| eriktd |
I'll repeat my summary for the new page, with a few additions and corrections.
Dslak: Petre Costu, human cleric (Varisian Pilgrim), Expert Explorer
Chuck8: Halleran 'Hal' Vereen, human bloodrager, Healthy
Leonfire99: Darian Fairholt, human fighter (Aquanaut), Athletic
Veniir: Renshaw Blackburn, human shaman (Deep Shaman), Following in the Footsteps
eriktd: Ommerra, human investigator (Questioner), Following in the Footsteps
Timing: Katarina Haventide, human sorcerer, Athletic
shumatsu: Hugh Marvos, tiefling kineticist, Expert Explorer
DBH: Amari Silverskin, aquatic elf arcanist (White Mage), Expert Explorer
Grumbaki: Torgald Frostbeard, dwarf kineticist, Set Mind
SodiumTelluride: Mestim, catfolk rogue (unchained, Sylvan Trickster), Employee [Lyra Heatherly]
Qunnessaa: Tsia Troian Malynova, elf occultist (Silksworn), Resourceful
GM_Drake: dwarf oracle, Expert Explorer
| Tsia Troian Malynova |
It has been brought to my attention that, strictly speaking, as written, silksworn occultists can't use panoplies. I think I could regretfully come to terms with that, but if we could work out a houserule that would be agreeable to everyone, that would be lovely.
For example, and for what it's worth, I'm really only interested in the base focus power of the Mage's Paraphernalia, and would happily eschew all the others, and/or go with the ruling that to make it work, it would take specific items and not just any old fancy duds to let them take the place of the usual panoply's implements. "Darling, I'm shocked! My wardrobe is very carefully curated! Isn't everyone's? It's what makes one's look truly personal." ;)
| Wyshart |
1d4 + 15 ⇒ (2) + 15 = 17
Here is my submission for Maximina Scaevinus, a Pathfinder Recruit and Sorcerer! If chosen, I might just change the spells to better fit the group!
Maximina Scaevinus
Female human sorcerer 1
CG Medium humanoid (human)
Init +6 [+4 from Improved Initiative +1 from Pathfinder Recruit trait]; Senses Perception +0
Favored Class Bonuses: Human (Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.)
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2
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Offense
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Speed 30 ft.
Melee
Ranged
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day) – Enlarge Person, Mage Armor
0 (at will) - Daze (DC 13), Detect Magic, Light, Read Magic
Bloodline Arcane
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Statistics
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Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 17 (+3)
Base Atk +0; CMB 0; CMD 11
Feats
Eschew Materials [Sorcerer Class]
Scribe Scroll [Human’s Bonus Feat]
Improved Initiative [lvl 1 feat]
Skills 7 Ranks per Sorcerer Level (2 from class, +1 from Human Skilled Racial Trait, +2 from Int Modifier, +2 for Background Skills)
Adventuring Skills:
Diplomacy +9 [+3 from Cha Mod, +3 from Class, +1 from Rank, +2 from Illuminator trait]
Knowledge (Arcana) +6 [+2 from Int Mod, +3 from Class, +1 from Rank]
Spellcraft +6 [+2 from Int Mod, +3 from Class, +1 from Rank]
Swim +1 [+1 from Rank]
Use Magic Device +7 [+3 from Cha Mod, +3 from Class, +1 from Rank]
Background Skills:
Knowledge (History) +6 [+2 from Int Mod, +3 from Class, +1 from Rank]
Profession (Chronicler) +4 [+3 from Class, +1 from Rank]
Languages Common, Infernal, Aquan
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Racial Traits:
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Bonus Feat: Took Scribe Scroll
Skilled: +1 skill point per level
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Traits
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Pathfinder Recruit (Campaign trait) [You begin play with a standard wayfinder and you gain a +1 trait bonus on initiative checks.]
Illuminator (Religion Trait) [You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.]
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Class Features:
--------------------
Sorcerer:
Weapon and Armor Proficiency
Spells
Bloodline (Arcane Bloodline)
Bloodline Arcana - Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Power – Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. [Chosen Bonded Object: Amulet]
Eschew Materials
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Equipment
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Pathfinder’s Kit [A backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin]
58 gp
Total Weight: 23.2 lbs (Light Load)
Maximina Scaevinus, as her pompous name suggests, is a Chelaxian woman born 25 years ago to a reasonably affluent family in Almas, their surname an artifact from the times when Andoran was a colony and a sign of their hereditary magical abilities.
Maximina, since her early life, showed devotion to Sarenrae and her involvement in fighting for the freedoms of other Cheliax’s ex-colonies or current ones led to her career as a writer or chronicler in the broadsheets of her home city of Almas, resulting in a meteoric rise in fame, or perhaps infamy, in the capital city.
As quick as her ascension was, her downfall came even quicker. When her pen turned against some of Andoran’s institutions, trying to expose the web of corruption surrounding the Lumber Consortium, her life came crashing down. She lost her fame, her career and her name was smeared with not much to do, even if the Lumber Consortium’s crimes were basically an open secret.
Fearing for her life, she quickly joined the Pathfinder Society, seeking refuge in the Almas Lodge and wanting to get even further away from those who might hunt them down, she tried applying for the second voyage to Talmandor’s Bounty.
Against all odds, she was one of the only Pathfinders chosen, perhaps as a ploy to get her far away from the broadsheets. Regardless, she is excited to be able to write again, hoping to pen a Pathfinder Chronicle of her own about the discoveries certainly to be made in the ruins of Azlant.
Malinor.
|
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Male Half-Orc Alchemist (Aquachymist) 1
N Medium humanoid (Human, Orc)
Init +2 ; Senses Perception +6
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Defense
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AC 17 [21], touch 13, flat-footed 14 [18] (+4 armor, +2 Dex, +1 Dodge, +[4 Shield])
hp: 9 (1d8+ 1 Con)
Fort +6, Ref +7, Will +3 [+2 vs Fear]
Defensive Abilities:
--------------------
Offense
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Speed: 30 Ft
Melee: Greataxe +3 (4) [2d4+4 (6); x2]
Ranged: Sling +2 [d4+3 (4)] (50 ft)
Special Attacks: Bombs [d6; Reflex DC 12- 10+½ level+Int Mod]
Extracts (CL 1; Concentration +3)
Formulae Known:
Level 1: Enlarge Person, Shield
Daily Extracts
Level 1: [2] Shield x2
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 12, Cha 8
Base Atk +0 ; CMB +3; CMD 15
Racial Abilities:
Unflinching Valor: 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. This replaces intimidating
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/i]: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
[i]Darkvision: See 60 feet in darkness.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Mutagen (SU): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Underwater Bombs (SU): An aquachymist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.
This ability alters bombs.
Bomb 1d6: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack.
Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders, allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders.
This ability alters alchemy.
Traits
Faith- Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Campaign-Pathfinder Recuirt): Explore, report, and cooperate. This is the credo you’ve lived by since you’ve joined the Pathfinder Society, and after hearing about the expedition to found Talmandor’s Bounty you applied, eager to see the remains of Azlant. However, you quickly learned that the Bountiful Venture Company wasn’t interested in involving the Pathfinder Society in the formation of the colony. This struck you as strange, because who else has as keen an understanding of some of the elements of ancient Azlant as the Pathfinder Society?
Regardless, you went through the application process, making sure to highlight all of your applicable skills and experience while keeping your involvement in the Society to yourself. You were elated to receive notice that you were selected for the second wave of colonists bound for the broken continent of Azlant. You begin play with a standard wayfinder and you gain a +1 trait bonus on initiative checks.
Feats:
Dodge: You gain a +1 dodge bonus to your AC.
Throw Anything:
Brew Potions:
Skills: Craft: Alchemy +6 (7) [1], Knowledge: Arcana +6 [1], Knowledge: History+6 [1], Knowledge: Nature +6 [1], Linguistics +6 [1], Perception +5 [1], Spellcraft +6 [1], Use Magic Device +3 [1]
Languages: Common, Half-Orc, , Abyssal, Draconic, Azlanti
Combat Gear: Greataxe [20 gp, 12 lbs], Chain Shirt [100 gp, 25 lbs], Spiked Gauntlet [Free, 1 lbs], Sling [Free, - lbs], 20 bullets [0.2 gp, 10 lbs], Wayfinder
Gold:40 Silver: 2 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5 (0)
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
*= Carried in Backpack
Total Weight 80 [23 in backpack] lbs // 76 (100) light or less/ 77-153 (101-200) medium / 154-230 (201-300) heavy
After receiving his wayfinder, Tocash returned to Andor to see his family and found out about the Bountiful Venture Company’s expedition. He was surprised that they seemed to want to avoid assistance from the Pathfinder Society, so Tocash applied while hiding his current membership in the Pathfinder Society.
| Ninra Vison |
Here's Koolkobold's submission. I'll edit or add anything I missed for crunch. I'll work on her background tomorrow.
NG Small humanoid (halfling)
Init +4; Senses Perception +7
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 12 (1d10 (10-1st level) + 1 (Con) + 1 (favored class))
Fort +5, Ref +7, Will +3 (+5 vs fear)
Defensive Abilities fearless, halfling luck
OFFENSE
Speed 30 ft
Melee shortsword +1 (1d4 - 1/19-20)
Ranged pistol +6 (1d6/x3)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (3/day)
STATISTICS
Str 8, Dex 18, Con 12, Int 8, Wis 12, Cha 16
Base ATK +1; CMB -1; CMD 13
Feats Deadly Aim, Gunsmithing (bonus)
Skills (3 ranks total)
Acrobatics +8 (1 [rank] + 4 [Dex] + 3 [csb])
Perception +7 (1 [rank] + 1 [Wis] + 3 [csb] + 2 [racial])
Swim +4 (1 [rank] - 1 [Str] + 3 [csb] + 1 [trait]
Languages Common, Halfling
SQ fleet of foot, gunsmithing, keen senses, weapon familiarity
ABILITIES
Deeds (class)-Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (deed)-At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Focused Aim (deed)-At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.This deed replaces the quick clear deed.
Gunslinger's Dodge (deed)-At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Fearless (racial)-Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fleet of Foot (racial)-Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Grit (class)-A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Mysterious Stranger's Grit-A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature.
Gunsmith (class)-At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Halfling Luck (racial)-Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (racial)-Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity (racial)-Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
GEAR
300 gp
pistol (free)
shortsword (10 gp)
studded leather (25 gp)
gunslinger's kit (26 gp)
-backpack
-bedroll
-belt pouch
-flint & steel
-gunsmith's kit
-iron pot
-mess kit
-powder horn
-rope
-torches (10)
-trail rations (5 days)
-waterskin
explorer's outfit (free)
TRAITS
Athletic (Campaign)-Ninra was always a pro at athletics, even as a child. (Effect-Reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait [Swim])
Fate's Favored (faith)-Even among halflings, Ninra is considered extremely lucky. (Effect-Luck bonuses increase by 1)
| Ma'oa |
Shifter(Seascarred) Ranger(Guide/Skirmisher) With the Employee campaign trait
Daughter of a renowned Grey Corsair Captain, Ma’o was practically raised aboard a ship, exposed to multiple environments around the Inner Sea region from an early age. Upon her mother’s retirement from the Corsairs, and subsequent joining the Bountiful Venture Company, she became a highly sought prospect of the company. Between her knowledge, skills, and a natural bloodline gift of a distant wereshark ancestor, she was recruited and strongly considered for the initial establishment of Talmandor’s Bounty, however it was decided best that she was not included for fear of the appearance of nepotism.
When all contact with the colony was lost, and the potential for greater danger was determined, Ma’o was personally assigned to take her orders directly from Ramona Avandth, serving to utilize her skills to guide and protect the new expedition safely through the exploration, and hopefully discover the fate of the previous expedition.
Although if I'm picked and someone else also has the Employee trait, her physical stats also support the Athletic trait instead.
| Kalana Stormcaller |
Kalana grew up to be quite the trickster, and by the time she was eight she learned of her power to call upon the power of storms. Kalana always thought of herself as an independent adventurer who was tied down by the home, and as such at the age of twelve she set out on her own in the big city.
She survived off thievery and swindling, but she felt more at home moving from place to place, abandoned warehouse to abandoned warehouse. As she grew she became better at both the art of purloining and the art of the arcane.
When she heard that there was an adventure to reclaim a lost island, she knew it was her time to have a real adventure. Young eighteen year old Kalana became a pioneer in the great unknown, and can't wait to find kindred spirits.
This is BloodyNoseViking with my character. Sorry that it’s a little on the deadline.
| AJM4885 |
| 1 person marked this as a favorite. |
Sorry for the radio silence, everyone. I was visiting my daughter at college this weekend, Homecoming weekend, and didn't get home until late last night.
@Tsia Troian Malynova: I'm not that familiar with the occult classes, so give me some time to look it over and I'll get back to you.
@BloodyNoseViking: Plenty of time, the deadline isn't until 6:00 pm on Wednesday.
| Tiye Soumral |
Linnea the Diviner here, with a different type of psychic than I had originally planned. Tiye is the party nerd as well as information gatherer. Once she gets access to telepathic bond, we'll be able to communicate underwater! I've cranked up her spell save DC as far as I can with the resources available, and in the future she should be able to get through enemy SR reliably. Haven't bought her gear yet, I'll get to that in the next couple days.
Campaign Trait: Azlanti Scholar
Female half-elf psychic (enlightenment) 1
NG M humanoid (human and elf)
Init +2; Senses low-light vision; Perception +8
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Defense
-----------------------------------------
AC 12 (17 w/ mage armor), touch 12, flat-footed 10 (14 w/mage armor)
HP 7 (1 HD; 1d6+1)
Fort +1, Ref +2, Will +6
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Offense
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Speed: 30 ft
Melee: dagger (+0, 1d4, crit 19-20/x2)
Ranged: telekinetic projectile (+2, 1d6, crit x2)
Space: 5 ft, Reach: 5 ft
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 8
Base Atk +0; CMB 0; CMD +12
Feats: Elven Spirit
Skills: Knowledge (Arcana) +8, Knowledge (Geography) +8, Knowledge (History) +9, Knowledge (Religion) +8, Perception +8, Spellcraft +8, Swim +4, Use Magic Device +9
Languages: Common, Elven, Azlanti, Osiriani, Aklo, Aquan, Auran
SQ: Psychic Discipline (Enlightenment), Discipline Spells, Discipline Powers, Phrenic Pool, Phrenic Amplifications, Knacks, Spells
Combat Gear: Arrows (20), dagger
Other Gear:
Coin:
------------------------------------------
Traits
------------------------------------------
Azlanti Scholar (Campaign): +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks. One of these (Use Magic Device) is always a class skill. Gain Azlanti as a bonus language.
Pragmatic Activator (Magic): Use Intelligence for Use Magic Device checks instead of Charisma.
Special Abilities
Low-Light Vision
Elven Immunities: Immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Elf Blood: Counts as both elf and human for any effect related to race.
Dual-Minded: Gain a +2 bonus on all Will saving throws.
Fey Thoughts: Stealth and Swim are always class skills.
Favored Class Bonus (Human): Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.
Elven Spirit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Knacks
Spells: 1st 3+1
Phrenic Pool: 1/2 psychic level + Wis modifier (3/day)
Phrenic Amplifications: Mindtouch: The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Psychic Discipline: Enlightenment
Discipline Spells: acute senses 1st, identify 4th, clairaudience/clairvoyance 6th, thoughtsense 8th, atonement 10th, greater arcane sight 12th, circle of clarity 14th, protection from spells 16th, overwhelming presence 18th
Discipline Powers: Expanded Awareness (Su): As a move action, you can focus on your senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 1 round per psychic level. You can use this ability a number of times per day equal to your Wisdom modifier. At 11th level, you can use expanded awareness to gain see in darkness or thoughtsense (20 feet). At 15th level, you can use it to gain lifesense.
Patient Insight (Ex): When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.
Spells Known
Knacks:
Detect Magic
Light
Telekinetic Projectile
Message
Prestidigitation
1st level:
Acute Senses (D)
Mage Armor
Ill Omen
Naturally, Tiye's parents were suspicious of his intentions at first. They grilled him mercilessly under Tauret's powerful truth magic. But in the end, her spells proved that Maninder was telling the truth. He had no inappropriate interest in their daughter. His sole interest in Tiye was that of a teacher toward a student with great potential. For her part, Tiye was overjoyed to find someone who knew how to explain her magic in a way that she understood. She had feared that there was something wrong with her, that her magic was so flawed that not even the best minds of the Arcanamirium could do anything with it. Now here was someone who had mastered the same kind of magic and was willing to teach her. In the end, Tauret and Zirren allowed Maninder to tutor their daughter. Eventually he became their friend, and then an honorary uncle to Tiye.
Her mother's connections allowed her to study non-magical subjects at the Forae Logos, where she developed an intense interest in Azlanti and Ancient Osiriani history, in particular the details of Nethys' life prior to his ascension. There isn't much to be found; Nethys was notoriously tight-lipped about his mortal life when he dwelt in Sothis. But by comparing timelines of the fall of Azlant, Old-Mage Jatembe's appearance as a teacher of magic, and the first documented sightings of Nethys, Tiye became convinced that Nethys was not Garundi as most people assumed. He was in fact a survivor of Azlant who took advantage of Amaznen's death during Earthfall to cast the legendary spell that both shattered his mind and elevated him to godhood. Her mother disagreed, having been raised in Nethysian orthodoxy. Her father thought it was an interesting theory but ultimately unprovable. Maninder considered her historical timeline and agreed that it was possible.
When Tiye was a teenager, her father- always craving adventure- left on an expedition to explore a newly discovered Jistkan ruin in Thuvia. He had gone adventuring many times before, and always returned with stories and mementos of the places he had seen. This time, though, Zirren's luck ran out. He died in the desert. Both Tiye and her mother were devastated. Life goes on, though, and over time their memories of him became a comfort instead of a source of pain.
Three years ago, Tiye managed to convince her mother and teacher to let her visit the Temple of the All-Seeing Eye in Sothis. Tauret warned her to keep her theories of Nethys being Azlanti to herself, but as long as she paid lip service to the priests' teachings, they should be willing to let her look at their library. Her mother stayed in Absalom, since she had classes to teach, but Maninder accompanied his student to Sothis. While they were away, an epidemic of cholera struck Absalom. It struck so quickly that by the time Tauret realized she was sick, she was too weak to travel to a temple and buy a remove disease spell. Her colleagues only found her after it was too late. Tiye and Maninder hurried home once they heard the news, but all they could do was ensure that she had a proper funeral.
Now, Tiye has learned all that Maninder can teach her. She must venture out into the world and use her magic in order to progress any further. Shortly after he stopped teaching her, Tiye heard about the Bountiful Venture expedition to ruined Azlant in Andoran. With her parents gone and her teacher making noises about returning to Vudra, there was nothing to stop her from embarking on the journey of a lifetime. She wasn't chosen in the first round of colonists, but the second time was the charm! The company wanted her knowledge of Azlanti language and history, as well as her rare form of magic. Being able to cast spells without speaking will be a major advantage for underwater exploration. Tiye hopes to uncover evidence to either support or refute her theory about Nethys being Azlanti. Even if she doesn't, though, the new colony offers a fresh start in a place without the painful memories of Absalom.
Zirren Soumral, Forlorn elven magus (deceased): Tiye's father. He was a talented spellcaster and warrior who adored his daughter. However, he was also a restless spirit who craved adventure. Zirren joined an adventuring group to explore Jistkan ruins in the Thuvian desert when Tiye was a teenager and died on the expedition.
Tauret Soumral nee An-Keret, Osiriani diviner (deceased): Tiye's mother. She was a powerful diviner who, after a series of disagreements with the priests of the All-Seeing Eye in Sothis, came to study at the Arcanamirium in Absalom. There she met and fell in love with Zirren. A devotee of Nethys, she taught Tiye the language, history, and religion of her people. But even Tauret's magical power couldn't save her from a cholera epidemic three years ago.
| eriktd |
Might as well update the list here, since I've been keeping it more or less up to date. :)
Dslak: Petre Costu, CN human cleric (Varisian Pilgrim), Expert Explorer
Chuck8: Halleran 'Hal' Vereen, CG human bloodrager, Healthy
Leonfire99: Darian Fairholt, NG human fighter (Aquanaut), Athletic
Veniir: Renshaw Blackburn, NG human shaman (Deep Shaman), Following in the Footsteps
eriktd: Ommerra, NG human investigator (Questioner), Following in the Footsteps
Timing: Katarina Haventide, CG human sorcerer, Athletic
shumatsu: Hugh Marvos, NG tiefling kineticist, Expert Explorer
DBH: Amari Silverskin, CG aquatic elf arcanist (White Mage), Expert Explorer
Grumbaki: Torgald Frostbeard, dwarf kineticist, Set Mind
SodiumTelluride: Mestim, catfolk rogue (unchained, Sylvan Trickster), Employee [Lyra Heatherly]
Qunnessaa: Tsia Troian Malynova, CG elf occultist (Silksworn), Resourceful
Wyshart: Maximina Scaevinus, CG human sorcerer, Pathfinder Recruit
Malinor.: Tocash, N half-orc alchemist (Aquachymist), Pathfinder Recruit
KoolKobold: Ninra Vison, NG halfling gunslinger (Mysterious Stranger), Athletic
Ironperenti: Takeda Mon'tar, LN tiefling magus, Azlanti Scholar
AGM Lemming: Aleece, NG human witch, Azlanti Scholar
Mark Thomas 66: Ma'oa, skinwalker (Seascarred) ranger (Guide / Skirmisher), Employee (Ramona Avandth)
BloodyNoseViking: Kalana Stormcaller, N sylph sorcerer, Resourceful
Linnea the Diviner: Tiye Soumral, NG half-elf psychic, Azlanti Scholar
| Tsia Troian Malynova |
| 1 person marked this as a favorite. |
Sorry for the radio silence, everyone. I was visiting my daughter at college this weekend, Homecoming weekend, and didn't get home until late last night.
@Tsia Troian Malynova: I'm not that familiar with the occult classes, so give me some time to look it over and I'll get back to you.
Thanks, and by all means, no rush. I appreciate your willingness to take a look. Like I said, I have a couple of ideas if my character makes the cut but needs a tweak or two.
(Glances up at eriktd's running list of submissions - for which, thanks, sir!)
I certainly don’t envy you the decision! There are a lot of fun characters here. :)
… And now I’m thinking, probably because it’s past my bedtime, that whatever form the party eventually takes, an enterprising filker should adapt the theme song to Gilligan’s Island. XD
Good luck everyone!
| Tsia Troian Malynova |
Ah, well. Thanks for letting me know! I'll think over whether to change archetypes, to Panoply Savant, overnight.
For the purposes of recruitment, I think the main thing that would change for how I've built Tsia so far would be that she would only start with divination and evocation implements, unless I swap the latter to necromancy.
But I'll confirm which version of her I'll ask you consider before tomorrow's deadline.
| Amari Silverskin |
Amari is from a small aquatic elf settlement in the Shackles. Her curiosity and desire to see the world was born from the many sunken ships and other pieces of the surface world she discovered.
So she set out to explore the world, eventually hearing of the Bountiful venture company and their plans to settle in an area bound to be filled with fascinating ruins. So she offered them her services.
Amari was a character I played in a Ruins game that died, I has a lot of fun with her and so I remade her for this game. :)
| Ninra Vison |
I’ll make the backstory as brief as I can:
Ninra came form a line of halfling inventors who grew up in Absalom, who recently got into the firearms trade. Ninra was always the one for adventure, and wasn’t content to stay in the same city, exploring the same buildings, market places and roads she’s known since she was a kid. So, when she became of age, she packed up her belongings-including her own handmade pistol-and jumped into an application for the Bountiful Venture Company.
| Tsia Troian Malynova |
Ah, well. Thanks for letting me know! I'll think over whether to change archetypes, to Panoply Savant, overnight.
For the purposes of recruitment, I think the main thing that would change for how I've built Tsia so far would be that she would only start with divination and evocation implements, unless I swap the latter to necromancy.
But I'll confirm which version of her I'll ask you consider before tomorrow's deadline.
Having thought it over, and found alternatives for the sort of trickery I want Tsia to get up to, eventually, I've settled to committing to the bit, and will stick with Silksworn for her archetype.
Persifor Jonstonne
|
Archpaladin Zousha here, applying with Persifor Jonstonne, human Eagle Knight Recruit and Pearl Seeker Paladin of Ylimancha!
It wasn't long before Persifor's visions followed him into the waking world, as he found he had a strong sense for peoples' feelings and attitudes, almost an aura he could see just vaguely and found could be affected by how he spoke with them, as well as vague flashes of an object's history while holding it. He eventually followed his father into the Navy and served with distinction enough to be sent to Almas, where he was invited to the Golden Aerie.
It was here that he received more formal education, not just in combat, which he already had a basic understanding of, but history and diplomacy. After reading Darl Jubbanich's classic On Government he kept a copy of it on him at all times. It wouldn't be long before he was told he was being given his first real test, which would determine whether he was worthy to join the Eagle Knights. He was dispatched to join the second wave of colonists sailing for Talmandor's Bounty, to act as a guide and guard to the fledgling colony.
As he ran up the gangplank, he looked out and listened for the strange gasping, wondering if this voyage would help him understand what the sea seemed to want from him.
Note: Persifor is being built with the goal of eventually taking the Steel Falcon prestige class.
| Mackerel "Mack" Brinebeard |
Mackerel "Mack" Brinebeard was born on his parents ship while they were sailing the seas of Minata.
His father: Thresher Brinebeard was born in the Shackles. Being a pirate like his father before him was not a good fit for his outlook on life, so he set off with a goal to explore all the seas of Golarion. Along the way he met and fell in love with Mack's mother.
Mack was born...different. Some say he was blessed by Besmara. Some say he was curse by the Sea Witch. Whatever the case, Thresher's 'little shark" of a son improved the family's livelihood better as he grew up and he took to the ocean like a fish, er, shark, to water, making it easier for the family to salvage more treasures from the sunken ships near the coastlines of the islands more accessible thanks to their son Mack's innate ability to move in the sea as easily as he could on land.
Shortly after Mack started going through puberty, his romantic attractions to other dwarves were rebuffed due to his peculiar appearance. His parents decided to set sail for Iblydos. They spent the rest of Mack's puberty years sailing around the islands of Iblydos. Shortly after puberty Mack told his father he wanted to visit his father's homeland of the Shackles. Knowing their son would have a better time navigating the treacherous predators that lived shipside.
The three of them sailed the seas of the Shackles for a few years when word was spread about a recruitment drive for an expedition to the ruins of Azlant. His parents set sail for to apply. As they never returned Mack assumed they were accepted as part of the expedition. When word went out that there was another recruitment drive for a second expedition, Mack set off to apply. His parents must be there, for surely they would have returned to the Shackles if they were not part of the first expedition.
Point-Buy (19)
Str 13 (3), Dex (3), Con 12 (2), Int 13 (3), Wis 8 (-2), Cha 16 (10) = 19 points
Racial Adjustments: +2 Con, +2 Wis, -2 Cha
Str 13 (+1), Dex 13 (+1), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 14 (+2)
Medium
Slow & Steady
Darkvision
Greed (modified by Saltbeard)
Saltbeard (replaces Defensive Training, Hatred, Stonecunning)
Healthy (replaces Hardy)
Mountaineer (replaces Stability)
Weapon Familiarity
Automatic Languages: Common (Taldane), Dwarven
Bonus Languages List: Giant, Gnome, Goblin, Orc, Terran, Undercommon, human ethnicity languages
Campaign Trait: Expert Explorer chosen knowledge skill: Geography; bonus class skill: Survival
Regional Trait: Shackles Seafarer
Automatic Languages: Common, Dwarven
Int Bonus (+1): Tien
Linguistics rank: Azlanti
1st level: oracle (Time mystery, Deep One curse)
2nd to 4th level: Gunslinger with the Black Powder Vaulter & Commando archetypes. The commando archetype replacement class features fits well with his character concept, though he is not a commando, nor has he ever been one. His mother was a commando during her younger days before she retired from that life to raise her son ship-side.
5th level and higher: oracle
Oracle skills: Craft, Diplomacy, Heal, Knowledge (history), Knowledge (planes), Knowledge (religion), Profession, Sense Motive, Spellcraft,
Mystery (Time): Fly, Knowledge (arcana), Perception, Use Magic Device
Expert Explorer trait: Survival
Shackles Seafarer: Swim
note: the bonus skill rank for his Int bonus at 1st level was used for Profession (sailor)
note: the favored class (oracle) option was used for an additional skill rank for 1st level (Appraise).
Background Skills
Appraise +2 (+4) (1 rank, +1 Int) (+2 racial bonus from Greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones.)
Knowledge (Geography) +2 (1 rank, +0 Wis, +1 trait)
Linguistics +2 (1 rank, +1 Int) (language gained: Azlanti)
Profession (sailor) +4 (1 rank, +3 class, +0 Wis) (+2 bonus while at sea)
Adventuring Skills
Climb +2 (1 rank, +1 Str)
Perception + (1 rank, +3 class skill, +0 Wis)
Survival +5 (+7) (1 rank, +3 class, +0 Wis, +1 trait) (+2 while at sea)
Swim (15 foot swim speed) +6 (+14) (1 rank, +3 class, +1 Str, + 1 trait) A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Knowledge (Nature) +0 (+1) (0 ranks, +0 Wis) (+1 trait bonus while on the ocean)
1st level feat: Gunsmithing (question for GM: will he get a new feat at 2nd level when he gains this as a bonus feat for multiclassing into gunslinger?)
It was not just Mack's innate ability to swim more like a shark than a dwarf, but his innate magic that made finding useful salvage treasure that helped keep the family's coffers full as well as avoiding salvage ships that had poisonous creatures on or near them.
Orisons: Create Water, Detect Magic, Detect Poison, Mending
1st level oracle spells: Air Bubble, Cure Light Wounds
WIP
@GM: Can I spend the gold that he could get from selling the battered gun (pistol) he gets as part of the gunslinger's Gunsmith class feature to represent a gun he has salvaged and starts with at 1st level - but is still in the process of taking apart and casting mending on, until it starts to be a functional battered gun for him when he takes gunslinger at 2nd character level?
| Mackerel "Mack" Brinebeard |
link to RNG roll for point-buy
Battered Pistol (40 gold, 4 lbs) (not functioning yet)
Gunslinger's kit (26 gold, 35 lbs)
Additional powder horn (3 gold, 1 lb)
2 bandoliers (1 gold, -)
cold iron warhammer (24 gold, 5 lbs)
cold iron dagger (4 gold, 1 lb)
silver dagger (22 gold, 1 lb)
scale mail (50 gold, 30 lbs) [-4 armor check penalty]
heavy wooden shield (7 gold, 10 lbs) [-2 armor check penalty]
wooden holy symbol of Besmara (1 gold, -)
wooden holy symbol of Gozreh (1 gold, -)
Total money spent: 177 gold
Total encumbrance: 83 lbs.
Light Encumbrance Threshold: 50 lbs (does not affect speed) (-4 ACP from armor) (-2 ACP from heavy wooden shield) ==> Total ACP: -6
Medium Encumbrance Threshold: 100 lbs (does not affect speed) (Max Dex +3; -3 armor check penalty) (-4 ACP from scale armor) (-2 ACP from heavy wooden shield) ==> Total ACP: -6
Heavy Encumbrance Threshold: 150 lbs (does not affect speed) (Max Dex +1; -6 armor check penalty) (-4 ACP from scale armor) (-2 ACP from heavy wooden shield) ==> Total ACP: -8
Max gold for oracle: 180 gold
Money in belt pouch: 2 gold, 9 silver, 10 copper
| Hulgra the Hillman |
If i'm too late for consideration no worries, had a blast making him. But I hope to be!
Aisovir Brinewood, the rowdy son of a well respected scholar of all things Azlanti. He has joined the expedition in hopes of making a discovery that will help heal the divide between him and his late father.
Undine Brawler (Hinyasi) 1
N Medium Outsider (Native, Aquatic)
Init +2 Senses Perception +5; darkvision 60 ft., blindsense 30 ft. (water only)
XP: 0
----------------
DEFENSE
----------------
AC 16 (10 + 4 armor + 2 dex)
touch 12
flat footed14
hp 11
Fort +3
Ref +4
Will +1
----------------
OFFENSE
----------------
Spd 30 ft., 30 ft.
Melee +4 (+6 improvised)
Sledge +6 3d6+4 bludgeoning
x2
unarmed strike +4 1d6+3 bludgeoning
x2
Ranged +3
Sling +3 1d4+3 bludgeoning
50 ft. x2
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 17
Dex 14
Con 12
Int 8
Wis 12
Cha 8
Base Atk +1
CMB 4
CMD 16
Feats
Catch off guard
Shikigami style
Traits
Azlanti scholar
Surprise weapon
Skills
Knowledge (local) +4
Perception +5
Swim +15
Use magic device +4
Languages Common, aquan, azlanti
Equipment
Leather lamellar
Sledge hammer
Handwraps
Sling
20 sling bullets
Mwk Backpack
Bedroll
Belt pouch
Flint and steel
50 ft. silk rope
5 Trail rations
2 Waterskins
Scroll box
Grappling hook
Signal horn
Compass
Chalk
Ink
Inkpen x2
Journal
3 bottles of wine
6 gp
7 sp
9 cp
----------------
SPECIAL ABILITIES
----------------
Class
FCB skill points
Unarmed strike 1d6
Brawler’s cunning 4/day
Martial flexibility
Martial training
Unarmed strike
Humble beginnings
Improvisation training
Race - Mistsoul
Amphibious
Water sense
Hydrated vitality
Aisovir is the only son of a the late Andrell Brinewood - a well respected Undine scholar of the ancient Azlanti. Aisovir grew up with dreams of the Azlanti ruins and evening lessons with his father filling his head with notions fantastical and true of the ancient people. He learned Azlanti along side other languages at home with the promise of his father that they would one day visit the ruins together. The fantasies died when Aisovir as young man took a job as a diver at the nearby docks and soon fell in with a crowd of rough dockworkers, sailors, and pirates. Despite not ever officially joining a pirate crew he was as good as to his father and they drifted apart after a particularly heated series of arguments.
Away from his scholarly father Aisovir worked his shifts patching hulls, collecting salvage, and foraging for shellfish. At night he and his gang of dock folk drank themselves into a stupor and got into a fight as many nights as they didn't. Andrell Brinewood passed away 6 months back, still estranged from his son.
The death of his father hit Aisovir hard, knowing that things could never be fixed. At the funeral a colleague mentioned the expeditions setiing out soon and a idea gripped Aisovir. Maybe by seeing the ancient Azlanti's civilization himself some rift could be repaired with his fathers spirit. Maybe despite his half-finished education, what his father taught him as a youth could serve in a new discover that would make the old scholar proud. And so, Aisovir made his way for Almas. Due to his rough appearance and lack of formal education (as well as bit of smell) he was turned away from the first expedition. But his knowledge of the Azlanti language and clear readiness for a scuffle landed him in the second round.
| SodiumTelluride |
Good luck to everyone! I'm pretty happy with Mestim as he is, so I think he's ready for selection tomorrow.
Persifor Jonstonne
|
Yeah, I'm pretty happy with Persifor as is as well. One thing to note is that I know the specific pearl his class features are built around narratively isn't involved in the events of Ruins of Azlant at all and I'm actually OK with that if he's selected. I sort of picture it more as a kind of "Grail Quest" epilogue for him.
| Mackerel "Mack" Brinebeard |
Part of the 'blessing' his parents (and Mack) believe Besmara granted Mack was his ability to detect 'sunken treasure' (Detect Magic orison).
His Mending orison is 'reversing time' on the object he casts mending on. (time mystery)
His Detect Poison orison 'is' Besmara's way of giving him the ability to know when poisonous sea creatures have already laid claim to sunken treasure (for Besmara).
His Create Water orison is so he (and his parents) can remain at sea for longer periods of time.
His Air Bubble spell is so he (and his parents) can dive deeper to salvage more ships to reclaim even more sunken treasure.
His Cure Light Wounds spell is to heal himself, his parents and hurt creatures of Besmara.
His future remaining orisons will be Purify Food & Drink ("Besmara granting him the ability to turn refuse into salvation") and Stabilize ("Keep fellow crew members from perishing").
One of his 2nd level spells will be Masterwork Transformation (with GM's okay, Besmara's version of the spell uses treasures/coins as the material component - a tithe to Besmara to transform 'make rusty blades anew' (and the like).
Aside from the above spells, other spells would be ones that would be healing/support spells (and most/all will not require material components/divine focus, so the 'tithe to Besmara' for Masterwork Transformation remains more significant of the spells Besmara has blessed Mack with).
As I am only going for 3 level dip in gunslinger for Mack, I did not catch that both archetypes I had selected both replace the same 11th level deed. The archetype that has class replacement options that fit Mack's concept the best is Commando => Knowledge (geography), Knowledge (nature) and Stealth as class skills; instead of Knowledge (engineering), Knowledge (local) and Sleight of Hand); and Favored Terrain (water) at 2nd level, and Trap Shot deed at 3rd level (to find 'buried' treasure).
He will be taking Extra Grit multiple times, starting at 3rd level. He will not be spending grit until 3rd character level so he can always make use of Quick Clear. Mack will always keep a minimum of 1 grit in his grit pool so quick clear is always an option for him.
Now, unlike most gunslingers, Mack does not use his gun in the traditional sense, but rather as a tool to better find 'buried treasure' via the Trap Shot deed he will gain at 4th character level (and if GM approves of having the Black Powder Vaulter archetype as well, Daring Vault deed becoming option at 3rd character level (when he has 'grit to spare'). edited: Can take Amateur Gunslinger at 1st level instead of Gunsmithing if GM prefers (which would be replaced with Extra Grit upon taking gunslinger at 2nd level; or if GM is okay with same concept of Gunsmithing feat taken at 1st level becomes Extra Grit upon taking levels in the gunslinger class).
If GM approves of Mack having both the Black Powder Vaulter archetype in addition to the Commando archetype (3 level dip only into gunlsinger, and only double-replacement between the two archetypes is one 11th deed they both replace) - will put Black Powder Vaulter deed in brackets beside baseline gunslinger deeds for the 1st and 3rd level deeds Mack will gain for his 3 level dip into gunslinger.
1st level deeds (2nd character level)
Deadeye (Black Powder Vaulter --> Mobile Reload)
Gunslinger's Dodge (Black Powder Vaulter --> Daring Vault ("Yosemite Sam 'flying' gunshots)
Quick Clear
3rd level deeds (4th character level)
Gunslinger Initiative (Black Powder Vaulter --> Shot on the Run)
Pistol-Whip
Trap Shot (Ex) (replaces Utility Shot): At 3rd level, the commando can spend 1 point of grit and target a 5-foot square with her firearm. If she succeeds at an attack against an AC of 10, she triggers a single trap within that 5-foot square, even if she is unaware of the trap. If there are multiple traps within the same 5-foot square, the commando must declare which trap she is triggering; otherwise it is determined randomly. If a creature is occupying the same square as the triggered trap, the trap affects the creature as if it had triggered the trap.
| eriktd |
| 2 people marked this as a favorite. |
One more post with all the applications, this time for the GM. :) (I think I got everything correct, but my sincere apologies if I missed anything!)
Dslak: Petre Costu, CN human cleric (Varisian Pilgrim), Expert Explorer
Chuck8: Halleran 'Hal' Vereen, CG human bloodrager, Healthy
Leonfire99: Darian Fairholt, NG human fighter (Aquanaut), Athletic
Veniir: Renshaw Blackburn, NG human shaman (Deep Shaman), Following in the Footsteps
eriktd: Ommerra, NG human investigator (Questioner), Following in the Footsteps
Timing: Katarina Haventide, CG human sorcerer, Athletic
shumatsu: Hugh Marvos, NG tiefling kineticist, Expert Explorer
DBH: Amari Silverskin, CG aquatic elf arcanist (White Mage), Expert Explorer
Grumbaki: Torgald Frostbeard, dwarf kineticist, Set Mind
SodiumTelluride: Mestim, catfolk rogue (unchained, Sylvan Trickster), Employee [Lyra Heatherly]
Qunnessaa: Tsia Troian Malynova, CG elf occultist (Silksworn), Resourceful
Wyshart: Maximina Scaevinus, CG human sorcerer, Pathfinder Recruit
Malinor.: Tocash, N half-orc alchemist (Aquachymist), Pathfinder Recruit
KoolKobold: Ninra Vison, NG halfling gunslinger (Mysterious Stranger), Athletic
Ironperenti: Brand the Bold, NG human ranger (Tidal Hunter), Azlanti Scholar
AGM Lemming: Aleece, NG human witch, Azlanti Scholar
Mark Thomas 66: Ma'oa, skinwalker (Seascarred) ranger (Guide / Skirmisher), Employee (Ramona Avandth)
BloodyNoseViking: Kalana Stormcaller, N sylph sorcerer, Resourceful
Linnea the Diviner: Tiye Soumral, NG half-elf psychic, Azlanti Scholar
Archpalain Zousha: Persifor Johstonne, LG human paladin (Pearl Seeker), Eagle Knight Recruit
GM_Drake: Mackerel "Mack" Brinebeard, N dwarf oracle, Expert Explorer
Billybrainpan: Aisovir Brinewood, N undine brawler (Hinyasi), Azlanti Scholar
| Tsia Troian Malynova |
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Oh, absolutely! I took a minute to gaze into the abyss and imagine having to make such decisions myself, and am glad I don’t have to! I did have a bit of fun imagining largely arbitrary groupings if it were up to me to form several parties from all the submissions, though. It started from my noticing that those of us with elf-y characters chose quite different ancestries, so in one timeline I can imagine a slightly different campaign in which the story kicks off with elves from across Golarion starting to come together to resettle Azlant, because why not / the time is right / the humans are bound to mess it up. XD And then I didn’t want to leave the others out. I’m looking forward to seeing the actual party that gets chosen, though I can’t promise a filk.
Yeah, I'm pretty happy with Persifor as is as well. One thing to note is that I know the specific pearl his class features are built around narratively isn't involved in the events of Ruins of Azlant at all and I'm actually OK with that if he's selected. I sort of picture it more as a kind of "Grail Quest" epilogue for him.
Neat. I didn’t realize there were particular pearls to be sought. (Soft wizardly voice pops up: “Surely you’re not forgetting about pearls of power, madame Troian.” “Hush.”) I suppose, if you want to really lean into the Grail Cycle sort of thing, you could make sure Persifor ends up having a son who’s even more pure and noble than he is? :)
I recently started playing my first-ever paladin in another campaign – of Yuelral, so she’d probably get along quite well with a pearl seeker – but I’m afraid Tsia’s much more your usual whimsy/chaos elf. (Returning to Arthuriana, watch yer wizards! She’s definitely the sort to try putting annoying ones under/into trees, if possible.) I haven’t really thought that far ahead for obvious reasons, but as an occultist, Tsia might dabble in ritual magic, and the bit that really stuck in my head is Unmaking Touch. Step 1: Acquire a chaos emerald. Step 2: Add more chaos. :) Sounds like a fun afternoon at the sewing circle, at least as Tsia would probably end up doing it.
Anyway, I’m imagining that she's the sort of elf that grew up around so much magic that “magic” means something different to her than it might to us, and hers just happens to work out in ways related to her craft. She is absolutely (eventually) going to take the possibilities of the abjuration focus power Unraveling and run with them. In a gestalt game, her other class would be witch, with the tatterdemalion archetype.
Looking forward to seeing which of us will be heading to Gilligan's Ancorato Island! Good luck, everyone!
| Torgald Frostbeard |
Was looking through the submissions. It's so much fun to see what different people come up with using the same build rules. As others have said, I really don't envy the GM!
But while I'm here..just musing: I noticed that Torgald and Mack are both dwarves with ties to the sea. But what stuck out to me is this:
Our characters both trace their paths back to dwarves who broke away from clan traditions because of some strange power in their blood. Only difference is, for mine, it happened generations ago, with Torgald growing up surrounded by Clan and Kin who respect and value their blessings. For Mack, it is happening now. Much like the patriarch of Torgald's clan, he is forced out of Clan and Hold because of a blessing/curse.
The best way I'd describe it...Mirrored Origins, Diverging Paths.
Not much really to say besides how much I love how two water-touched dwarves can have stories that resonate together like that.