
Ariadne Rithann |

So just putting together the finishing touches now. Definitely going to be a bit tanky. (base AC of 17 at 1st level, up to 18 when I enhance my armor, 21/22 with shield spell active)
I'll be able to fill out Knowledge skills in a few levels as well due to Int being my go to stat for increases, and them all being class skills.

GM_DBH |
2 people marked this as a favorite. |

So we now have the full party.
A Oracle of Intrigue (spirit guide) Half-Elf Male.
A Fighter (Callistrian Hunter) Human Male.
A Mesmerist Gnome Male.
A Rogue (Going to Arcane Trickster) Vishkanya Female.
A Magus (Armored Battlemage) Human Female.
We'll take tomorrow & the weekend to get the details finished and aim for a Monday start.

GM_DBH |

I'm actually leaving the country for the next week; I'll be gone from 3-10 Dec. Can we plan to start the Monday after that?
I would love a Gameplay thread to dot into, though, so I can keep track of this campaign better.
How does everybody else feel about waiting another week to start? It's no problem for me.
I know how unpleasant it is to miss the initial meetings and start of a game.

John Gs |

Good morning all, here is the first draft of Brigita Ungurlan. Melee based alchemist whose studies concentrate on bio enhancement instead of explosives, who turned vigilante (concept not class) by loss. I started her off in Ariadne's orphanage to give her a connection to the group. I hope you don't mind, and will change without worry if you do.
Brigita Ungurlan
Female human (Varisian) alchemist (beastmorph, vivisectionist) 4
LN Medium humanoid (human)
Init 2; Senses Perception +7
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 27 (4d8+4)
Fort 5, Ref 6, Will 1
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Offense
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Speed 30 ft.
Melee +1 silver earth breaker +8 (2d6+5 B/×3) or
. . cold iron light hammer +1 (1d4+3 B) or
. . dagger +0 (1d4+3 P or S/19+)
Ranged sling -1 (1d4+3 B)
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 4th; concentration +7)
. . 2nd—barkskin (2)
. . 1st—enlarge person (DC 14), heightened awareness[ACG] (2), tears to wine (DC 14)
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Statistics
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Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 11
Base Atk +3; CMB 6; CMD 19
Feats Brew Potion, Combat Reflexes, Power Attack, Throw Anything, Town Tamer, Weapon Focus (earth breaker), Weapon Focus (light hammer)
Traits affable, all alone
Skills Bluff +3, Craft (alchemy) +9 (+13 to create alchemical items), Craft (blacksmith) +9, Diplomacy +10 (+12 to gather information.), Heal +10 (+11 circumstance to treat wounds or deadly wounds), Intimidate +11, Knowledge (local) +10 (+12 to identify location), Knowledge (nature) +10, Perception +7, Sleight of Hand +8, Spellcraft +10, Stealth +7, Survival +7 (+11 in urban and underground settings, +9 to avoid getting lost); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Dwarven, Shoanti, Skald, Varisian
Combat Gear mutagen[APG], healer's kit; Other Gear +1 chain shirt, +1 silver earth breaker[UE], cold iron light hammer, dagger, sling, ring of protection +1, sling bullets (10), alchemist starting formula book, alchemy crafting kit[APG], backpack, blacksmithing tools, city map, ink, inkpen (2), journal[UE], manacles (3), surgeon's tools[UE], waterproof bag[UE], 10 gp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beastform Mutagen Mutagen gives beastial features but grants one alter self ability.
Chameleon (Su)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Town Tamer (Korsoval) +1 to att & AC, and +2 to CMB vs. undesirables in Korsoval. +10 to DC to intimidate you there.
Love made her sing, but its death broke her into pieces.
Brig was an orphan, often a target of older kids, cause of her meek nature and Varisian heritage. A new kid helped change that. Ariadne Rithann would fight the bullies, even when she was outnumbered and outsized, which ended up with Brig following her around with big doe eyes.
Ariadne got thrown out for her justice, but she had changed the meek little girl into one that fought back. Learning from the other girl's mistakes, Brig learned to ambush and retreat, never giving matron enough to toss her out as well.
As adulthood blossomed, her constant striving to defend those around her had her much bulkier than the average, so she was apprenticed to a blacksmith in the area. A task she loved. Melting, mixing, creating. Her eager mind started learning reactions, which lead her to alchemy, and into a shop one day meeting Him.
Her first crush might have been an older girl, but her heart was lost to Edgar Tonk, a bookish academy student with a wiry smile. Talking started, a shared love of learning became offers of studying with him, then to other things.
Life was bliss for those few months it was allowed to last. Then Edgar was killed in an alleyway. He had been buying a ring, the authorities told her, had gushed about it to his friends at a pub, about finding the One. Others had heard, and he had been killed for that thin band of gold.
Brig died that day too, the hopeful innocent, as hate for those that preyed on the weak, that gutted the meek, for profit. She threw herself into studies of anatomy, of alchemical changes that could be made to people, to make her stronger, to make them PAY.
Now she still works the anvil in her master's shop during the day, but spends her evenings in the dark, with her hammer and tonics, finding the craven alley stabbers and breaking them. (or at least trying to)

Ariadne Rithann |

So totally missed this, as I hadn't realized you posted in the closed recruitment thread instead of just the discussion thread. I love it.
It means you'll also have known Kayliegh at least in passing if not in greater depth. Tragic, and powerful. And Vengeance is definitely a bit of a uniting team for most of this group.

Kayleigh M. Fairwind |

Probably not well if at all.
My vague backstory for Kayleigh is that she lived happily with her parents until both perished in a fire. She was then taken in by an elderly neighbor who was friends with her parents, but that caregiver died about a year or so later. That's when Kayleigh very briefly fell in with Gaedren Lamm's crew. She sucked at crime, however, so Gaedren decided to rid himself of her. Ariadne saved Kayleigh when she saw Lamm beating her mercilessly, allowing her to escape and survive, but then Lamm's anger redirected toward her.
After crawling away from the beating, Kayleigh happened upon a silver chain wedge between cobblestones near the edge of a street. Attached was a strange holy symbol, so the girl made her way to the Pantheon of Many, where she got it identified as the holy symbol of Milani and where she worked, studied, and lived with various clerics serving the gods Iomedae, Cayden Cailean, Desna, Shelyn, and even Torag and Kurgess. She moved to Old Korvosa a few months ago to help and serve the needy folks on that island.