nostalgic. In guild paintings of the founding members Barber Ian is present, but painted over to only leave a silhouette. When asked about who they were, or what happened to them, the founding members always say something along the lines of, “Well, who knows? Maybe we’ll see them again someday” before the topic is swiftly changed. No one outside of the guild seems to remember them, and at this point their very existence is a point of controversy and conspiracy.

Crow Irontouched |

OK, this is Jon's Warpriest, Crow Irontouched.
Crow does a little of most things - he can provide some healing and buffing, although not in huge amounts. He's a surprisingly good face character. And he can hit things really, really hard - thanks to Weapon of the Chosen he's likely to hit most things most of the time, and Vital Strike/Savage Critical will hurt. Mathematically. Given how the dice gods love me, I might actually have a fighting chance.
His main weaknesses come from lower skills in a lot of areas and not being great at anything he isn't trained, lower end AC and Health for someone intended to be up front and whacking things, turning him into something of a glass cannon, although Fervor will help him stay up a bit longer.
In charatcer, he's a somewhat heretical but devout member of Gorum's congregation, in that he doesn't think every situation needs to be solved with a giant sword to the face - beating people with words can work too, even if it isn't as fun. His appreciation for strengths other than, well, strength helps him work better with most parties. Right now he's hunting for two parts to his personal philosophy - is the perfect battle what Gorum truly craves? And can words have a part of that fight? He thinks the House of Fate and Fire can help him learn both, and he likes it there too.

The Lobster |

Would you allow the Swarm Monger druid to use the familiar granted by Hand's Detachment?
Or for the Possessed Hand feat line to qualify for the Countenanced Carbuncle?
They are largely identical but both have a few extra feats excluded by the other lines. Possessed Hand was made for Haunted Hero's Handbook, and the CC line is also first party Paizo but was made for their Vampire Hunter D splatbook.

Herkymr the Silly |

Male duergar ninja 8 (Pathfinder RPG Bestiary 117, Pathfinder RPG Ultimate Combat 13)
N Medium humanoid (dwarf)
Init 1; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 19 (+6 armor, +2 deflection, +1 Dex, +1 natural)
hp 74 (8d8+32)
Fort 5, Ref 7, Will 1; +1 resistance bonus vs. inhaled poisons and other airborne effects that require breathing.
Defensive Abilities improved uncanny dodge; SR 13, magic resistance[ARG]
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Offense
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Speed 20 ft.
Melee dagger +5/+0 (1d4-1 P or S/19+)
Ranged +1 blowgun +8/+3 (1d2+1 P) or
. . shuriken +7/+2 (1d2-1 P)
Special Attacks sneak attack +4d6 plus 4 bleed
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—enlarge person (self only) (DC 14), invisibility (self only)
--------------------
Statistics
--------------------
Str 9, Dex 13, Con 16, Int 14, Wis 9, Cha 16
Base Atk +6; CMB 5; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Alertness, Blind-fight, Skill Focus (Perception), Skill Focus (Stealth)
Traits acrobat, anatomist
Skills Acrobatics +10 (+6 to jump), Appraise +13, Climb -4 (-6 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Disable Device +11, Disguise +5, Knowledge (engineering) +10, Knowledge (local) +13, Linguistics +13, Perception +15, Sense Motive +12, Sleight of Hand +9 (+11 on checks to conceal an item in an inside pocket., +11 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +12
Languages Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Necril, Orc, Shadowtongue, Sylvan, Terran, Undercommon
SQ bitter, ki pool (7 points), light steps, ninja tricks (bleeding attack +4, fast stealth, guileful polyglot[APG], vanishing trick[UC]), no trace +2, poison use, slow and steady, stability
Combat Gear black adder venom (10), black fester[ARG] (9), black fester[ARG], black marsh spider venom[ARG], draughtcap fungus[UW], drow poison (5), fiddleback venom; Other Gear +2 restful mithral armored coat[APG], +1 blowgun, dagger (5), shuriken (50), amulet of natural armor +1, gluttonous feasting ring, handy haversack, ring of protection +2, average lock, bedroll, belt pouch (3), camouflaged canvas (sq. yd.)[UW] (2), chalk (5), drill[APG], elegant hollow cane, filter scarf[UW], flag, small (personal signal), flint and steel, hourglass (6 seconds)[APG], ink, inside pocket[UW], magnet[APG] (2), masterwork thieves' tools, mirror, rice paper[APG] (10), scroll case, sealing wax, spider's silk rope (50 ft.)[APG], thread (50 ft.), twine (50')[APG], vial (5), waterproof bag[UE], waterskin, whetstone, wrist sheath[UE] (2), wrist sheath, spring loaded (2), weasel, 15 gp, 3 sp
--------------------
Special Abilities
--------------------
Bitter Heal 1 less point when receiving healing from an ally’s class feature, spell, or sla.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Slow and Steady Your base speed is never modified by armor or encumbrance.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 8 rounds.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Souls At War |

* Age categories: Core (ability scores adjustments) or PFS like (cosmetic)?
* Young Character?

hustonj |
Okay. Think I'm there.
Dinius Rullus, Musetouched Sentinel of Cayden Cailean
He encountered bullies growing up, but they couldn't break his spirit. Sometimes he would win the day, and sometimes he wouldn't, but he never gave in to them, nor allowed those he tried to rescue from their oppression. The followers of the Drunken God praised him and encouraged these efforts, frustrating his parents even further. Dinius took to this external encouragement like many young boys do, putting the praise of those he saw as friends before the wishes of his parents. And so he began looking for other adventures he could have, other ways he could improve the freedom and joy of life in those he encountered. Every new adventure was another lecture about being responsible and meeting his obligations. That wasn't having the effect his parents wanted, but it was the only way they knew to respond.
As he got older, Dinius apprenticed in the brewery, as his father wanted. He also continued learning from the free-spirited rabble that worked so hard to fund his family's life, looking ever outward for ways to be an end to oppression. After learning a little something about how to fight and drink at the same time, with a smile on his face and a song in his heart, Dinius begin spending more time on trying to have and find adventures and less on his job at the brewery. It didn't take much of that for Dinius to lose his position despite his father's pleas for consideration. His parents saw this as a complete failure on their part, and a sure sign that their boy would be begging in the streets. Instead, he ended up working with other followers of freedom, going out into the world and making a difference, all while pocketing more coin than his parents had ever had.
It was only a matter of time before Dinius's efforts to find adventure put him on the road. He spent time working with Pathfinders, working with Andorans, celebrating life in taverns, and just generally doing what felt right as he went. Spending as much time in taverns as he has, Dinius's interacted with more than a few devout followers of the Stumbling Hero. Dinius's perspective on Cayden Cailean and life hasn't really changed much, since it has been reinforced by every success and the people he has surrounded himself with along the way. Even his failures, that left others trapped, or in pain, or helpless, etc. just proved to Dinius how important his successes have been, and why he can't give up working for the next success.
Somewhere along the way, Dinius's relationship with the Accidental God reached a new level, and he began manifesting some abilities that he didn't expect, or request. These, of course, just reinforced the positive feedback he receives in the Holy Taverns.
As happens with young men everywhere, though, Dinius found himself enamored of a certain young lass. This lass was a young Varisian adventurer, and member of The House of Fate and Fire. Lavinia Mirga is a Kapenia Dancer, and has a strong position in her team. Dinius couldn't resist, and has signed up with The House of Fate and Fire, for a time, to give himself a chance to woo his fair young maiden. As might have been expected, he did not get to join Lavinia's team, but was placed on another, and so is restricted to wooing her while both are at the headquarters, not making the guild any money. Dinius's not given up on the chase, but he's beginning to wonder how much longer he can stay in this guild. The structure and hierarchy chafe his pride regularly.
Speed 30'
Melee +8; Ranged/Finesse +13; CMB +8/13 (BAB+8; Strength+0; Dexterity+5)
+1 Agile, Adamantine Rapier +18/+13 for 1d6+17 (1d6+12 w/ 0 panache) @ 15+ 4:18 PM 11/24/2021(P)
(Finesse, Weapon Focus +1, +1, Rapier Training +1/+2, Symbolic Weapon +2, Agile +5, Precise Strike Deed +5, Weapon Specialization +2)
MW Rapier +18/+13 for 1d6+11 (1d6+6 w/ 0 panache) @ 15+ (P)
(Finesse, Weapon Focus +1, MW, Rapier Training +1/+2, Symbolic Weapon +2, Precise Strike Deed +5, Weapon Specialization +2)
Combat Reflexes: Up to 6 AoOs per Round, even while flat-footed (if armed).
Deft maneuvers: +2 CMB for Dirty Trick, Disarm, Reposition, Steal, Trip w/o provoking; Feint as move action.
AC 23, T17, FF16, CMD25 (Armor +5, Natural Armor +1, Dex +5, Dodge +1, Nimble +1, Str +0, BAB +8)
Deft Maneuvers: +2 CMD vs Dirty Trick, Disarm, Reposition, Steal, Trip
Dodge: +4 Dodge vs AoOs caused by my movement
Dodging Panache: 1 panache for +5 Dodge to attack and 5' adjustment on field
Opportune Parry and Riposte: 1 panache (and AoO) to parry attack. Successful parry w/ panache allows response attack
HP 65 (10 + [4x6] + [3x6] + [8xCon+1] + [5xFavoredClass+1])
Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5
Fort +6 (Swashbuckler+1, Sentinel+2, Con +1, Cloak +2)
Ref +12 (Swashbuckler+4, Sentinel+1, Dex+5, Cloak +2)
Will +4 (Swashbuckler+1, Sentinel+1, Wis+0, Cloak +2)
Charmed Life 3/Day: +5 to save before rolled
Irrepressible: Use Cha instead of Wis for Will vs Charms and Compulsions (Net +4)
Glitterdust DC17, 1/Day
Swashbuckler
Panache: 7/7
** Devastating Duelist **: One of the following/day
Bless Weapon (counts as magic & good-aligned for 8 minutes) 3/day
Brow Gasher (slashing weapon only; 8 rounds or until hit; strike imposes Bleed 4 w/ duration-based concealment) 2/day
Greater Magic Weapon (+2 for 8 hours) 1/day
[b]2 + Int +2 for 4 trained skills per sentinel level.
[b]Bonus Skill Attribute+Ranks+Class+Specified(+Conditional) [Notes]
[b]+16-Acrobatics (Dex) 5+8+3+ACP
+ 2 Appraise (Int) 2+0+0
+ 5 Bluff (Cha) 5+0+0
+ 0-Climb (Str) 0+0+0+ACP
+ 2 Craft (Int) 2+0+0
+18 Diplomacy (Cha) 5+8+3+2 Skilled
+ 5 Disguise (Cha) 5+0+0
+ 5-Escape Artist (Dex) 5+0+0+ACP
+ 5-Fly (Dex) 5+0+0+ACP
+ 5 Intimidate (Cha) 5+0+0
+13 Knowledge (religion) (Int) 2+8+3
+12 Perception (Wis) 0+8+3+1 Seeker [Darkvision]
+15 Perform (Sing) (Cha) 5+5+3+2 Skilled
+ 8 Profession (Brewer) (Wis) 0+5+3
+ 5-Ride (Dex) 5+0+0+ACP
+ 0 Sense Motive (Wis) 0+0+0
+ 5-Stealth (Dex) 5+0+0+ACP
+ 0 Survival (Wis) 0+0+0
+ 0-Swim (Str) 0+0+0+ACP
ACP -0
Derring-Do Deed: 1 panache for exploding +1d6 to an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check.
Languages: Taldane, Celestial, Dwarven, Sylvan
11,320.0.0 +1 Agile, Adamantine Rapier (2#, 1d6/18+/P)
xx,320.0.0 MW Rapier (2#, 1d6/18+/P)
x5,100.0.0 +2 Mithral Chain Shirt (12.5#, +6/+6/-0/10%/30')
x4,000.0.0 Belt of Incredible Dexterity +2 (1#)
x4,000.0.0 Headband of Alluring Charisma +2 (1#)
x4,000.0.0 Cloak of Resistance +2 (1#)
x2,000.0.0 Handy Haversack (5#)
xx,xx1.0.0 Belt Pouch (.5#)
xx,xxx.1.0 Bedroll (5# - Handy Haversack)
xx,xx1.0.0 Grooming Kit (2# - Handy Haversack)
xx,x10.0.0 Rope, Silk, 50' (5# - Handy Haversack)
xx,x10.0.0 Rope, Silk, Knotted, 40' length (5# - Handy Haversack)
xx,xx5.0.0 Survival Kit, Common (4# - Flint & Steel (-# - Belt Pouch), Mess Kit (Handy Haversack), 2 Waterskins (Handy Haversack), basic maps (Haversack), small utility knife (.5# - Belt))
xx,xx4.0.0 Trail Rations, 8 Days (8# - Handy Haversack)
xx,xxx.4.0 Ale, Gallon, x2 (16# - Handy Haversack)
x2,000.0.0 Amulet of Natural Armor +1 (-#)
xx,x75.0.0 Ioun Torch (-#)
FREExxx Explorer's Outfit (8# - sturdy boots, leather breeches, belt, shirt, jacket, gloves, wide-brimmed hat)
For 32,846.5.0 spent and 33.5# as carried (28.5# w/o Handy Haversack)
Light: 38# (as armor)
Medium: 76# (+3/-3/20'/x4)
Heavy: 115# (+1/-6/20'/x3)
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
3rd-level Deeds
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Inspired Blade 1: Deft Maneuvers with rapier only
1: Weapon Focus (Light Blades)
3: Combat Reflexes
Inspired Blade 4: Weapon Specialization (Light Blades)
5: Deific Obedience
Sentinel 2: Quick Draw
7: Dodge
*** Traits ***
Faith: Irrepressible: Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Social: Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Hit Die: d10.
Parent Class(es): Fighter and gunslinger.
[b]Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Deeds, inspired panache, swashbuckler finesse
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Rapier training +1
6th +6/+1 +2 +5 +2 Charmed life 4/day
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Rapier weapon training +2
10th +10/+5 +3 +7 +3 Charmed life 5/day
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Rapier weapon training +3
14th +14/+9/+4 +4 +9 +4 Charmed life 6/day
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Rapier weapon training +4
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 7/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, rapier weapon mastery
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Inspired Panache (Ex): More than just a lightly armored warrior, an inspired blade is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than the combined modifiers (minimum 1), though feats and magic items can affect this maximum. An inspired blade spends panache to accomplish deeds (see below), and regains panache by scoring a Critical Hit with a rapier. Each time the inspired blade confirms a critical hit with a rapier, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Swashbuckler Finesse (Ex): At 1st level, an inspired blade gains the benefits of the Deft Maneuvers feat with rapiers, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Deft Maneuvers feat for purposes of meeting feat prerequisites.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Rapier Training (Ex): At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
Rapier Weapon Mastery (Ex): At 20th level, when an inspired blade threatens a critical hit with a rapier, that critical is automatically confirmed. Furthermore, the critical modifiers of rapiers increase by 1 (×2 becomes ×3, and so on).
Alignment: Within one step of CG
Deity: Must worship Cayden Cailean.
Feats: Deific Obedience, Weapon Focus (Light Blades). Adjusted for Elephant in the Room
Special: Base attack bonus +5 or higher.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +1 +0 +0 Obedience, symbolic weapon +1
2nd +2 +1 +1 +1 Bonus feat
3rd +3 +2 +1 +1 Divine boon (Devastating Duelist), symbolic weapon +2
4th +4 +2 +1 +1 Divine quickness +2
5th +5 +3 +2 +2 Aligned strike, stalwart
6th +6 +3 +2 +2 Divine boon ( Light Weapon Master), symbolic weapon +3
7th +7 +4 +2 +2 Bonus feat, practiced combatant
8th +8 +4 +3 +3 Divine quickness +4, righteous leader
9th +9 +5 +3 +3 Divine boon (Critical Luck), symbolic weapon +4
10th +10 +5 +3 +3 Unstoppable warrior
Weapon and Armor Proficiency: Sentinels are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Obedience (Ex): In order to maintain the abilities granted by this prestige class, a sentinel must perform a daily obedience to Cayden Cailean.
Symbolic Weapon (Su): When wielding a rapier, the sentinel gains a +1 sacred or profane bonus on attack and damage rolls. These bonuses increase by 1 for every 3 levels he has in the sentinel prestige class (maximum +4). Rapiers also function as a holy symbol when wielded by a sentinel.
Bonus Feat: At 2nd level and again at 7th level, the sentinel gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Sentinel levels stack with fighter levels for the purpose of qualifying for feats with a fighter level prerequisite. If the bonus feat selected requires the sentinel to select a specific weapon for the feat to apply to (such as Greater Weapon Focus), the sentinel must select Light Blades.
Divine Boon: As the sentinel gains levels, he gains boons from Cayden Cailean. At 3rd level, the sentinel gains Devastating Duelist. At 6th level, he gains Light Weapon Master, and at 9th level, he gains Critical Luck. When a divine boon grants a spell-like ability, the sentinel’s caster level for the spell-like ability equals his total character level. This ability allows a sentinel to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Devastating Duelist (Sp): bless weapon 3/day, brow gasher 2/day, or greater magic weapon 1/day
Divine Quickness (Ex): Starting at 4th level, so long as the sentinel carries a rapier, he gains a +2 sacred or profane bonus on initiative checks. The weapon doesn’t need to be carried in hand, but must at least be on his person and accessible enough that he can wield it with no greater than a move action. At 8th level, this bonus increases to +4.
Aligned Strike (Su): The sentinel’s righteous fervor allows him to cut through certain types of damage reduction. At 5th level, the sentinel gains the ability to bypass a specific type of damage reduction when a rapier.
Good: The sentinel can treat his weapon as holy if his deity is good.
Stalwart (Su): At 5th level, the sentinel gains mental fortitude through his constant meditation and adherence to religious tenets. He gains a +2 sacred or profane bonus on saving throws to resist divine spells.
Light Weapon Master (Ex): Whenever you fight with a dagger, kama, kukri, rapier, sickle, short sword, or starknife, you also gain a +2 deflection bonus to AC, provided you have the weapon training (light blades) class feature. If you don’t have that class feature, you instead gain a +1 sacred bonus on attack rolls when using weapons from the light blades weapon group
Practiced Combatant (Ex): At 7th level, the sentinel displays increased combat ability thanks to his extensive training and experience. He gains a +2 sacred or profane bonus on combat maneuvers he performs with a rapier.
Righteous Leader (Ex): At 8th level, the sentinel’s commitment to his faith and the deeds he does in the name of his god add to his reputation. He gains Leadership as a bonus feat, and is considered to qualify for that feat’s special power leadership modifier. He takes no penalty for moving around a lot (normally this imposes a –1 penalty to a character’s leadership score) but he takes double the usual penalty for recruiting a cohort of a different alignment (–2 instead of –1).
Critical Luck (Ex): Keep a record of every time you roll a natural 1 on an attack roll, to a maximum number equal to your Charisma bonus. Anytime you roll a critical threat on an attack roll, you can trade in one of your tallied natural 1s to automatically confirm the critical hit. This tally resets to 0 every day, and any tallied natural 1s from the day before are lost.
Unstoppable Warrior (Su): At 10th level, the sentinel becomes a stalwart paragon demonstrating incredible combat prowess. He gains damage reduction 5/cold iron and evil.
In addition, the sentinel no longer falls unconscious when reduced to a negative hit point total, though he can take only a single standard or move action while at negative hit points, and he continues to lose hit points normally if he is not stabilized. Taking standard actions after becoming stable causes the sentinel’s wounds to reopen, and he begins losing hit points normally again.
Once per day as a swift action, the sentinel can use cure critical wounds, but targeting only himself, with a caster level equal to his character level.
Base Attack Bonus: +6.
Skills: Acrobatics 2 ranks, Perform 2 ranks.
Feats: Dodge (Adjusted for Elephant in the Room)
Class Skills: Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), and Sense Motive (Wis).
Skill Points at each Level: 4 + Int modifier.
Hit Die: d10.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +0 +1 +0 Canny defense, precise strike
2nd +2 +1 +1 +1 Improved reaction +2, parry
3rd +3 +1 +2 +1 Enhanced mobility
4th +4 +1 +2 +1 Combat Reflexes, grace
5th +5 +2 +3 +2 Riposte
6th +6 +2 +3 +2 Acrobatic charge
7th +7 +2 +4 +2 Elaborate defense
8th +8 +3 +4 +3 Improved reaction +4
9th +9 +3 +5 +3 Deflect Arrows, no retreat
10th +10 +3 +5 +3 Crippling critical
Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons. Duelists are proficient with light armor but not with shields.
Canny Defense): When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Improved Reaction (Ex): At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.
Enhanced Mobility (Ex): Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Combat Reflexes: At 4th level, a duelist gains the benefit of the Combat Reflexes feat when using a light or one-handed piercing weapon.
Grace (Ex): At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing light or no armor and not using a shield.
Riposte (Ex): Starting at 5th level, a duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Elaborate Defense (Ex): At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of duelist she has attained.
Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat.
No Retreat (Ex): At 9th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.
Crippling Critical (Ex): When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Musetouched have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability: Musetouched can use glitterdust once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Base Race Level Magic Current
x1 11 +0 11 +0 11 +0 S 11 +0
10 16 +2 18 +1 19 +2 D 21 +5
x2 12 +0 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 I 14 +2
xx 10 +0 10 +0 10 +0 W 10 +0
x7 15 +2 17 +1 18 +2 H 20 +5
2 Swashbuckler 2 - Charmed Life
3 Swashbuckler 3 - Deeds, Nimble, Standard Feat (Combat Reflexes)
4 Swashbuckler 4 - Bonus Feat (Weapon Specialization [Light Blades]) - Cha
5 Swashbuckler 5 - Swashbuckler Weapon Training, Standard Feat (Deific Obedience)
6 Sentinel 1 - Obedience, Symbolic Weapon -- Needs Deific Obedience, Weapon Focus (Light Blades)
7 Sentinel 2 - Bonus Feat (Quick Draw), Standard Feat (Dodge)
8 Sentinel 3 - Divine Boon, Symbolic Weapon - Dex
---
9 Sentinel 4 - Divine Quickness, Standard Feat (Greater Weapon Focus [Light Blades])
10 Sentinel 5 - Aligned Strike, Stalwart
11 Sentinel 6 - Divine Boon, Symbolic Weapon, Standard Feat (Quick Draw)
12 Sentinel 7 - Bonus Feat (Greater Weapon Specialization [Light Blades]), Practiced Combatant - Dex
13 Sentinel 8 -Divine Quickness, Righteous Leader, Standard Feat (Penetrating Strike ??)
14 Sentinel 9 - Divine Boon, Symbolic Weapon
15 Sentinel 10 - Unstoppable Warrior, Standard Feat (Critical Focus)
16 Duelist 1 - Canny Defense, Precise Strike -- Needs Dodge (Mobility) - Dex
17 Duelist 2 - Improved Reaction, Parry, Standard Feat (Bleeding Critical)
18 Duelist 3 - Enahnced Mobility
19 Duelist 4 - Combat Reflexes, Grace, Standard Feat (Blinding Critical)
20 Duelist 5 - Riposte - Dex

Hyacinth |

Alright, finally was able to get Hyacinth's backstory done! Should be ready for final submission.
This was a poor decision.
An attempt to bilk a merchant prince out of his fortune went awry, and Ambrus fled into the desert, pursued by the prince's underlings. He thought to lose them in a lush desert oasis, but he would find no succor there, as his pursuers caught up to him and dispensed swift and brutal justice. They buried Ambrus in a shallow grave, and there, the tale of his short life should have come to an end. But fate had other plans in store...
A decrepit ghoran that called Qadira home came to the oasis later that day. After 20 years, she was ready to regenerate, as she had done many times in the past. She planted her seed in the fertile soil before departing, confident that in several days' time, the seed would sprout and her consciousness would transfer over into the new body.
What she did not realize, though, was that she had planted her seed precisely where Ambros's body was buried. The seed took root within his still cooling corpse, and a curious thing occurred. Ambros's lingering spirit infused the seed with its essence, corrupting the mystic method by which ghorans normally pass on their own spirits into their seeds. Thus, several days later, when the newly formed ghoran emerged into the world, it was Ambros who had been reborn!
Needless to say, Ambros was quite shocked at not only being alive, but inhabiting a body far different than his previous one! His "skin" was made up of fibrous vines and rinds, his face was layered petals that flushed and fluttered at his whims, and his silhouette was distinctly feminine. Over the course of several anxiety-ridden days, Ambros began to come to terms with what had happened to him. He found that he had a connection to natural magic, able to sprout berries and fruits from his body, as well as exude a variety of aromas that could influence those around him.
Still a con artist at heart, Ambros began to scheme how best to use this new body as an advantage. He went full in on his new feminine appearance, adopting a feminine persona and the name Hyacinth. As Hyacinth, she found that her new-found abilities were well-suited to getting into the good graces of people, once they got past her strange appearance. She eventually made her way to Zimar where she gained a reputation as a sort of "bandit with a heart of gold," conning the rich and giving back to the poor of the city. How much of this was true and how much was part of the story that she had crafted to increase her own reputation is hard to say, but she succeeded in gaining the attention of the House of Fate and Fire, who offered her membership in their adventurer's guild.
Now, fully invested in the role of Hyacinth the adventurer, the ghoran seeks to further accumulate fame and fortune...

Herkymr the Silly |

Alright so here is a basic background that leaves alot for me and DM to play with and build.
A dry chuckle sounds behind the alchemist as the dark dwarf comes back into view from where he stood against the wall. I had to test you. You trained me to never take my back away from what I was making before I had it in hand. It is too easy to lose it if in our clan of fast fingers. comes the cocky reply from the skinny dark dwarf. .
The memory hurts as it reminds Grimsbe of the betrayal from his “once friend.” It was Carver the alchemist that saw him sold into slavery. He spent 5 bitter years, growing more bitter with each passing year, in the “service” of Cheliaxian nobles. He had been trained to be a leashed hound, an assassin, a killer at someone else’s whim.
Languages, anatomy, dagger work, and poisons were all part of his training. So was the use of vanishing from the view of the mark. He was promised his freedom but it was a promise that never grew to fruition. Finally after having been branded by his “owners” he sought retribution and killed the head of the house before escaping.
Grimsbe knows that should he ever be caught in Cheliax he will be returned to slavery, killed, or maimed as punishment for his “crimes.” So he wandered from town to town and nation to nation. Finally, he finds a use for his skills and a home. Reaching Taldor in search of more components for his prized poisons, he ran into his match. After cat and mouse for several months, he was invited to drop his “charade” and join the house of Fate and Fire as a full fledged member.