Long standing homebrew game needs one or two more!


Recruitment

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So I have a question (well, actually I have several, but most of them can wait until if I get picked).

You say that we should be able to do both land and sea travel. What do you mean by that? Should I invest a little in something like professor(sailor)? Or are you just making sure that we don't include, say, an overwhelming fear of the ocean in our character?


I know we struggled a bit with lack of sailing experience before, but the only thing it really cost us was some travel time.


Eh, well, I can go ahead and drop a rank in it. Including a sea background wouldn't be too hard, and swapping in the saltbeard alternate dwarven racial trait nicely takes care of the kind of awkward bonuses against orcs/goblins/giants.


Finished the crunch for Norvallen, including gear. I had to drop the Heart of the Wilderness alternate racial (which lead to a smaller Survival check) because of needing more skill ranks for potential prerequisites needed. In its place, I grabbed the Masterwork Survival Kit and some Tracking Powder to help with Survival skills again. Further, I dropped the Reactionary trait for Defender Training trait with regards to how often Norvallen will probably be Defensive Fighting. Turning that from a -4 attack penalty to a -1 penalty for the +2 AC bonus is nice, getting the Crane Riposte to turn that into a -0 Penalty is great. Using the style and fighting defensively for +3 Dodge AC with 0 attack penalty is simply wonderful, especially as Combat Expertise can allow that to be boosted further for a -3 to attacks with +3 Dodge AC, and Exploit Weakness can be used against one creature for a +4 Dodge AC. So hopefully that helps with the defensive side of things when its needed.

Norvallen:

Norvallen
Male Human Brawler (Steel-Breaker) 8
NG Medium humanoid (human)
Init +7; Senses Perception +14
--------------------
Defense
--------------------
AC 27, touch 21, flat-footed 21 (+6 armor, +6 Dex, +3 dodge, +2 deflection)
CMD: 32 (10 + 8 BAB + 2 Str + 7 Dex + 3 dodge + 2 deflection)
(+2 vs Disarm, +3 vs Sunder)
hp 75 (8d10(45)+30)
Fort +9, Ref +13, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Agile Unarmed Strike +1 +16/+11 (1d10+8/x2, B)
--Flurry +14/+14/+9/+9 (1d10+8/x2)
Ranged Underwater Light Crossbow +15 (1d8/19-20/x2, P, 80ft)
CMB: +10; +15 with Trip, +17 with Disarm, +18 with Sunder
Special Attacks Knockout (1/1 Fort DC: 21), Brawler's Flurry, Pummeling Style, Exploit Weakness
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 16, Int 13, Wis 16, Cha 13
Base Atk +8; CMB +10(+15 WFinesse, +17 Disarm, +18 Sunder); CMD 29(31 Disarm, 32 Sunder)
Feats Improved Unarmed Strike, Weapon Finesse, Dodge, Combat Expertise, Boar Style, Crane Style, Crane Wing, Combat Style Master, Pummeling Style
Traits Know the Land, Defender Training
Skills Acrobatics +18, Climb +13, Escape Artist +11, Intimidate +7, Knowledge(Local) +5, Perception +14, Profession(Sailor) +14, Sense Motive +7, Survival +15, Swim +10
Languages Common, +1
Combat Gear: Mithral Chain Shirt +2, Ring of Protection +2, Belt of Dexterity +2, Agile Amulet of Mighty Fists +1, Cape of the Swashbuckler, Wand of Cure Light Wounds
Other Gear: Underwater Light Crossbow, Bolts x20, Alchemist's Kindness x4, Holy Weapon Balm x2, Troll Styptic, Smokestick, Tracking Powder (10 uses) x2, Marlinspike, Footprint Book, Hot-weather Outfit, Diving Suit, Masterwork Survival Kit, Masterwork Backpack, Waterproof Bag x2, Fishing Tackle, Everburning Torch, Bedroll, Flint and Steel, Mess Kit, Soap, Trail Rations x6, Waterskin x2
Wealth: 85 GP
--------------------
Special Abilities
--------------------
Favored Class Bonus: 6 HP and 2 Skill Points

Martial Flexibility (7/7): For 1 minute, gain a Combat Feat you have prerequisites for. Swift Action for 1 Feat. Move Action for 2 Feats. Number of feats per day is 3+1/2 Brawler level.
Martial Training: Brawler levels count for Fighter or Monk for feats, and for extras concerning Fights and Monks regarding feats and magic items.
Unarmed Strike: Gain Improved Unarmed Strike as a bonus feat. 1d10 dmg
Bonus Combat Feats: 2nd level and every 3 levels thereafter, gain a bonus combat feat that must improve defenses or melee attacks. (Also retrain possible)
Brawler's Flurry: Full-Attack Action. Gain Two-Weapon Fighting and Improved Two-Weapon Fighting with unarmed strikes, weapons from close fighter weapon group, or monk special feature weapons. Does not need to use two different weapons to use this ability. Applies full Strength modifier to damage rolls for all attacks made with brawler's flurry. Can substitute disarm, sunder, and trip combat manuevers for unarmed attacks as a part of brawler's flurry.
Sunder Training: +3 to Sunder Checks and CMDs vs Sunder. +2 to Disarm Checks and CMDs vs Disarm.
AC Bonus: +1 Dodge bonus to AC and CMD. Increases by one at 9th, 13th, and 18th levels. Loose bonus while immobilized, helpless, wearing medium/heavy armor, using shield, or carrying medium/heavy load.
Knockout: Once per day. Announce before making attack roll. If attack hits and target takes damage from the blow, target must succeed against Fort Saving Throw of 21 (10+1/2 Brawler Levels+Dex) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 10th level, 2/day. 16th level, 3/day.
Exploit Weakness: Swift Action for Wisdom Check, adding brawler level against a DC of 10+object hardness or target's Cr. Success, brawler gains +2 bonus on attack rolls until the end of their turn, and any attacks they make until the end of their turn ignore the creature or object's DR or hardness. Or the Brawler can instead use this ability as a Swift Action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive Checks, Reflex Saving Throws, and a Dodge Bonus to AC against that creature equaling 1/2 brawler level until the start of their next turn.
Close Weapon Mastery: Wielding a Fighter's Close Weapon, use unarmed strike damage 4 levels lower instead of base damage. (1d8)
Crane Style + Wing: -2 Penalty on attack rolls for fighting defensively (Defender Training turns this to -1). While using the style and fighting defensively or total defense action, gain an additional +1 dodge bonus to AC. Once per round while fighting defensively with at least one hand free, before the roll is made +4 dodge bonus to AC against that attack. In Total Defense, deflect one melee attack that would normally hit you. Must be aware of the attack and not flat-footed.
Pummeling Style: As a full-round action, make a number of attacks you can make with a full attack or Flurry with the normal attack bonus for each attack. For each roll that hits, deal normal amount of damage adding it to any damage the attack has already dealt from previous rolls. If any attacks are critical threats, make one confirmation roll for the entire attack at your highest base bonus. If it succeeds, the entire attack is a confirmed critical hit.


27 AC is at the lower end of the spectrum, but there are ways to boost his AC in combat. Crane Style feats let me use Defensive Fighting for a +3 bonus, at a -1 attack penalty. Exploit Weakness can let me add +4 more against one target. Decent Initiative to help start first. Further, Martial Flexibility allows to grab various Combat (and Style) feats when needed. Drop Defensive Fighting down to a 0 attack penalty with Crane Riposte. Use Slashing Damage (+2d6 potentially) with Boar Style (When Bludgeoning doesn't work). Accuracy with Weapon Focus and Greater Weapon Focus. Semi-Pounce with Pummeling Charge. Various bonuses grabbing Monkey Style and Monkey Moves. Improved Disarm when Disarming is useful. Power Attack and Improved Sundering for when it too is wanted. Bleeding Attack for Bleed Dmg. And many, many more options depending on the situation. 7 of these feats per day, up to 2 at once for 1 minute at a time? That is interesting, but had to keep reminding myself to work without them if needed.
Its the Steel-breaker side of things that also caught my attention, and made me realize it helps deal with a problem of Monks/Unarmed Fighters. With Exploit Weakness, you can potentially ignore DR or Hardness that would otherwise need that golf bag of weapons to get around, but it can also act as a defensive boost as well when that is not needed.

Still working on that background to flesh it out more, though I'm hitting a wall with my own lack of knowledge about the setting. Though on languages, what is a common language of the slavers ... outside of Common?


How is Norvallen getting a +2 equivalent Amulet of Mighty Fists? I thought the max we could spend on 1 item was 25% of our gold, which should be 33,000 * 0.25 = 8,250. If we can buy a single item worth 16,000, then I definitely want to re-do my gear.


16,000? I thought it was 8,000 (at least by the pfsrd.com). Let me check the physical books....

Edit: Ah shoot, Slashing Grace style it is and making the change. Thanks for catching that for me.

Dark Archive

Well I should at least roll stats right?
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 1) + 6 = 8

Round 2
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 3) + 6 = 11

I can work with that. I shall return with crunchyness.

Edit: +2 weapon costs 8,350 Noooooooo...

Dark Archive

Needs hp
Lvl 2
1d12 ⇒ 10
1d12 ⇒ 12
Lvl 3
1d12 ⇒ 3
1d12 ⇒ 8
Lvl 4
1d12 ⇒ 9
1d12 ⇒ 6
Lvl 5
1d12 ⇒ 8
1d12 ⇒ 6
Lvl 6
1d12 ⇒ 12
1d12 ⇒ 5
Lvl 7
1d12 ⇒ 5
1d12 ⇒ 11
Lvl 8
1d12 ⇒ 10
1d12 ⇒ 10

So 12+12+8+9+8+12+11+10=82


Swapped Combat Reflexes for Weapon Focus(Unarmed Strikes), dropped the stupidly taken Agile Amulet of Mighty Fists +1 to just Agile Amulet of Mighty Fists. Picked up Body Wraps of Mighty Strikes +1 and Robe of Infinite Twine. The Twine couldn't be passed up when I saw it, considering a sailor probably can never have enough rope.
(My Mistake? I was using Craft instead of Buy price.)

Norvallen:

Norvallen
Male Human Brawler (Steel-Breaker) 8
NG Medium humanoid (human)
Init +7; Senses Perception +14
--------------------
Defense
--------------------
AC 27, touch 21, flat-footed 21 (+6 armor, +6 Dex, +3 dodge, +2 deflection)
CMD: 32 (10 + 8 BAB + 2 Str + 7 Dex + 3 dodge + 2 deflection)
(+2 vs Disarm, +3 vs Sunder)
hp 75 (8d10(45)+30)
Fort +9, Ref +13, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +16/+11 (1d10+7/x2, B)
--Flurry +14/+14/+9/+9 (1d10+7/x2)
Ranged Underwater Light Crossbow +15 (1d8/19-20/x2, P, 80ft)
CMB: +10; +15 with Trip, +17 with Disarm, +18 with Sunder
Special Attacks Knockout (1/1 Fort DC: 21), Brawler's Flurry, Exploit Weakness, Pummeling Style, Body Wrap of Mighty Strikes +1 (Two unarmed strikes per round)
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 16, Int 13, Wis 16, Cha 13
Base Atk +8; CMB +10(+15 WFinesse, +17 Disarm, +18 Sunder); CMD 29(31 Disarm, 32 Sunder)
Feats Improved Unarmed Strike, Weapon Finesse, Weapon Focus (Unarmed Strike), Crane Style, Dodge, Combat Expertise, Crane Wing, Combat Style Master, Pummeling Style
Traits Know the Land, Threatening Defender
Skills Acrobatics +18, Climb +13, Escape Artist +11, Intimidate +7, Knowledge(Local) +5, Perception +14, Profession(Sailor) +14, Sense Motive +7, Survival +15, Swim +10
Languages Common, +1
Combat Gear: Mithral Chain Shirt +2, Ring of Protection +2, Belt of Dexterity +2, Agile Amulet of Mighty Fists, Body Wrap of Mighty Strikes +1, Cape of the Swashbuckler, Robe of Infinite Twine, Wand of Cure Light Wounds
Other Gear: Underwater Light Crossbow, Bolts x20, Alchemist's Kindness x4, Holy Weapon Balm x2, Troll Styptic, Smokestick, Tracking Powder (10 uses) x2, Marlinspike, Footprint Book, Hot-weather Outfit, Diving Suit, Masterwork Survival Kit, Masterwork Backpack, Waterproof Bag x2, Fishing Tackle, Everburning Torch, Bedroll, Flint and Steel, Mess Kit, Soap, Trail Rations x6, Waterskin x2, Fighting Fan
Wealth: 80 GP
--------------------
Special Abilities
--------------------
Favored Class Bonus: 6 HP and 2 Skill Points

Martial Flexibility (7/7): For 1 minute, gain a Combat Feat you have prerequisites for. Swift Action for 1 Feat. Move Action for 2 Feats. Number of feats per day is 3+1/2 Brawler level.
Martial Training: Brawler levels count for Fighter or Monk for feats, and for extras concerning Fights and Monks regarding feats and magic items.
Unarmed Strike: Gain Improved Unarmed Strike as a bonus feat. 1d10 dmg
Bonus Combat Feats: 2nd level and every 3 levels thereafter, gain a bonus combat feat that must improve defenses or melee attacks. (Also retrain possible)
Brawler's Flurry: Full-Attack Action. Gain Two-Weapon Fighting and Improved Two-Weapon Fighting with unarmed strikes, weapons from close fighter weapon group, or monk special feature weapons. Does not need to use two different weapons to use this ability. Applies full Strength modifier to damage rolls for all attacks made with brawler's flurry. Can substitute disarm, sunder, and trip combat manuevers for unarmed attacks as a part of brawler's flurry.
Sunder Training: +3 to Sunder Checks and CMDs vs Sunder. +2 to Disarm Checks and CMDs vs Disarm.
AC Bonus: +1 Dodge bonus to AC and CMD. Increases by one at 9th, 13th, and 18th levels. Loose bonus while immobilized, helpless, wearing medium/heavy armor, using shield, or carrying medium/heavy load.
Knockout: Once per day. Announce before making attack roll. If attack hits and target takes damage from the blow, target must succeed against Fort Saving Throw of 21 (10+1/2 Brawler Levels+Dex) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 10th level, 2/day. 16th level, 3/day.
Exploit Weakness: Swift Action for Wisdom Check, adding brawler level against a DC of 10+object hardness or target's Cr. Success, brawler gains +2 bonus on attack rolls until the end of their turn, and any attacks they make until the end of their turn ignore the creature or object's DR or hardness. Or the Brawler can instead use this ability as a Swift Action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive Checks, Reflex Saving Throws, and a Dodge Bonus to AC against that creature equaling 1/2 brawler level until the start of their next turn.
Close Weapon Mastery: Wielding a Fighter's Close Weapon, use unarmed strike damage 4 levels lower instead of base damage. (1d8)
Crane Style + Wing: -2 Penalty on attack rolls for fighting defensively (Defender Training turns this to -1). While using the style and fighting defensively or total defense action, gain an additional +1 dodge bonus to AC. Once per round while fighting defensively with at least one hand free, before the roll is made +4 dodge bonus to AC against that attack. In Total Defense, deflect one melee attack that would normally hit you. Must be aware of the attack and not flat-footed.
Pummeling Style: As a full-round action, make a number of attacks you can make with a full attack or Flurry with the normal attack bonus for each attack. For each roll that hits, deal normal amount of damage adding it to any damage the attack has already dealt from previous rolls. If any attacks are critical threats, make one confirmation roll for the entire attack at your highest base bonus. If it succeeds, the entire attack is a confirmed critical hit.

I made a second mistake looking at Slashing Grace, until I read it doesn't work with Light Weapons (And thus Unarmed Strikes). I had everything changed and posted ... till I looked it up to confirm it worked and saw that it doesn't.

Dark Archive

Jack:

Male Human Barbarian (Invulnerable Rager) 8 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium humanoid (human)
Init +1; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 106 (8d12+24)
Fort +9, Ref +3, Will +2; +4 and one size larger to resist effects of wind
DR 18/lethal, 9/—; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 greatsword +11/+6 (2d6+10/19-20)
Special Attacks rage (21 rounds/day)
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 8, Wis 11, Cha 12
Base Atk +8; CMB +10; CMD 25
Feats Cautious Fighter[ARG], Diehard, Endurance, Racial Heritage[APG], Stalwart[UC]
Traits devotee of the green, suspicious
Skills Acrobatics +5, Climb +8, Handle Animal +5, Intimidate +12, Knowledge (geography) +7, Knowledge (nature) +7, Perception +11, Profession (sailor) +1, Ride +3, Sense Motive +1, Survival +11, Swim +8
Languages Common
SQ fast movement, rage powers (animal fury, dragon totem, dragon totem resilience, intimidating glare)
Combat Gear ring of forcefangs, heatstone; Other Gear elven chain, +1 greatsword, belt of giant strength +2, bubble vault, campfire bead, goz mask, ioun torch ioun stone, swarmbane clasp, backpack, bedroll, cooking kit, grappling hook, silk rope (50 ft.), wandermeal (10), wrist sheath, spring loaded (2), 160 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Totem +2 (Black Dragon [Acid]) (Su) While raging, +2 to Perception and saves vs. fear, paralysis, and sleep effects.
Dragon Totem Resilience (Acid 4) (Su) While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem - acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her cu
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Racial Heritage (Halfling) You count as another race for the purpose of prerequisites.
Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ring of forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.

Note: When first added, the magic missile spell for this ring will have all its charges expended - as the ring absorbs charges, these can be un-spent.

Construction
Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Stalwart Forgo dodge AC bonus for equivalent DR

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


So I noticed that the dragon totem isn't applying to my dr, reread it and it says t works on barbarian dr. I replaced barbarian dr with invulnerable rager dr, so gonna change the rage powers around a little but basically tada.


Norvallen v5:

Norvallen
Male Human Brawler (Steel-Breaker) 8
NG Medium humanoid (human)
Init +7; Senses Perception +14
--------------------
Defense
--------------------
AC 26, touch 21, flat-footed 18 (+5 armor, +6 Dex, +2 dodge, +2 deflection, +1 Luck)
CMD: 31 (10 + 8 BAB + 2 Str + 6 Dex + 2 dodge + 2 deflection)
(+2 vs Disarm and Trip, +3 vs Sunder)
hp 75 (8d10(45)+30)
Fort +9, Ref +13, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +18/+13 (1d10+9/x2, B)
--Flurry +16/+16/+11/+11 (1d10+9/x2)
Ranged Underwater Light Crossbow +15 (1d8/19-20/x2, P, 80ft)
CMB: +10; +15 with Trip, +17 with Disarm, +18 with Sunder
Special Attacks Knockout (1/1 Fort DC: 21), Brawler's Flurry, Exploit Weakness, Pummeling Style
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 16, Int 13, Wis 16, Cha 13
Base Atk +8; CMB +10(+15 Trip, +17 Disarm, +18 Sunder); CMD 31(33 Disarm and Trip, 34 Sunder)
Feats Improved Unarmed Strike, Weapon Finesse, Weapon Focus (Unarmed Strike), Crane Style, Dodge, Combat Expertise, Crane Wing, Combat Style Master, Pummeling Style
Traits Know the Land, Threatening Defender
Skills Acrobatics +18, Climb +13, Escape Artist +11, Intimidate +7, Knowledge(Local) +5, Perception +14, Profession(Sailor) +14, Sense Motive +7, Survival +15, Swim +10
Languages Common, +1
Combat Gear: Brawling Mithral Chain Shirt +1, Ring of Protection +2, Belt of Dexterity +2, Agile Amulet of Mighty Fists, Jingasa of the Fortunate Soldier, Acrobat Slippers, Wand of Cure Light Wounds, Fighting Fan, Underwater Light Crossbow, Bolts x20
Other Gear: Handhaver Sack, Alchemist's Kindness x4, Holy Weapon Balm x2, Troll Styptic x3, Smokestick, Tracking Powder (10 uses) x2, Marlinspike, Footprint Book, Hot-weather Outfit, Diving Suit, Masterwork Survival Kit, Waterproof Bag x2, Fishing Tackle, Everburning Torch, Bedroll, Flint and Steel, Mess Kit, Soap, Trail Rations x6, Waterskin x2, small tent
Wealth: 420 GP
--------------------
Special Abilities
--------------------
Favored Class Bonus: 6 HP and 2 Skill Points

Martial Flexibility (7/7): For 1 minute, gain a Combat Feat you have prerequisites for. Swift Action for 1 Feat. Move Action for 2 Feats. Number of feats per day is 3+1/2 Brawler level.
Martial Training: Brawler levels count for Fighter or Monk for feats, and for extras concerning Fights and Monks regarding feats and magic items.
Unarmed Strike: Gain Improved Unarmed Strike as a bonus feat. 1d10 dmg
Bonus Combat Feats: 2nd level and every 3 levels thereafter, gain a bonus combat feat that must improve defenses or melee attacks. (Also retrain possible)
Brawler's Flurry: Full-Attack Action. Gain Two-Weapon Fighting and Improved Two-Weapon Fighting with unarmed strikes, weapons from close fighter weapon group, or monk special feature weapons. Does not need to use two different weapons to use this ability. Applies full Strength modifier to damage rolls for all attacks made with brawler's flurry. Can substitute disarm, sunder, and trip combat manuevers for unarmed attacks as a part of brawler's flurry.
Sunder Training: +3 to Sunder Checks and CMDs vs Sunder. +2 to Disarm Checks and CMDs vs Disarm.
AC Bonus: +1 Dodge bonus to AC and CMD. Increases by one at 9th, 13th, and 18th levels. Loose bonus while immobilized, helpless, wearing medium/heavy armor, using shield, or carrying medium/heavy load.
Knockout: Once per day. Announce before making attack roll. If attack hits and target takes damage from the blow, target must succeed against Fort Saving Throw of 21 (10+1/2 Brawler Levels+Dex) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 10th level, 2/day. 16th level, 3/day.
Exploit Weakness: Swift Action for Wisdom Check, adding brawler level against a DC of 10+object hardness or target's Cr. Success, brawler gains +2 bonus on attack rolls until the end of their turn, and any attacks they make until the end of their turn ignore the creature or object's DR or hardness. Or the Brawler can instead use this ability as a Swift Action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive Checks, Reflex Saving Throws, and a Dodge Bonus to AC against that creature equaling 1/2 brawler level until the start of their next turn.
Close Weapon Mastery: Wielding a Fighter's Close Weapon, use unarmed strike damage 4 levels lower instead of base damage. (1d8)
Crane Style + Wing: -2 Penalty on attack rolls for fighting defensively (Defender Training turns this to -1). While using the style and fighting defensively or total defense action, gain an additional +1 dodge bonus to AC. Once per round while fighting defensively with at least one hand free, before the roll is made +4 dodge bonus to AC against that attack. In Total Defense, deflect one melee attack that would normally hit you. Must be aware of the attack and not flat-footed.
Pummeling Style: As a full-round action, make a number of attacks you can make with a full attack or Flurry with the normal attack bonus for each attack. For each roll that hits, deal normal amount of damage adding it to any damage the attack has already dealt from previous rolls. If any attacks are critical threats, make one confirmation roll for the entire attack at your highest base bonus. If it succeeds, the entire attack is a confirmed critical hit.

Hopefully last revision around Magic Items and gear, as I noticed another mistake in them. Lost a point in AC so down to 26 before Defensive Fighting and Combat Expertise. Sorry about the mistakes earlier, as reading a new splat book while trying to build something this high with a new class took its toll on me.


Pathfinder Rulebook Subscriber

Sorry for the wait on crunch. Gencon is HECTIC. On my way home now. Barring any disasters, ill have it up tonight!


Pathfinder Rulebook Subscriber

rolling HP for Lady.

1:
1d8 ⇒ 1
1d8 ⇒ 8
2:
1d8 ⇒ 3
1d8 ⇒ 7
3:
1d8 ⇒ 1
1d8 ⇒ 4
4:
1d8 ⇒ 4
1d8 ⇒ 2
5:
1d8 ⇒ 4
1d8 ⇒ 7
6:
1d8 ⇒ 1
1d8 ⇒ 7
7:
1d8 ⇒ 2
1d8 ⇒ 6

8+7+4+4+7+7+6=43 impressive!

Dark Archive

Picked some new rage powers, also cleaned up my bonuses and grouped how my dr changes on how I'm fighting

Jack:

Jack
Male Human Barbarian (Invulnerable Rager) 8 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium humanoid (human)
Init +1; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 106 (8d12+24)
Fort +9, Ref +3, Will +2; +4 and one size larger to resist effects of wind
DR 4/—, 8/lethal; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks rage (21 rounds/day)
Melee +1 greatsword +15/+10 (2d6+10/19-20)
DR 4/—, 8/lethal

Stalwart +1 greatsword +11/+6 (2d6+10/19-20)
DR 9/—, 18/lethal

Rage+Stalwart +1 greatsword +16/+11 (2d6+13/19-20)
AC 12, touch 6, flat-footed 11 (+6 armor, +1 Dex, -5 Rage)
DR 10/—, 20/lethal
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 8, Wis 11, Cha 12
Base Atk +8; CMB +14; CMD 25
Feats Cautious Fighter[ARG], Diehard, Endurance, Racial Heritage[APG], Stalwart[UC]
Traits devotee of the green, suspicious
Skills Acrobatics +5, Climb +8, Handle Animal +5, Intimidate +12, Knowledge (geography) +7, Knowledge (nature) +7, Perception +11, Profession (sailor) +1, Ride +3, Sense Motive +1, Survival +11, Swim +8
Languages Common
SQ fast movement, rage powers (guarded life, increase damage reduction +1, no escape, reckless abandon)
Combat Gear ring of forcefangs, heatstone; Other Gear elven chain, +1 greatsword, belt of giant strength +2, bubble vault, campfire bead, goz mask, ioun torch ioun stone, swarmbane clasp, backpack, bedroll, cooking kit, grappling hook, silk rope (50 ft.), wandermeal (10), wrist sheath, spring loaded (2), 160 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (8 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Increase Damage Reduction +1 (Ex) While raging, your DR increases by 1.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Racial Heritage (Halfling) You count as another race for the purpose of prerequisites.
Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Ring of forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round
Stalwart Forgo dodge AC bonus for equivalent DR


Unfortunately, I haven't been able to come up with a build that makes me smile, so I'm going to withdraw. Enjoy your game!


Pathfinder Rulebook Subscriber

Statistics:
Male Human Mad Dog Barbarian CG Medium Humanoid (Human) Init +4; Senses Perception +12 (+2 if Lady is near)
------------------------------
DEFENSE
------------------------------
AC 25, touch 14, flat-footed 23 (+10 armor, +2 dex, +1 Natural Armor, +2 Deflection)
hp 101 (117 raging)
Fort +9, Ref +4, Will +3
------------------------------
OFFENSE
------------------------------
Speed 40 ft.

Melee +1 Glaive +14/+9 (1d10+8)Power Attack +11/+6 (1d10+17)
Raging Glaive +16/+11 [1d10+11)Raging Power Attack +13/+8 (1d10+20)

Ranged Composite longbow(+5) +10/+5 (1d18+5)
------------------------------
STATISTICS
------------------------------
Str 20(+2 belt, 24 raging), Dex 14, Con 16,
Int 12, Wis 12, Cha 8
Base Atk +8; CMB +13(+15 raging); CMD 25(27 raging)
Traits Coherent Rage(Handle Animal), Reactionary
Feats Power Attack, Combat reflexes, Cleave, Great Cleave, Paired Opportunists
Skills (48 points; 32 Barbarian, 8 human, 8 Intelligence)
ACP -1
(1) *Acrobatics +13(8 ranks, 2 Dex, 3 trained)
(1) Handle Animal +10, 14 with Lady (8 ranks, -1 Cha, 3 trained, +4 link with Lady)
(1) Knowledge Nature +12 (8 ranks, 1 Int, 3 trained)
(1) ) Perception +12 (8 ranks, 1 Wis, 3 trained, +2 if Lady is near)
(1) ) *Ride +13 (8 ranks, 2 Dex, 3 trained)
(1) ) Survival +12 (8 ranks, 1 Wis, 3 trained)
*ACP applies to these skills
Languages Common, Fey


Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
War Beast At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Fast Movement A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Pack Tactics At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).

This ability replaces uncanny dodge.

Trap Sense+2 At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Rage Power: Ferocious Beast While the barbarian is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the barbarian must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not.

Rage A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3.

Ferocious Fetch At 5th level, a mad dog's war beast gains Improved Drag as a bonus feat. As a swift action, a mad dog can command her war beast to move toward an opponent within 30 feet and attempt a drag combat maneuver to pull the target back toward the mad dog. The war beast can move before and after performing the maneuver, but this movement counts toward the war beast's total movement during its turn.

Rage Power: Unexpected Strike The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage.

Shared Vigilance A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.

Boots of the Cat These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal.
The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb.
Current Load Carried 41 lb.
Money 883 GP 0 SP 0 CP
+1 Glaive (2008 gp) (10 lb.)
Longbow, Composite +5 (600gp) (3 lb.)
Arrows, Longbow (1gp) (3 lb.)
+2 Mithral Breastplate (8200gp) (15 lb.)
Belt of Giant Strength +2 (4000gp) (1 lb.)
Ring of Protection +2 (8000gp) (- lb.)
Amulet of Natural Armor +1 (2000gp) (- lb.)
Bracers of Armor +2 (4000 gp) (1 lb.)
Handy Haversack (2000 gp) (5 lb.)
Boots of the Cat (1000 gp) (1 lb.)
*Traveler's Any-Tool (250 gp) (5 lb)
Bedroll (1 sp) (2 lb.)
*2 Caltrops (2 gp) (4lb.)
*flint and steel (1 gp) (- lb.)
*Grappling hook (1gp) (4 lb.)
*50 feet of silk rope (10 gp) (5 lb.)
*waterskin (1 gp) (4 lb.)
* 2 smokesticks (40 gp) (1 lb.)
*3 torches (3 sp) (3 lb.)
* 2 days of trail rations (1 gp) (2 lb.)
* 2 fishhooks (2 sp) (-lb.)
*6 Pitons (6 sp) (3 lb.)
* iron pot (8 sp) (4 lb.)

* are inside of the handy haversack

Background:

Dirk had a hard life. Starving and alone, and deep in the forests at a mere 10 years old, none can deny that. But this isn't the same sob story you've heard countless times before. Dirk wasn't abandoned or orphaned in the woods to become a girly man druid, suckling the rotten teat of some wolf b**** who didn't know any better. Dirk CHOSE this life. He got sick of being fed everything from mummy and daddy.

His first night in the forest, it rained for hours. Freezing cold and huddling under a tree, he barely heard the leopard's growl before it was on him. After the first exhilarating battle for his life, still clutching the cat's pulverized larynx in his hand, the rain stopped and the moon shone on the bloody scene. He realized this is where he should be.

"Nature is hard. But I am HARDER."

His connection with animals and nature drew the attention of the druids, and for a while he studied their ways. Ultimately, however, he left the grove. While he liked living with them more than in the city, he still disagreed with them on one key point. Mother nature isnt a benevolent lady, feeding and protecting all of her creatures. She is a harsh mistress, who helps you by forcing you to help YOURSELF. or die.

Dirk is a massive man, with an even more massive beard. He is rarely seen without his great white wolf Lady. Those who ask how she got her name will get a wild grin and this response.

"She's my civilized side. HAHAHAHA!"

Appearance and Personality:

Dirk is very large in both stature and personality. He has wild black hair with a wild black beard, and bears scars all over his body, some obviously made by claws and teeth, and others left there by steel. Standing 6' 4'' and weighing 250 lbs, he is rather imposing. However, his imposing figure belies his rather friendly, if intense, personality. Dirk is a man of intensity. He fights hard, he plays hard, and he laughs hard too. He loves life and those who live, but he is by no means afraid to kill. He has lived a self chosen hard life, and has had to kill many times in self defense and to obtain food. His rages are truly terrifying, and when backed up by a massive wolf who is also raging, Dirk can be just as mean as he is friendly.

As for why Dirk would ally with Amerys, he believes that slavery and monarchy/aristocracy are disgusting and against his way of life. Nature rarely takes slaves. Ultimately he is an anarchist, but he can get behind a democracy much more easily, especially if the nobility cant call all the shots.

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

Lady's Stats:
Bodyguard Variant Animal Companion TN Large Animal (Wolf) Init +2; Senses Low Light Vision, Scent, Perception +5 (+2 if Dirk is near),
------------------------------
DEFENSE
------------------------------
AC 19, touch 11, flat-footed 17 (+2 dex, +8 Natural Armor, -1 Large)
hp 78 (92 raging)
Fort +9, Ref +7, Will +3 (+4 vs enchantment)
------------------------------
OFFENSE
------------------------------
Speed 50 ft.

Melee Bite +11 (1d8 +9) Power Attack +9 (1d8+15)
Raging Bite +13 [1d8+12)Raging Power Attack +11 (1d8+18)

------------------------------
STATISTICS
------------------------------
Str 23(27 raging), Dex 15, Con 19,
Int 3, Wis 12, Cha 6
Base Atk +5; CMB +11(+13 raging, +2 drag, +2 trip); CMD 24(26 raging, +2 drag, +2 trip)
Feats Power Attack, Toughness, Paired Opportunists, Cleave
Skills (7)
ACP 0
(1) Survival +6(5 ranks, 1 Wis)
(1) *Acrobatics +6(1 ranks, 2 Dex, 3 trained)
(1) Knowledge Nature +5 (1 ranks, 1 Wis, 3 trained)
*ACP applies to these skills
Languages Common, cannot speak.
Tricks* attack all(costs 2), come, defend, down, exclusive(dirk), flank, track, stay
*these are, I THINK, largely irrelevant, because Lady has 3 intelligence and can understand speech.


Lady's Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Link At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Shared Vigilance A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.

Tenacious Guardian At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.
This ability replaces evasion.

Trap Sense+2 At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

From Master: Ferocious Beast While the barbarian is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the barbarian must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not.

Ability Score Increase: Intelligence The animal companion adds +1 to any one of its ability scores.

Devotion An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Phew! all done. I changed lady to a wolf, as it fits better thematically, as well as that delicious free trip. Hope you enjoy it. while my AC isnt extraordinary, its pretty good, and Dirk is fairly meaty, plus Lady is a big bunch of meat too! our fighting tactics will be to flank and exploit, grinding the enemy in a pincer of gnashing teeth, tripping paws, and a sweeping glaive. i also take decent advantage of AOO's, and will do so better if i can replace my belt with the one that improves strength and dex. if there are any mistakes, please tell me!

EDIT: i also forgot to mention that Lady is INT 3, so she should be a bit more lively than a normal animal!


WOLead wrote:

Rolling HP.

Lvl 1 10
Lvl 2-8 (1): 7d10 ⇒ (4, 10, 1, 10, 1, 3, 3) = 32
Lvl 2-8 (2): 7d10 ⇒ (5, 4, 6, 7, 3, 8, 2) = 35

Just noticed the difference between this style of rolling vs rolling twice and taking higher for each level. Going by that method using these rolls from earlier (taking higher from each dice roll):

(5, 10, 6, 10, 3, 8, 3) = 45
So 10 higher HP then previously. 85 HP for Norvallen instead of the 75 posted previously. Eh, make it 80 HP by moving 5 points of Favored Class from HP to Skill Ranks and putting them into Sense Motive.

Changes to Norvallen: 80 HP, Favored Class Bonus: 1 HP and 7 Skill Points, Sense Motive +12 (6 Ranks)
Just linking the character sheet now, with how much I've posted revised and revised of revised due to mistakes.
Character Sheet

Now for the fun stuff!

Backstory:

"The greatest sight? A moonlit night at sea with an empty slaver ship burning bright and sinking. It was beautiful."
In any other time of history, Norvallen would have been a pirate. He can sail, survive off the sea and land, loves to drink and brawl, and has a mighty fine time with it all. But this isn't any other time, and Amerys called to serve, which Norvallen served cheerfully. He has sailed ships attacking slavers, seeing the atrocities done to their victims, and it lit a cause in his heart. He may never have the hulking physique of a true fighter, but seeing his former captain shatter the shackles binding slaves in a single blow and the hope it gave to them drove him to train to repeat the feat. In fact, he considers his own version more impressive as he does it unarmed instead.

Even turning 22, and being released from the service for a number of years, Norvallen is more then willing to join any service or cause to cause more havoc against those wretches.

One thing weighs on Norvallen's mind, a victim he failed to save and promised he would come back to free. The fair Erana, trained as a bed slave and healer, Norvallen was smitten by the lady but the situation turned sour before he could attempt to rescue her. He has made a vow to find her and free her from those lands, whether in life or thereafter. Sadly to Norvallen, the only clue he has is the fan that Erana lent him on that hot summer day they met, and that he wasn't able to return in the chaos that followed later on. Its a rather expensive fan too, well-crafted with white silk running between the frame decorated with strange symbols that don't adhere to any language that anyone he's asked knows of.
One thing did strike him odd afterwards. The fan's frame being made of metal isn't so odd for a courtier's fan, but the edges are subtly sharp and the spokes are pointed ... a weapon, if an odd one. Norvallen never does use the thing in battle, out of fear of damaging it, but its not uncommon for him to pull it out to cool off or to use the sharp edges to cut something like rope or cloth. Just, what was a slave doing carrying around such a thing?

Description:

"Yeah, I don't have a weapon beyond my crossbow. Do you have any idea just how fragile those things are?"
Norvallen is a tall lissome human, with darkly tanned skin and dirty-blonde hair that has been bleached slightly from the sun and sea. His blue eyes can be quite piercing when he doesn't have that grin on his face, as he looks his target over finding weaknesses and faults with practiced ease. Light scars litter up and down his arms from the dangers of combat and the sea, while his fingers and knuckles have callouses only seen on dedicated monks. Around him perpetually, there always seems to be the smell of the salty sea air.

Personality:

"Steel is not stronger, it just hides the faults a bit better."
Blunt and crass probably describe Norvallen rather accurately to anyone that talks with him. He speaks his mind, with little thought to diplomacy or guile. A rough privateer describes him perfectly, loving the drink, pubs, and even a good brawl for fun. He considers the coast and sea his home.


Pathfinder Rulebook Subscriber

ohhh nuts. forgot my ac penalty when raging.. and now i cant edit T_T

Sczarni

I've got it Lynxx_XVI :) No worries.


Pathfinder Rulebook Subscriber

another mistake! argh! i just learned that bracers of armor dont stack with normal armor bonuses!

soo, im going to remove them, and instead bump my amulet of NA up one.

-1 AC ^_^''


We're liking the updates guys. We are still waiting on a few of you to finish up your submissions, but discussions are already in the works.


Cool, thanks for the update

Edit: Thanks for those of you that like Alice and for the honesty. I am in 10 games and too have to post hoestly when getting new recruits so I can appreciate it. I am the first to admit it. I am a powergamer for sure. I will not just play cookie cutter fighter or what have you. Though I can understand you don't want things too out of ballance, but you have an oracle, wizard and rouge. You made it sound like you needed a damage dealer so thats what I gave you. Thanks to those that liked the fluff. So hopefully I get in this time. If not guess I will submit again in a few months or year or whatever when you need another :)


Pathfinder Rulebook Subscriber

Alright, good luck everyone!


May luck be with thee, mates, and myself as well. If not, then maybe the fates have something else in store for we elsewhere in the port.


Yup. Thanks for the update, and good luck everyone!


Here is Ezebelle's fluff and background! also available with her profile.

Background:

Five background and concept elements important to Ezebelle Thesun.
1) Ezebelle grew up along the Naphital River with her father. Her mother died during childbirth with her. He raised her in a little cabin within Regyn Forest, isolated from the urban developments. Most of her days were spent on the river or near the Lisaris Ocean and Ezebelle is extremely comfortable around the water.
2) Ezebelle met Uhuru when he was still a kitten. She discovered him trapped in a hunter’s snare near the river’s edge. Releasing the majestic creature, Ezebelle noticed that the snare had caused significant damage and decided to help nurse the animal back to health. They have been inseparable since.
3) Her first realization that Amerys was perhaps different than the rest of the world was when she was out fishing on the Lisaris Ocean. She was casually watching as an Isteroth vessel sailed in the distance. She was shocked when she saw the man dive over the side, preferring the risk of the ocean then life in the mines. Her father had always been forthright with her and began explaining the idea of slaves to Ezebelle. The idea that some people weren’t free shocked and angered her.
4) As Ezebelle grew up she couldn’t get over the idea that some people couldn’t choose for themselves. She decided that she had to do something to fix this, so she headed to Alisar to learn how to help. There she entered one of the battle academies and began refining her fighting skills. She quickly took to sword and shield, and very rapidly rose through the ranks of her classmates.
5) After her time at the academy, Ezebelle again returned home, using her knowledge of the local landscape, and of the river, to stage boardings of Isteroth vessel’s heading into the mainland and the capital.
Two goals that are important to Ezebelle.
1) The abolishment of all slavery. Everyone should be free to live their own lives as they see fit in her eyes.
2) The protection of those she cares about. The realization that slaves existed also brought home the idea that others could try and impart their choices on you. She valiantly defends any of her friends.
Two secrets about Ezebelle, one that she knows, and one that she not yet aware of.
1) Ezebelle is uncomfortable in large social groups. She grew up isolated from the bustle of the city and still doesn’t quite feel she has a grasp of proper social interactions.
2) Ezebelle’s father is an escaped slave. Part of the reason for her growing up in the forest is his fear that his Isteroth master would notice him in the city and attempt to reclaim his property. This also means that technically Ezebelle is not a citizen of Amerys.
Four people that are tied to Ezebelle, three are friends and one is an enemy.
1) Gregory Thesun – Ezebelle’s father. Kind, gentle, and extremely reclusive
2) Harmin Yor – A classmate of Ezebelle’s that she grew to be friends with at the academy. Their lives have gone in separate ways but she still fondly recalls her memories of him
3) Uhuru – Ezebelle’s Companion. Ezebelle has watched and been with Uhuru since she was a kitten. The jaguar is extremely comfortable in the water, and has a very social playful quirk to its personality. Having had such a close connection with Ezebelle for so long the cat is very comfortable around people but also extremely protective of Ezebelle
4) Typhus Riskei: The Isteroth master of her father. The escape of Gregory has always sat poorly on him, as if a man can’t keep hold of his belongings then what good is he? Would revel at the chance to bring the slave back into the fold, and exact the necessary punishment on it for disobeying him.
Three memories, mannerisms or quirks Ezebelle possess.
1) Ezebelle treats Uhuru as if she were human. She holds many one sided conversations with the large cat, it’s her way of working through problems.
2) Ezebelle is more comfortable when she can feel or smell water. Being deep in the mainland or in deserts makes her uncomfortable, and she slowly will get nervous about seeing so far from the water.
3) Ezebelle prefers to charge into combat when she is within a group. If she can get the enemies focusing on her, then they likely aren’t focusing on others.
Role
Ezebelle is a front line fighter/tank. She rushes into melee using Chameleon step and bashes with both her scimitar and shield. She is also proficient with her bow and greatsword if she feels that the more defensive stance of sword and shield is not in her best interest. She and Uhuru over many years have learned how to flank the enemy, with Uhuru attempting to overrun and trip the enemy before Ezebelle get there to finish them off quickly.


Hmm, so i just poked around the campaign page (if thats bad etiquitte im sorry and ill stay away next time.) And, if you guys think my backstory is weak, I can add more details and important figures. I left a lot out for ease of inserting me wherever you guys are/ was planning on telling the GM a few things in secret.

Would you like more?

Sczarni

That's good for now Dirk. Just please add your stat block to your profile when you can.

And if you have secrets, please do tell :)


Thanks for bearing with us. We will have a decision up by tonight.


As much as I hate too, my life is getting extremely busy atm, and I'm not sure I'll be able to handle another game. Going to have to bow out of this one. Thank you for the consideration and best of luck to everyone else!


Pathfinder Rulebook Subscriber

If you're still open for a last minute entry, I have a Human Monk/Brawler NPC character I built for a campaign that I would actually love to play. He's currently level 9, but it is very easy to scale it back.

EDIT: Might as well roll now in case you guys decide you're recruitment is still open

Rolls:

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17


We have not officially closed recruitment, but we are making the decision tonight. If you hurry up and get a submission in you would be considered (I believe).


Woo! for a decision in the near future! Good luck everybody!


New Alice:

Alice
Female Human(Aasimar Muse Touched)
Brawler 5/Fighter 3
Archetypes: Wild Child/Brawler
CG Medium Outsider
Init +7
Trait: Defender of the Society, Fates Favored
Favored Class Brawler: +1HP
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 22
(+6armor,+6Dex,+2shield,+2Luck,+1Deflection,+1trait)
hp 86
Fort +13, Ref +16, Will +7
--------------------
Offense
--------------------
Speed 30ft.
Unarmed Attack: +19 1d8+12

Full Attack Unarmed: +17/+17/+12 1d8+12/Each

--------------------
Statistics
--------------------
Str 11, Dex 24, Con 14, Int 13, Wis 12, Cha 14
Base Atk +8; CMB +8; CMD 26

Feats:
Weapon Finesse (1st)
Amature Swashbuckler (Parry/Riposte) (B)
Weapon Focus Unarmed (B)
Boon Companion (3rd)
Snake Style (5th)
Pummeling Style (7th)

Skills: 34 Ranks

Handle Animal +13 (8rank,3class,2cha)
Stealth +18 (8rank,3class,7Dex)
Sense Motive +14 (8rank,3class,1wis,2feat)
Intimidate +15 (8rank,3class,2cha,2race)
Perception +6 (2rank,3class,1wis)

---------------------
Racial Abilities
---------------------
•Darkvision: 60 feet
•Sacred Tattoo
•Intimidating

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

Panache 1/2
Knockout 1/Day DC 19
Close Combat Training

-------------------------
Gear: Starting Gold 33,000gp, Max Per Item 8,250 Remaining 789gp
-------------------------

+1 Brawling Mithral Kikko 8,030gp
+1 Buckler 1,155gp
Belt of Dex +2 4000gp
Ring of Protection +1 2000gp
Amulet Mighty Fist Agile 4000gp
Jingasa of the Fortunate Soldier 5000gp
Cloak of Resistance +2 4000gp
Gloves of Reconnaissance 2000gp
Feather Step Slippers 2000gp
Pathfinder Kit 12gp
Javelin (3) 3gp
Rope 50' 10gp
Grappling Hook 1gp

Finished the new Alice if she is still being considered. I have an animal companion as a 7th level druid so it will be a large cat or a Roc. It will handle survival and scouting. Thanks.

Need to reroll the 5 levels of HP
1d10 ⇒ 4
1d10 ⇒ 9

1d10 ⇒ 7
1d10 ⇒ 3

1d10 ⇒ 9
1d10 ⇒ 9

1d10 ⇒ 9
1d10 ⇒ 3

1d10 ⇒ 5
1d10 ⇒ 3

So with others: 10, 9, 7, 9, 9, 5, 8, 8=65+16+5


Wild child? I havent heard of that one. Do you mean the feral child archetype for druid? Doesnt that mean yoy should be brawler 5/ feral child 3?


Wild Child is a brawler archetype from the ACG.


Ahh. Ok. Yeahh havent seen a single thing from that yet. My bad!

Sczarni

Will Dirk Ehrhardt and Victor Freeman please head over to discussion. Congratulations!

Thank you to everyone else for some truly inspiring characters. I will not be checking this thread again, so please PM me if you need anything :)


Ah well. Congrats guys!


see you guys next time you need someone :)

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