Blacksmith

Arkanost Greatcog's page

42 posts. Alias of Brain_in_a_Jar.


RSS


I'm going to respectfully back out of this game.

I personally don't like when house rules get dropped on me out of no where that invalidate my character build. I went out of my way to build myself to be an expert on constructs and affecting them to suddenly have "common sense" remove that.

I've dealt with this type of GMing before and it doesn't suit my play style. (Diremerc you didn't do anything wrong and I'm not angry or anything. I just know I won't be happy playing.)

This just isn't the game for me. I hope you all have fun and thank you for the time I did spend playing with you all.

Cheers.


That's a fun surprise. That would have been nice to know when I made my character. Daze has nothing to do with Stun and nothing I used was Fortitude or Mind Affecting.


DireMerc wrote:

Forgot your damage rolls for your attacks on forge. First swing misses, second one hits.

The magic missile hits to little effect. It's immune to both being dazed and sickened so no save needed.

Slam Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17

I'm confused isn't this thing we are fighting a Construct? I only used those since Constructs aren't Immune to those.If this thing isn't a Construct I'll just have to change up tactics next round.


Forge struggles in the grasp of the machine and attempts to pummel it.

Forge takes a -2 to attacks due to being Grappled.
Slam 1: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Slam 2: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27

Arkanost gasps as the machine grabs Forge and shakes his fist at it. "You leave him alone or else."

He then begins to cast a spell and launches a burst of magical darts which strike into the machine.

Swift Action to use my Sorcerer's Robes and apply my "Disorienting Touch" to the spell. Full-Round Action Casting a Dazing Magic Missile.

Magic Missile Damage: 5d4 + 5 ⇒ (4, 1, 3, 1, 2) + 5 = 16

The machine must make a Will save DC 21 or be Dazed for 1 round and Sickened for 4 rounds.


Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Reflex Arkanost: 1d20 + 10 ⇒ (9) + 10 = 19

Reflex Forge: 1d20 + 0 ⇒ (4) + 0 = 4

Arkanost manages to duck under most of the heated steam but lets out a gasp of pain as some of it burns his skin. Forge remains nearly motionless as the breath washes over it.


Arkanost ponders for a moment before responding to Devyhn. "It's rather like an advanced mill-wheel. I'm uncertain what it powers from here though. Just certain that it generates power."

Arkanost chuckles. "Yeah Gosson, I suppose your right. I guess I just liked the ring of the name Forge."

He then nods. "Yeah I've spent most of my time in research or doing lab work. But this assignment caught my eye considering the chance for traps and constructs!"


Arkanost seems excited as he looks over the device. "Wow. This device harnesses power from the flowing water and it combines magic and technology...it's quite advanced."

He then looks up from his study and sees the newcomer. "Oh...hello. I'm Arkanost and this is Forge." he says as he points to the large motionless suit of stone plate armor standing near him.

As he pulls out his Wayfinder and displays it to Gosson he continues speaking. "It's always a pleasure to work with a fellow Pathfinder. This is my first field assignment!

He then looks to everyone. "So what shall we do with this device? Or perhaps we should move on?"


Looks cool!


Arkanost steps into the chamber, his mouth hanging open slightly in amazement, as Forge slowly follows him. He shakes his head at Devyhn. "Oh yes. I'll go take a look at this beauty."

Stopping only to look over the area and casts a spell.

Casts Detect Magic. Take 10 on the Knowledge Arcana for a 17. If there is magic.
Perception: 1d20 + 25 ⇒ (7) + 25 = 32 33 for Traps

He then makes his way to the platform and tries to climb onto it.
Climb: 1d20 + 4 ⇒ (1) + 4 = 5

After a small struggle he looks at Forge, annoyance upon his face. "Forge pick me up and place me upon the platform."

Then begins to study the console before him.
Engineering: 1d20 + 16 ⇒ (13) + 16 = 29 + Inspiration: 1d6 ⇒ 5 = 34


Hello Skorn.

I'd agree with Devyhn on having some more healing would help out quite a bit.


Arkanost looks around after the beast has been defeated and heads back into the small room they came from.

"So...shall we head through the southern or eastern passage?"

Arkanost quietly heads towards the southern passage after asking and peeks down it.

Take 10 on Perception for a total of 35 (36 for Traps).


Hello. Welcome back.

I'm still up to play.


Understandable. It was fun for the time i was in it.


"Thanks for the heads up Devyhn. I don't want to be ripped apart!"

Arkanost then steadies himself from behind his construct and lets loose another volley of magical missiles at the render.

As he does the gears and cogs on his robe seem to shift and grind.
Swift Action to activate his Sorcerer's Robe. Standard Action to cast Magic Missiles.

Magic Missiles: 5d4 + 5 ⇒ (4, 4, 2, 1, 4) + 5 = 20 Force Damage

The Grey Render is also affected by my Disorienting Touch ability due to my Sorcerer's Robes. Causing the Gray Render to become Sickened for 4 Rounds.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Forge remains in a defensive position in front of Arkanost.
Forge uses "Total Defense" as a Standard Action to gain +4 Dodge bonus to AC for 1 round. Forge AC = 24 for 1 round.


Understandable. Hope it all works out well for you DireMerc.


Initiative(Arkanost): 1d20 + 3 ⇒ (15) + 3 = 18
Initiative (Forge): 1d20 - 1 ⇒ (15) - 1 = 14

Arkanost shrieks for a brief moment in surprise as the creature lumbers free from it's prison. "Aaaaahhh!"

He then composes himself, mutters some arcane words, and launches a flurry of magical missiles at the beast; hammering into the creatures large skull.

Full-Round Action to cast a Dazing Magic Missile.

Magic Missile: 5d4 + 5 ⇒ (1, 2, 3, 1, 4) + 5 = 16 Force Damage

Will Save DC 18 or be Dazed for 1 round.

He then yells for Forge to guard him, the hulking construct moves in front of Arkanost and assumes a defensive posture.

Forge uses "Total Defense" as a Standard Action to gain +4 Dodge bonus to AC for 1 round. Forge AC = 24 for 1 round.


Arkanost looks up from the pressure plate. "Ummm...the pressure plate triggers that wall to slam forward...crushing what's upon it."

He then looks at Lyaro and puffs up his chest. "I'm not playing with it...much." he says with a smirk.

"I have full control of the trap, this kind of stuff is my specialty! Though I still feel some kind of Transmutation magic coming from behind the wall over there." he says while pointing.

"But yeah no danger with this trap right now." he says as he steps onto the pressure plate.

I'm just going to leave the trap rigged so that we can bypass it.


"Ooooh, careful. I see a pressure plate here on the floor."

Arkanost kneels down beside the pressure plate and begins to pull out various tools and a number of strange objects; including a bent steel spork and a fishhook.

He begins to fiddle with the pressure plate by sticking the bent spork underneath a plate while tinkering away with his tools.

I'll use a point of Mechanical Inspiration to add to my check.

Disable Device (Take 10): 10 + 27 = 37 +Inspiration: 1d6 ⇒ 6 = 43

If I beat the DC of the trap by 10, I want to figure out what it does and rig it so that me and my allies can bypass it with out setting it off.

Disable Device Rules:
"A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well."


A character faced with proof that an illusion isn't real needs no saving throw.

Upon seeing Bleyz pass through the illusion Arkanost shakes his head and focuses, before following into the "Treasure".

As he sees the outline within the alcove he scrutinizes the area.

Knowledge: Engineering: 1d20 + 16 ⇒ (4) + 16 = 20

Perception: 1d20 + 25 ⇒ (8) + 25 = 33
34 for Traps since I have Trapfinding.

"Good eyes comrades! This place is already quite interesting."


That's good to hear. :)


Will: 1d20 + 11 ⇒ (10) + 11 = 21
+2 racial bonus against illusion spells and effects = 23


DireMerc, did I find any traps on the treasure?

Arkanost looks up to Lyaro.

"Yeah some Illusion and some Transmutation magic it seems. If it is a magical trap I could more than likely disable it if you like." he says with a smile.


Arkanost looks on excitedly as the group ventures into the maze. He stops for a moment to look at the orange fish. "Hello fishy!" before catching up with the group, Forge lumbering behind him.

Upon entering the next chamber he looks on in awe at the treasure and glowing swords. He grabs a vial from his Handy Haversack and drinks it down. Elixir of Vision: +10 competence bonus on Perception checks for 1 hour.

He stops and casts a minor spell. Detect Magic and takes a look at the pile of treasure, looking for traps or spell wards.

Perception: 1d20 + 26 ⇒ (9) + 26 = 35


Arkanost looks quite excited as Bleyz recounts what he saw in the mask.

"Ooh. A secret organization with a secret vault within a maze dungeon! This sounds exciting...and dangerous...but mostly exciting."


Arkanost looks to Bleyz. "The mask doesn't seem cursed. But it still could prove to be dangerous to your mind. But at least you should be able to take it off from what I learned about it."


Arkanost examines the golem parts with great interest, occasionally making an excited noise. He pulls out a small iron bar that he twists, folds, and bends, into various tools as he works and conjures an Unseen Servant to assist him as he works.

"So it would seem that this clockwork construct is rather well kept. A few of the parts seemed to have been replaced and maintained within the dungeon itself."

He ponders for a moment before continuing. "The construction of this leads me to think that these clockwork constructs are more agile and swift than the constructs I'm used to working with. Also it seems they are wound up with a special key to function properly...so either someone or something keeps these constructs wound up every few days."

He then smiles. "But it also seems they are quite vulnerable to electricity due to their construction."

After he is done he looks up and around. "So what are we going to do with that neat mask? Which one of you will try it?


Take 10 on an Engineering check to examine the Golem. Using a Point of Inspiration.

Inspiration: 1d6 ⇒ 3

Total Engineering = 29


My question was in regards to examining the golem and what check would be needed.


Arkanost looks excited about the masks properties. "That could be very useful indeed!"

He then moves over to the remains of the clockwork golem and begins to examine it.

I'm not sure what kind of check this would be.


Arkanost steps into the private room with Forge following.

"Forge set that down onto the table and then stand by." he says to the construct.

He then looks up at Bleyz. "Oooohh! I can help with that. I'll just need a moment to prepare a gadget."

You can see the little gnome rummage through his gear and select a few choice gears and small crystals.

After about a minute he has a small device with a lens that he peers through, as he examines the mask, the lens glows a soft blue light.

Arkanost prepares a Gadget of Identify and then examines the mask. He'll spend one point of Inspiration on the check and Take 10.

Inspiration: 1d6 ⇒ 2
Spellcraft total = 37


Arkanost nods in agreement with Devyhn. Then looks up at him.

"So do we have anywhere private to discuss our plans and let me examine this wrecked golem?"


Arkanost looks up at the collector, sizing him up, before speaking.

Knowledge (local) check on the Collector. Knowledge (local): 1d20 + 7 ⇒ (9) + 7 = 16

"A sponsor...what's the catch?"


Arkanost looks around and orders Forge to pick up the remains of the clockwork golem.

"So do you all have a place to stay here? I'd like to take a look at this golem and get an idea of what we are dealing with in this complex."


Arkanost shakes his head. "Yes, the Society informed me of you and your group, I was sent to meet you here at the auction.

He chuckles a little to himself. "Forge can't respond or really understand much, that's just the nickname I gave him, Forge is simply an animated construct made from a large suit of stone plate I built. Forge follows my commands and serves well as a bodyguard and helps me carry heavy stuff."

He then ponders for a moment. "Ummm...lets see. I'm a skilled construct forger, trained in the Golemworks of Magnimar. I'm quite good and making arms and armor, sculptures, and clockwork mechanisms; along with magical weapons, armor, and other wondrous items!

I can disable or pick apart just about anything including locks, traps, or other mechanical objects, I'm a highly trained Engineer, and i speak 10 different languages!

My family told me I was special and I could "see things" and whisper to the golems. They tend to listen to me even when they shouldn't and with practice I've been able to make use of magic to create bolts of lighting, repair constructs, shrink stuff or people, and some other stuff....oh I'm rambling again...

He stops speaking and looks up at Devyhn. "Hello sir. So what's this complex and what is your group going to do in it? I'd also love to hear a little about you all, it's always nice to get to know those I work with.


The gnome excitedly pumps his arm into the air upon winning the remains of the clockwork golem. "Yes."

He stops and looks up at the person speaking to him. He ponders for a moment as he rubs his chin. "Salutations! You must be Bleyz. It might seem broken to you but all I see is possibilities."

He then offers his hand to shake.

"I'm Arkanost Greatcog and..." he continues pointing at the silent armor near him "...this is Forge."

"I'm from the Pathfinder Society. I've been sent to assist you with my expertise."

He then gets up and goes to pay for the clockwork golem. Arkanost pays with 100 Platinum Coins.


The gnome sits by idle fidgeting in his seat, as he seems uninterested in the auctions items, until he sees the clockwork parts!

He jumps up onto his seat and declares a bid.

"Oooh...oooh...I'll bid 1,000 Gold."


As the bidding continues a small gnome enters into the building.

He wears a leather apron covered in small tools, over a blue robe covered in geometric signs, and a pair of googles rest upon his face; pushing his short bright blue hair straight up.

He scans the room and settles on an empty seat near the back, as he begins to move, he motions behind him and speaks. "Come on Forge. Let's sit over here."

Slowly following the gnome is a towering suit of stone plate armor, nearly 8 feet tall, as it moves to stand beside the gnome it becomes apparent the suit is empty. Bronze and steel gears and cogs can be seen within the seems of the armor, while a large leather pack is strapped to its back.

"Oh boy Forge. I hope they have something fun for auction." he says to the still and silent armor.


Hello everyone!

I'm excited to be joining in on this campaign, from the looks of it, it seems cool.


Here is my completed submission.

My eventually plan is to add some more trickery based fighting stuff. But overall this is how the character will be. :)

Rhyn Laelithar:

Class: 4th Gestalt Warpriest (Champion of the Faith)/Swashbuckler (Veiled Blade)

Race: Male Aasimar (Azata-Blooded)

Type: Medium Outsider (Native)

Senses: Darkvision 60 feet

Initiative: +7 [+5 DEX, +2 Misc]

AC: 21 [+5 DEX, +1 Dodge, +5 Armor]
Touch: 16; Flat-footed: 15

HP: 43

Resistance: Acid 5, Cold 5, Electricity 5

Fortitude
[+4 Base, +2 CON, +1 Resistance] = +7
Reflex
[+4 Base, +5 DEX, +1 Resistance] = +10
Will
[+4 Base, +2 WIS, +1 Resistance] = +7

Speed: 30 feet

::Attacks::

Masterwork Mithral Dagger (+1)
[+11 melee (1d6+9/19-20x2)]
[+11 ranged (1d6+4/19-20x2) Range: 10 feet]

Masterwork Dagger
[+10 melee (1d6+8/19-20x2)]
[+10 ranged (1d6+3/19-20x2) Range: 10 feet]

::Special Attacks::
Smite (Su) (1/Day)
[Swift Action: The champion of the faith chooses one target within sight to smite. If this target is of his opposed alignment (Evil), the champion of the faith adds his Charisma bonus (+3) to his attack rolls and adds his warpriest level (+4) to all damage rolls made against the target of his smite. If the target of his smite is an outsider with the subtype corresponding to his opposed alignment, the bonus to damage on the first successful attack increases to 2 points of damage per warpriest level the champion of the faith possesses. Regardless of the target, smite attacks automatically bypass any DR the target possesses.

In addition, while smite is in effect, the champion of the faith gains a deflection bonus equal to his Charisma modifier (+3) to his AC against attacks made by the target of the smite. If the smite targets a creature that’s not of the champion of the faith’s opposed alignment, the smite is wasted with no effect.

The smite effect remains until the target of the smite is dead or the next time the champion of the faith regains spells. Using this ability consumes two uses of his fervor ability.]

Precise Strike (Ex) (Deed)
[While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon, adding her swashbuckler level (+4) to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).]

Holy Strike (Su) (Blessing)
[You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.]

::Warpriest Spells Prepared::
[Caster Level 4th; Concentration +6]

Level-0 (4)
Detect Magic, Create Water, Guidance, Stabilize

Level-1 (4)
(2) Divine Favor, (1) Weapons Against Evil, (1) Tap Inner Beauty

Level-2 (2)
(1) Ironskin, (1) Suppress Charms and Compulsions

::Spell-Like Abilities::
[Caster Level 4th]
1/Day - Glitterdust (DC 15)

BAB: +4
CMB: +4 [+4 BAB, +0 STR]
CMD: 20 [+4 BAB, +0 STR, +5 DEX, +1 Dodge]

::Skills:: (ACP: 0)
[Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (engineering, local, nobility, religion), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Survival, Swim]

Acrobatics
[2 Ranks, +5 DEX, +3 Class] = +10

Bluff
[4 Ranks, +3 CHA, +3 Class] = +10

Climb
[1 Rank, +0 STR, +3 Class] = +4

Diplomacy
[2 Ranks, +3 CHA, +3 Class, +2 Racial] = +10

Disguise
[1 Rank, +3 CHA, +3 Class] = +7

Escape Artist
[2 Ranks, +5 DEX, +3 Class] = +10

Knowledge (local)
[1 Rank, +1 INT, +3 Class] = +5

Knowledge (nobility)
[1 Rank, +1 INT, +3 Class] = +5

Knowledge (religion)
[1 Rank, +1 INT, +3 Class] = +5

Perception
[4 Ranks, +2 WIS, +3 Class] = +9

Perform (Comedy)
[2 Ranks, +3 CHA, +3 Class, +2 Racial] = +10

Profession (gambler)
[1 Rank, +2 WIS, +3 Class] = +6

Sense Motive
[4 Ranks, +2 WIS, +3 Class] = +9

Sleight of Hand
[4 Ranks, +5 DEX, +3 Class] = +12

Spellcraft
[1 Rank, +1 INT, +3 Class] = +5

Swim
[1 Rank, +0 STR, +3 Class, +1 Trait] = +5

Languages: Common, Sylvan, Celestial

::Feats::
Weapon Focus (Dagger), Slashing Grace (Dagger), Extra Panache, Weapon Specialization (Dagger)

::Traits::
Fate's Favored
[Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.]

River Rat
[You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.]

Special Qualities:

::Special Qualities::
Favored Class Bonus: (Swashbuckler)
[+4 Skills]

Celestial Resistance
[Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.]

Skilled
[Aasimars have a +2 racial bonus on Diplomacy and Perform.]

Spell-Like Ability
[Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).]

Aura (Ex) (Good)
[A warpriest has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.]

Blessings (Su) (Good & Luck) (5/Day)

Lucky Presence (Su) (Blessing)
[You can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.]

Sacred Weapon (Su) (1d6)
[In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.

Any sacred weapon wielded by a champion of the faith counts as having his chosen alignment (Good) for the purposes of overcoming damage reduction]

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

Chosen Alignment (Good)

Detect Alignment (Sp) (Evil)
[A champion of the faith can detect his opposed alignment. As a move action, the champion of the faith can focus on a single item or creature within 60 feet and determine whether it possesses the opposed alignment, as Detect Evil, learning the strength of the aura as if he had studied it for 3 rounds. The champion of the faith does not detect alignment in any other object or creature when using this ability in this way.]

Fervor (Su) (4 Points)
[Swift Action: A warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.]

Panache (Ex) (5 Points)
[At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (3+2). A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache 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 swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.]

Swashbuckler Finesse (Ex)
[A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.]

Charmed Life (Ex) (3/Day)
[Immediate Action: Before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made.]

Nimble (Ex)
[A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.]

Quick Draw (Ex) (Deed)
[Whenever she has at least 1 panache point, a veiled blade gains the benefits of the Quick Draw feat.]

Derring-Do (Ex) (Deed)
[A swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (5).]

Dodging Panache (Ex) (Deed)
[When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (+3) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.]

Kip-Up (Ex) (Deed)
[While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.]

Hidden Blade (Ex) (Deed)
[Whenever she has at least 1 panache point, a veiled blade can hide any light or one-handed piercing melee weapon using Sleight of Hand, and she receives a +4 insight bonus on her check to hide the weapon.]

Swashbuckler Initiative (Ex) (Deed)
[While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.]

Weapon Attunement (Masterwork Mithral Dagger)

Armor Attunement (Mithral Chainshirt)

Equipment:

[Carrying Capacity: Light 38 lbs, Medium 76 lbs, Heavy 115 lbs]
[Used: 30 lbs]
Masterwork Mithral Chainshirt (+1)

Pickpocket's Outfit
[Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.]

Silver Holy Symbol of Thalion (Compartment)
[Detecting the compartment requires a DC 20 Perception check.]
-Potion of Invisibility

(x2) Wrist Sheath
[You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath.]
-(x2) Masterwork Dagger
[You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.]

Bandolier
-Flask of Holy Water
-Silver Dust (75 Gold worth)
-Spell Component Pouch
-Masterwork Mithral Dagger (+1)
[You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.]
-Spool of Twine (50 feet)
-Magnet

Belt Pouch
-(x2) Dice (D6)
-(x4) Gold Coins
-(x8) Silver Coins

Masterwork Backpack
-Flint & Steel
-Canteen
-(x10) Sheet of Parchment
-(x2) Stick of Charcoal

Background:

Rhyn was born of a tryst between his father Erevan, a bralani azata, and his mother Elda Laelithar, an elven woman. A chance encounter that led to a brief but intense love between them.

His mother was from Akiheton, the City of Crossroads, she was a priestess of Thalion, and helped tend to a temple within the cities limits. While his father was from the Wandering City of Emerald Song, within Elysium, and by chance was searching in Akiheton for information on his next crusade against evil.

Erevan whisked away Elda after a night of dancing, laughter, and drink through a portal in the city to Elysium. They spent many months basking in the beauty of the plane and were greatly in love. But the whims of an azata are fickle and while he claimed to still love Elda, he could no longer hold off on his crusade. He returned her to Akiheton and promised to return one day when the fates had decided to reunite them.

It was shortly after his father left that Rhyn was born, while pained to be without her love, she smiled and thanked Thalion for the blessing of her child.

Many years passed within the City of Crossroads without any sign of his return. Elda eventually took young Rhyn and moved to a small island named Spindle that was connected to the city through a portal. She hoped to raise her son here away from the bustle of Akiheton and teach him the ways of Thalion.

So it was that Rhyn helped his mother tend to a shrine on the outskirts of Spindle in the name of the Laughter of the Heavens. Rhyn had little trouble making friends, his mother always claimed this was from his father heritage, always laughing, and cordial with all.

As he grew older he became skilled at telling jokes and pulling harmless pranks upon others, eventually being known as a bit of a trickster, to those that knew him.

When he came of age his mother took him aside and told him a story about his father. She told him that as they spent time within Elysium his father had claimed to know that Rhyn would be born while he was away. It was his destiny to lead a crusade against a devil who had wronged him personally many years ago. A great horned devil called "Vistharax the Chained" who had raided his home many years ago.

He left his mother with a small locked chest and told her to give it to his son when he was of age and to teach him how to defend himself from the evil in the world.

Rhyn was shocked that his mother had kept this a secret for so long, but also felt a warmth of love and pride for his father. He opened the chest and found a dagger and suit of chain made of pure mithral, with a sealed piece of parchment on top.

It was a note from his father and explained why he had to leave and how much it pained him to not see his son grow up. That he burned with love for Rhyn and Elda and that he hoped to see them again.

After Elda had delivered this message and gift to her son she told him that within the next few years so would return to the City of Crossroads and seek to find his father. Rhyn decided to stay within Spindle when his mother left, tears in is eyes, but happy to see his mother go looking for her love.

Rhyn spent the next few years within Spindle practicing with daggers learning from sell-swords that passed through and mixing his love of trickery and fighting together.

Appearance & Personality:

Rhyn is a charming and good spirited man. He enjoys finding new companions to spend time with, if even for a brief time, finding comfort in the moment. He deems love and laughter to be paramount to happiness and seeks to bring that joy to himself and those he calls friends.

While Rhyn holds these values close to his heart he is not naive. The world isn't always filled with good intentions and he is quick to defend the innocent from bullies or worse.

Rhyn is lithe in build with golden-yellow hair that falls down upon his pale skin. His eyes are filled with vibrant colors, due to his bralani heritage, and a smirk is usually found upon his face.

A gleaming shirt of mithral can be seen underneath a yellow tabard, while a white gambeson provides comfort underneath. A dark brown leather bandolier crosses his chest, holding an assortment of pouches and a beautiful mithral dagger, while a silver holy symbol hangs from his neck in the shape of a laughing fox dancing among the stars.


Okay thanks GM-Salsa that synopsis helps a lot.

I'll be making updates to this submission based on that knowledge.

Do you have a full list of the deities you use? I saw a few posted earlier but wanted to know if there are any others.


Here is my submission.

I'll be updating with a backstory, personality, etc within the next few days.

Mainly wanted to see if this was appropriate for the campaign.


Here is my submission. I'll finish up Background, Personality, etc soon.

Just wanted to ask if the following Feats would be allowed.

1.Spiked Destroyer

2.Tribal Scars