Dark Tower

Game Master brvheart

Watch Order:
1st: Iz-dubar, Tal'ariel
2nd: Ciri, Felix
3rd: Thoron, Slim

Order of March:
single:
Iz-dubar, Tal'ariel, Slim, Ciri, Felix, Thoron
double:
Slim and Iz-dubar, Ciri and Tal'ariel, Felix and with Thoron bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


51 to 100 of 160 << first < prev | 1 | 2 | 3 | 4 | next > last >>

CucumberTree wrote:
are there any gods who have a longbow for a primary weapon?

I'll just invent a god then


@Cucumber Tree I posted two deities. Freya would be your best choice.


god of Love, fertility, battle, and death. sounds like a real party girl.

Warpriest(Cult Leader) of Freya it is


I would agree, she and Thor never found a battle she didn't like. I have a paladin of Thor and cleric Monk of the 4 winds to Freya. Started in the crucible of Freya and Rappan Athuk.


brvheart wrote:
@Cucumber Tree I posted two deities. Freya would be your best choice.

So are we not using all the Lost Land gods? Hmmm, not that any of the rest love the long bow.


What can you tell me about:

Island of Karpathos: Djanet


CucumberTree wrote:

What can you tell me about:

Island of Karpathos: Djanet

here you go!


I was told he posted 49 of lost lands gods in campaign information, so yes

Where is the island?


Robert Henry wrote:
CucumberTree wrote:

What can you tell me about:

Island of Karpathos: Djanet

here you go!

I always wanted to be a gyro


Aurora Shadowbane wrote:

I was told he posted 49 of lost lands gods in campaign information, so yes

Where is the island?

Just north of Thybos, Just take the big river north...its just past it's delta


Ruler: High Administrator Lael Timnath
Government: bureaucracy
Population: 101,447 (mostly Khemitite)
Djanet is in the northwest corner of Tahmakht on Lake Trophimus. At
one time, it had access to the sea because a distributary of the Stygian
River fl owed through the area, but the mouth of the river silted up and
left only the lake. The construction of the Canal of the Pharaohs in the
15th Dynasty again opened the possibility of water travel to the Sea of
Baal and also to the Ruby Sea and the Stygian. This made Djanet a major
trade center, the crossroads of routes by land to Numeda, Baalthaaz, and
Antioch to the north, and by sea along the Ruby Sea and to the eastern
coasts of northern and southern Libynos.
The city was the royal capital of Khemit during the 22nd Dynasty.
Djanet is now the capital of the governate of Tahmakht, though in times
of tension with Numeda the governor moves the military headquarters
to Ascalon. The primary temples here are a set of three dedicated to the
triad of Amun, Mût, and Chons. (See “Thybos, Metropolis of” below
for more information on these deities.) The city also has the high seat of
the temple of Heru, the hawk-headed god of law and order and patron
of the pharaoh.


Hiya brvheart, I'm gonna drop from this. Looks like you have plenty of interest to make your party though!


Hey, Shakira, Angelina, and Aurora is all just my aliases, not 3 people, sorry for the confusion, we don't have too many people. I am just having a character crisis, I am the DMs wife.


KARA GEILMAN wrote:
Hey, Shakira, Angelina, and Aurora is all just my aliases, not 3 people, sorry for the confusion, we don't have too many people. I am just having a character crisis, I am the DMs wife.

Yep, totally aware of that. I checked it all out Gypsy Rose.

I was a little confused though by the part where you said you designed the traps and based them on Grimtooths...unless you wrote Dark Tower...


We did the rewrite in 2007 for Goodman and Judges Guild for 3.5 so yes we did rewrite it at least!

Dark Tower 2007


Good on you folx!


Yes, check the inside cover, my name is listed several times, we all worked very hard converting and expanding the original trying to be true to the original AD&D version. Jaquays personally reviewed it as well, so it was a licensed collaboration, under license with judges guild.


How about some characters everyone? We have some good concepts going.

Grand Lodge

Hello all I've played with Brvheart before. Bringing a dwarf cleric. will get him posted today.


I’ll have my warpriest done today

Grand Lodge

Ok All here's my Cleric. I can adjust things of course if need be.

Thoron Palehorn
Dwarf
Medium
Init +0; Senses Perception +0
--------------------

Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------

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

Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 25 (+9 armor, +1 deflection, +5 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 0 ft.
Melee +2 longsword +7 (1d8+3/19-20) or
+2 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], dispel magic, prayer, remove blindness/deafness
2nd—aid, bear's endurance, cure moderate wounds[D], remove paralysis, lesser restoration
1st—cure light wounds[D], cure light wounds, protection from evil (2), shield of faith
0 (at will)—detect poison, detect poison, light, read magic
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Athletic, Combat Casting, Toughness
Traits ease of faith, tunnel fighter
Skills Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb -3, Diplomacy +3, Heal +8, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Linguistics +4, Perception +4 (+6 to notice unusual stonework), Spellcraft +4, Swim -3, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ healer's blessing
Combat Gear wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of restoration, wand of restoration, caltrops, healer's kit, oil (3); Other Gear +3 chainmail, holy blinding steel shield, +2 longsword, +2 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket, 4,067 gp, 25 sp, 25 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric 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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
--------------------
1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Since you're asking for another martial would a 2nd Warpriest be acceptable?

Half-Orc LG

1)Warpriest Arsenal Champion Archetype

Feat:Improved Shield Bash
Bonus Feat: Weapon Focus Scimitar

2) Monk Far Strike Monk, Monk of the Sacred Mountain

Bonus Feat: Precise Shot
Bonus Feat: Quick Draw

3)Warpriest 2
F: TWF

4)Warpriest 3
BF: Weapon Focus Throwing Shield

5)Warpriest 4
F:?

6)Warpriest

Magic Items:
+1 Throwing Scimitar 8k
+1 Heavy Throwing Shield =1k
Blinkback Belt 5k

Are the standard rules of combining same slot magic items for +50% of the lesser items price in effect?

If not, throwing builds are not viable and everyone needs belts to increase STR Dex Con and the throwing build needs Blinkback as well


brvheart wrote:
How about some characters everyone? We have some good concepts going.

Spending most of the day with my wife, I'll get a character or two posted in the morning. I'm about halfway done on the crunch for both. Looking at a human paladin and halfling rogue. That way whichever one is more needed.


1 person marked this as a favorite.

Thoron, you can only have a total of 16000 gp worth so make those +2s +1s please.
Robert, really would prefer the paladin. Have a rogue on the way.


brvheart wrote:


11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!

So a war priest would need to be level 15 to get Improved precise shot. Yeah an archer is not feasible for this game.


Archers do just fine, just don't fire thru your allies. I have been using this rule for over 10 years here and 15 in my ftf games. Ranged characters never have an issue doing damage.


brvheart wrote:
Archers do just fine, just don't fire thru your allies. I have been using this rule for over 10 years here and 15 in my ftf games. Ranged characters never have an issue doing damage.

An enemy who has no front liner to stop them from beating the archer senseless...He can't really use the bow against them, but if there is a frontliner stopping him from slapping the archer senseless...the archer has to risk shooting the frontliner?

I'll take you at your word, but I don't see how that works.


Archer moves 10' to the right or left, then fires at the enemy which is now no longer in a direct path with his ally. Just need precise shot to avoid the -4 for firing into combat.


CucumberTree wrote:
brvheart wrote:
Archers do just fine, just don't fire thru your allies. I have been using this rule for over 10 years here and 15 in my ftf games. Ranged characters never have an issue doing damage.

An enemy who has no front liner to stop them from beating the archer senseless...He can't really use the bow against them, but if there is a frontliner stopping him from slapping the archer senseless...the archer has to risk shooting the frontliner?

I'll take you at your word, but I don't see how that works.

I've played with Brv, it forces you to play as a unit instead of individuals. A switch hitter works well, so if you don't have the room to maneuver you still can have an impact.

Brv the Paladin is 3/4 of the way done. I'll have him for you in the morning.


Speaking of switch-hitters...@Brv does my switch-hitting Warpriest look OK?


HP: 6d8 ⇒ (6, 2, 3, 5, 2, 6) = 24


Just we have a paladin, a warpriest and a cleric already
I can't see another divine character


@CucumberTree I will allow you to reroll if you wish


Ok no Warpriest here's another idea, NON-Divine

This guy uses his Enlarge Wand to get big and contributes to the party with area control tripping and damage. Most of the time he wields his Fauchard 2-handed Power attacking. But he will frequently open up combat one-handing the weapon (Jotun-grip) with spell combat to cast a defensive spell like Shield.

I can fully stat out the character if the concept is acceptable to you. I don't have herolab so it takes time to fully stat out a character and I realize some of my character ideas are a little exotic and don't want to spend time fully statting out a character sheet if you don't really like the idea

Half-Orc
NG

2 Barbarian Titan Mauler

2 Monk Manuever Master

2 Magus Kensai

Class Abilities:

Barbarian Titan Mauler/Pack Rager 2
--------------------

Rage: (6+Con) rounds per day
Big Game Hunter: +1 to hit and ac vs larger creatures
Jotungrip: -2 while wielding a 2 handed weapon one-handed

Monk Maneuver Master 2
IUS
Stunning Fist 4/day DC18
Wis to AC
Evasion
Bonus Feats x2 (Improved Trip, Combat Reflexes)
Flurry of Maneuvers

In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat.

Flurry of Maneuvers (Ex)

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.

This ability replaces flurry of blows.

-------------------
Magus 2 Kensai
-------------------
Arcane Pool (Su)

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 1/2 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)

[See FAQ]

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)

[See FAQ]

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.

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex) +2ac

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Feats:
1)Power Attack
Improved Trip

2)Combat Reflexes

3)Gore Fiend
Source Advanced Race Guide pg. 57, Orcs of Golarion pg. 25
Horrible wounds, whether on yourself or your enemies, make your blood sing.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only gain this benefit once per round.

5)Undecided

Noteworthy Magic Items
+1 Fortuitous Fauchard
Wands: Enlarge Person, Shield, Blade Lash


brvheart wrote:
@CucumberTree I will allow you to reroll if you wish

lol...I might do worse.

no, it fits in line with an archer. a little less than average

Grand Lodge

I've changed to weapons to +1, but before I repost Thoron, what about the +5 shield? Its from Rapun Athunek. I don't mind changing it.

Grand Lodge

ok, I've changed all the weapons and shield to +1 Let me know if anything else needs to be changed.

Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------

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

Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 23 (+9 armor, +1 deflection, +3 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 0 ft.
Melee +1 longsword +6 (1d8+2/19-20) or
+1 warhammer +6 (1d8+2/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], dispel magic, prayer, remove blindness/deafness
2nd—aid, bear's endurance, cure moderate wounds[D], remove paralysis, lesser restoration
1st—cure light wounds[D], cure light wounds, protection from evil (2), shield of faith
0 (at will)—detect poison, detect poison, light, read magic
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Athletic, Combat Casting, Toughness
Traits ease of faith, tunnel fighter
Skills Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb -3, Diplomacy +3, Heal +8, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Linguistics +4, Perception +4 (+6 to notice unusual stonework), Spellcraft +4, Swim -3, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ healer's blessing
Combat Gear wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of restoration, wand of restoration, caltrops, healer's kit, oil (3); Other Gear +3 chainmail, +1 heavy steel shield, +1 longsword, +1 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket, 4,067 gp, 25 sp, 25 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric 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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
--------------------
1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Still got money that I plan on using, but here she is otherwise

Freya Babe:

Human Warpriest(Cult Leader) of Freya
CG humanoid
Init +8; Senses: Perception +11
Darkvison 60'
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)
hp 36 (6d8+12)
Fort +7, Ref +8, Will +7
--------------------
Offense
--------------------
Speed 30 ft

Melee

Ranged
+1 Longbow, composite(+2 Str) +13 1d8+3 x3

+1 Longbow, composite(+2 Str) +11/+11 1d8+3 x3

--------------------
Statistics
--------------------
Str 14
Dex 22 (+2 Race, +2 Magic, +1 Level)
Con 14
Int 10
Wis 14
Cha 7

Base Atk +4; CMB +6; CMD 22

Feats:

Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Combat)(Longbow)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Accomplished Sneak Attacker
Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Bonus Feat(Favored Class Bonus):
Rapid Shot (Combat)
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Traits:

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

Keen Ear
Benefit(s): You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.

Skills
Total=Rank+CS+Stat+Trait+Misc

Acrobatics (Dex) 15=6+3+6
Perception (Wis) 11=6+3+2
Stealth (Dex) 17=6+3+6+2
Escape Artist (Dex) 15=6+3+6

Languages: Common

Gear:
Belt of Incredible Dexterity Price 4,000 gp (+2)
+1 Mithral Shirt Price 2,100 gp
+1 Longbow, composite(+2 Str) 2600 gp

Cash: gp

Special Abilities
--------------------

Cleric Spells:
0th Level
*
*
*
*
*

1st Level

*
*
*
*
*

2nd Level

*
*
*
*

Class Features
The following are the class features of the warpriest.

Weapon and Armor Proficiency
Cult leaders are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as the favored weapon of their deity. They are proficient with light armor and light shields. The cult leader does not gain Weapon Focus as a bonus feat as a warpriest normally would.

This replaces the warpriest’s weapon and armor proficiencies.

Spell Casting (Divine)

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

Blessings (Su)(6 times per day)
Protection
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

War
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Well-Hidden (Ex)
A cult leader gains a +2 bonus on Disguise and Stealth checks.
This ability replaces focus weapon.

Sacred Weapon (Su)(6 rounds)
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

Bonus Languages
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor (Su) (5 Times per Day)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Sneak Attack (Ex)
At 3rd level, a cult leader gains the sneak attack ability, as the rogue class feature. If he already has sneak attack from another class, the extra damage from the classes that grant sneak attack stack for the purpose of determining the sneak attack’s extra damage dice. This extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter.

This ability replaces the bonus feats gained at 3rd, 9th, and 15th levels.

Enthrall (Sp)
At 4th level, a cult leader can cast enthrall. Using this ability consumes two uses of his fervor ability.

This ability replaces channel energy.

Standard Racial Traits

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS

Bonus Feat: Humans select one extra feat at 1st level.

Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.


Here is smiles-a-lots warpriest of Mitra. He is built for melee and has taken the healing blessing to help in that area.

Crunch:

Male Human War Priest – 6
LG Medium humanoid (human)
Init +1; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 21 (+9 armor, +1 dex, +1 enchantment, +1 sacred)
Hit Points 53 (6d8 +18 con)
Fort +10, Ref +5, Will +10
Special Defenses ​spontaneous casting, fervor, blessings
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft in armor)
Melee +1 longsword +11 (1d8+7/19-20x2) S
Melee 2 handed +1 longsword +11 (1d8+9/x3) S
Ranged sling +6 (1d6+4/x2) B 50 ft
Special Attacks fervor, blessings

Spells Prepared (CL 6th; concentration +9)
2nd (DC 15) bulls strength, shield other, silence, spiritual weapon
1st (DC 14) divine favor [x3], protection from evil, sanctuary 

0 (at will) create water, detect magic, light, mending, guidance

--------------------
STATISTICS
--------------------
Str 18, Dex 13, Con 16, Int 12, Wis 16, Cha 8
Base Atk +4 CMB +8; CMD 19
Feats Weapon Focus (Bonus Class); Weapon of the Chosen (Bonus Race); Improved Weapon of the Chosen (1st Level); Greater Weapon of the Chosen (3rd level); Power Attack (3rd lvl, Bonus Class); Furious Focus (5th. lvl); Weapon Specialization (6th lvl, Bonus Class); Vital Strike (6th lvl, Favored Class Bonus)
Traits Seeker (social), Fate’s Favored(religion),
Skills(2 class, 1 Int, 1 race/level) Heal +12 (6 rank), Knowledge [Religion] +10 (6 Rank), Perception 12 (6 rank), Sense Motive +12 (6 rank),
ACP: -5
Languages(1) Common, goblin,

Combat Gear +1 Full Plate (50lbs, 2650gp), +1 Longsword (4lbs, 4315gp), Mace, heavy (8lbs, 12gp), Sling (0lbs, - gp), Sling Bullets [10] (5lbs, 1sp),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp), Scroll Case (1/2 lbs, 1gp), Wand [Cure Light Wounds, 50 charges] (1 lbs, 750 gp), Headband of Inspired Wisdom [+2] (4000gp, 1lbs), cloak of resistance [+1] (1lbs, 1000gp), boots of the cat (1lbs, 1000gp), bandages of rapid recovery (1lbs, 200gp), scroll lessor restoration [x2] (-, 300gp)

GP: 169; SP: 7; CP:

Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 29 lbs
--------------------
Special Qualities
--------------------
Aura Lawful Good aura
Blessings (minor) A warpriest can call upon the power of his blessings 6 times per day DC 15.
* Powerful Healer As a swift action, treat any cure spell as if it were empowered, causing it to heal 50% more damage (or deal 50% more damage if used against undead).
* Holy Strike touch one weapon and for 1 minute, this weapon deals an additional 1d6 points of damage against evil creatures and is treated as good for the purposes of overcoming damage reduction.
Channel Energy Spend two uses of fervor to channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 1d6 damage. Undead can make a DC 15 Will save for half.
Cleric of Mitra: +1 Divine bonus to attack, damage, armor class and saving throws.
Bonus Feat Humans gain a bonus feat [Weapon of the Chosen].
Bonus Feats War priests gain a bonus feat at 3rd level and every three levels [Power Attack (3rd), Weapon Specialization (6th)]
FCB – 6/6 of a bonus feat [Vital Strike]
Fervor 5 times per day heal self for 2d6 damage as a swift action. As a standard action, he can heal a touched ally for 2d6 damage or harm an undead for 2d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell this way, it can only affect him, iven if it normally affects multiple targets.
Fates Favored increase luck bonuses by 1.
Focus Weapon Gain weapon focus as a bonus feat.
Furious Focus Do not take the usual Power Attack penalty to hit on his first attack each round.
Power Attack (-2/+4) take a penalty to hit for a bonus to damage.
Sacred Weapon Weapons you have weapon focus in are imbued with divine power.
* Increased damage dice (1d8).
* for 6 rounds per day as a swift action give your chosen weapon a +1 enchantment bonus or brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch, holy, axiomatic, or merciful abilities.
Seeker gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skilled Humans gain an extra skill point every level.
Spells Casts divine spells drawn from the cleric spell list.
Spontaneous Casting Spontaneously cast heal spells in place of a prepared spell.
Vital Strike when making a single attack do x2 weapon damage dice.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.
Weapon of the Chosen, Greater When making a single attack using deity's fav weapon, roll 2 dice and use higher.
Weapon of the Chosen, Improved As swift act, deity's fav wep gains 1 align aspect of deity.
Weapon Focus (Longsword) +1 to hit with chosen weapon.
Weapon Specialization (Long Sword) +2 damage with chosen weapon.

Appearance:

Iz-Dubar is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs with gnarled callused hands that attest to a life of hard labor. The warpriest is well tanned, from constant exposure to the elements, with walnut colored, weathered skin, that accentuates the hard, dangerous lines of his body.

The large man has sinister, yet handsome face that always looks like he’s about to laugh or scowl. His face is framed by slicked dark flowing hair with a luxurious mustache and a well-trimmed beard the same color. His gaze is knowing and penetrating with grey eyes, the color of the sky right before a storm, that appear to miss little.

The imposing man looks older than his years and carries himself with an air of confidence. Iz-dubar favors fine heavy armor and he always has his longsword within easy reach.

Personality:

Iz-Dubar is a serious and ardent worshiper of Mitra, The Scales of Justice. As such he tries to exercise temperance and charity on his journey towards self-perfection. He is stoic but is stern when necessary, often standing up for the down trodden and oppressed. While Iz-dubar is dour those who are close to him appreciate his wry sense of humor.
The big man is a lover of debate, learning, and physical challenges, embracing these as experiences on his path of enlightenment.

Additionally, Iz-Dubar is polite, soft spoken, and well-mannered but isn’t afraid to speak his mind. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing look.

Background:

Iz-Dubar knelt on the finely carpeted floors of his chambers, facing west, toward the stetting sun. As the warpriest knelt he looked out the large window waiting for the moment the sun kissed and then dipped below the horizon. His voice , a deep bass, began to fill the room with his chanting prayer to Mitra. While he prayed his thoughts drifted to the past….

Iz-Dubar, the son of Magistrate Iz-Ammon was born into a life of affluence and privilege. His home was in the Garden district of Kritius and at the age of 8 he began training as,a,priest,of,Mitra. He excelled at the martial training of his order and charged with bringing Mitra’s Justice throughout the lands.


Hey Brv, it may be a little late to ask, but what sort of posting rate are you looking for?

The reason I ask, my Paladin will probably have a very low perception check, so he should not be on point, ie. moving the party forward. If we want a quick pace, we'll need to make sure most folks will be able to meet it.


Hello All. This is Ben and I think that I might play a full ELf Rogue


I will start putting the concept together.


Thoron cleric
Freya Babe warpriest
Iz-dubar warpriest
Robert paladin
steelebenny elvn rogue
Ciri of centra arcane

Not exactly what I would call ideal being that top heavy in divine, but that is what we have. At least the 4 bases are now covered. I am closing recruitment for now. Sorry wabbithunter, neither fit what I was looking for and three warpriests would be crazy. Finish your characters and dot gameplay please. We will make final adjustments over the next few days.


Posting rate: at least a few times a week. I game on Sundays, so I doubt I will even see the game then otherwise I will probably post up to six days a week. Some of us are not getting younger so our rates are not what they used to be.


@CucumberTree add 8 hp, you start with full hp at level one and 1 hp per level for favorite class bonus.


Iz-dubar
Human warpriest of Mitra 6 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +1; Senses Perception +13
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 51 (6d8+18)
Fort +9, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +10 (1d8+7/19-20) or
heavy mace +8 (1d8+4)
Ranged sling +5 (1d4+4)
Special Attacks blessings 6/day (Good: holy strike, Healing: powerful healer), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +9)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Furious Focus[APG], Greater Weapon Of The Chosen[ACG], Improved Weapon Of The Chosen[ACG], Power Attack, Vital Strike, Weapon Focus (longsword), Weapon Of The Chosen[ACG], Weapon Specialization (longsword)
Traits fate's favored, seeker
Skills Acrobatics -4 (-8 to jump), Heal +12, Knowledge (religion) +10, Perception +13, Sense Motive +12
Languages Common, Goblin
Combat Gear scroll of lesser restoration, lesser restoration, wand of cure light wounds; Other Gear +1 full plate, +1 longsword, heavy mace, sling, sling bullets (10), bandages of rapid recovery[APG], boots of the cat[UE], cloak of resistance +1, headband of inspired wisdom +2, belt pouch, flint and steel, mess kit[UE], scroll case, 2,569 gp, 7 sp
--------------------
Special Abilities
--------------------
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Weapon of the Chosen When using deity's fav weapon to atk, roll 2 dice and use higher.
Improved Weapon of the Chosen As swift act, deity's fav wep gains 1 align aspect of deity or cold iron and silver if neutral.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dot gameplay and move to discussion whenever you want. Approved.


brvheart wrote:

@CucumberTree add 8 hp, you start with full hp at level one and 1 hp per level for favorite class bonus.

I used my favorite class bonus for a new feat:

Human Gain 1/6 of a new bonus combat feat.

so I should add 2 hp instead correct?


1 person marked this as a favorite.

The ChatGPT AI is so fascinating.

AI Written Background :P:

Certainly! Let's create a new background for a human female warpriest and cult leader of Freya in the city of Djanet, with a poor charisma and additional information about Freya's teachings:

Born in the city of Djanet, she was raised in a small community that worshiped the goddess Freya. From a young age, she displayed a strong devotion to the goddess, but her lack of charisma and social skills held her back from rising through the ranks of the temple's priesthood. Despite her shortcomings, she continued to study the teachings of Freya and hone her combat skills, eager to prove herself as a true servant of the goddess.

Freya's teachings focus on love, beauty, and strength. She is revered as a goddess of war, fertility, and wealth, and her followers are encouraged to embody these qualities in their own lives. The warpriest was particularly drawn to Freya's teachings of strength and ferocity, and dedicated herself to mastering the art of combat in the goddess's name.

During a time of war and turmoil in the city, she was given the opportunity to prove her worth. She led a group of Freya's followers into battle, using her knowledge of the goddess's teachings and her combat prowess to defeat their enemies. Despite her lack of charisma, her tactical prowess and unwavering devotion to Freya earned her the respect of her followers and the title of "warpriest."

She now leads a small cult dedicated to Freya, preaching the goddess's teachings of love, beauty, and strength. While her followers respect her for her martial skills and dedication to the goddess, they do not see her as a charismatic leader. Despite this, she remains humble and dedicated to the worship of Freya, using her strength to defend and care for her followers as best she can. She also strives to embody Freya's teachings in her own life.


That is pretty cool.


HP: 6d10 ⇒ (8, 8, 9, 3, 8, 10) = 46 Sweet!

Religion: Is there a minor god that would be appropriate for a swashbuckler?

'Slim' Jim Build:

A couple of build notes: FCB: 4x -> 1/4 panache, 2x -> HP

Swashbucklers have bad saves, getting a +2 resistance cloak would be a priority, as are picking up a ring of protection and an amulet of natural armor. Given his low strength I felt the handy haversack was more important than an extra +1 ac.

I should give him a bow he's got a reasonable amount of spare gold, will do that later.

'Slim' Jim
Male human swashbuckler (inspired blade) 6 (Pathfinder RPG Advanced Class Guide 56, 125)
NG Medium humanoid (human)
Init +9; Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+5 armor, +5 Dex, +1 dodge, +2 shield)
hp 60 (6d10+14)
Fort +7, Ref +11, Will +7
Defensive Abilities charmed life 4/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +14/+9 (1d6+10/15-20+6 Precision) or
. . unarmed strike +5/+0 (1d3-1 nonlethal)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5)
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 14, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +5; CMD 21
Feats Combat Reflexes, Fencing Grace[UI], Great Fortitude, Iron Will, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits indomitable faith, reactionary
Skills Acrobatics +14, Climb +3, Diplomacy +12, Escape Artist +11, Intimidate +12, Knowledge (local) +10, Perception +10, Ride +9, Swim +3
Languages Common, Elven
SQ inspired panache
Other Gear +1 mithral chain shirt, +1 buckler, +1 rapier, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, swordmaster's flair (blue scarf)[ACG], traveler's any-tool[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Charmed Life +3 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Appearance and personality:
Jim, nicknamed Slim, is a rakishly good looking man in his prime. Always clean shaven and well presented, he’s got short dark hair, piercing blue eyes and is tall at 6’ 6”. He prefers starched cotton shirts and pressed dark trousers. Underneath his shirt he wears a mithril chain shirt like a vest. His trusty rapier is always by his side.

He’s a jovial fellow who makes friends easily, with a privileged upbringing and a cup half full mentality. He’s the sort to push on, with a proper stiff upper lip no matter how hard it gets!

Background:
Jim is the third son of a well-to-do merchant family. As a child he was an accomplished acrobat and amateur fencer. He once considered a career in the diplomatic corps before joining the army where he served for several years before becoming something of a gentleman adventurer.

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