Another Night at The Broken Broadsword

Game Master Oblivion's Scion

The Broken Broadsword is a rundown, ramshackle tavern and flophouse that has been repaired and rebuilt so many times, a first time visitor might wonder how it even stands. Smelling constantly of stale beer and body odor, it is nevertheless the fabled watering hole of countless heroes throughout the ages. On any night you can find a rogues' gallery of characters awaiting the next bit of trouble - a hooded man stumbles out of the rain and with his dying breath drops a relic from a forgotten ruin, a demonic fiend is accidentally summoned by a drunken warlock, pirates storm in and press gang the passed out guests into a crew, the King's chamberlain sneaks in seeking volunteers to rescue a missing royal child, a pickpocket opens a seized scrollcase and discovers the legend of a mystical artefact, praetorian city guard storm the place to arrest the entire house, hordes of zombies come marching out of a nearby crypt seeking one of the Broadsword's guests - it all could happen on any night!
Character Themes: tavern regulars, classic fantasy tropes, tropes remixed
Campaign Arcs: anything is possible


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Storm Dragon we will be using the Golarion standard Emerging Guns set of Firearm rules.


I don't suppose you've had a chance to have that think about Swashbuckler deeds and boon feats?


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Pad300 Deeds give A LOT of options, but is still limited by the number of Grit/Panache a character has. As such, I am going to tentatively say 1 Boon Feat per two levels/tiers of Deeds (1 Feat for 1st & 3rd, 1 Feat for 7th & 11th, 1 Feat for 15th & 19th). This is for both Swashbuckler and Gunslinger.


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It’s been five days and a new page, so it seemed like a good time for another list. Not a lot of activity, but we do have one new person posting interest, one new character and an adjusted character.

Shown interest
Today is a good day to... halp

Ideas
Locmore: something with dwarves
Almonihah: tengu samurai/monk?
Trevor86: alchemist
Tara Ravenheart: Several good ideas
Valjoen_KC: a Half-orc Lore Oracle /DG Enlightened Paladin
Storm Dragon: a pirate fangirl

Posted characters
Grumbaki: Bharaz Silverhelm Male Dwarf Gloomblade Fighter/DG Elementalist Shifter
Mightypion: Varvara Ulyanova Vladimirovna female human Abyssal Bloodrager/DG Oracle
Simeon: Mykas Human inquisitor of the Pale Horse /DG Slayer
Robert Henry: Boram the Burglar unchained rogue/DG (burglar/Knife master)
SmooshieBanana: Lilianne Nightshade Female Half-Elf Blood Conduit, Crossblooded (Medusa-Salamander), Primalist Bloodrager/DG Alchemist
pad300 Male Half-orc Shaman (unsworn)/DG Summoner(unchained)(soulbound)
trawets71: Warren Connery Human Male Fighter/DG (Two Weapon Warrior/Dragonheir Scion)
Hack Anslash: Reynolt "Rain" Silvervein Male Dwarf Bard/DG Ranger
Brainiac: Raquel Cailean Female human cleric of Cayden Cailean/DG Bard
Ouachitonian: Lysander the Swordsman Male Elf Swashbuckler (Inspired Blade)/DG Fighter
Mus: Sam Florin Male Human unchained summoner (soulbound summoner)/DG paladin (holy tactician)
TheWaskally: Kyrian Vasila Male Aasimar Cleric/DG Sorcerer
JonGarrett: Seraphina Firedancer Female Changeling(Orc) Crossblooded Sorcerer/DG Bloodrager
Jereru:Elf Magus(Hexcrafter)/DGBard (Dervish Dancer)
AdamWarnock: Shalyna Alathriel Female Tiefling Magus(Bladebound)/DGRanger
rdknight: Nisli Griova Female Sylph Sky Druid / DG Witch (Ashiftah)
wanderer82 Gregor The Barkeep Male Human Alchemist/DG Brawler

If I’ve missed anyone, or gotten information wrong I apologize. Please let me know and I will adjust the list when I post it again.

Just a reminder:

Oblivion's Scion wrote:
Everyone, keep the questions and characters coming! I think at this point, based on the extra time necessary to use the Demi-Gestalt system, I am going to be looking at next Sunday, the 21st, as the final day of recruitment.

So three more days to finish those 'not-a-rogue' characters :)


HP: 3d5 + 15 ⇒ (1, 1, 5) + 15 = 22


GM, since you seem wary of Mortal Ushers, I may change up my character concept. I've got another idea I've been tossing around for a while, and one that will likely fit the theme of the game better.


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Good morning/afternoon ladies and gentlemen, I wanted to remind everyone that I will be closing recruitment Sunday night at 11:59 pm EST, so you have two and a half days (60 hours) to get characters wrapped up and posted. There are a lot of great submissions already, though a few are lacking certain aspects (a couple missing a background, a few others a complete build out - Pad300, Gregor the Barkeep, Hack Anslash), I encourage you to get these finished up.

In your entry, I would like to ask that you clearly list somewhere how you spent your Demi-Gestalt increases: Saving Throw (if applicable), Advance, and Boon Feats.

I want to remind people this game will have a bit of a classic-dnd throwback vibe with a few dashes of camp, and both an embracing of and some poking fun at many classic tropes.

Simeon With a secondary focus on working out the demi-gestalt system in this game, I am going to reaffirm that I am not interested in seeing Prestige Classes at this time. Sorry. I think your current proposal is sound, but if you would like to submit something different you are more than welcome to.


Is "ANYONE BUT EISETH" a valid deity choice?

If not, I will semi drunken-randomly chose a deity and then write a background story for that. It would be very much in character.

Also, I have 500ish gold left to spend, and would prefer to allocate skill points after I know the rest of the party makeup is known so I can fill out some gaps. Varvara can credibly fill skill gaps on anything that is not WIS-Based.


Very fun to see all the different ideas, I think this game concept really brought out the best in everyone.

Just chiming in with my demi-gestalt info so it's clear — I'll add it to this profile as well. Since unchained summoner only has good Will saves, Sam gained the good Fort saves from his paladin subclass. He took the Combat advance, increasing to good BAB, d10 hit dice, and the corresponding proficiencies. Finally, he spent his three boon feats on lay on hands, divine grace, and the battlefield presence ability from the holy tactician archetype.

As for tropes, the idea for Sam came in large part from a desire to flip the classic "knight on a quest" trope on its head. He's a guy with the basic moral outlook of a storybook hero and the real-world power to match, but who took his life in a decidedly non-crusading direction. I especially like getting to look at the tavern setting from the opposite perspective of how PCs normally encounter it, to think about what's happening behind the scenes. It allows Sam be quite genre savvy for a very narrow portion of the D&D genre, then delightfully out of his element in any other context, all while being so wholeheartedly sincere that it never cracks the fourth wall. From there, Almighty Janitor and Genius Loci seemed like fun tropes to mash together and play with (I'll do everyone's time the favor of not linking to tvtropes).


Ok, I am formally withdrawing the shaman build, I'm just not feeling it. I hope to get a build together for your deadline though.


Karlos Draudi is drinking in a corner by the fire, sharpening his throwing knives...

Sorry Robert Henry, couldn't help myself.

Karlos isn't quite complete, but he's pretty close...

Concept:
The Gray Mouser…

Description:

It’s been a hard day’s night.
Karlos is 5’11, black hair, a relatively non-descript half-orc. The eyes though… gray as the Lake of Mist and Veils in Neth, and looking a thousand yards past you… His gear is simple and well cared for. The hilts of his blades well polished from his hands. He usually has at least 3 blades visible (rapier, 2 daggers) and is inevitably hiding a few more... He’s rarely seen without a pipe smoking between his teeth.

Demeanour:

Quiet, bored, world-weary and cynical.

He’s seen enough people die, that he knows his own time will come; but he does not fear it. He’s seen a cause he put his heart into go down in fire and death. Now, he carries on, a warrior having survived the fall… Could another cause (another love) be found, he might live again, rather than walk as death on two feet…

Background:

He was born in Galt, and grew up in the endless revolution there. He was initially recruited for one of the factions by his then beloved lady, Antonina di Franco. He was blooded and learned the skills of both a duelist and guerrilla in that cauldron. Said faction was summarily crushed by the current Revolutionary Council as part their rise to power. After his lady-love went to the Final Blades (his rescue attempt foundered on the rocks of betrayal), he ran to the River Kingdoms one step ahead of the Gray Gardeners himself. In the River Kingdoms he has made a living as a mercenary… New come to the Broken Broadsword, he drinks in a dark corner by the fire, brooding and smoking his pipe as his whetstone squeels….

Stats:

Karlos Draudi
CG Male 1/2 Orc
Class: U-Rogue 4 (Guerilla)
Demi Gestalt : Swashbuckler (Inspired Blade),
Improved Save: Will
Advance: Combat
Background: Guide (+2 Con -2 Str, Perception, Survival)

Init +7 = +5(Dex) +2 (Swashbuckler’s init)
Speed 30 ft
Darkvision 120 ft

Defense
AC : 20 = 10+5 (dex) + 4 (armor) + 1 (shield)
HP: 44 = 10+ [3d5 + 15 ⇒ (1, 1, 5) + 15 = 22] +4*3 Con
Fort +7 = +1 Rogue 4+3(Con)+2 luck+1 resistance
Ref +12 = +4 Rogue 4 +5(Dex) +2 luck+1 resistance
Will +9= +4 Gestalt 4 +2 (wis) +2 luck+1 resistance

CMD : 19 =10 +4 (bab) +5 (dex)

Offense

BAB : +4
Melee: Rapier
Ranged: Thrown Dagger
CMB : + = +4 (Bab)

Stats
Str 10 = 12 (2 pts) -2 background
Dex 20 = 17 (13 pts) +2 Racial +1 lvl 4
Con 16 = 14 (5 pts) +2 background
Int 14 = 14 (5 pts)
Wis 14 = 14 (5 pts)4
Cha 10 = 10 (0 pts)

Feats : Deft Maneuvers (Finesse Training), Weapon Focus (Rapier) (Inspired Finesse), Dazzling Display (1st), Combat Reflexes (3ed), ??? (5th), Shatter Defenses (7th)

Boon Feats: Inspired Finesse (1st), Inspired Panache (2nd), Deeds (Levels 1 and 3) (4th),

Traits ???, Fates Favored (faith), Bruising Intellect (social), Overprotective (Drawback)

FCB: 4/6 of a Rogue Talent (human bonus via Orc Blood)

Skills (8+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Athletics (2, +5 = 2 rank +3 trained)
Sleight of Hand (2, +10 = 2 rank +3 trained +5 dex)
Escape Artist (2, +10 = 2 rank +3 trained +5 dex)
K dungeoneering (1,+6= 1 rank +3 trained +2 int)
K Local (1,+6= 1 rank +3 trained +2 int)
Disable Device (4, +12 = 4 rank +3 trained +5 dex)
UMD (4, +7 = 4 rank +3 trained )
Acrobatics (4, +12 = 4 rank +3 trained +5 dex)
Stealth (4, +12 = 4 rank +3 trained +5 dex)
Bluff (4, +7 = 4 rank +3 trained)
Intimidate (4, +7 = 4 rank +3 trained)
Sense Motive (4, +9 = 4 rank +3 trained +2 wis)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (4, +9 = 4 rank +3 trained +2 wis)
Survival (1,+6= 1 rank +3 trained +2 wis)
Handle Animal, (1,+4= 1 rank +3 trained )
Linguistics (2,+7= 2 rank +3 trained +2 int)

Languages : Common, Orc, Draconic, Abyssal, Hallit (Linguistics), Elven (Linguistics)

Class Abilities:

Sneak Attack (2d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Skilled Liar (Ex): Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps. This ability replaces trapfinding.

Finesse Training
At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature (Light Blades). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.

Cover of Night (Ex): At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment. This ability replaces evasion.

Rogue Talents (2): As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents: Trap Spotter, Fast Stealth

Secret Messenger (Ex): At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces Danger sense

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Guerrilla Sniping (Ex): At 4th level, when a guerrilla is in an area of dim light or darkness, she takes only a –10 penalty on her Stealth check to maintain her obscured location while sniping. This ability replaces uncanny dodge.

Inspired Panache (Ex) (3 points): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

1st-level Deeds
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
Hilt Hammer (Ex): Precise strikes with a slender blade do little to hinder amorphous or incorporeal creatures; when encountering such threats, some swashbucklers abandon precision in favor of brutish strikes. At 3rd level, the swashbuckler can activate this deed before rolling the attack roll when making an attack that would benefit from precise strike. An attack altered this way deals only half the normal damage from precise strike, but this damage is not treated as precision damage. This deed alters (but does not replace) the precise strike deed and replaces one other 3rd-level deed (Kip-Up).
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 (Pathfinder RPG Core Rulebook 99) 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.

Racial Abilities:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.

equipment (incomplete):

Magic: Cloak of Resistance +1 (1000 gp), Handy Haversack (2000 gp),

Weapons:
Rapier, 2 daggers, Whip, Sap, Throwing Knives

Armor
Buckler (???), Mithril Chain Shirt (1100 gp)

Equipment
Pipe, Whetstone

Not sure if I'm handling the boon feats and purchasing abilities from the demi-Gestalt right. If I don't need to buy Inspired Panache, I'll get Charmed Life and switch out the Derring Do deed for the Vengeful Heart deed of renown..


pad300 wrote:
Sorry Robert Henry, couldn't help myself.

Oh and I do so love the 'Grey Mouser'! Nice image by the way! The good news is you can never have to many rogues and Karlos and Boram would make quite the team :)


Nice bar you've got here. It'd be a shame if someone... therapized all over it.

I'll be coming out of hiatus to submit my take on: "Orc Frasier."

--
Bogknob is the bar's pianist; night after night one can find her inside and plodding away on the keys, contributing vastly to the chaotic feel and reputation of The Broadsword. She is not good at the piano, but has been there so long and cuts such an intimidating figure no one would ever tell her.

Self-aggrandizing, snooty, and loquacious, the orc woman is not fun to talk to. She considers herself an authority on all matters and has an opinion on everything. To make matters worse, she's often correct. With better personal skills, in another life she would have found her calling as a psychiatrist.

At last call, bar regulars will often find themselves sinking all their worries into Bogknob's waiting ears, after which point she shall insult them and give them crude but helpful advice. Granted, she is entirely lacking on social niceties, so sometimes the advice she gives is less "practice mindfulness and learn to be kinder to yourself," and more "you should totally kill that guy," but her advice has changed lives.
--

I'll have stats up by the deadline, but rn she looks like a Orc Wizard|DG Steelblood Bloodrager, focused on a "Muscle Wizard" path.


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Varvara The interesting part of Oracles is they are the one divine caster with clear potential for an "unknown benefactor" - so Anyone but Eiseth works, because who the Anyone is can be left as an unknown...

Pad300 I dig the Lankhmar throwback reference... now, who could be Fafhrd???

You all have about 36 hours to get things wrapped up. Let's do this!


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Man, I was sooo tempted to change my submission to a Sorcerer/Arcanist Fireball Master...

No! Get out of my head! The Bladesinger is a classic trove in D&D!

But it smells like cinnamon...

But it's poison...

But it smells like cinnamon...

PS: What about a Gunmage from Iron Kingdoms (Eldritch Archer Magus/Gunslinger)?

Noooooo!


I finally finished off Nisli's background/appearance/personality sections and bought major gear.

I might add a couple of small purchases yet since she still has a bit of cash on hand, but I could also see her being the thrifty sort.

I'll take another editing pass through the character sheet tomorrow, but she's otherwise done I believe.


And with just over a day to spare, I'm done!. Here's Shalyna's profile. I've not picked out her spells prepared, but other than that, she's ready to go. I was going to add some more detail to the fluff, but thought better of it on second glance. Howl's definitely the bigger character of the two, and I imagine that Shalyna will listen to Howl's ideas much to her own grief. :D

If you'd rather keep things in the threat, Robert Henry, I've posted the updated stats below.

Equipment & Cash:

Money: 4 GP
PP: 0
GP: 4
SP: 0
CP: 0

Encumbrance: 30.5 lbs. (w/o Backpack: 25.5 lbs.)
Light - 76 lbs.
Medium - 77 - 153 lbs.
Heavy - 154 - 230 lbs.

Consumables
----------------------------
Arrows Quantity: 20 | W: 3 lbs. | Cost: 1 GP
-- Ammunition for the Longbow.

Wand of Expeditious Retreat Charges: 50 | W: - | Cost: 750 GP
-- CL: 1 | Casts Expeditious Retreat. Increase speed by 30 ft. for 1 minute.

Potion of Cure Light Wounds Quantity: 3 | W: - | Cost: 150 GP

Trail Rationsp Quantity: 10 | W: 10 lbs. | Cost: 5 GP
-- Jerky, hardtack, nuts, and dried fruit.

Weapons
----------------------------
Thunderous Howl W: 6 lbs. | Cost: -
-- Attack: +9 | Damage: 1d10+4/1d10+5 S | Critical: 19-20/2x | Range: -

Mwk. Composite Longbow (STR +3) W: 3 lbs. | Cost: 700 GP
-- Attack: +10 | Damage: 1d8+3 P | Critical: 20/3x | Range: 110 ft.
-- Arrows: 20

Armor
----------------------------
+1 Mithral Chain Shirt W: 10 lbs. | Cost: 2,100 GP
-- AC: +5 | Max DEX: +6 | ACP: 0 | Spell Failure: 10%

Magic Items
----------------------------
Handy Haversack W: 5 lbs. | Cost: 2,000 GP
-- Stained a dark brown with aged bronze fittings. Has draconic runes tooled along the edges of the flaps and panels of the compartments.
-- Always weighs 5 lbs. no matter what's in it.
-- Central compartment can hold 8 cuft. or 80 lbs.
-- Side compartments can hold 2 cuft. or 20 lbs.

Cloak of Resistance +1 W: 1 lb. | Cost: 1,000 GP
-- Deep, dark blue with shimmering black fur trim around the hood. Elven runes fade in and out of sight along the bottom hem.
-- +1 resistance bonus to all saves.

Dust of Tracelessness W: - | Cost: 250 GP
-- Simple leather pouch containing a neverending supply of pearlescent dust. Effects are per use.
-- Causes 100 sqft. chamber to appear abandoned and unsued for 10 years.
-- Removes evidence of passage along a trail for up to 12 men/horses from where used to 250 ft. back.
-- Increases tracking DC by 20.

Clothing & Jewelry
----------------------------
Explorer's Outfit (Freebie) W: - | Cost: -
-- Dark blues and blacks with blackened steel fittings.

Explorer's Outfit W: 8 lbs. | Cost: 10 GP

Artisan's Outfit W: 4 lbs. | Cost: 1 GP

Artisan's Outfit W: 4 lbs. | Cost: 1 GP

Cold Weather Outfit W: 7 lbs. | Cost: 8 GP
-- +5 bonus on Fortitude saves to resist cold weather.

Tricorn Hat W: 1 lb. | Cost: 2 GP
-- A black leather hat with a brim rolled up into three points. Has been treated to be waterproof.

Tools & Misc.
----------------------------
Bedroll W: 5 lbs. | Cost: 5 SP
-- Dark green shell with red, black, and yellow plaid interior. Outisde is waxed. Inside is fluffy and soft.

Blanket W: 3 lbs. | Cost: 5 SP
-- Blue woolen blanket with golden yellow embrodary along the hems.

Blanket W: 3 lbs. | Cost: 5 SP
-- Green woolen blanket.

Winter Blanket W: 3 lbs. | Cost: 5 SP
-- Black and gray fur blanket. Has been waterproofed.

Silk Rope W: 5 lbs. | Cost: 10 GP
-- HP: 4, STR DC 24 to break.

Belt Pouch W: 0.5 lbs. | Cost: 1 GP
-- Holds up to 10 lbs. or 0.5 cuft.

Spell Component Pouch W: 2 lbs. | Cost: 5 GP
-- Holds all material components for spells that don't have a cost.

============================
Equipped Gear & Gear Locations
EQUIPPED GEAR
-- Handy Haversack
-- Cloak of Resistance +1
-- +1 Mithiral Armor
-- Thunderous Howl (Intelligent +1 Bastard Sword)
-- Masterwork Composite Longbow (STR +3)
-- 20 Arrows
-- Wand of Expeditious Retreat
-- Dust of Tracelessness
-- Belt Pouch
-- Spell Component Pouch

Magic Item Slots
HEAD:
--
HEADBAND:
--
EYES:
--
SHOULDERS:
-- Cloak of Resistance +1
NECK:
--
CHEST:
--
BODY:
--
ARMOR:
-- +1 Mithiral Armor
BELT:
--
WRISTS:
--
HANDS:
--
FEET:
--
RING (LEFT):
--
RING (RIGHT):
--

GEAR LOCATIONS
Handy Haversack
MAIN COMPARTMENT (52/80 lbs.)
-- 2x Blankets
-- 1x Winter Blanket
-- 1x Bedroll
-- 1x Explorer's Outfit
-- 1x Cold Weather Outfit
-- 2x Artisan's OUtfits
-- 10x Trail Rations

SIDE COMPARTMENT (LEFT) (0/20 lbs.)
--
SIDE COMPARTMENT (RIGHT) (0/20 lbs.)
--
OUTSIDE (5 lbs. Counted as part of the main compartment)
-- Silk Rope

Belt Pouch (0/10 lbs.)
-- Money

Spell Component Pouch
-- Costless material components/foci


Stats:

Class: Magus(Bladebound) 4
Demi-Gestalt Ranger
Background: Bounty Hunter
Advance: Combat
Alignment: Neutral Good (NG)
Race: Tiefling
Languages: Common, Abyssal, Infernal, Draconic, Elven, Goblin
Senses: Perception +9(+11 When wielding Thunderous Howl), Darkvision 60 ft.
Initiative: +6 (+4 DEX, +2 Rectionary)

============================
Saves
Fortitude: +7 (+4 from Magus, +2 from CON, +1 from Cloak of Resistance)
Reflex: +8 (+1 from Magus, +4 from DEX, +2 from Lightning Reflexes, +1 from Cloak of Resistance)
Will: +7 (+4 from Magus, +2 from WIS, +1 from Cloak of Resistance)

============================
Defenses
HP: 44 (4d10+8)
AC: 20/15/15 (+4 DEX, +5 Armor, +1 Dodge)
CMD: 21
Resistances: Cold 5, Electricity 5, Fire 5

============================
Attacks
CMB: +7
Unarmed Strike
--Attack: +7 | Damage: 1d3+3 B (Nonlethal) | Critical: 20/x2 | Range: -

Thunderous Howl
--Attack: +9 | Damage: 1d10+4/1d10+5 S | Critical: 19-20/2x | Range: -

Mwk. Composite Longbow (STR +3)
-- Attack: +10 | Damage: 1d8+3 P | Critical: 20/3x | Range:[/b] 110 ft.

============================
Attributes
STR: 16 +3 (16 (10 Points))
DEX: 18 +4 (15 (7 Points), +2(Racial), +1(Level 4 Advance))
CON: 14 +2 (14 (5 Points))
INT: 18 +4 (16 (10 Points), +2(Racial))
WIS: 14 +2 (12 (2 Points), +2(Background))
CHA: 03 -4 (7 (-4 Points), -2(Racial), -2(Background))

============================
Skills
Skill Points: 44
[i]Magus:
16
Intelligence Mod: 16
Favored Class Bonus: 4
Background Skills: 8

Armor Check Penalty: 0

Acrobatics (DEX)^ +8 Ranks: 4 (4 Ranks, +4 DEX)
Athletics (STR)*^ +10 Ranks: 4 (4 Ranks, +3 STR, +3 Class)
Appraise (INT)° +4 Ranks: 0
Artistry (INT)*° +4 Ranks: 0
Bluff (CHA) -2 Ranks: 0 (-4 CHA, +2 Racial)
Craft (INT)*° +4 Ranks: 0
Diplomacy (CHA) -4 Ranks: 0
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) -4 Ranks: 0
Escape Artist (DEX)^ +4 Ranks: 0
Fly (DEX)*^ +4 Ranks: 0
Handle Animal (CHA)*†° - Ranks: 0
Heal (WIS)* +2 Ranks: 0
Intimidate (CHA)*° -4 Ranks: 0
Knowledge (arcana) (INT)*‡ +8 Ranks: 1 (1 Rank, +4 INT, +3 Class)
Knowledge (dungeoneering) (INT)*‡ - Ranks: 0
Knowledge (engineering) (INT)‡° - Ranks: 0
Knowledge (geography) (INT)*‡° +8 Ranks: 1 (1 Rank, +4 INT, +3 Class)
Knowledge (history) (INT)‡° - Ranks: 0
Knowledge (local) (INT)‡ +8 Ranks: 4 (4 Rank, +4 INT)
Knowledge (nature) (INT)*‡ +8 Ranks: 1 (1 Rank, +4 INT, +3 Class)
Knowledge (nobility) (INT)‡° - Ranks: 0
Knowledge (planes) (INT)*‡ +8 Ranks: 1 (1 Rank, +4 INT, +3 Class)
Knowledge (religion) (INT)‡ +8 Ranks: 4 (4 Rank, +4 INT)
Linguistics (INT)†° +8 Ranks: 4 (4 Ranks, +4 INT)
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +9(+11 When wielding Thunderous Howl) Ranks: 4 (4 Ranks, +2 WIS, +3 Class, +2 Alertness)
Perform (CHA)° -4 Ranks: 0
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +4 Ranks: 0
Sense Motive (WIS) +2 Ranks: 0
Sleight of Hand (DEX)^†° +8 Ranks: 4 (4 Ranks, +4 DEX)
Spellcraft (INT)*† +11 Ranks: 4 (4 Ranks, +4 INT, +3 Class)
Stealth (DEX)*^ +13 Ranks: 4 (4 Ranks, +4 DEX, +2 Racial, +3 Class)
Survival (WIS)*° +9 (+11 to Track) Ranks: 4 (4 Ranks, +2 INT, +3 Class)
Use Magic Device (CHA)*† - Ranks: 0

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

============================
Feats
Level 1 - Weapon Focus(Heavy Blades)
Level 1(Boon) - Ranger: Favored Enemy(Undead)
Level 2(Boon) - Ranger: Track
Level 3 - Lightning Reflexes
Level 4(Boon) - Dodge

Feats Descriptions
DODGE (COMBAT)
Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

LIGHTNING REFLEXES
You have faster reflexes than normal.

Benefit: You get a +2 bonus on all Reflex saving throws

WEAPON FOCUS (COMBAT): Heavy Blades
Choose one weapon group listed under the fighter’s Weapon Training class feature.

Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

============================
Spells
Prepared Spells
Cantrips/0th Level (DC 14)
- ][SPELL_NAME] ([COMPONENT])

1st Level (4/day) (DC 15)
- ][SPELL_NAME] ([COMPONENT])

2nd Level (2/day) (DC 16)
- ][SPELL_NAME] ([COMPONENT])

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

Spell Book
V - Vocal Component
S - Somatic Component
F - Spell Focus Component
M - Material Component
D - Divine Focus Component

Cantrips
Abjuration

Conjuration
Acid Splash (V,S)

Divination
Detect Magic (V,S)
Read Magic (V,S,F(A clear crystal or mineral prism))

Enchantment
Daze (V,S,M(A pinch of wool or fuzz))

Evocation
Dancing Lights (V,S)
Flare (V)
Light (V,M/F(a firefly))
Ray of Frost (V,S)
Spark (V or S)

Illusion
Ghost Sound (V,S,M(A bit of wool or a small lump of wax))

Necromancy
Disrupt Undead (V,S)

Transmutation
Mage Hand (V,S)
Open-Close (V,S,F(A brass Key))

Universal
Arcane Mark (V,S)
Prestidigitation (V,S)

1st-Level Spells
Abjuration

Conjuration
Unseen Servant (V,S,M(a piece of string and a bit of wood))

Divination

Enchantment

Evocation
Burning Hands (V,S)
Floating Disk (V,S,M(a drop of mercury))
Magic Missile (V,S)
Shocking Grasp (V,S)

Illusion
Silent Image (V,S,F(a bit of fleece))
Vanish (V,S)

Necromancy

Transmutation
Enlarge Person (V,S,M(powdered iron))
Expeditious Retreat (V,S)
Feather Fall(V)

2nd-Level Spells
Abjuration

Conjuration

Divination

Enchantment

Evocation
Scorching Ray (V,S)

Illusion
Invisibility (V,S,M(an eyelash encased in gum arabic))

Necromancy

Transmutation

============================
Traits
Racial
Ability Score Modifiers: +2 Dexterity, +2 Intelligence, and –2 Charisma.

Type: Outsider(Native)

Size: Medium

Base Speed: 30 ft.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Class: MAGUS
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su) (5/day): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Arcana: Blackblade (Ex)

Black Blade (Ex) At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Black Blade Basics
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per the Black Blade Progression. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Demi-Gestalt: RANGER
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Character
- Ever Wary, Magical Lineage, Reactionary

EVER WARY (TIEFLING)
Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard.

Effect: During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.

REACTIONARY
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Effect: You gain a +2 trait bonus on initiative checks.

MAGICAL LINEAGE: Shocking Grasp
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Effect: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Drawbacks
- Doubt

Doubt
You lack confidence in your abilities or confidence in the universe at large.

Effect: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.


Thunderous Howl:

Personality: Thunderous Howl is, simplest put, a goofball. His sense of humor runs towards the absurd with a healthy sprinkling of puns and wordplay. He is confident in his own abilities and wishes that Shalyna was as confident in herself as he was in her.

While he likes and trusts Shalyna. He has yet to share his purpose with her. When asked how he came to be where Shalyna found him or his past before then, he becomes unusually coy and dodges or ignores the question.

Alignment: Neutral Good (NG)
Type: Bastard Sword
Languages: Common, Telepathy
Senses: Perception -2
Arcane Pool: 1

Attributes
INT: 11 *0
WIS: 07 *0
CHA: 07 *0
EGO: 05

Black Blades
A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Black Blade Progression
Magus Level: 3rd–4th
--Enhancement Bonus: +1
--INT: 11
--WIS/CHA: 7
--EGO: 5
--Special: Alertness, black blade strike, telepathy, unbreakable

Magus Level: 5th–6th
--Enhancement Bonus: +2
--INT: 12
--WIS/CHA: 8
--EGO: 8
--Special: Energy attunement

Magus Level: 7th–8th
--Enhancement Bonus: +2
--INT: 13
--WIS/CHA: 9
--EGO: 10
--Special: -

Magus Level: 9th–10th
--Enhancement Bonus: +3
--INT: 14
--WIS/CHA: 10
--EGO: 12
--Special: Teleport blade

Magus Level: 11th–12th
--Enhancement Bonus: +3
--INT: 15
--WIS/CHA: 11
--EGO: 14
--Special: —

Magus Level: 13th–14th
--Enhancement Bonus: +4
--INT: 16
--WIS/CHA: 12
--EGO: 16
--Special: Transfer arcana

Magus Level: 15th–16th
--Enhancement Bonus: +4
--INT: 17
--WIS/CHA: 13
--EGO: 18
--Special: —

Magus Level: 17th–18th
--Enhancement Bonus: +5
--INT: 18
--WIS/CHA: 14
--EGO: 22
--Special: Spell defense

Magus Level: 19th–20th
--Enhancement Bonus: +5
--INT: 19
--WIS/CHA: 15
--EGO: 24
--Special: Life drinker


Appearance:

Shalyna is a short woman with pale skin, crimson hair, and gray eyes. She's stronger than she appears, thanks to her fiendish heritage. Her ears are pointed thanks to her elven father. She prefers clothes that hide and conceal her. Her skin is covered in geometric markings.

Personality:

Shalyna is timid, rarely speaking and often stuttering when she does. She is kind, but often does her good deeds in secret, fearing reprisals and rejection.

Background:

Shalyna's father is an elven necromancer that made a deal with a fiend in which she was as much a part of the bargain as a result of it. Some twist of fate gave her a kind desposition and despite her father's attempts to make her a more respectable evil minion, she never managed to get the attitude right. So she was assigned to supervise the goblins that served her father.

One night, Shalyna escaped on a whim and traveled to Iobaria. There she became a bounty hunter and a skilled exterminator of undead. On one of her misadventures, she found a magic sword of black iron, Thunderous Howl. Somehow, she'd also gained a reputation as a tough, no-nonsense mercenary that broods in the darkest corner of the Broken Broadsword.

And just for fun.

A brief scene with Shalyna and Howl:

Shalyna looked up the muddy street at the back of the man she had been tailing for the past fifteen minutes. Thankfully, she blended in with the residents of the village in the market with her subdued clothing and the hood of her cloak covering her vibrant hair.

Soooo, is that him, Howl asked. His tone did a poor job of hiding his excitement.

Maybe, Shalyna thought back to the blade. He does match the description of the guy we were told to talk to.

Okay, why not go ask?

He might get suspicious and clam up. Besides, if he hesitates or just doesn't want to talk, then what can I do about it? I'm not good with people.

Well, you're cute. Why not dazzle him with that?

Howl, Do you remember the last time we did that?

That wasn't my fault! I said play to his vices. You were the one that decided to dress like a Calistrian convert to Zon-Kuthon!

Shalyna drew her hood lower in a desperate attempt to hide her suddenly crimson cheeks as she recalled the incident. It was rather hard for her companions to tell the Iomedaean priestess what was really going on between the bouts of howling laughter.

Why didn't you stop me, then? I'm still too embarrassed to work with them again even after six months! I can't ever show my face in that temple either.

Alright! Alright, I'm sorry for not voicing my misgivings earlier, then. Just don't lay it on so thick this time. I'm sure you'll be fine.

Shalyna sighed as she looked back up to her quarry.

Well, at least if I embarrass myself again, you're the only one who will know.

That's the spirit! Go get 'im!

About twenty minutes later, Shalyna was explaining to the sheriff why she was caught in an alley with an unconscious man at her feet while she was throttling and screaming at a sword.


Rolling for age: 2d6 ⇒ (4, 4) = 8.

Rolling for height/weight: 2d10 ⇒ (6, 6) = 12.

Rolling for hp: 1d5 + 5 ⇒ (4) + 5 = 91d5 + 5 ⇒ (2) + 5 = 71d5 + 5 ⇒ (1) + 5 = 6.

===

Alright, here's what I came up with for an Omdura Demi-Gestalted Double-Archetypes character...

Name: Sarid Daal'Suryat
Gender/Race/Size: Male Suli [Medium Native Outsider Subtype]
Level/Class: 4th Level Omdura of Sarenrae

Level/Demi-Gestalt: 4th Level Demi-Gestalt Archetypes (Exemplar of War/Arcane Exemplar)
Advance: BAB/Full
Background: Scholar [+2 Int/-2 Con]; Knowledges:[nature/dungeoneering]

Alignment: Lawful Good
Hit Points: 33
Initiative: +2

Str: 16 +3 [14 base=5;+2 race]
Dex: 14 +2 [14 base=5]
Con: 12 +1 [14 base=5;-2 back]
Int: 12 +1 [12 base=2;-2 race;+2 back]
Wis: 14 +2 [13 base=3;+1 at 4th level]
Cha: 18 +4 [16 base=10;+2 race]

Base Speed/Movement: 20' with armor [30' base]
Vision: Low-Light Vision
Perception: +7

AC: 19 [+1 with MW Light Sunsilver Shield] [+6; MW Slumb. Breastplate]
Touch AC: 12
F-F AC: 17 [+1 with MW Light Sunsilver Shield] [+6; MW Slumb. Breastplate]
Resistances: Acid 5, Cold 5, Electricity 5, and Fire 5

Fort: +5
Refl: +3
Will: +6

BAB: +4 [+7 base melee/+6 base ranged]
CMB: +7
CMD: 19

Height: 5'10"
Weight: 180 lbs.
Age: 23 years old

Languages: Common [and Qadiran], Draconic [Int], and Terran [Race].
FCB: +1 Skill; Omdura
Deity: Sarenrae; Aura: Neutral Good

Traits: Blade of Mercy [religion/Sarenrae], Dowsing [race/Suli]

Feats: Incremental Elemental Assault (Suli)/1st, Improved Shield Bash/3rd

Boon Feats: Divine Training [Armor Adept; Slumbering/Double-plated], Spellstrike, and Divine Arcana [Spell-Scars]

Armor Proficiency: Light and Medium Armor plus Shields; No Tower.

Weapon Proficiency: Simple and Martial Weapons.

Skill Ranks per Level: 4 + Int modifier plus FCB

Adventuring Skills [/Lvl with FCB]: [ACP= -3 MW breastplate/ 0 MW light shield]; Climb (Str; ACP)/Swim (Str; ACP)=Athletics (Str; ACP);
[+2 race=diplom;smotive;+1 trait=surv]

Class: Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana/Int), Knowledge (planes/Int), Knowledge (religion/Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int) plus Knowledge (nature/Int) and Knowledge (dungeoneering/Int).

Non-Class: Athletics (Str; ACP), Disguise (Cha), Escape Artist (Dex; ACP), Fly (Dex; ACP), Knowledge (local/Int), Ride (Dex; ACP), Survival (Wis), and Use Magic Device (Cha)

Trained: 4 Knowledge (planes/Int): +8, 4 Knowledge (religion/Int): +8, 1 Diplomacy (Cha): +10, 1 Heal (Wis): +6, 1 Intimidate (Cha): +8, 2 Perception (Wis): +7, 1 Sense Motive (Wis): +8, 4 Knowledge (dungeoneer/Int): +8, 2 Knowledge (nature/Int): +6, 1 Athletics (Str; ACP): +4, 1 Use Magic Device (Cha): +5, 1 Spellcraft (Int): +5, 1 Survival (Wis): +7

Background Skills [2/Lvl]: [ACP= -3 MW breastplate / 0 MW light shield]

Class: Artistry (Int), Craft (Int), Knowledge (nobility/Int), Lore (Int), Appraise (Int), Linguistics (Int), Profession (Wis)

Non-Class: Handle Animal (Cha), Knowledge (geography/Int), Knowledge (history/Int), Knowledge (engineering/Int), Perform (Cha), Sleight of Hand (Dex; ACP)

Trained: 1 Knowledge (nobility/Int): +5, 1 Knowledge (history/Int): +2, 1 Knowledge (engineering/Int): +2, 1 Knowledge (geography/Int): +2, 1 Profession (Wis)=scholar: +6, 1 Perform (Cha)=oratory: +5, 1 Handle Animal (Cha): +5, 1 Appraise (Int): +5

CL=4th/Charisma=+4/Concentration=+8
DC 14+spell lvl; 0=14/1st=15/2nd=16
Spells Cast/Day: 1st=4 [3+1cha], 2nd=2 [1+1cha]

Spells Known=6/0 level;4/1st;2/2nd
0-level: Disrupt Undead, Acid Splash, Detect Fiendish Presence, Sift, Enhanced Diplomacy, Grasp,
Oath of Anonymity [via Spell Scar; x1], Stabilize [via Spell Scar; x1]

1st: Unwelcome Halo, Hedging Weapons, Cure Light Wounds, Bless, Litany of Weakness, Keep Watch [via Spell Lattice]

2nd: Remove Paralysis, Spiritual Squire, Cure Moderate Wounds

Suli Racial Abilities:

Suli Abilities::
Ability Score Racial Traits: +2 Strength, +2 Charisma, –2 Intelligence
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault: Once per day as a swift action, a suli can shroud their arms in acid, cold, electricity, or fire. This effect lasts for 1 round per level and can be dismissed as a free action. Unarmed strikes with their arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Energy Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Omdura Class Abilities:

Omdura Class Abilities::
Aura (Ex): An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spell Casting: An omdura casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric spells of 6th level and lower and inquisitor spells are considered to be part of the omdura spell list. If a spell appears on both the cleric and inquisitor spell lists, the omdura uses the lower of the two spell levels given for the spell. For instance, dimensional anchor is a 4th-level cleric spell and a 3rd-level inquisitor spell, which means it is a 3rd-level omdura spell.

An omdura can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, an omdura must have a Charisma score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against an omdura’s spell is equal to 10 + the spell’s level + the omdura’s Charisma modifier.

An omdura cannot use spell completion or spell trigger magic items of cleric spells of 7th level or higher (without a successful Use Magic Device check). Their alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; ie. Chaotic and Evil Spells.

Like other spellcasters, an omdura can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day with a high Charisma score.

Unlike for clerics, an omdura’s selection of spells is extremely limited. An omdura begins play knowing four 0-level spells and two 1st-level spells of choice. At each new omdura level, they learns one or more new spells, as indicated on Table 2 above. Unlike spells per day, the number of spells an omdura knows is not affected by Charisma score; their numbers are fixed.

In addition to the spells gained as they gains levels, each omdura also adds all of the cure spells to the list of spells known (cure spells include all spells with “cure” in the name). These spells are added as soon as the omdura is capable of casting them. A good omdura (or a neutral omdura of a good deity) must select cure spells. This choice is made when the omdura gains 1st level spells and cannot be changed.

At 5th level and every 3 levels thereafter, an omdura can learn a new spell in place of one already known. In effect, the omdura loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An omdura can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gains new spells known for the level. they cannot swap any cure or inflict spells.

Unlike a cleric, an omdura need not prepare their spells in advance. they can cast any spell known at any time, assuming they has not yet used up their spells per day for that spell level.

Orisons: Omduras learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots and can be cast again. Omduras do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Chaotic, Evil, Good, and Lawful Spells: An omdura can’t cast spells of an alignment opposed to their own or their deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Detect Alignment (Sp): At will, an omdura can cast detect chaos, detect evil, detect good, or detect law. They can use only one of these at any given time.

Invocation (Su): An omdura can call forth the power of their deity to improve their allies’ abilities as a standard action.

When the omdura calls upon this power, they must select one type of invocation from those listed below to grant the benefits to their allies within 30 feet. good omduras must select the bonuses as sacred. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.

The omdura can use this ability for a number of minutes per day equal to their level=4. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change the chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.

At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.=2

Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.=2

Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.=1

Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.=2

Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.=1

Purify: The omdura’s allies are protected from the vile taint of their foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.=1

Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s.=1

Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.=4

Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Divine Touch (Su): At 2nd level, an omdura can deliver divine energy by touch. they can deliver either positive energy or negative energy. A good omdura (or a neutral omdura of a good deity) must select positive energy. This choice is made when the omdura gains this ability and cannot be changed.

Each day the omdura can use this ability a number of times equal to half their omdura level=2 plus their Charisma modifier=4. With one use of this ability, an omdura can use divine energy to restore to a target 1d6 hit points for every 2 omdura levels [2d6] they have. Using this ability is a standard action, unless the omdura targets themselves, in which case it is a swift action. Alternatively, an omdura can use this divine energy to affect undead creatures, dealing damage when delivering positive energy.

An omdura needs only one free-hand to use this ability. Using divine touch to harm a creature requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Creatures do not receive a saving throw against the damage from divine touch. Divine touch is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an omdura two additional uses of the divine touch class feature.

Divine Infusion (Su): At 3rd level and every 3 levels thereafter, an omdura can select one divine infusion. Each infusion adds an effect to the omdura’s divine touch ability. The types of infusions available to the omdura are determined by the type of energy the omdura delivers with their divine touch. An omdura who delivers positive energy adds a mercy to their divine touch, treating their omdura level as their paladin level and their divine touch as the paladin’s lay on hands ability. At 6th, 9th, and 12th level, they add infusions to the list of those selectable as though they were a paladin of their omdura level. Divine infusion functions as mercy class ability, depending on the omdura’s divine touch energy, for the purposes of feats, spells, or effects that work with those class features; [Fatigued]

Divine Might (Su): At 4th level, an omdura can call on the powers of their god once per day to aid in the struggle against their enemies. As a swift action, the omdura chooses one target within sight to be the focus of their divine might. If the target is opposed to the omdura’s alignment on either the law/chaos or the good/evil axis, the omdura adds half their Charisma bonus (+2) to attack rolls and adds half their omdura level [2] to damage rolls against the target of the divine might.

In addition, while divine might is in effect, the omdura gains a deflection bonus equal to half their Charisma modifier (2) to AC against attacks made by the target of the divine might. If a non­neutral omdura targets a creature that is not opposed to their alignment, the use of this ability is wasted with no effect.

The divine might effect remains until the target of divine might is dead or the next time the omdura rests and regains uses of this ability. At 9th level and every 5 levels thereafter, the omdura can use divine might one additional time per day to a maximum of four times per day at 19th level.

Demi-Gestalt Omdura Archetypes Class Abilities:

Demi-Gestalt Abilities::
Exemplar of War:

Divine Training (Ex)

An exemplar of war gains a bonus feat at 1st level and every 3 levels thereafter. These bonus feats must be selected from those listed as combat feats.

At 5th level and every 3 levels thereafter, an exemplar of war can learn a new bonus feat in place of a bonus feat she has already learned. In effect, the exemplar of war loses the old 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. An exemplar of war can swap out only 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.

Chosen Warrior (Ex)

At 3rd level, an exemplar of war gains the Chosen One feat as a bonus feat. At 6th level and every 3 levels thereafter, the exemplar of war gains an additional bonus feat. These feats must be selected from the following list: Blessed by a God or Dragon, Chosen One’s Might, or Chosen One’s Resilience. At 9th level, the following feats are added to the list: Chosen One’s Determination and Chosen One’s Wrath. An exemplar of war can ignore any level prerequisites for these bonus feats, but she must meet all other prerequisites. If the exemplar of war selects Blessed by a God or Dragon as a bonus feat, she can plea for assistance from her god once per day instead of once per week.

Arcane Exemplar:

Spellstrike (Su)

At 2nd level, an arcane exemplar gains the magus’s spellstrike class feature.

Divine Arcana (Ex)

At 3rd level, an arcane exemplar gains one magus arcana. She gains an additional magus arcana at 6th level and every 3 levels thereafter. The arcane exemplar treats her omdura level as her magus level for the purpose of meeting prerequisites of a magus arcana.

If a magus arcana requires the arcane exemplar to expend points from the magus arcane pool, the arcane exemplar can expend either minutes of her invocation ability or prepared spells in place of the required points. If she expends minutes of her invocation ability, each minute expended in this way counts as 1 point expended from the magus arcane pool. If she expends prepared spells, the number of points expended from the magus arcane pool is equal to the level of the expended prepared spell.

Equipment:

Stuff that Sarid has:
Explorer's Outfit: [free; 8 lbs]

MW Slumbering Breastplate: [850 gp; 35 lbs.];
+6 AC/+3 Dex/-3 ACP

Spell Lattice (1st); Keep Watch: [1,000 gp]

Bag of Holding, Minor: [1,000 gp; 3 lbs.]

Saliharion: [3,000 gp; 15 lbs.] [in minor bag of holding]

Traveler's Any-Tool: [250 gp; 2 lbs.]

Wound Paste: [50 gp; .5 lbs.]; 5 doses

MW Sunsilver Light Steel Shield: [309 gp; 6 lbs.]; Shield-Bash=1d3B;20/x2

MW Cold-Iron Scimitar: [330 gp; 4 lbs.]; +1 hit;1d6S;18-20/x2

Cat-burglar's Kit: [15gp; 12 lbs]

Iron Holy Symbol of Sarenrae: [5 gp; 1 lbs.]

Gear Maintenance Kit: [5 gp; 2 lbs.] [in minor bag of holding]

Survival Kit; common: [5 gp; 4 lbs.]

Cooking Kit: [3 gp; 16 lbs.] [in minor bag of holding]

Grooming kit: [1 gp; 2 lbs.]

Bell-Net: [2 gp; 2 lbs.] [in minor bag of holding]

x2 Waterskins via Survival Kit: [4 lbs./each when full]
Flint and Steel via Survival Kit
Mess Kit via Survival Kit
Whetstone via Shaving Kit
MW Backpack via catburglarkit
50' Silk Rope via catburglarkit

Sling and 10 Bullets: [1 sp; 5 lbs]

Poncho: [5 sp; 2 lbs.]

Bandolier: [5 sp]

Bedroll: [1 sp; 5 lbs.] [in minor bag of holding]

Weaponcord: [1 sp]

Shaving Kit: [15 sp; .5 lbs]

Waterproof Bag: [5 sp; .5 lbs.]

10' Folding Pole: [2sp; 10 lbs.] [in minor bag of holding]

50' String: [1 cp; .5lbs.]

Earplugs: [3 cp]

x3 Torches: [3 cp; 3 lbs.]

x6 Wandermeal: [6 cp; 3 lbs.]

x1 Holy Water: [25 gp; 1 lb]

x1 Antitoxin: [50 gp;-]

x1 Antiplague: [50 gp;-]

x1 Acid Flask: [10 gp; 1 lb]; [acid splash focus]

Smoked Goggles: [10 gp;-]

x1 Spell-Scar; Stabilize: 12 gp, 5 sp

x1 Spell-Scar; Oath of Anonymity: 12 gp, 5 sp

Book Lariat: [3 sp; .5 lbs]

Shield Sconce: [1 gp; .5 lbs]

Coins: 7 cp left [from 7000 gp initial]

Encumbrance: 95 [or 99 with 1 filled waterskin] lbs. [with 50 lbs. inside the minor bag of holding]=Light

Carrying Capacity: 16 Str [76/153/230]; 18 Str [100/200/300] with MW Backpack

Appearance: Bronze skin tone, wild flowing smokey-darkish hair, pupiless glowing eyes that changes colors depending on which type of elemental defenses/offenses are active, and a wiry muscular build.

Background: As a traveling scholar-crusader for hire, Sarid Daal'Suryat has ventured forth from the Qadiran Monasteries of Sarenrae out into the more remoter parts of Golarion [in comparison to the rest of the greater Garundi continent, that is] in an attempt to help spread Sarenrae's faith by seeking out evil before it arises to claim the innocents of the lands by faithfully following the words in the Sarenrite holy book of lore, known as the Saliherion, that he carries in his possession.

===

Took the two alternate archetypes for the Omdura as my Demi-Gestalt with the advance made to increasing BAB to full; also opted to forego the arcane spellcasting part of the Arcane Exemplar and just skipped ahead to the spellstrike ability at 2nd level- not sure if it was actually allowed for that but I figured that it'd be much more simpler to stay with the divine casting only. Hope I've gotten the Demi-Gestalt part down though.


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Blarg. Hope I can finish things up before deadline, work week was hectic and weekend is looking to be more packed than usual.

Do we have Sunday afternoon to work with?


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It seems so.


Character sheet (Inquisitor [Sanctified Slayer/Preacher] subjob Trench Fighter)

Name: Fang Xi Ka (Romanized as "Franciska")

Backstory notes:

Fang was born near the border of Minkai, the youngest of 8 children. Their parents being fairly successful merchants, the children wanted for not much at all.

Fang's particular vice was novels. She devoured texts of all sorts, and was particular drawn to tales of adventure.

Embellished as they are, these novels still gave her a decent understanding of the layout of the world, from the lush jungles of the Mwangi Expanse, up the coast of the Shackles, and deep into the Inner Sea.

By the age of 12, Fang knew more trivia about the people of the lower continent than the history of her own.

As she grew, more and more pressure was put on her to find her own path. The family business was well in the hands of her siblings, and her parents worried she would grow up to be a layabout. More studies were piled upon her, interviews with potential masters for an apprenticeship, and so on.

Fang's only refuge from the pressure became her novels, and especially those that detailed the exploits of a brave pirate captain who sailed the seas on adventures. She fought slavers and corrupt merchants, evil government officials, and all sorts of other unsavory people with the aid of her own skills, her crew, and the wind at her back.

Emboldened by the idea of a life at sea, Fang snuck away one night aboard a ship, never to return home...

Or, that was the plan. As it turns out, stowing away on a ship is easier than it sounds, and she was caught before the ship even left port.

Once returned to them, her parents were distraught and even more determined to keep their little girl safe and sound from harma nd put her on the right path.

The more they pushed, the more she rebelled, becoming a delinquent child who tried to live out her piratess fantasies as best she could while landbound.

Eventually, exasperated, her parents sent her off with one of their caravans heading south, to stay with her grandmother for a while, in the hopes that the strict older lady would be able to put some discipline into their wayward daughter.

Unfortunately for all involved, Fang had other plans. She broke away from the caravan and made her way even further south, evading pursuit on the way. Finally, a true adventure!

Despite some stumbling blocks, and almost giving up halfway through the frozen trek across the north pole, Fang made it to her destination, with a new foolproof identity in hand: fearless pirate Franciska had arrived!

Appearance:
Fang has a distinctly Tien cast, but dresses like a stereotypical Shackles pirate, complete with rapier, gun, and Tricorne hat.


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Hey Storm Dragon, your URL doesn't work...


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Fixed.


I finally found something I think is both interesting mechanically, and that I want to play;

Ian Foundling

Statblock:
Lawful Good Half-Orc Paladin of Abadar 4 (Magus demi-gestalt)
Background: Constable
Advance: Spellcasting (4th casting -> 6th casting)
Languages: Common, Orc, Goblin
Senses: Perception +6
Initiative: +1(+1 DEX)
============================
Defenses
HP: 29+3d5 (4d10+4)
AC: 21/11 T/20 FF/19 CMD/18 FFCMD
Fortitude: +12 (+4 Class, +1Con, +5Cha, +2Luck)
Reflex: +9 (+1Class, +1DEX, +5Cha, +2Luck)
Will: +10 (+4Class, +5Cha, -1Wis, +2Luck)
============================
Offense
Speed 20ft. (30 out of armour)
CMB: +8
Gauntlet--Attack: +4 | Damage: 1d3+4 B (Nonlethal) | Critical: 20/x2 | Range: Melee
+1 Mwk Longsword--Attack: +10 | Damage: 1d8+5 S | Critical: 19-20/2x | Range: Melee
Mwk Composite Longbow (STR +4)
-- Attack: +6 | Damage: 1d8+4 P | Critical: 20/3x | Range:[/b] 110 ft.
Spellcasting
Advanced Paladin Casting, Magus spell access 0-3, CL 4; Concentration +11
0th(DC15, 3prepared) – Detect Magic, Daze, Disrupt Undead
1st(dc16, 5/d) – Divine Favour x2, Shield x2, Keep Watch
2nd(dc17, 2/d) – Mirror Image, Bladed Dash
============================
STR: 18 (+2 Background)
DEX: 12 (-2 Background)
CON: 12
INT: 12
WIS: 8
CHA: 20 +5 (+2 Racial, +1lvl)

Skills:

Skill Points: 36 (9/lvl)

Armor Check Penalty: -5

Acrobatics (DEX)^ +
Athletics (STR)*^ +
Appraise (INT)° +
Bluff (CHA) -2
Craft (INT)*° +
Diplomacy (CHA) +12 (4ranks)
Disable Device (DEX)^† -
Disguise (CHA)
Escape Artist (DEX)^
Fly (DEX)*^
Handle Animal (CHA)*†° (4ranks)
Heal (WIS)*
Intimidate (CHA)*° +16 (4ranks)
Knowledge (arcana) (INT)*‡
Knowledge (dungeoneering) (INT)*‡
Knowledge (engineering) (INT)‡°
Knowledge (geography) (INT)*‡°
Knowledge (history) (INT)‡°
Knowledge (local) (INT)‡

Knowledge (nature) (INT)*‡
Knowledge (nobility) (INT)‡°
Knowledge (planes) (INT)*‡
Knowledge (religion) (INT)‡ +8 (4 ranks)
Linguistics (INT)†° +
Perception (WIS)*° +6 (4ranks)
Perform (CHA)°
Profession (WIS)*†°
Ride (DEX)*^ (4ranks)
Sense Motive (WIS) +6 (4 ranks)
Sleight of Hand (DEX)^†° +
Spellcraft (INT)*† +8 (4ranks)
Stealth (DEX)*^ +
Survival (WIS)*° +6 (4ranks)
Use Magic Device (CHA)*†
Ranks given in parenthesises
* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

Feats, Traits, Class Features & Racial Traits:
Feats
Elephant feats: Deadly Aim, Power Attack, Weapon Finesse
1 – Mounted Combat
1Boon – Arcane Pool
2Boon – Spell Combat
3 – Weapon Focus: Heavy Blades
4Boon – Magus Spell List Access, 0-3

Traits
Fate’s Favoured(Luck bonuses increase by 1), Focused Mind(+2 to Concentration)

Class Features
Arcane Pool(3/d, +1), Spell Combat, Aura of Good, Detect Evil, Smite Evil 2/d, Divine Grace, Lay on Hands(7/d. 2d6), Aura of Courage, Divine Health, Mercy(Fatigue), Channel Energy(dc 17)

Racial Traits
Intimidating, Sacred Tattoo(+1 luck bonus to saves, replaces ferocity), Weapon Familiarity, Skilled (Replaces Darkvision)

Equipment:

Heavy Horse, Combat Trained: Brego (300gp)
Studded Leather Large Horse Barding (75gp)
+1 Masterwork Longsword (2308gp)
+1 Masterwork Fullplate (2650gp)
Masterwork Composite Longbow [+4str] (800gp)
Backpack (2gp)
Dagger(2gp)
20 Arrows (1gp)
862gp.

Background:
Ian was born in Numeria, but has few fond memories of the place. He thinks of himself having been rescued from his tribe, who were a clan of slavers vassals to the local representative of the technic league.
To his reckoning, getting taken captive by a small roving group of clerics was the best thing that ever happened to him. He has since joined them, and taken up their mantle as lawbringers. He has since drifted south, and with Brego his trusty steed, he does his best to bring civilisation to the untamed lands southwest of Brevoy. Wherever wrongs have been committed, he does his level best to right them. And where the law has been broken, he hunts down the responsible. Sometimes, he gets the feeling that his activities are depressingly close to bounty hunting, or worse, mercenary work.
His criss-cross wanderings take him back to the Broken Broadsword intermittently, and he’s spent many a night there, enjoying himself. On several occasions, when a band of bandits has seemed too large for him to handle on his own, he has recruited people at the Broadsword.

Appearance:
With symmetrical features and pearly white tusks, Ian is a handsome half-orc. He can muster a decent murderous scowl, and loom like nobody’s business. By contrast, his smile comes off as guileless and slightly goofy, which many people have found disarmingly charming. He bears a tattooed likeness of the key of Abadar prominently on his right cheek.
On the road, he wears a heavy oilskin cloak over his armour to protect it from rain and dust, as well as a wide-brimmed hat to keep the sun out of his eyes.
Whenever he has time to kick back and dress up, he prefers tunics in pastel colours, the more riotous the better, often with the top clasps left hanging open to show off some of his curly chest hair.

pretty fitting art for what he looks like when he's out for a night on the town at the Broadsword.

I'd have loved to use the Sacred Servant archetype with the Travel domain, since I think it's really appropriate, but sadly it gets rid of the Divine Bond class feature, and I think this character really needs a scaling mount. He's a cowboy with a sword after all.

Sorry that took so long, been waffling indecisively since forever.


Hey, I just got home from work later than expected and am still converting all of the details over from note form into character format... but here are the links to my *EEK* three submissions:

Braena Ultarin, Sword of Vengeance

Magistress Lina Ashenval

Salyne Kallum, Adventurer of Legend


Minor updates to Karlos's build (selected the last trait, filled out equipment).

Stats:

Karlos Draudi
CG Male 1/2 Orc
Class: U-Rogue 4 (Guerilla)
Demi Gestalt : Swashbuckler (Inspired Blade),
Improved Save: Will
Advance: Combat
Background: Guide (+2 Con -2 Str, Perception, Survival)

Init +7 = +5(Dex) +2 (Swashbuckler’s init)
Speed 30 ft
Darkvision 120 ft

Defense
AC : 20 = 10+5 (dex) + 4 (armor) + 1 (shield)
HP: 44 = 10+ [3d5 + 15 ⇒ (1, 1, 5) + 15 = 22] +4*3 Con
Fort +7 = +1 Rogue 4+3(Con)+2 luck+1 resistance
Ref +12 = +4 Rogue 4 +5(Dex) +2 luck+1 resistance
Will +9= +4 Gestalt 4 +2 (wis) +2 luck+1 resistance

CMD : 19 =10 +4 (bab) +5 (dex)

Offense

BAB : +4
Melee: Rapier
Ranged: Thrown Dagger
CMB : + = +4 (Bab)

Stats
Str 10 = 12 (2 pts) -2 background
Dex 20 = 17 (13 pts) +2 Racial +1 lvl 4
Con 16 = 14 (5 pts) +2 background
Int 14 = 14 (5 pts)
Wis 14 = 14 (5 pts)4
Cha 10 = 10 (0 pts)

Feats : Deft Maneuvers (Finesse Training), Weapon Focus (Rapier) (Inspired Finesse), Dazzling Display (1st), Combat Reflexes (3ed), ??? (5th), Shatter Defenses (7th)

Boon Feats: Inspired Finesse (1st), Inspired Panache (2nd), Deeds (Levels 1 and 3) (4th),

Traits Threatening Defender (Combat), Fates Favored (faith), Bruising Intellect (social), Overprotective (Drawback)

FCB: 4/6 of a Rogue Talent (human bonus via Orc Blood)

Skills (8+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Athletics (2, +5 = 2 rank +3 trained)
Sleight of Hand (2, +10 = 2 rank +3 trained +5 dex)
Escape Artist (2, +10 = 2 rank +3 trained +5 dex)
K dungeoneering (1,+6= 1 rank +3 trained +2 int)
K Local (1,+6= 1 rank +3 trained +2 int)
Disable Device (4, +12 = 4 rank +3 trained +5 dex)
UMD (4, +7 = 4 rank +3 trained )
Acrobatics (4, +12 = 4 rank +3 trained +5 dex)
Stealth (4, +12 = 4 rank +3 trained +5 dex)
Bluff (4, +7 = 4 rank +3 trained)
Intimidate (4, +7 = 4 rank +3 trained)
Sense Motive (4, +9 = 4 rank +3 trained +2 wis)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (4, +9 = 4 rank +3 trained +2 wis)
Survival (1,+6= 1 rank +3 trained +2 wis)
Handle Animal, (1,+4= 1 rank +3 trained )
Linguistics (2,+7= 2 rank +3 trained +2 int)

Languages : Common, Orc, Draconic, Abyssal, Hallit (Linguistics), Elven (Linguistics)

equipment :

Magic (4510 gp)
Cloak of Resistance +1 (1000 gp), Handy Haversack (2000 gp), Dull Gray Ioun stone enchanted with Eclipsed Continual Flame (135 gp , 25 for dull gray stone + 110 gp as spellcasting services), Ioun Torch (75 gp), Plume of Panache (1000gp), Potion of Blur (300 gp),

Weapons (108 gp)
Rapier (20 gp), 4 daggers (8 gp), Sap (1 gp), Longbow(75 gp), 40 Arrows (4gp)

Armor (1255gp)
MW Buckler (155gp), Mithril Chain Shirt (1100 gp)

Equipment (254 gp)
Pipe, Tobacco(1gp), Tin Snuffbox (5gp), Whetstone (2cp), hat, String 50 ft (1 sp) , trail rations 10 day (5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Masterwork Thieves Tools (100 gp), Antitoxin (50 gp), Antiplage (50 gp), Fancy Pirate Clothes (30gp) Cold weather Outfit (8gp) bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp)

873 gp unspent


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RECRUITMENT NOW CLOSED

Ladies and Gentlemen, I want to thank you all for your submissions for this game. I am looking at an amazing cast of potential characters, and will most certainly need a few days to make my considerations. During that time, I may send you PMs with questions, I appreciate your responses.

May the taps at the Broken Broadsword flow freely for you all!


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Well, we're down to it. I thought a complete list may be helpful.

Ideas
Almonihah: tengu samurai/monk?
Trevor86: alchemist
Valjoen_KC: a Half-orc Lore Oracle /DG Enlightened Paladin
The Lobster: Orc Wizard|DG Steelblood Bloodrager, focused on a "Muscle Wizard" path.

Posted characters
Grumbaki: Bharaz Silverhelm Male Dwarf Gloomblade Fighter/DG Elementalist Shifter
Mightypion: Varvara Ulyanova Vladimirovna female human Abyssal Bloodrager/DG Oracle
Simeon: Mykas Human inquisitor of the Pale Horse /DG Slayer
Robert Henry: Boram the Burglar unchained rogue/DG (burglar/Knife master)
SmooshieBanana: Lilianne Nightshade Female Half-Elf Blood Conduit, Crossblooded (Medusa-Salamander), Primalist Bloodrager/DG Alchemist
pad300 Karlos Draudi Male Half Orc U-Rogue 4 (Guerilla)/DG Swashbuckler (Inspired Blade),
trawets71: Warren Connery Human Male Fighter/DG (Two Weapon Warrior/Dragonheir Scion)
Hack Anslash: Reynolt "Rain" Silvervein Male Dwarf Bard/DG Ranger
Brainiac: Raquel Cailean Female human cleric of Cayden Cailean/DG Bard
Ouachitonian: Lysander the Swordsman Male Elf Swashbuckler (Inspired Blade)/DG Fighter
Mus: Sam Florin Male Human unchained summoner (soulbound summoner)/DG paladin (holy tactician)
TheWaskally: Kyrian Vasila Male Aasimar Cleric/DG Sorcerer
JonGarrett: Seraphina Firedancer Female Changeling(Orc) Crossblooded Sorcerer/DG Bloodrager
Jereru:Elf Magus(Hexcrafter)/DGBard (Dervish Dancer)
AdamWarnock: Shalyna Alathriel Female Tiefling Magus(Bladebound)/DGRanger
rdknight: Nisli Griova Female Sylph Sky Druid / DG Witch (Ashiftah)
wanderer82 Gregor The Barkeep Male Human Alchemist/DG Brawler
Storm Dragon: Fang Xi Ka Female Human Inquisitor [Sanctified Slayer/Preacher]/DG fighter (Trench Fighter)
Locmore: Ian Foundling Male Half-Orc Paladin of Abadar/DG Magus
Tara Ravenheart: Braena Ultarin female Half-Elf Paladin (Oath of Vengeance) / SC Rogue (Unchained, Eldritch Scoundrel) or Lina Ashenval Female Human Alchemist or Salyne Kallum Female Aasimar (angelkin-halfling) Bard (archaeologist) 1 / Paladin (oath of vengeance) 1

If I’ve missed anyone, or gotten information wrong I apologize. Sadly this will be the last posted list.

Good luck everyone, Oblivion's Scion thanks for running the game, we players appreciate it.


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Good Luck to everyone better luck to me.

And the recruitment thread was pretty fun too.

Meanwhile, Varvara eyes a minstrel with a microphone wand of clarion call, headbutts him into giving it to her and then further headbutts the wand into compliance with her wishes, while mentally shouting See you black feathered b+#+$, I can actually solve problems using my head! telepathically at her permananet guest.

To piss of her passenger even more she starts singing in Abyssal=Russian
as her oracle powers of metal provide her with a background band!

Russian lyrics:

Ты так дешево был продан

И теперь ты раб!

Так спрячь свой гонор

И высокомерный взгляд

Думал ты такой крутой?

Или лучше чем другие?

Но то полный ноль

Если пуст внутри

Лишь плыть по течению

Ты готов всю жизнь

Ты и сам стал тенью

Этой постоянной лжи

Правду узри, вспомни кто ты

Высшие силы свои ощути

Заперт в себе, вырвись на свет

Рушь механизмы в своей голове

Покажи-ка мне друг мой

Что там умеешь

На словах то ты герой

Но на деле…

Твоя главная проблема

Ты решил ты лучше всех

Усмири свое эго

И я поверю в твой успех

У тебя была мечта?

Или жизнь просто путь

В никуда и без шанса

Ради своих грез рискнуть

Правду узри, вспомни кто ты

Высшие силы свои ощути

Заперт в себе, вырвись на свет

Рушь механизм в своей голове

Прячешь лик от мира

Жизнь проходит мимо

Ночь за ночью пусто

Выхода нет из этого чувства

Правду узри, вспомни кто ты

Высшие силы свои ощути

Заперт в себе, вырвись на свет

Рушь механизм в своей голове

English Lyrics:

Have you ever been for sale ?
when your isms get smart
oh so selfish and mindless
with that comment in your eye

Do you think that you are hard ?
really harder than the other
man you're acting cold
if you are not in charge

Don't split your mentality
without thinking twice
your voice has got no reason
now is the time to face your lies

Open your eyes, open your mind
proud like a god don't pretend to be blind
trapped in yourself, break out instead
beat the machine that works in your head

Will you offer me some tricks
if I ever need them
would you go into that room
if I call 'em

Do you think that you are better
really better than the rest
realize there's a problem
I know that you can give your best

Have you ever had a dream?
or is life just a trip?
a trip without chances
a chance to grow up quick

Open your eyes, open your mind ...

Hide your face forever
dream and search forever
night and night you feel nothing
there's no way outside of my land

Open your eyes, open your mind ...

English version
Russian cover

Lets ignore that I have not distributed skills yet
intimidate: 1d20 + 4 + 3 + 3 ⇒ (11) + 4 + 3 + 3 = 21
UmD: 1d20 + 4 + 3 + 3 ⇒ (1) + 4 + 3 + 3 = 11
perform sing: 1d20 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Varvara succesfully headbuts the ministrel, damages the wand of clarion call into spontaneously turning into a wand of abyssal music performed by drunk and stoned dretches, does not bother to notice this and then delivers an appropriate performance.

Erinye talk:

Dont mind me my dear, just chilling in your brain, enjoying the wide open spaces, eating some popcorn. Perhaps the Ministrels buddies will seek to increase your craniums ventilation in the near future? It cant but improve your mental faculties.


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Best of luck everyone!


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Yup! Good luck to everyone.


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Bonne chance tout le monde...


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Good luck everyone!


Ended up making an error for Sarid's Survival skill- it should actually be a +4 instead of +7 since it isn't an actual Omdura class skill.

As an aside, if it would help to make the choosing of characters for the Tavern a bit more easier for you, I was more primarily interested in how the whole Demi-Gestating build part would shake out as an actual thing for Sarid.

Hopefully, some/all of the character builds within this thread has helped to clarify many more things for your Demi-Gestalt rules. ;)

PS. and 'fourthing' the good luck to everyone too. :)


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Bah, luck? No, lads and lasses, this is a contest of skill.

It's just a shame the contest is so close...


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Storm Dragon wrote:

Bah, luck? No, lads and lasses, this is a contest of skill.

It's just a shame the contest is so close...

Well, some people make their own luck. ;)

In all seriousness, I don't envy the GM one bit. I've done this a few times before and narrowing your choices down is the most agonizing part. You always find more submissions that you really want to see played than you have spots for.


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Clearly they answer is to open up 4 tables of 4 players each and one with 5, ez.


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On the chance that Kyrian isn't chosen for any table, I give Oblivion's Scion my permission to use the aasimar as a NPC in The Broken Broadsword campaign.


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I can't wait to find out who is in this! :) Good luck, everyone.


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I want to thank you all again for your applications, this has been one hell of a past week pouring over all your characters, your board activity, and your responses to my questions. In a perfect world, I would invite you all. But I want to give this game my best, and so I will be keeping it to one table. And given the power level of the characters, I am thinking five is the best (I went with a classic "4+1" setup). Without further ado, could the below players join me in the Discussion thread.

Robert Henry
RdKnight
Tara Ravenheart
Brainiac
SmooshieBanana

Should I decide to pull in a 6th character in the future, or have need for a replacement player, I will absolutely come back to those who submitted in the initial recruitment. Now, on with the show.


Have fun y'all!


Have fun all!


Have a good game!


Have fun and good luck!


Congrats to all of chosen; now get out there and save... or rather, keep intact the Broken Broadsword tavern. ;)

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