Mummy's Mask starting at 9th Level

Game Master Shadow_Fox

Osirion Map


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Summary of Applicants:

Faro Al-Wati: Male Human Mortal Usher 3/Rogue (Thug, Unchained) 3/ Slayer 3 (complete)
Alvont: Male half-orc diviner (foresight[APG]) 9 (missing background)
Mei: Elven Brawler(Snakebite Striker) 9 (missing background)
Ki'dhir: Male human (Garundi) Ranger 9 (complete)
Haji: Male Half-elf Paladin (Tortured Crusader) 2/Inquisitor (Ravener Hunter) 2 (not leveled up)
Hoss’r: Male human (Garundi-Osirian) Ranger (Infiltrator) of Anubis 6/Living Monolith 3 (complete)
Yesult: Male Human Shaman 9 (missing equipment)
Zahira: Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8 (missing background)
Hassan: Male human (Garundi) sorcerer (wildblooded) 9 (complete)
Marius: Male human (Taldan) bard (archaeologist) 9 (missing background)

If I missed anyone, let me know. I did not include Prof. Vattz since I am still unsure of the classes or concept.


Ok, Zahira should be complete.

Background:
Zahira was born and grew up in the city of Ipeq in southern Osirion. At the age of three, a necromancer led an undead horde in the city that claimed the lives of her parents one morning, while she played at the park. The necromancer and his undead were eventually put down by the clerics of Sarenrae from the Temple of the Twin Suns, the most beautiful edifice in the city, dedicates to the Dawnflower goddess, Sarenrae. The clerics adopted Zahira into the Church. She demonstrated great aptitude in learning and understanding complex religious texts. She underwent religious training to become a priestess of the faith at 13. However, Zahira found the training too passive, as she swore an oath that she would defend all against undead, the spawn of Rovagug, and all forms of evil in the world. Though not physically strong, Zahira demonstrated exceptional agility and speed. At the age of 17, She convinced the priests that she could do more as warrior, a dervish of Sarenrae. She alerted the priests that there had once been a monastery to Sarenrae near Kelmarane, which unfortunately, fell to ruin after a cult invasion. The priests agreed that Zahira showed promise and perhaps, a female dervish priestess of the Dawnflower was exactly what the goddess needed. They arranged for her training by an experienced monk named Hajaan. The monk tried to convince Zahira to focus on training in the dedicated monk weapons, but Zahira was stubborn. Sarenrae had saved her life at the age of 3 and she would forever honor her the goddess by fighting with her sacred weapon: the scimitar. Eventually, Hajaan yielded to Zahira's stubbornness and trained her to flurry strike with the scimitar. For the last 3 years, Zahira has adventured on her own and with fellow companions in the name of good, always serving the interests of Sarenrae, as an undead crusader, exposing her martial prowess to all witnesses.

Personality:
Zahira is very very stubborn. She is hard to convince once she sets her mind to a task. She tends to lean more on Sarenrae's retribution via the purifying fire on the remorseless evil of the undead and fiends, to the cruelties born in the hearts of mortals, than the redemption side of the Dawnflower. Zahira sees herself as Sarenrae's messenger preaching swift justice delivered by the scimitar's edge. The eradication of evil is what makes her tick. However, to her allies, she is quite loyal and loving.

Appearance:
Zahira is a dark-skinned Garundi woman with green eyes and curly hair. Her body is lithe and poised to strike like an asp. Her body has several tattoos of devotion to Sarenrae.
Image

Character Sheet:

Zahira Al-Gamila
Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8 (Pathfinder RPG Ultimate Combat 40, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +7; Senses Perception +17
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Defense
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AC 25, touch 25, flat-footed 17 (+7 Dex, +1 dodge, +2 monk, +5 Wis)
hp 82 (9 HD; 1d8+8d10+26)
Fort +11, Ref +14, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
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Offense
--------------------
Speed 50 ft.
Melee +1 flaming scimitar +17/+17/+12 (1d6+8/15-20 plus 1d6 fire) or
. . unarmed strike +15/+15/+10 (1d10)
Special Attacks channel positive energy 3/day (DC 10, 1d6 [+1 vs. undead]), flurry of blows (unchained), stunning fist (8/day, DC 19), style strike, sun's blessing
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +8)
. . —barkskin (self only, 1 ki)[UM]
. . —feather step (self only, 1 ki)[UM]
Cleric (Crusader) Spells Prepared (CL 1st; concentration +6)
. . 1st—divine favor (2), endure elements[D]
. . 0 (at will)—create water, light
. . D Domain spell; Domain Sun
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Statistics
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Str 10, Dex 24, Con 14, Int 10, Wis 20, Cha 10
Base Atk +8; CMB +8; CMD 33
Feats Crusader's Flurry[UC], Deflect Arrows, Dervish Dance[ISWG], Dodge, Improved Critical (scimitar), Improved Unarmed Strike, Iron Will, Mobility, Stunning Fist, Weapon Finesse, Weapon Focus (scimitar)
Traits flame of the dawnflower, undead crusader
Skills Acrobatics +19 (+27 to jump), Knowledge (history) +12, Knowledge (religion) +11, Linguistics +5, Perception +17, Perform (dance) +10, Stealth +19
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ fast movement (unchained), ki pool (9 points, cold iron, magic, silver), ki powers (furious defense, qinggong power, qinggong power), style strike (defensive spin)
Other Gear +1 flaming scimitar, belt of incredible dexterity +4, cloak of resistance +1, handy haversack, headband of inspired wisdom +4, ring of sustenance
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Cleric (Crusader) Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastry for 3 ki.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Stunning Fist (8/day, DC 19) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.

Grand Lodge

Still okay to apply?


update finished


1 person marked this as a favorite.
Evindyll wrote:
Still okay to apply?

Shadow_Fox put no 'dot by' requirement, so you are good. Your complete applicant is due by:

Saturday, September 24, at 6:00 PM EST.


Hey GM, two questions:

The crypt breaker alchemist can take some rogue talents as discoveries. There are also some special catfolk rogue talents. Could these be added to the list of possible rogue talents?

The crypt breaker alchemist’s bomb deals d8 or d4 damage, depending on the target. Would bomb discoveries, like shock bomb, alter the damage to d6 like a regular alchemist bomb, or just change the damage type? I’ve seen it argued both ways so just looking for a ruling here.


Ruin Explorer wrote:

Hey GM, two questions:

The crypt breaker alchemist can take some rogue talents as discoveries. There are also some special catfolk rogue talents. Could these be added to the list of possible rogue talents?

The crypt breaker alchemist’s bomb deals d8 or d4 damage, depending on the target. Would bomb discoveries, like shock bomb, alter the damage to d6 like a regular alchemist bomb, or just change the damage type? I’ve seen it argued both ways so just looking for a ruling here.

The archetype adds only trap-related rogue talents as discoveries. In that sense, you can only add the Disarming Luck catfolk rogue talent to the list.

Bomb discoveries would change the damage type, but not the base damage.


Mei should be done. As per your request in the initial post, I tried to keep things brief but still tried to give a general idea of who he is.
I did manage to do my reading and can flesh things out more as needed.


Simple Backstory:
Korvosa, a city of devils and a city of magics. Alvont was an outsider of those that tended the school, as while he was there to study the art of summoning, study of the old structures and histories had him delve into abandoned portions of the Acadamae. Since his graduation, Alvont began making his way south into Osirion, as it was currently one of the oldest thriving nations supposedly since the Earthfall.

Since he had arrived to the desert country, the studious wizard has gone from caravan to caravan, hoping to learn more about the Ancient Osirioni culture, and their magics.

I'm here to learn, and these critters keep on interrupting me!


I submit Bhornkild. He's a Rage Prophet of Pharasma, tasked by his goddess to end the eternal suffering of the undead and bring them the peace of true death. It's not a very strong build, but it's got a lotta RP potential.

Bhornkild:

===============Personality===============
Like any shoanti, Bhornkild carries himself with cool confidence, trusting both in his own skill and the guidance of the spirits. Unlike most shoanti, Bhornkild has a charismatic quality that might even be called "forceful", far more approachable than his tribal kin. Despite a natural gift for socializing a winning people over, Bhornkild is a loner, though he is never really alone. Haunted by visions of the spirit realms and those who reside there, he has always been distant with those who still have two feet firmly planted within the land of the living. He can come off as more aloof and spontaneous than his stoic brethren, but that is only because the spirits are fickle, often changing their minds without notice, and he follows where they lead. His calm and quiet personality stands in stark contrast to his appearance. He does not seek confrontation, but he does not shy away from battle or challenge. Bhornkild has a surprising mastery of all scholastic subjects, from the mundane the the most cryptic and esoteric, a feat he attributes, like all things, to the spirits.

===============Appearance===============
Pic of Bhornkild
Age: 39 | Height: 6'6" | Weight: 230 lbs. | Hair: Dark Brown| Eyes: Dark Blue

Bhornkild is a human of shoanti descent. His most notable feature are his dark blue eyes, which shoanti do not normally have. Dark blue eyes that tend to wander, following the paths of the spirits that leap and play about him. The spirits that have guided him since birth. Brown hair hangs to his shoulder blades and he has a full, medium length bear. He has copper colored skin - a feature as much a gift from his shoanti heritage as it is from endless hours spent under the sun. His skin is crisscrossed with many battle scars, some from beasts, some from more intelligent foes, but he has somehow managed to acquire a collection of only what would generally be considered "attractive" scars - scars that make readily apparent his tale as a skilled and powerful warrior, but do not leave him disfigured or maimed. His copper skin is also covered in tribal tattoos, mostly on his arms and back, representing his Quah. He is tall even for a shoanti, with broad shoulders, barrel chest, and heavy muscling. His clothing is of traditional shamanic styling: open toed leather sandals and loose-fitting flame-orange linen trousers under a simple, white sleeveless cotton robe of sorts that is often left open to bare his chest. He wears a large amount of jewelry and piercings for a warrior, mostly gold and onyx, each piece representing a different spirit or rite or ward against the undead. He wields a mighty adamantine earth breaker - the weapon of his people - and wears a mithril breastplate, cut down to minimize its interference in moment and only covering enough to protect his vital organs from direct blows.

===============Story===============
The boy was born with blue eyes. Shoanti are not born with blue eyes. They say children with blue eyes are favored by the spirits - that blue eyes can better see the spirit world. Son of the chieftess, he was born into the Skoan-Quah - the Skull Clan. His blue eyes were seen as a great blessing. It was the duty of the Skoan-Quah to protect the spirits of all the dead clansmen who had come before.

Life on the Storval Plateau was hard, even for survivors like the shoanti. Children were raised not by their parents, but by the clan as a whole. This gave the children access to the resources of the whole clan, not just of their parent's, and gave children the best chance to survive. But life was hard on the Storval Plateau. Less than half of the children born would survive to see eight summers. With so few children making it to adulthood, children were not seen as one of the Quah until their twelfth year. The children were not even named. A sort of emotional survival mechanism; if you do not love them, you will not miss the majority that do not make it. Those who do make it their twelfth summer undergo a rite of passage where they will take their true place beside their clansmen and where they will receive their name. The rite of passage is determined by the shaman of the Quah, who communicates with the spirits to find a suitable test for each child. The rites were not intended to kill, but they were nevertheless deadly, as were all things on the plateau.

Being born with blue eyes was a mark of the spirits favor; it was not a promise that a child would rise to greatness, or even survive childhood, but the boy with blue eyes seemed destined for greatness. He grew fast and strong, hale and hearty, clever and charming. A favored child, but he did not seek attention, or even seem to enjoy it. From infancy, the blue-eyed boy seemed distracted by things only he could see. His gaze would dart erratically around the room, following something only he could see before he burst into laughter at the antics of the sprits invisible to all but him. The blue eyed boy learned all the things needed to survive on the hostile plateau and he did his share of the basket fixing and fire tending and other jobs suitable for young children, but when not needed for anything specific, he often wandered far and away from the rest of the clan, ever chasing his spirit companions. The lad was easy prey for the Cinder Wolves and Bush Tigers, but he always defied fate, always being in the right place at the right time to avoid the deadly predators.

His twelfth summer came, and it was time for the blue-eyed boy to undertake his rite of passage and earn his name. Atsila, the clans shaman, communed with the spirits and set the boy on his task: steal an egg from the nest of an inferno eagle, who make their nests atop the cliffs of the Wyvern Mountains. A harrowing task, the inferno eagles themselves were half the size of roc's, never mind all the other threats the mountain harbored. He eagerly set upon the rite and succeeded. The boy claimed a mischievous and cunning fox spirit named Máii iiłtsoí guided him on his quest. On his return, the blue-eyed boy was named Bhornkild - "Walks With Spirits" in the common tongue.

Bhornkild's wanderings away from the main body of the tribe rapidly increased in distance and duration over the next few years. One day, in his sixteenth winter, he left and did not return.

That was near two decades ago.

Bhornkild is a warrior who fights for the spirits of the dead. He has many spirit companions; Skeind, the powerful bear spirit and Fiere, the wise owl spirit are two of his most prominent companions, but he has always been led throughout the world by his constant companion Máii iiłtsoí, the playful fox. He has traversed much of the inner sea region in his quest to bring peace to the restless undead and the souls bound to their twisted and corrupted forms. Some journeys see him delving alone deep into forgotten tombs to slay wights and zombies, while others have him joining forces with armies to put down hoards of undead summoned to the face of Golarion by liches or foolish mortal necromancers. His most recent task was to put down the risen mummy of a forgotten pharaoh in the Scorpion Coast region of Osirion.


Numbers:

Male human (Shoanti) unchained barbarian 2/oracle 4/rage prophet 3
N Medium humanoid (human)
Init +8; Senses Perception +12
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Defense
--------------------
AC 22, touch 16, flat-footed 17 (+6 armor, +1 deflection, +5 Dex)
hp 91 (9 HD; 4d8+3d10+2d12+34)
Fort +11, Ref +9, Will +9
Defensive Abilities uncanny dodge; Immune fatigue
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Offense
--------------------
Speed 30 ft.
Melee +1 furious adamantine earth breaker +13/+8 (2d6+8/×3)
Special Attacks rage (15 rounds/day), rage power (calm stance)
Rage Prophet Spell-Like Abilities (CL 3rd; concentration +11)
. . 1/rage—guidance
. . 1/day—dancing lights, ghost sound (DC 15), mage hand
Oracle Spells Known (CL 9th; concentration +17)
. . 3rd (5/day)—cure serious wounds, locate object, magic circle against evil, magic vestment, speak with dead (DC 18)
. . 2nd (7/day)—cure moderate wounds, defending bone, ironskin, lesser restoration, tongues
. . 1st (8/day)—cure light wounds, detect undead, divine favor, hidden spring, identify, protection from evil, remove fear
. . 0 (at will)—detect fiendish presence, detect magic, enhanced diplomacy, guidance, light, purify food and drink (DC 15), read magic
. . Mystery Lore
--------------------
Statistics
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Str 20, Dex 10, Con 16, Int 10, Wis 10, Cha 20
Base Atk +7; CMB +12; CMD 23
Feats Extra Rage, Favored Prestige Class, Noble Scion of War, Power Attack, Prestigious Spellcaster
Traits magical knack, undead crusader
Skills Bluff +8, Climb +10, Diplomacy +15, Disguise +8, Intimidate +12, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +15, Knowledge (planes) +13, Knowledge (religion) +2, Linguistics +5, Perception +12, Swim +10
Languages Ancient Osiriani, Celestial, Common, Elven, Necril, Nightsong, Shoanti
SQ fast movement, oracle's curse (lame), raging healer, revelations (lore keeper, sidestep secret)
Combat Gear lesser extend metamagic rod, wand of cure light wounds; Other Gear mithral agile breastplate, +1 furious adamantine earth breaker, belt of physical might +2 (Str, Con), cape of free will +2/+3, circlet of persuasion, headband of alluring charisma +2, ring of protection +1, 310 gp
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Special Abilities
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Calm Stance (Ex) While in stance, only gain temp Hp from rage, but ignore rage penalties.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Noble Scion of War You are a member of a proud noble family.
Magical Knack +2 Oracle caster level.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 15 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Undead Crusader +1 Dam against undead; +1 Know (Religion)


Here's Khmec, Inquisitor of Horus and budding Dawnflower Anchorite. He's an archer, a healer and has several strong skills...

He's got 4000 or so gold to spend, 2 spells known to sort out, and his skills ranks could (and should) be re-arranged to fill gaps once the party is selected...

Khmec Hathos

Background:

One of the few half-orcs of Osirion, his grandparents came here as caravan guards on the Cheliax to Osirion run. When the Arch of Aroden fell, they were on the Garundi side. They ended up staying, still caravan guards, working the Garundi routes. Since then, the family has gone native in Osirion. His mother, Shirish, married a priest of Horus, Menedos (Hathos), and he was raised in the faith (although his grandparents got him a sacred tattoo in the half-orc tradition).
A devout young man, his pragmatic and aggressive attitudes saw him diverted from the priesthood into the path of the inquisitor (N alignment, vice the LN core of the faith of Horus). He has flourished, demonstrating an aptitude for the ruthless nature of the work, and a willingness to paint outside the lines where necessary.
He has fought bandits, heretics and the undead for the faith; mastering archery as a primary tools. But he also has a talent for healing that has been cultivated by study of surgery, herbalism and esoteric techniques (Healing Hands feat). Recently he has taken a 3 month sojourn in the desert to submit to the full might of Horus (as a sun god worshipper, he has taken the first level in the Dawnflower Anchorite prestige class). He would still be out there, but for receiving a prophetic dream telling him to come to Tephu, where his skills would be needed for Horus’s goals…

Appearance:

A ½ orc man nearing the end of his prime (25 years old). 5’10 and Skin and bones (for a ½ orc; 169 lbs). Black hair and glossy green skin. Prominent tusks and heavy eyebrows. A well trimmed goatee and mustache. His eyes are deep black pools (apparently pupil-less, dragonsight racial trait). He has two tattoos – an Eye of Horus (holy symbol) on his right palm, and a inscription of multiple symbols down his spine.

He normally dresses in full body desert robes, usually with a wide-brimmed hat and a scarf up (to hide his tusks and protect his sensitive skin from the harsh desert sun). Underneath he conceals a mithral breastplate. On his shoulders he carries a pack, and has 2 quivers hanging off him, one on his right shoulder and another on his hip. He wears a palmless spiked gauntlet on his right hand, and keeps a dagger on his belt (and another in his boot). His longbow is almost always ready in his left hand.

Demeanour:

He hates the undead, and has a love of green and growing things. Loves the warmth of the sun, but goes fully covered to protect his sensitive skin. A man of intense focus, he tends to talk little but that puts more emphasis on what he says. He’s willing to solve his problems with violence.

Mechanical:

Khmec Hathos
N Male Half-orc

Inquisitor of Horus (Sanctified Slayer) 8, Dawnflower Anchorite 1
Init +9 = +5 dex +4 wis
Speed 30 ft
Darkvision 120’
Defense
AC :23 = 10 + 6 (armor) +2 enhancement + 5 Dex
HP 78 = 8 +8d8=> 40 +9*3 Con +3 fcb
Fort +13 =+6 Inquisitor+0 Anchorite +3 Con +2 Resist +2 Luck
Ref +12 =+2 Inquisitor +1 Anchorite +5 Dex +2 Resist +2 Luck
Will +15 =+6 Inquisitor +1 Anchorite +4 Wis +2 Resist +2 Luck
+1 trait vs divine magic
CMD : 21 = 10 +6 bab+5 dex

Offense (typical buffing)
Long Bow To Hit : +17 (Manyshot)/+17 (Rapid Shot) +12 (iterative)
+6 bab +5 dex +1 WF + 1 PBS +2 enhancement – 2 rapid shot+2 morale (Heroism)+2 studied target
Long Bow Damage: 1d8+7
+1 PBS +2 enhancement +2 +2 morale (Heroism)+2 studied target
BAB : +6 = +6 inquisitor +0 dawnflower anchorite
CMB : +11 = +6 bab +5 dex

Inquistor Spells
L0 (6 known,*) DC 14, Read Magic, Detect Magic, Guidance, Sift, Light, Create Water
L1 (5+2 Known, 4+1) DC 15 Divine Favor, Hide from Undead, Protection from Evil, Expeditious Retreat, Keep Watch, Ears of the City, Heightened awareness
L2 (4+2 Known, 4+1) DC 16 See Invisibility, Silence, Lesser Restoration, Blistering Invective, Weapon of Awe, ????
L3 (3+1 Known, 2+1) DC 17 Heroism, Magic Vestment, Greater Magic Weapon (Clay Skin/Shield of Darkness)

Stats
Str 10 = 10 (0 pts
Dex 20 =16 (10 pts)+2 lvl 4, lvl 8 +2 enhancement
Con 16 =14 (5 pts) +2 enhancement
Int 12 = 12 (2 pts)
Wis 18 = 14 (5 pts) +2 racial +2 enhancement
Cha 10 = 8 (-2 pts)

Feats: Point Blank Shot (1st), Precise Shot (3ed), Friendly Fire Maneuvers (teamwork feat, 3ed) Healer’s Hands (5th), Coordinated Shot (teamwork feat, 6th, flexible), Weapon Focus (Longbow) (7th), Rapid Shot (Slayer Talent, Ranger Combat Style, Archery, 8th) Extra Slayer Talent (Ranger Combat Style, Archery, Point Blank Mastery )(9th) Signature Skill (Heal) (11th)

Traits: Fates Favored (Faith), Devotee of the Old Gods (Campaign)
FCB: +3 HP + 2 lvl 1 spells +2 lvl 2 spells +1 lvl 3 spell
Skills (6*8+4*1+ 9*1 (int) ) (Ranks, skill roll. NOT INCLUDING ACP)
K Religion +10 ( 5 ranks + 3 trained +1 trait +1 int)
Perception +16 (9 ranks +3 trained +4 wis)
Sense Motive +16 (5 ranks +3 trained +4 wis +4 stern gaze)
Stealth +17 (9 ranks +3 trained + 5 Dex)
Intimidate +15 (9 ranks +3 trained -1 Cha +4 stern gaze)
K Planes +13 (9 ranks +3 trained +1 int)
Heal +23 (9 ranks +3 trained +4 wis+5 competence (Healer’s gloves)+2 circumstance (Healer’s kit))
K Nature +7 (3 ranks + 3 trained +1 int)
K Arcana +7 (3 ranks + 3 trained +1 int)
K Dungeoneering+7 (3 ranks + 3 trained +1 int)
Survival +10 (3 ranks + 3 trained +4 wis)

Background Skills (2/lvl)
Profession (Herbalist) + 15 ( 9 ranks +3 wis +3 trained)
Linguistics +2 (1 ranks +1 int )
Handle Animal +3 (1 ranks -1 cha +3 trained)
K History +12 (7 ranks +3 trained +1 int+1 trait)
(Skills could (and likely will) be changed a bunch if needed to cover holes in the party’s skill set…)
Languages : Common, Orc, Draconic (Int), Osirian (linguistics),


Class Abilities:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “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, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Inquisition: Clandestine
Disappear (Sp): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Blessed Secrecy (Su): At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Delayed Spells (Su): At 8th level, you can delay the effects of a spell you cast by up to 1 round per inquisitor level. You choose the duration of the delay when you cast the spell and can cause the spell to take effect immediately during the period of delay by concentrating as a standard action. You can use this ability once per day plus an additional time per day for every 4 inquisitor levels you have beyond 8th.
Studied Target (Ex): (2 targets, +2, swift action)At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (2d6) (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer 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, even with the usual –4 penalty.
A sanctified slayer 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 sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze +4 (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Solar Invocation (Su): A Dawnflower anchorite can harness the sun’s life-giving warmth to protect the innocent and smite the wicked. At 1st level, he can invoke the sun as a standard action, granting him a +1 competence bonus on attack rolls and damage rolls against evil creatures and adding 1 to the DC of his spells and domain powers (if any) against evil creatures. The bonus on attack rolls and damage rolls increases to +2 at 5th level and +3 at 9th level. If a Dawnflower anchorite has an animal companion, the companion also gains the competence bonus on attack and damage rolls while this ability is active.
A Dawnflower anchorite can invoke the sun for a number of rounds per day equal to twice his Dawnflower anchorite class level + his Charisma modifier. Maintaining this ability on subsequent rounds is a free action. These bonuses apply only when the Dawnflower anchorite is standing in an outdoor area of dim light, normal light, or bright light, and only while he is clearly presenting his holy symbol or any scimitar.
At 5th level, a Dawnflower anchorite can invoke the sun as a move action instead of a standard action. At 10th level, he can invoke the sun as a swift action.


Racial Abilities:

2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon..
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Subraces

Equipment, 46000 gp) :

Magic (36800 gp)
Handy Haversack (2000gp), Cloak of Resistance + 2 (4000 gp), Wand of Cure Light Wounds (750 gp), Metamagic Rod (Extend, Lesser) (3000 gp), Headband of Wisdom +2 (4000 gp), Belt of Con and Dex +2 (10000 gp), Composite Longbow +1 training (Manyshot) 8400gp, Healer’s Gloves (2500 gp), Healer’s Satchel (1500gp), Traveller’s Anytool (250 gp), Feather Token – Tree (400 gp)
Armor (4400)
Mithral Agile Breastplate (4400 gp)
Weapons (209 gp)
Spiked Gauntlet (5gp), Dagger X2 (4 gp), 80 Durable Cold Iron Arrows (160 gp), 40 Durable Blunt Arrows (40gp)
Equipment (133.41 gp)
Hot weather outfit, Face scarf, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), wooden holy symbol X2 (2gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Tattoo holy symbol (100 gp),
Alchemy (400 gp)
Holy Weapon Blanch X2 (60 gp), Silver Weapon Blanch X4 (3X pre-applied to 20 cold iron arrows and 10 blunt arrows) 20 gp, Adamantine Weapon Blanch X2 (200 gp) , Smog Smoke Pellet X3 (120 gp)
Money: 4057.59 gp


Woot! Less than 24 hours to go...

It's interesting that we've got no full-time clerics or desert druids in the pool.


It is kind of scawwy, but I do have endure elements..... that should help a little, I hope


Ki'dhir wrote:

Woot! Less than 24 hours to go...

It's interesting that we've got no full-time clerics or desert druids in the pool.

I think it is because Druids generally have no extra-special ability to fight undead. I can't even think of an archtype that does, even though I always thought druids would be the first to volunteer to fight undead since they generally protect life in general.


Menhir Savant is actually pretty cool for an undead-fighting druid, because they get detect undead at will. :)


Here’s my submission. Kheti is a crypt breaker alchemist, native of Osirion.

Physical description: Black fur, lithe, dresses in bright red and white clothes, but prefers black in the crypts.

Background:
Kheti has lived in Osirion all her life. She was raised by her mother, and didn’t know her father as a child. As a young adult, she joined a thieves guild. She also met her father, an archeological who didn’t even know she was alive. An adventure with him convinced her to leave the thieves’ guild behind and become a crypt breaker instead.

She apprenticed with a couple of expedition groups before working freelance for some wealth investors. It’s how she’s made a living. Now, she’s looking to work for herself, and to grow herself a small, or large, fortune.

Personality:
Likes shiny objects, to a fault.
“It’s easier to steal from the dead than the living.”
Fear of demons; she had a bad experience and doesn’t like to talk about it.
Curious.


Background:
Marius was born the seventh son of a seventh son of an obscure Taldan noble family. Realizing upon his majority that his inheritance would be less than nothing he struck out on his own. Following in his beloved uncle's footsteps he joined the Pathfinder Society and set out to see the world.

After several years in the Society word reached him of his uncle's death in Sothis. Abandoning his current assignment he made his way to Osirion. Once there he found out that his uncle had been murdered by agents of the Aspis Consortium. With his pleas of retribution to the Sothis Lodge falling on deaf ears he decided to take matters into his own hands. Over the next several weeks those agents responsible had all perished under mysterious circumstances.

Angered, but unable to prove anything and not wanting to start a war with the Consortium the local Venture-Captain dismissed Marius from the Society. On his own Marius waited for the eventual reprisal, which never came.

Now over a year later Marius has settled in Osirion and has taken to selling his expertise to expeditions to the various tombs and ruins in the area.

Description:
Marius is a tall man, standing at least a head taller than the local people. His piercing ice blue eyes, a gift from his mother, also set him apart. His black hair is unkempt and his beard badly in need of a trim. His signature battered leather wide brimmed hat (taken from his uncle's belonging's before he shipped the body home) lies cocked at an angle and is adorned with a single red feather (rumor has it that it was originally white and that Marius steeped it in the blood of the first agent he killed. A rumor that Marius will neither confirm or deny, as it adds to his mystique). His skin has been tanned by the sun, wind, and sand of the desert but is just a shade lighter than the native Osiriani people. He usually wears the robes of the desert dwelling people, except for the hat and a bandolier of various vials strapped across his chest, when in the field but switches to more relaxed style when in the cities and towns of the area.


Summary of Applicants (updated):

Faro Al-Wati: Male Human Mortal Usher 3/Rogue (Thug, Unchained) 3/ Slayer 3
Alvont: Male half-orc diviner (foresight) 9
Mei: Elven Brawler(Snakebite Striker) 9
Ki'dhir: Male human (Garundi) Ranger 9
Haji: Male Half-elf Paladin (Tortured Crusader) 4/Inquisitor (Ravener Hunter) 5
Hoss’r: Male human (Garundi-Osirian) Ranger (Infiltrator) of Anubis 6/Living Monolith 3
Yesult: Male Human Shaman 9
Zahira: Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8
Hassan: Male human (Garundi) sorcerer (wildblooded) 9
Marius: Male human (Taldan) bard (archaeologist) 9
Bhornkild: Male human (Shoanti) unchained barbarian 2/oracle 4/rage prophet 3
Khmec: Male Half-orc Inquisitor of Horus (Sanctified Slayer) 8, Dawnflower Anchorite 1
Kheti: Male Catfolk Alchemist (Crypt Breaker) 9

Less than 8 hours to go! If I missed anyone, please let me know.


I've added more spells to Alvont's spellbooks, and put them in his profile


Shadow_Fox, how do you feel about learning another races racial spells? I'm thinking about taking Bit of Luck for Marius but it is listed as a Catfolk spell. Would it be okay to take this as a spell known?, otherwise I'll just go with Beacon of Luck.


Minor Mechanical and equipment update for Khmec (Spells picked, ~ 2500 gp spent).

Mechanical:

Khmec Hathos
N Male Half-orc

Inquisitor of Horus (Sanctified Slayer) 8, Dawnflower Anchorite 1
Init +9 = +5 dex +4 wis
Speed 30 ft
Darkvision 120’
Defense
AC :24 = 10 + 6 (armor) +2 enhancement + 5 Dex +1 Natural Amor
HP 78 = 8 +8d8=> 40 +9*3 Con +3 fcb
Fort +13 =+6 Inquisitor+0 Anchorite +3 Con +2 Resist +2 Luck
Ref +12 =+2 Inquisitor +1 Anchorite +5 Dex +2 Resist +2 Luck
Will +15 =+6 Inquisitor +1 Anchorite +4 Wis +2 Resist +2 Luck
+1 trait vs divine magic
CMD : 21 = 10 +6 bab+5 dex
Offense (typical buffing)
Long Bow To Hit : +16 (Manyshot)/+16 (Rapid Shot) +11 (iterative)
+6 bab +5 dex +1 WF + 1 PBS +1 enhancement – 2 rapid shot+2 morale (Heroism)+2 studied target
Long Bow Damage: 1d8+8
+1 PBS +1 enhancement +2 +2 morale (Heroism)+2 studied target

BAB : +6 = +6 inquisitor +0 dawnflower anchorite

CMB : +11 = +6 bab +5 dex

Inquistor Spells
L0 (6 known,*) DC 14, Read Magic, Detect Magic, Guidance, Sift, Light, Create Water
L1 (5+2 Known, 4+1) DC 15 Divine Favor, Hide from Undead, Protection from Evil, Expeditious Retreat, Keep Watch, Ears of the City, Heightened awareness
L2 (4+2 Known, 4+1) DC 16 See Invisibility, Silence, Lesser Restoration, Blistering Invective, Weapon of Awe, Resist Energy
L3 (3+1 Known, 2+1) DC 17 Heroism, Magic Vestment, Clay Skin, Dispel Magic

Stats
Str 10 = 10 (0 pts
Dex 20 =16 (10 pts)+2 lvl 4, lvl 8 +2 enhancement
Con 16 =14 (5 pts) +2 enhancement
Int 12 = 12 (2 pts)
Wis 18 = 14 (5 pts) +2 racial +2 enhancement
Cha 10 = 8 (-2 pts)

Feats: Point Blank Shot (1st), Precise Shot (3ed), Friendly Fire Maneuvers (teamwork feat, 3ed) Healer’s Hands (5th), Coordinated Shot (teamwork feat, 6th, flexible), Weapon Focus (Longbow) (7th), Rapid Shot (Slayer Talent, Ranger Combat Style, Archery, 8th) Extra Slayer Talent (Ranger Combat Style, Archery, Point Blank Mastery )(9th) Signature Skill (Heal) (11th)

Traits: Fates Favored (Faith), Devotee of the Old Gods (Campaign)
FCB: +3 HP + 2 lvl 1 spells +2 lvl 2 spells +1 lvl 3 spell
Skills (6*8+4*1+ 9*1 (int) ) (Ranks, skill roll. NOT INCLUDING ACP)
K Religion +10 ( 5 ranks + 3 trained +1 trait +1 int)
Perception +16 (9 ranks +3 trained +4 wis)
Sense Motive +16 (5 ranks +3 trained +4 wis +4 stern gaze)
Stealth +17 (9 ranks +3 trained + 5 Dex)
Intimidate +15 (9 ranks +3 trained -1 Cha +4 stern gaze)
K Planes +13 (9 ranks +3 trained +1 int)
Heal +23 (9 ranks +3 trained +4 wis+5 competence (Healer’s gloves)+2 circumstance (Healer’s kit))
K Nature +7 (3 ranks + 3 trained +1 int)
K Arcana +7 (3 ranks + 3 trained +1 int)
K Dungeoneering+7 (3 ranks + 3 trained +1 int)
Survival +10 (3 ranks + 3 trained +4 wis)

Background Skills (2/lvl)
Profession (Herbalist) + 15 ( 9 ranks +3 wis +3 trained)
Linguistics +2 (1 ranks +1 int )
Handle Animal +3 (1 ranks -1 cha +3 trained)
K History +12 (7 ranks +3 trained +1 int+1 trait)
(Skills could (and likely will) be changed a bunch if needed to cover holes in the party’s skill set…)
Languages : Common, Orc, Draconic (Int), Osirian (linguistics),

Equipment, (46000 gp) :

Magic (39400 gp)
Amulet of Natural Armor +1 (2000 gp), Handy Haversack (2000gp), Cloak of Resistance + 2 (4000 gp), Wand of Cure Light Wounds (750 gp), Metamagic Rod (Extend, Lesser) (3000 gp), Headband of Wisdom +2 (4000 gp), Belt of Con and Dex +2 (10000 gp), Composite Longbow +1 Holy Reliquary Training (Manyshot) 8650gp, Healer’s Gloves (2500 gp), Healer’s Satchel (1500gp), Traveller’s Anytool (250 gp), Feather Token – Tree (400 gp), 2 Scrolls of Consecrate, CL 3 (350 gp)
Armor (4400)
Mithral Agile Breastplate (4400 gp)
Weapons (209 gp)
Spiked Gauntlet (5gp), Dagger X2 (4 gp), 80 Durable Cold Iron Arrows (160 gp), 40 Durable Blunt Arrows (40gp)
Equipment (133.41 gp)
Hot weather outfit, Face scarf, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), wooden holy symbol X2 (2gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Tattoo holy symbol (100 gp),
Alchemy (400 gp)
Holy Weapon Blanch X2 (60 gp), Silver Weapon Blanch X4 (3X pre-applied to 20 cold iron arrows and 10 blunt arrows) 20 gp, Adamantine Weapon Blanch X2 (200 gp) , Smog Smoke Pellet X3 (120 gp)
Money: 1457.59 gp


Full Divine CLeric :
[spoiler=Statistics] , (Herald Caller)Cleric 7, Soul Warden1, Holy Vindicator 1,
NG Medium Male Half-Orc
Init +9 {+6Cha +3Circlet}
Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 26, touch 12, flat-footed 24( +1 Mithril Full Plate 10, +2 dex, +1 Hvy Shield w/Shield Focus 4)

hp 66=(8+5+5+5+5+5+5+5+5)+18 con

Fort +12 {+7 ,+2 Con,+2Res+2 Luck}
Ref +13 {+5,+5Dex, +2Res+2Luck}
Will +13 {+7, +3 Wis, +2Res+2 Luck}
CMD 21 (10+6bab+-1Str+5Dex+1Dodge)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +6
Base Atk +6
Flurry Dervish Dance
Melee + 12+7(+6bab,+5Str,+1 Halberd)
Damage1d10+5 15-20x2 S (+5Dex+1 Halberd
)

------------------------------
STATISTICS 20pt buy
------------------------------
Str 20…+4 (15+2race+2lvl +2 belt)
Dex 14… +2 (12 +2 Belt)
Con 14...+2 (12+2Belt)
Int 9…-1
Wis 16...+3 (14+2 Headband)
Cha 16...+5 (14+2Headband)

Spells:

Cleric CL 8
To be completed if selected

Feats :

-------------
Feats

1rst Sacred Summons

3rd Alignment Channel

4th Bonus Feat: Augment Summoning

5th Quick Channel

7th Improved Channel

9th Shield Focus

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

Skills:

To be completed if chosen

Traits:

Fates Favored= +1 to Luck bonuses

Campaign Trait remains to be chosen

Race Traits:

----------------
Race Traits
------------------
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2Str
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.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Race Traits
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.

PFS Legal Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.

 Unflinching Valor
Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to overcome their fear and fight off these beasts while they wait for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES

[spoiler=Class Abilities]
Herald Caller Cleric 7
Aura

Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.

Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.

Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.

Spells= CL8

Channel Energy= 6/day 6d6 (4d6 +2d6 Phylactery)

1 Domain Glory
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Sub Domain Heroism
Replacement Power: The following granted power replaces the divine presence power of the Glory domain.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Replacement Domain Spells: 3rd—heroism, 6th—heroism (greater)
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Soul Warden 1
6/day 7d6
Channel Damage (Su): At 1st level, a soul warden gains the power to harm undead with positive energy. This ability functions exactly like a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A soul warden uses his class level as his effective cleric level when channeling damage. He can channel damage a number of times per day equal to 3 + his Charisma modifier. Soul warden levels stack with levels in any class that grants channel energy for the purpose of determining the number of damage dice his channel energy ability deals to undead (if any).

Focus Item: A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves.

Focus Item = Hvy Mithral Shield with Sarenae’s Holy Symbol

Holy Vindicator 1
Weapon and Armor Proficiency: A vindicator is proficient with all simple and martial weapons and all armor and shields (except tower shields)

Channel Energy (Su): The vindicator's class level stacks with levels in any other class that grants the channel energy ability.

Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP

Belt of Physical Might +2 Str/Dex= 10k
Headband of Wis and Cha+2 combined with Phylactery of Positive Channeling=(10k x1.5)+11k=26k
+1 Fortuitous Halberd =8k
Cloak Resistance+2= 4k
Handy Haversack 2k
Tourmaline Ioun Stone Cracked (Implanted) 800gp +1 insight vs death effects
Pale Green Cracked Prism – 4000 gp; +1 competence to saves. (Implanted)
Dusty Rose Prism – 5000 gp; +1 insight bonus to AC. Resonating in Wayfinder boosts CMB and CMD by 2.
Wayfinder 500gp
Snapleaf x2 750gp each


Recruitment is closed. Will post shortly with selections.


Ok, I'm back 1 hour later, so I did not make you suffer much. Thank you all for your applications. I really enjoyed the community's creativity. I struggled back and forth with different party compositions, but in the end, I picked the characters that appealed to me the most. Without further ado, the four (4) characters selected are:

Ki'dhir: Male human (Garundi) Ranger 9
Zahira: Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8
Marius: Male human (Taldan) bard (archaeologist) 9
Bhornkild: Male human (Shoanti) unchained barbarian 2/oracle 4/rage prophet 3

To those selected, please report to the Discussion Thread.

If I need additional characters, you will be hearing from me. Thanks again and happy gaming.


Thank you for the recruitment and congratulations to those who got in!


Thank you for the opportunity, and congratulations to those who got in.


Good luck and have fun folks. And wow do I think y'all are going to short on casting...


Good luck all.

=)

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