
TheLastGhost |

Damn, was trying to get an idea together and it looks like the recruitment is already closed. If I can get something submitted in the next day or two, would you give it consideration? If so, would something like "fate" work for the aura?
4d6 ⇒ (4, 6, 6, 5) = 21 = 17
4d6 ⇒ (6, 2, 4, 5) = 17 = 15
4d6 ⇒ (1, 5, 2, 5) = 13 = 12
4d6 ⇒ (4, 5, 6, 6) = 21 = 17
4d6 ⇒ (4, 6, 4, 6) = 20 = 16
4d6 ⇒ (5, 6, 3, 2) = 16 = 14
4d6 ⇒ (3, 2, 5, 1) = 11 = 10

Phantom Genius |

Made major progress tonight. Here's a link to his mythweavers sheet.
Lectrum
He has had a miserable life thus far. Although he is a Gold Dragonkin, the other fighters nicknamed him "Lectrum," because he was about half as strong as an actual gold dragon. He didn't understand the degrading term, so they kept using it until it stuck. His real name was too hard for them to pronounce anyway. He did well enough in combat training, often using brute force instead of finesse or guile. But he struggled in the classroom and any reading or advanced study was beyond him. He graduated near the bottom of his class and worked as a town guard, always on nightwatch because he could see in the dark. One night on duty, a skeleton fired an arrow at him, so he rode into the mist to crush it, only to find himself surrounded by goblins with horsechoppers. They murdered his beloved horse Grey (who did not have the same respect for the dragon with zero Animal Handling or Ride) and almost killed Lectrum, but he managed to kill all the goblins except the necromancer who slipped away, leaving his infantry to cover his escape. Lectrum vowed revenge and assumed that the necromancer would be cursed and that he could track him through the misty forest. Neither of those things turned out to be true, so he spent his nights crafting his own ridiculously large horsechopper (another thing he would be teased over) and waiting for the goblin necromancer to reappear. He often talks to his familiar, Sly, about the day that he will meet the necromancer again. Sly seems amazingly tolerant, but perhaps he has his own agenda...
Aura: Regeneration
Failing: Libraries, universities, job boards...
Personality: Helpful and heroic, but daft, bordering on gullible.
Breath:salted fish (disgusting) and sometimes a cone of 3d6 fire, DC 14.
Only friends: Grey and Sly

Robert Henry |

Yes that is correct, those with completed characters should post in discussion. If one or two more get done in the next few days before we start they might start with us. Otherwise I will run a second table.
Hmmm, nice group for the first table, even if I get a character done in the next couple days I don't think they need another full BAB, so here's hoping you do a second table.
I've decided to go with the Skinwalker slayer and the archetype 'spiritslayer.' I'll make sure I work it into his background.
As for the 'special aura' I'd like something that leans into lycanthropy; maybe 'Beast' or something else if you have a recommendation.
Also, As for flaws, I'd like to change from my original idea and go with something that has to do with the moon. What is your opinion with his personality changing with the moon? Something like: No moon he's NG, less than full moon he's neutral, and full moon he leans towards NE. Maybe he would need to make a will save to act his true nature which is neutral? Just spit balling, any thoughts?
Edit:It may have been asked, but how are we doing HP?

Børak |

Ok, introducing RH's Skinwalker slayer Børak. I've got the crunch done, minus the items in question. I'll finish up his fluff hopefully tomorrow.
He survived in the wood for several years, stealing food from traps, breaking into people cabins/homes and stealing from travelers on the road in their sleep. He was eventually 'caught' by a druid who took him in. The druid spent most of his time quieting spirits in the Virlych and taught Børak to do the same.
A couple years ago Børak had been told there was a cabin in the woods, used often by travelers, which had a ghost. When Børak went to exercise the spirit he found Petros there, his life in danger. The professor was traveling from Lepidstadt to Ravengro and had foolishly stopped for the night in the Shudderwood.
I think that covers the why and the how. I'll add more details, a physical description and personality tomorrow.

Doctor Ramada |

I have completed my character - I know the recruitment's closed, but there was mention of a second table (though I fully understand if my character is not chosen). Doctor Nikolay Ramada is a tiefling chirurgeon native to Ustalav - if asked, he would describe himself as a "galvanophysiologist," though he is vague on what exactly that means. His primary character flaw is superstition - if faced with an unnatural enemy, he will either cower in fear or make traditional but ultimately useless warding signs. My planned aura was electricity, as Nikolay has absorbed a truly astounding amount of voltage and does most of his experiments with lightning. I believe the character is done, though I would appreciate any feedback the GM has to offer. Background, crunch, etc are in the attached profile. He can fill several roles in a party: his high Int gave me many skill points, which I used to buy the typical rogue skill array, but he also has significant skill as a healer.

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Visayn
Male Sylph rogue [Scout] 4
N Medium outsider (native)
Init +4, Senses darkvision (60 ft.); Perception +7
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 28 ((4d8)+5, fcb +1)
Fort +2, Ref +8, Will +1, +1 Reflex to avoid traps
Defensive Abilities evasion, trap sense +1, Resistances electricity 5
Speed 30 ft.
Melee +1 rapier +7 (1d6+4/18-20)
Special Attacks Scout's Charge, Sneak Attack 2d6
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STATISTICS
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Str 16, Dex 19, Con 12, Int 19, Wis 10, Cha 13
Base Atk +3; CMB +6; CMD 20
Feats Cloud Gazer, Combat Reflexes
Skills Acrobatics +16 (+17 to jump), Bluff +7, Climb +10, Diplomacy +6, Disable Device +13 (+15 with tools), Escape Artist +9, Intimidate +5, Knowledge (Dungeoneering) +9, Knowledge (Geography) +6, Knowledge (Local) +10, Perception +7, Perception (Trapfinding) +13, Ride +5, Sense Motive +8, Sleight of Hand +10, Stealth +15, Survival +3, Swim +7, Use Magic Device +6
Traits On the Payroll, Suspicious
Languages Auran, Common, Dwarven, Halfling, Shoanti, Varisian
SQ canny observer, fast fingers, storm in the blood, trapfinding, whispering wind
Combat Gear +1 rapier, +1 mithral shirt (defiant vs. undead)
Other Gear traveler's outfit, boots of elvenkind, masterwork thieves' tools, rogue's kit, potion of cure moderate wounds, 2 potions of cure light wounds, holy water, holy weapon balm, 195.0 gp
Bonus Rogue Skill Bonuses (3x) Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Energy Resistance (Ex) Sylphs have electricity resistance 5.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Fingers (Ex) 1/day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Scout's Charge (Ex) Whenever you make a charge, your attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Storm in the Blood A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Whispering Wind (Ex) Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
Born to human man and sylph woman in Ustalav, Visayn was left orphan at age of 9, when his mom was killed by his dad, who then hanged himself. Visayn hid behind desk, while watching it. Blaming himself for not being able to prevent it, he occasionally relives the terror sobbing in agony. Character flaw He was recruited by professor Lorrimor as troubleshooter and local guide.

Børak |

Cool, can I roll and if I don't like them go with PFS method :)HP full at 1st, roll for the rest. Lectrum's method works as well.
Yeah we have enough people to run a second game! So for those lurkers out there get it done and submitted!
As for the 'special aura' I'd like something that leans into lycanthropy; maybe 'Beast' or something else if you have a recommendation.
Also, As for flaws, I'd like to change from my original idea and go with something that has to do with the moon. What is your opinion with his personality changing with the moon? Something like: No moon he's NG, less than full moon he's neutral, and full moon he leans towards NE. Maybe he would need to make a will save to act his true nature which is neutral? Just spit balling, any thoughts?
Any opinion on 'Special Aura' or the 'flaw'?
Edit If Børak isn't needed to handle disable device I may flip dex and str and go with heavier armor and weapons.

GM Wolf |

Borak, nope you pick one way or another.
We could come up with a will save DC and such to add that flavor to your character but I don't think it counts as a flaw. Maybe you are proud, too proud of your connection to the moon? Then if anyone says something you rise in a fury of rage against them.
Most people are scared of many things. So if you pick arachaphobia as your flaw that means that you won't go near spiders and must flee from them.
You could also make it a social flaw, I love 'butts'. So you may be nearly compelled to oogle if not touch a fine 'butt'.
Most characters should have multiple flaws... just saying.
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I would like some suggestions from you on what the 'beast' aura abilities would look like.
Group if we have a disable device player then talk with Borak and figure out what do to.

Børak |

Most characters should have multiple flaws... just saying.
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I would like some suggestions from you on what the 'beast' aura abilities would look like.
Group if we have a disable device player then talk with Borak and figure out what do to.
Thank you for the examples: So, as flaws go. Would a general distrust of magic users and absolute fear/hatred of witches be a flaw? Would a fear of storms be a reasonable flaw? (would it have any in game ramifications) I'll keep thinking on them, If most characters should have multiple, I'll try and come up with at least three. I may tie one in with his drawback, maybe he is sensitive to people talking about his scar and would get mad if he heard them? Would any of them have mechanical feature, or are they just something to improve RP?
So, I've no Idea what the 'beast' 'aura abilities' or any other aura abilities, for that matter would be, could you describe a little like you did for Flaws?
When I saw Lectrum was a full BAB, dragonkin eldrich fighter with a horse chopper Why a horse chopper Lectrum? I wanted my Full BAB slayer to be a little different so I leaned towards a dex. build and also gave him a trait aimed at disable device. But with Visayn rogue, who's built for disable device, I may change the trait and the skill to something else. But I don't know that all three of us are definitely in.

GM Wolf |

Thank you for the examples: So, as flaws go. Would a general distrust of magic users and absolute fear/hatred of witches be a flaw? Would a fear of storms be a reasonable flaw? (would it have any in game ramifications) I'll keep thinking on them, If most characters should have multiple, I'll try and come up with at least three. I may tie one in with his drawback, maybe he is sensitive to people talking about his scar and would get mad if he heard them? Would any of them have mechanical feature, or are they just something to improve RP?
Flaws are mainly for RP. Developing characters and all.
Sure there might be some ramifications though no real mechanical features.

GM Wolf |

So, I've no Idea what the 'beast' 'aura abilities' or any other aura abilities, for that matter would be, could you describe a little like you did for Flaws?
To break it down it gives you some special benefits:
A cantrip that matches your 'element'1/day spell like ability (1st spell).
At 3rd level gain resistance to element 5.
At 5th level gain a 1/day spell like ability (1st or 2nd level spell).
and gain affinity for your chosen 'element'
etc...
Beast:
Cantrip: ???
1/day ability: ferocity
Resist acid 5
Yeah beast is hard. If it was more elemental it is easier.

Doctor Ramada |

If Børak isn't needed to handle disable device I may flip dex and str and go with heavier armor and weapons.
It's entirely up to you, but my character has a +16 to Disable Device (+4 ranks, +3 class skill, +2 mwk thieves' tools, +5 Dex, +2 Grimspawn skill bonus), as well as several other complementary abilities in the rogue skill array. Regardless of whether you want to keep your character the same or alter him to use heavier armaments, I don't want to pressure you either way.

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Not too shabby at all!
I'll get a Soundstriker/Dirge Bard together today.
Elevator Background: Varisian, from a family of undertakers in Lepidstadt. His particular specialties in the family business are providing funeral music and 'comforting' distressed widows and daughters. Inexplicably survived an ambush by a couple of ghouls, bringing him to Professor Lorrimor's attention (Subject of Study).
Flaws under consideration:
Rico Sauve: Considers himself a smooth operator who is charming and irresistible to all women, compelled to put the moves on every woman who he finds even somewhat attactive.
Dogged Coward: Rather like Beni Gabor from The Mummy, but with some conscience and loyalty. Will always take the path of least personal risk while helping friends and associates.
Aura: Unsure right now. Maybe regeneration, cure, or inflict? Perhaps one that carries a hint of his close call with the undead permanently rubbing off on him?
4d6 ⇒ (1, 4, 6, 3) = 14 = 13
4d6 ⇒ (5, 5, 5, 3) = 18 = 15
4d6 ⇒ (6, 5, 1, 3) = 15 = 14
4d6 ⇒ (2, 3, 1, 1) = 7 = 6
4d6 ⇒ (5, 1, 5, 6) = 17 = 16
4d6 ⇒ (1, 5, 3, 4) = 13 = 12
4d6 ⇒ (5, 1, 1, 2) = 9 = 8

GM Wolf |

@GM Wolf: You wrote "Background skills and feat tax adjustments are encouraged."
Does this mean finessable weapons can be used with Dex without needing Weapon Finesse?
Yes! All light weapons are finesse weapons. Finesse is no longer a feat.
Power Attack, Combat Expertise, Deadly Aim are no longer feats but combat options.
Also a lot of the feat trees have been condensed.
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Second table includes:
Carmine Jolanka, bard
rdknight, Soundstriker/Dirge Bard
Visayn, Sylph, rogue [Scout] 4
Dr. Ramada, teifling, alchemist 4
Borak, skinwalker, slayer 4
If I missed you speak up!

Børak |

Hmmmm, you've verified what I expected. It seems Lectrum has joined the first group.
With our alchemist and rouge (scout) handling disable device and not having a dragonkin tank, I will alter Børak to be a strength build.
How about the Beast Cantrip 'know direction' from the druid spell list?
Edit: Can I change the resistance to 'sonic'?

Børak |

Ninja'd by rdknight, I'll edit:
Sounds good Borak!
Yes I am good with both of those choices.
Cool, I've finished re-working the crunch. I'll get all the pieces parts of his backstory, personality and appearance put together no later than Monday. I tend to do less gaming on the weekends.
Edit: Hey rdknight, Børak's got melee covered. What worried me is that second bard, so switching to an Oracle would help. Frankly any full caster would help.