Quick question about the necklace of fireballs: it doesn't specify an action to use, so does that mean someone could throw as many sphere's as they wanted in a turn?
The pfsrd says "The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet."
Throwing something is a standard action. Whether you could try to throw a handful of them together as a standard action is an interesting question. I'd guess not, but this warning at the end makes me think it *might* be possible:
"If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer."
...so clearly many detonating in the same space at the same time is possible and extra potent.
(And I'd be remiss if I didn't point out that Firebrand is one of Iron Man's longtime foes. It sure would be a bummer if Iron Man was attacked by Firebrand (or any other fire user) while wearing that necklace.)
Just weighing options for cool 1 shot items. I wouldn't worry about it blowing up on me; with a high ref and evasion, it couldn't really hurt. I have 6000 gold left, and am trying to figure out what cool items I could get (trying to avoid things like Cloak of Resistance +3 vs +2).
Quick question about the necklace of fireballs: it doesn't specify an action to use, so does that mean someone could throw as many sphere's as they wanted in a turn?
Going to tweak the build. Agreed on switching the stats back to Str 16/Dex 12 to start.
I will also probably switch out the ranger with something else.
I am thinking maybe trying to focus on spell damage instead of gunslinger, but I don't like how poorly blasting (especially with SLAs) scales.
Also definitely Brawler Gav. Although it doesn't help you with your extra 3 levels problems, contemplate a Master of Many Styles Monk2/Brawler 6 with Snake Fang and either the Panther line or the Dragon line instead of Martial Artist. You lose flurry, but your BAB should be close to full.
EDIT: Ok, doing a revamp of the build. On one side, switching to Gunslinger 1/Spellslinger 1/Trench Fighter 6. Getting rid of the rifle, and am going to have the double barreled shotgun be split across the two arms, with the "barrel" instead be the replusor jets. He can either shoot one, or both for a more powerful blast. He can cast spells through the guns now, which will mostly be for fire spells that he casts, to represent the repulsors doing the work. He can also sacrifice spell slots to add weapon abilities to the "guns", meaning they will now do some fire damage to keep with the theme.
Here is Attropos' entry for this campaign, the history and crunch should be almost complete (need to add spells). If any of you notice any discrepancies, or want me to expand on something, send me a PM or comment on it.
Why such high Dex? Iron man is not famous for his agility, he is famous for being able to take a lot of punishment; surely it would make more sense to put most of that into Con. Especially as you are using guns which are ranged touch attacks and not likely to need too much in terms of "To Hit" Bonuses.
Also your saves seem a bit too high. They seem to have a +2 that I can't see an origin for; I can see Base Class(es), Stat Bonus and +2 for Cloak, but there seems to be another +2 after that. What am I missing?
Other than that, it's looking good.
The +2 is from the Synthesist Shielded Meld.
The mechanical reason for pumping dex is because gun-training applies the dex bonus to damage (from gun training at level 1 because of guns everywhere). The flavor reason is because the suit is extremely quick. I can't pump my mental stats with the bonuses from the suit, so they go into dex.
That does remind me that I need to increase Int by 2 for the level bumps from 4 and 8.
I think I will switch around Int and Cha as well... while the summoner is a cha-based class, I think flavor-wise the int is better, and since I'm not really using save based spells, it won't matter too much.
Also, anyone can use/modify the batman build I had set up, or I can post the Wolverine build I was making.
Not a problem Spooky! Thanks for sorting through so much stuff... there's a lot of good things in this thread, but man, there are a lot of pages!
It doesn't matter about Batty... I think I like my Ironman concept much more. I think the Stark personality is easier to roleplay anyways.
Quick question on Synthesist, can I switch the Strength and Dexterity on the Biped Eidolon? All of the Eidolons are statted with the same scores, but somehow, I don't see Ironman in a snake suit.
Not sure what his alignment will be yet, as I am sort of debating whether he will be NG, CG, or CN. He will definitely be a more light hearted character, if somewhat sarcastic.
9,700 +2 Furious Double Shotgun
9,700 +1 Holy Pepperbox Rifle
Amulet of Natural Armor +1: 1000
Cloak of Resistance +2: 2000
Belt of Physical Prowess +2: 5000
Boots of Striding and Springing: 2500 gp
Eyes of the Eagle: 1250 gp
Endless Bandoleer =750 gp
Oil of Silence x5=750 gp
Cartidges x280 (Normal) and Cartidges x20 (Scatter)=450 gp
I had a lot of fun making this build; obviously one side has to be full synthesist for the suit, but I couldn't for the life of me figure out what his other half would be. Obviously the gunslinger dip for gun training (which is at first level with guns everywhere), but I couldn't figure out how to make it seem like the mobile fighter he is. I eventually went with skirmisher for the pseudo-pounce Stag's Leap and an Urban Barbarian dip to get a sort of temporary boost of power from the suit.
The endless bandoleer is going to be split into the two arms, with the gun barrels dropping down from his wrists. The extra arms the suit provides are going to be small mechanical bits that help deploy the guns and hold the gun attached to his primary arms and the tubes that will feed that cartridges to his guns. All of his spells will emanate from some part of the suit.
The At-Will Evolution Surge I chose for 6 points represents Stark's ability to tinker with his suit. The background for him isn't quite finished yet, but will be soon.
@Spooky, so I'm going with Blade more from the Anime where his focus is much more on his sword. Won't be using guns couldn't make it fit. If the ACG book was out maybe a swashbuckler archtype with a gun too would work. May ask to switch to an Archtype when the book is released if I get picked.
I was also going with the movie origin a bit more then the comic's I like Whistler a little better and I like the idea of being born as a daywalker instead of picking up from being bit by Morbius. Should have everything up shortly. Working out final kinks.
Your build looks really cool, but is spending 17 RP (27 with the additional 10) on a custom race allowed?
I read the intro post more carefully, and I found a way to make Batman both LN and CN (to represent his differing tactics when Bruce Wayne and Batman). I'll also probably try to build Wolverine if the other wolverine doesn't.
Batman kind of can be any alignment. Picture representing this. I'll probably roleplay him as a darker version, but who still prefers to use non-lethal force if possible.
So without further ado, I present Batman, 2 Monk of Many Styles/6 Fighter (Brawler Arch)/7 Vivisectionist/1 Master Chymist.
Master Chymist is there to provide the duality; Batman operates very differently than Bruce Wayne, and there is a decent amount of canon where Batman starts to overtake Bruce Wayne's life. I will be roleplaying this duality not quite as split personalities, but rather two very different sets of ideals. He wants to uphold the law; but sometimes he has to break it. He wants to save people, but sometimes he has to harm others to do it.
The build is roughly as follows:
Batman:
Class Breakdown:
Brawler 1/Vivisectionist 1:
Brawler 2/Vivi 2: When Bruce Wayne was just starting out his crime fighting career. He learned to make some trinkets with his vast wealth, while learning how to fight effectively (brawler/sneak attack).
Brawler 2/MoMS 1/Vivi 3: Begins training with Order of the Shadow.
Brawler 3/MoMS 1/Vivi 4: Feral Mutagen reflects his ability to fight with his special gauntlets rather than strictly claws.
Brawler 3/MoMS 2/Vivi 5: Bruce Wayne's training with the Order of Shadow Ends. He learned some of the secrets of alchemy to go along with his tinkering, as well as fighting styles to represent the specific fighting training he had while at the OoTS.
Brawler 4/MoMS 2/Vivi 6: Bruce begins Batman.
Brawler 5/MoMS 2/Vivi 7
Brawler 6/MoMS 2/Vivi 7/Master Chymist 1: Bruce becomes less important in Batman's life. His mentality while in his alter-ego starts to spread to the rest of Bruce's life.
Extra RP points:
Advanced (4)
Greater Defensive Training (4)
Dual Mind-1
Camoflauge (Urban)-1
These reflect mainly his training with the Order of the Shadow. While he learned to think more outside of the box and became much more athletic, he also became more withdrawn.
Items:
3000 Potion of Barkskin +5
3000 Potion of Greater Magic Fang +5
2000- Ring of Deflection +1
600- Mage Armor (12th)
10000- Belt of Physical Prowess +2
4000- Head Band of Wisdom
4000- Cloak of Resistance +2
2500- Eyes of the Eagle
2500- Outfit of Disguise
Because Batman has Feral Combat, he can treat his claws as if they were unarmed attacks for any monk/brawler ability. This allows him to always deal non-lethal damage with them if he chooses at no penalty.
I'll continue working on the fluff, but the basic premise is that Bruce Wayne is Batman when he downs his mutagen/mutates. Feral Mutagen represents his bladed gauntlets, and a head butt, or knee, or whatever else he feels like throwing in. All of his major items are incorporated into his full suit of armor (taking up the respective slots, but he probably won't wear most of them while not suited up). I've changed the hat of disguise to a body slot item, but I mean more for it to be his suit covering up his normal identity. I will be equipping him with a bunch of alchemical items as well (I've reserved about 2000 gp for that). The wings from alchemist is going to be him using his cloak, so he won't have those when not suited up either.
Alright, I'll try to make Batman, since both Wolverine and Iron Man are taken (/head shake).
Currently I'm thinking possibly a Monk/Alchemist, with perhaps a few dips here and there, but not sure yet.
Also, I know Batman does kill people, but all of the depictions I have seen make him regret it every time he does so. Is there a darker version of Batman where he doesn't have compunctions about killing his enemies?
Can I also do away with alignment restrictions on the monk? I see Batman as Chaotic Neutral more than anything, due to his complete lack of regard for laws and his somewhat dark way to do good.
I'd like to propose Dr. Alexei Strigoi, a half-elf alchemist/barbarian. Alexei is a common doctor at first glance, but underneath his good nature and charming face lies another persona, a dark and wildly chaotic being named Selloc. Alexei was always an adventurous lad, but stumbled upon some darker secrets in some of his travels. Curious to see what these strange formula that described enlightenment entailed, he brewed up a batch and after injecting this alchemical substance the manual called a mutagen, awoke the darker side of his personality. So far, Selloc has remained within Alexei's control, only surfacing when he injects his mutagen, but Selloc has become stronger, and his rage has started to bleed over into Doctor Strigoi's life. This feelings of slowly losing control has caused Alexei to sink into a deep depression, and after helping his patients during the day, turns to alcohol and gambling to ease some of the pain. Recently, Alexei's dreams have been filled with Selloc's wild and chaotic spirit, so he has been taking allnight occasionally to fend off the nightmares.
Stats will be forthcoming, but the basic build is 4 Alchemist/1 Barbarian, with the Vivisectionist/Chirurgeon archetypes. Alexei will be LN normally, but when under the effects of the mutagen, Selloc will take control and he is CN. Alexei also uses syringes instead of drinking his extracts and mutagens (but that is just flavor).
One quick question; I can use Knowledge(Nature) instead of Heal for heal checks, but Chirurgeon gives Skill Focus(Heal) at level 5? Is there any way I can replace the Skill Focus(Heal) with SF(Knowledge Nature)?
Basic Premise: Apparent Shoanti human alchemist who operates as a doctor in Sandpoint. He is secretly a tiefling alchemist who uses magic (hat of disguise) to conceal his true identity as well as his experimentation with his own body (vestigal arms discovery x2). He became an alchemist after his Shoanti tribe discovered his scales that he grew as a youth, and was taken in by a doctor in Sandpoint. He has an alter ego named Selloc, which he believes is the monstrous part of his heritage. When he injects his mutagen (I think using syringes is a bit more colorful than just chugging a potion), his vestigal arms become streaked with black corruption that gives him incredible strength.
He was CG before he awakened Selloc, but recent actions have caused him to be a bit more cynical. Since Selloc has awakened, he has been afraid to inject his mutagen, only doing so when he is out hunting. His recent cynicism has caused him to fall into a deep depression, and he spends many of his nights out gambling, using the drug allnight to prevent himself from falling asleep and wrestling with Selloc every night.
His build will be something along the lines of 1 Barbarian/6 Vivisectionist/Beastmorph Alchemist, and will defintely fit the front liner that this party wants :)
Rough outline
Male Oni-Spawn Tiefling
15 Str +1 level +2 Racial
12 Dex
13 Con
14 Int
7 Wis+2 Racial
15 Cha -2 Racial
Feats:
Power Attack, Iron Will, Skill Focus (Survival), Eldritch Heritage (Orc)
If the players decide that they want another player, I would love to join in on the fun as well. I would submit a barbarian/alchemist. The basic concept is that he is similar to Jekyll/Hyde (with Hyde taking over as the Master Chymist rules).
I looked into the thread and it looks like they are level 7. I'll make a quick character outline with background/stats in the meantime.
EDIT: I am a little bit new to the pbp scene, but if you want some examples of my pbp style, you can look at the Lords of Themselves campaign that I'm in.
Darn it RVT, your campaigns sound so fun. I'm going to have to apply to this one too...
Going to go for the Jekyll/Hyde doctor. What would your ruling on crafting allnight be? It seems like it would be a DC 20 Craft(Alchemy) check based on similar items, but it doesn't have a listed DC.
I just had another great idea! Second submission is going to be a god of war based on the Makhai from Clash of the Titans. Half-Elf Synthesist 17/Cleric 17 :P
As the drow archmage prepared his teleport spell, he looked across the burning city and paused to think of the recent events. Izomorphban had stood for thousands of years, and before the turmoil, it had been secure, at least for the elite, the noble matriarchy. That had all changed with the birth of one Naga Is'dur; the boy had been a runt at birth, a deafened child cursed by the gods and demons for his mother's unholy deeds as priestess. Although tiefling drow were often honored is Izomorphban, the deafness had been seen as a fatal weakness, and he had been left out to die in the tunnels outside the city. But the child had not died, and he, Ros'tar, had found him surrounded by dead duergar, a smile across the small child's face, revealing two fangs, dripping with poison.
He should have stopped there, killed the welp when he saw the destruction he had laid as a child of naught but two. But he had been intrigued by how the boy could have possibly survived this onslaught and took him into the magical academy. Although he had not been the most talented wizard, he seemed to have innate power and progressed in magical capabilities far beyond his peers. He had been adept at most spells he set his mind to, but had preferred to use enchantments and transmutations to get his way, resorting to necromancy when brute force was required. He had always been a loner and often spent his evenings in the seedy underbelly of Izomorphban. What Naga had done down there was beyond Ros'tars understanding originally, but now Ros'tar realized he had been planting these seeds for years. The mage looked out his window again, and saw many of the lower drow houses fighting the previous ruling ones, along with themselves. The slaves of each house poured across the streets, freed by some unknown magic, slaughtering all the drow they could find. Thankfully, Ros'tar was protected by powerful magics...wait what was that?
With a shuddering creak, the magically sealed sealed door slowly swung inwards, and a cloaked figure walked in. The distinctive cloak gave away the humanoid's identity even before he lowered his hood, revealing a handsome horned drow. Naga smiled at Ros'tar, showing his fangs even before he spoke. "Good evening Ros'Tar, the city sure looks bright tonight.". Ros'Tar knew he had one chance to destroy this man before his centuries-old life was ended. To the left, he knew his rod of quickening was within arms reach. As he lunged towards it, he felt his limbs grow slow and knew that in his old age, he had been too slow. As the icy sheath grew over his limbs, he was surprised. Naga had not ripped the air from his lungs and suffocated him, which was his favored way to end enemies.
At the same time, the icy prison he was now encased in was preventing him from moving and observing the outside world. Ros'tar stuggled for a few seconds before deciding to wait out the duration, and it was then
that he heard in his mind the tieflings' voice. I have no desire to kill you Ros'tar. I just wanted to make sure that you realize the position I am putting you in. The city's previous elite has been put to the swords of the slaves they have opressed for thousands of years. There are no more powerful clerics in Izomorphban, meaning there is quite the power vacuum. All of your rivals have been...eliminated. I want you to turn this city into a city of knowledge, a meritocracy in which a person's rank is determined by his ambition and power, not birth. I may visit the city occasionally to check up on you. I may test the stability of your city. I may not. But know this; I will be observing you. The very fabric of this world is being rewoven; when it is finished, I will judge you on your merits.
As the last words faded from Ros'Tars mind, the Fanged Lord dissapeared into nothing but shadows.
Titles:
The Fanged Lord
Breath's End
The Shapeless
Thought-Seeker
The Deafened One
Endless Riot
God of Magic, Trickery, Secrets, and Snakes.
CN Tiefling (Drow) 1 Oracle/16 Sorcer/17 Wizard
Servitors: Dragons, Yuan-ti, Magnetars (not super related, but the flavor sounds so awesome)
Realm: Lives on a plane made up of liquid darkness (Black quicksilver), which he morphs to make all of his buildings and such. The noise on the plane is so great that all beings are deafened upon ariving on it.
Liquid Darkness: A cloak made of a substance like quicksilver, except a metallic black.
Sefira: Daat
This character seems like a lot of fun, and seemed like the best-way to play of god of magic icarnate. Due to his association with snakes, I figured that trickery and the pursuit of hidden knowledge would be the best aspect of magic to focus on. I think that the deafness plays an interesting role in his develepment, and why he is so obssessed with hidden knowledge (because originally, all knowledge was hidden to him).
He brings a powerful arcane spellcaster to the party. All of his offensive spells are cast through his sorcerer levels, while all of his buffs and utility spells are through his wizard ones. Due to his mythic shapechanging feat, he is also a powerful warrior when polymorphed, but he prefers to cast spells and get others to mix it up in melee.
Dotting! Thinking of making an Wizard/Sorcerer (Eldritch Knight)..... oh the horror, the horror!
I'm thinking a Aasimar Serpentine Sorc, possibly crossblooded. He would be a god of trickery and magic, possibly called the Fanged Lord.
So many options! When should I have my character in by? Also, what is your ruling on Aasimars and martial weapon proficency (ie, do they have it because they are outsiders)?
Multiplying damage may not be such a good idea. The hit point damage a dedicated damage dealer can put out already far outpaces the current HP.
Jegred Volkov was born in Rostland to an immigrant mother from the far off land of Mwangi. Little is known about Rashla Volkov except she one day appeared in town, quite pregnant. Jegred was born a fairly normal lad, though his dark skin set him apart from the other boys. Rashla never told him who his father was, but as he grew older, he began to show more and more abnormal traits. At the age of six, his horns began to protrude from his hair, and his serpent-like eyes were no longer thought of as a genetic anomaly. During his early life, townspeople began to fear Rashla, accusing her of practicing dark magics, and cursing the whole town. They eventually burned her at the stake, and would have killed Jegred, had Rashla not cast a spell of invisibility on him and made him run into the forest.
Thankfully, his mother had prepared him well for this trial and taught him many things about surviving in the wild. He spent nearly 8 more years in almost total isolation, only surrounded by the beasts. He felt a great connection to the scaly-tyrants in the forest, and raised a spinosaurus from the egg, with the beast eventually growing into his companion. Side by side with his faithful pet Sicarius, Jegred grew to enjoy his life in the woods. He recognized the cycle of life, and even though he hunted to survive, he always thanked the animal spirits after he killed.
At 14, Jegred stumbled upon a town near New Stetven. He was almost killed like a predator who hunted the town's livestock, but mercifully, the town leader, Beorn Wildstaff recognized a fellow spirit and took him in under the wing. Jegred grew to trust some of the townsfolk, who, despite their initial shock and horror at his physical appearance and choice of companion, grew to accept Jegred, or at least tolerate his peculiarities.
Companions:
Beorn Wildstaff: Town leader and elder of Tarvin's Point. He is a fellow druid, and a mentor and father figure to Jegred. He perhaps understands the dark-skinned Tiefling the best, but he was also the one who encouraged Jegred to seek his fortune outside of Tarvin's Point.
Cratchus Stiffer: Charismatic inquisitor who rallied the town's people against Rashla. He does not know what happened to Jegred, but he is determined to put an end to Rashla's line. He is overly zealous, and views all Tieflings as abominations who must be slaughtered.
Erant Tecker: The closest thing Jegred has to an age-appropiate friend. He is a half-elf wizard currently studying in New Stetven. Adopted by a well-off family in Tarvin's Point, he still faced persecution because of his non-human ancestery and his strange interest in the arcane. Despite a 4 year age difference, Erant's elven heritage allowed the boys to advance into manhood together.
Jegred is an attractive tiefling, if somewhat exotic looking. He isn't particularly adept socially, due to his life in the woods at an early age, and the persecution he has faced. He has pitch black skin, and snake-like eyes, and his head is crowned with horns. On his back is a curved greatsword, and he is clad in a suit of black-dragonscale. He is rarely without his spinosaurus Sicarius.
Jegred is slow to trust any humanoids, preferring mostly the company of animals who do not judge his fierce exterior. Jegred is gruff and quick to anger, but loyal once a person has earned his trust.
Jegred, Stats:
Jeggred Volkov
Male Tiefling (Oni) Druid 3
N Medium Outsider (Tiefling)
Initiative +2 ; Senses Darkvision 60 ft
================
Defense
================
AC 19, touch 12, flat-footed 17 (+2 dex, +6 armor, +1 NA)
HP (3d8+3+3)=24
Fort +4, Ref +3, Will +5
Special defenses: Resist 5 fire
================
Offense
================
Speed 20 feet (30 Feet with Longstrider)
Melee Mwk Greatsword (PA) +6 2d6+9
Ranged Dagger +4 1d4+4
Special attacks: Power Attack
=================
Statistics
=================
Str 18, Dex 14, Con 12, Int 10, Wis 15, Cha 8
BA +2; CMB +6; CMD 18
"In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability." This means I get to pick one of the ones I rolled right?
I think that I'll still take the feat if so, levitate at will is pretty useful.
The only bummer about the extra traits is that you have to roll.
Ok, I think I will be making a tiefling druid with the fiendish heritage feat then (if the feat isn't required to take oni-spawn, I'll switch it for something else). Rolling for the additional traits.
Heh, if it's a druid, I think I will be a wildshape druid (tempted to try a saurian shaman, but may just roll up a normal one). I see Idris has the Master of Many Styles monk dip already, so I am leaning towards a melee druid.
I look forward to playing with you all. As I said to Red Rampage, I joined these forums because of this game!
What would be the ruling on having an oni-spawn tiefling join the party?
The other character I was considering was a half-elf wild-caller synthesist (fits with the whole wild-shape idea), but most DMs I have come across are quite opposed to synthesists.
Sounds great! I have a few ideas, but I'm thinking I will most likely roll up a druid or a Monk/Brawler. So many ideas! I'll post the build later today.
I know :P. I plan on not taking any more monk levels (not my favored class heh), so they would go away at next level anyways (if I had them, with 1 level of Fighter (Brawler)). Ideal armor for me is a Mithral Breastplate, but first priority is a +1 Chain Shirt of Brawling...
I'm trying to see if we can reflavor the buckler as a hard metal vambrace. Somehow I just don't see a small shield when my character is fighting.....
Fluff:
Aleksei Volkov settled back in his chair as he sipped on fiery clear liquid in one of the seedier bars in Azora. The thirty-two year old man would be handsome in his own way, with short blonde hair and piercing blue eyes, but his coarse manners often rubbed people the wrong way, especially combined with the few scars on his face. That's why he prefered it here, along with his fellow rif-raf. Not that he was legitimate rif-raf: he had been trained by an order of legendary monks renowned for their prowess in unarmed attacks, but due to his cold-hearted behavior had become a bit of a black sheep, and left his order.
No matter , thought Alexsei. He hadn't relied on his order in quite some time, having picked up many jobs as an assassin. Most people underestimated the amount of pain he inflicted with his hands. He enjoyed the thrill of the hunt, but more importantly, the money that came with it. Killing was just a job to him, and people often saw the coldness in his eyes when observing him carefully. He was a man of his word however, and this is what brought many clients to him. A trustworthy assassin was a good assassin most of the nobles thought, and his discreteness ironically had made some of his infamy.
He thumbed through the letter in his hand; a letter from the Order. He barked a short laugh, finding it humorous that such an order of goodly people paid the best. As he pondered whether or not to take the summons, he thought about the pros and cons of working with possibly stuck up people. What the hell , muttered the assassin finally, paying his tab with a gold piece and getting up to leave, It'll probably be better than drinking myself to death another night.
Appearance:
Alexsei is an extremely athletic man, about 5'10" and 175 lbs. He has short-cropped blonde hair and blue eyes, giving him an appearance similar to Daniel Craig's Bond, or a younger Vladamir Putin. He wears a chain shirt under his dark leather armor, giving it surprising strength. He has a metal vambrace on one arm with 3 short blades which he uses as a sheild.
Hey, going to run a human MoMs Monk/Brawler. I'm interested in playing him as Lawful Evil (as a sort of assassin for hire: he doesn't enjoy killing, but he certainly doesn't mind it). He's a cold-hearted man, and as long as there is a job, he will take it. I could also see him playing as more lawful neutral, but I see him as a kind of James Bond-esque character (less Cha though!) :P
I will write some background later. Also just saw that we have 1300 gp to spend.... may revise his traits/items.
Crunch:
Alexsei Volkov
Male Human Monk (Master of Many Styles) 2
LE Medium Humanoid (Human)
Initiative +5 ; Senses Perception +7
================
Defense
================
AC 18, touch 13, flat-footed 14 (+3 dex, +4 armor, +1 Shield)
HP (2d8+2)=14
Fort +4, Ref +6, Will +5
Special defenses: Evasion
===========
Gear:
===========
Masterwork Buckler-155 gp
Masterwork Chain Shirt- 250 gp
Pathfinders Kit- 12 gp
Chakram x3- 3 gp
Potion of Cure Light Wounds x5=250 gp
600 gp remaining
Definitely interested! Going to make a Human Monk/Brawler.
Rolling for HP:
HP:1d8 ⇒ 7 HP:3d10 ⇒ (10, 2, 4) = 16
Rerolling the 2 at least
HP:1d10 ⇒ 3
Well let's see about the 4.
HP:1d10 ⇒ 10
Yay! I see him as a sort of assassin for hire (Lawful Evil). He's not interested in killing for the fun of it, but he certainly doesn't mind killing for a good reason (and money is one of those for him).
I didn't see the Houses in the campaign info, can you point me to where they are posted/any other background for making a backstory? I'll make the crunch in the meantime.
Here's my backstory for Aleksei Volkov, human gunslinger.
Aleksei Volkov:
Aleksei Volkov settled back in his chair as he sipped on fiery clear liquid in one of the seedier bars in Ustalav. The thirty-two year old man was handsome in his own way, with short blonde hair and piercing blue eyes, but his coarse manners often rubbed people the wrong way. That's why he prefered it here, along with his fellow rif-raf. Not that he was legitimate rif-raf: he had been born into a fairly prominent and wealthy family, but due to his wild and cold-hearted behavior had become a bit of a black sheep.
No matter, thought Alexsei. He hadn't relied on his family's money in quite some time, having picked up bounty hunting. He enjoyed the thrill of the hunt, and relished when he was able to use lethal force. Being a pragmatic man, he tried to keep his more anti-social personality traits under control however, capturing much of his prey alive. No use in making more enemies than required, he muttered quitely.
He thumbed through the letter in his hand; a will from one particular Professor Lorrimor. The poor man had been cornered in an alleyway by two violent thugs that belonged to the Nightshift gang who had been hunting. Two blasts from his abnormally large pistol, and the thugs had been dead. Instead of seeing him as a cold-blooded killer, Lorrimor had viewed him as some sort of savior. He barked a short laugh as he remembered the professor's vehement proclamations that he would never forget Alexsei. It seemed the old man had come through on his word, as he had been summoned in his will.
What the hell, thought the gunslinger as he got up to leave, It'll probably be better than drinking myself to death another night
Stat Block:
Male Human Gunslinger 1
CN Medium humanoid (Human)
Init +6; Senses Perception +6
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
Weaknesses
OFFENSE
Speed 30 ft.
Ranged +4 Mwk Large Pistol (2d6,x4)
Special Attacks Up Close and Personal (+1d6 damage, this damage applies on a miss as well, 1 grit), Point Blank Shot
Grit: 2
Class Special Abilities: Grit, Gunsmithing, Deeds
STATISTICS
Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats: Point Blank Shot, Rapid Reload (Pistols), Gunsmithing
Equipment:
Masterwork Studded Leather: 175 gp
Masterwork Starter Pistol (Large): 300 gp
Alchemical Cartridges (60)- 360 gp
Bullets and Blackpowder (100)- 110 gp
Gunsmithing Kit-15 gp
Dagger-1 gp
961 spent, 114 gp left
The glaive whistled through the night, scything through the dead flesh and leaving the still wriggling body in two pieces on the ground. “Damn rotters” , muttered the half-drow to himself, watching as the orc zombie tried to crawl toward him, clutching at the ground while moaning in an attempt to reach its prey. “Even in life you couldn’t have been this stupid. Don’t you know you’re dead?” The polearm flashed again, this time a guillotine that removed the foul head from its shoulders. As the zombie shuddered to a halt, Jeggred finally allowed himself relax a bit, as the red fury that had been coursing through his veins just moments before subsided.
At least its freedom, the half-elf thought to himself, thinking about how different the last six months had been. He never wanted to go back to the whips and lashes of his former masters. Despite being half –drow, he had been considered nothing more than a slave by his brethren. A drop of human blood, that’s all it took in drow society to be deemed a lesser, a beast, an animal, unfit for anything more than a servant. He, along with many of the other untouchables, lived in the layer of Zirnakayin called Ghenavoc. His master, his half-brother Exitius Azrinae, had rarely come to check on his slaves, leaving the training to the lesser-born, but still pure drow, slavemasters. Their task had been to whip the smarter slaves, the half-drow and the pure drow unfortunate enough to be given to the slavemasters, into highly trained and fearless shock troops. Unwilling to spend much coin on these disposables, each slave was lightly armored with a shield, a shortspear, and a shortsword. Jeggred recalled his training experiences, which had him rely on his brothers-in-arms next to him for defense. He barked a short laugh at the sheer futility of all of his training. Yes, out here in the woods, above grounds, with his comrades all beneath him, whether still stuck in the hell-hole that all of Zirnakayin had become with the Red Harvest, or buried with their heads neatly removed, his many years of training with a phalanx were completely useless. Even his extensive weapon training with the short sword and spear were unusable. He had disposed of his shield many months ago, too heavy for the rapid and stealthy traveling he did. As he felt the smooth black shaft of his glaive, he recalled how not too long ago, they had been two different weapons. After careful consideration and seeing his first companion fall to the rotters’ bite, he had no longer felt comfortable wielding his shortsword versus the undead fiends, and had formed his current weapon.
As he loped along through the forest, he thought again about the slavemasters he had left behind. They often beat the slaves bloody, and then had them spar viciously, sometimes to the death. No , thought Jeggred, being on the run from packs of blood-thirsty undead is indeed preferable, as long as the air in my lungs is sweet with the taste of freedom. The Red Harvest had been a brutal and terrifying night, yet he still remembered the joy of killing his former tormentors as they attempted to hide in the slaves barracks. During all of the confusion, Jeggred had escaped along with eight of his fellow soldiers. The drow nobles had buried most of their dead within the city walls, so Zirnakyin had turned into a den of horror with hordes of the rotters patrolling the streets, mindlessly killing all they found. Although he very much doubted that House Azrinae and the other greater houses had been affected drastically, safe within their subterranean keeps, the city proper had been turned into a killing field. For once in his life, Jeggred had been happy to live in Ghenavoc, the lowest level of the city and the one closest to the city gates, and freedom. His relief was short lived as every dead creature within miles was attracted to the screams emanating from the drow city, and the tight, winding tunnels to the surface were packed with hordes of the relentless undead. For nearly two months, he and the other former slaves fought through the tunnels until finally emerged, bloodied and wounded from the depths of the underground.
That first breath of fresh air that he had ever taken almost made up for the unthinkable horrors that he had witnessed in the tunnels and the blinding light that he was greeted with; yet along with that first scent of freedom came the savage realization that out of eight, he was the only one that made it. His comrades had been brutally slaughtered one by one by either the ravenous zombies or hostile duergar forces, just as desperate as the drow slaves to be free from their city-turned tomb. The worst was when he and his brothers-in-arms were forced to take out one of their own as they succumbed to the bites, or the stench of rotti-Best not to go there Jeggred thought. He had witnessed enough horrors, and dwelling on them brought such despair that he sometimes doubted that he would be able to continue. But Jeggred was a born survivor, and determined to succeed for his real siblings, his fellow slaves who he had trained with, fought with, and bled with.
Jeggred saw the edge of the trees approaching, and the distant view of city walls looming ahead. Maybe there will be friendly survivors there who I can trade with. Or maybe it’s just another city filled with the dead. he thought grimly. No use in continuing on tonight. As he rigged his hammock almost 15 feet off the ground he couldn’t hear the tell-tale groaning of the walking dead for the first time in almost a week. Feeling relaxed and safe as possible, he let himself drift off to sleep.
Crunch:
Jeggred Azrinae
Male Half-Elf Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (Human,Drow)
Initiative +2 ; Senses Darkvision 60 ft
================
Defense
================
AC 15, touch 12, flat-footed 13 (+2 dex, +3 armor)
HP (1d12+2)=14
Fort +4, Ref +2, Will +1
Special defenses Light Blindness, Thin-Blooded Resilience (+2 saves vs. posion/disease)
Special attacks Rage (6 rounds/day, +4Str/Con,-2 Ac, +2 Will Save, Endless Hope: Whenever I enter rage, bonuses last+1d4 rounds), Power Attack
=================
Statistics
=================
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
BA +1; CMB +6; CMD 16
Feats: Power Attack, Skill Focus (Survival)
Skills: Acrobatics [1] +5, Climb[0] +2, Perception [1] +7, Stealth [1] +6 (+10 in jungle), Survival [1] +8, Craft (Weaponsmith)[1] +4
Languages: Common, Undercommon
Traits: Live for the Dead (Optimistic Gambler), Slippery
Racial Traits: Drow-Blooded, Thin-Blood Resilience, Jungle Affinity (+4 bonus to Stealth while within a jungle, ignore difficult terrain)
===========
Gear:
===========
Studded Leather-25 gp
Glaive- 8 gp
Pathfinders Kit- 12 gp
Hammock-1 Sp
Chakram x3- 3 gp
Trail Rations x3- 1.5 gp
Responses:
Where were you and what were you doing on the night of Red Harvest?
I was in the barracks with my fellow slaves trying to get a few hours of sleep before the next day.
Have you had to do anything you regret in order to make it this far?
Killing my dead, but risen companions made me sick to my stomach. I have also had to kill a man who attacked me for my possessions. It was only later that I found out he had a wife and child. I scavenged some food for them, but they were too afraid of me to accept it.
Have you got family out there or just a strong desire to survive? What gets you through?
(laughs) If my blood-family is still out there, I'd like nothing more than to kill the vile monsters. Hopefully the rotters have devoured their cursed flesh. I survive for my real family, my fellow slaves. Through my survival and success, maybe their spirits will have some rest. The world is a vile place right now. I just want to survive this storm in hopes that it passes and I am able to enjoy my freedom.
I'm not sure if any of you read the Order of the Stick, but I will be roleplaying Belkor, a psycopathic murd...
Heh just kidding. Jibjib is definitely on the darker side of CN, mainly because he views death somewhat differently than most people. He (being just a little bit egotistical) views it a bit of an honor to be killed by him. He very much loves battle, and prefers fighting to most things. He views killing unarmed people as boring. Sneak attacks are completely different though...
He definitely isn't chaotic stupid though. I personally don't think that having both halflings would be redundant because they are focused on different styles of fighting (mounted vs. throwing), so I personally would think it would be a lot of fun for both halflings to be in a group, but at the same time, Table 2 looks excellent too, so I think either would be awesome.
Still interested. I was hoping both the Halflings would be lumped together just for maximum crazy, but that's okay.
My character isn't just a murderfreak, don't worry; Amren is going to be a glory seeker, though, and he'll be greedy. I.E.: If there's a big, scary dragon and it would be smarter to run away than face it, there's a fair chance he'll want to hack its head off instead of doing the smart thing. He's not stupid, and he's not a psychopath, but he's cocksure and headstrong, to quote Men in Tights. And self-centered.
...This IS a complicated bunch for Group 1, though. Three Lawful Neutrals, two Chaotic Neutrals, and one Chaotic Evil. A duty-bound soldier, a ruthless antipaladin, a nobleman wizard, a glory craving axe-thrower, an alchemist seeking recognition, and an orcish samurai on an expansionist mission for his liege. Hoo, we're going to have some interesting dialogue, that's for sure. I'll make an alias for Amren before I hit the sack.
Unfortunately, I was hoping for the same situation too :(
But oh well, the group I'm in looks great too! Definitely still interested. When do we get started?
...Wow, I'm looking back and comparing our character ideas point for point:
1) Neither character takes insults lightly.
2) Both were banished from their tribes.
3) Both like fighting.
4) Both like gambling.
5) Both are halfling barbarians.
6) Both have fought as mercenaries.
7) And they're both quick to anger.
8) Both see death in battle as GLORIOUS!
Yeah, it's like they're long lost twins or something.
I think you mixed up "long lost twins or something" with "sexy, shoeless, gods of war"
Here is Jibjib statted up. I kind of see him as Incan/Aztec like (basing him kind of off the lizardmen from Warhammer Fantasy: hence the carnosaur heh)
Jibjib and Bloodgorger:
Jibjib Fangbearer
Male Halfling Barbarian (War Dog) 1
CN Small humanoid (Halfling)
Initiative +4 ; Senses Perception+5
================
Defense
================
AC 16, touch 13, flat-footed 14
HP (1d12+2)=14
Fort +5, Ref +3, Will +1
Special defenses Fearless
================
Offense
================
Speed 30 feet
Melee Mwk Greatsword +6 (1d10+7, 19-20/x2) or Lance +5 (1d6+7, x3)
Ranged Chakram +4 (1d8+3, x2)
Special attacks Power attack
=================
Statistics
=================
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12
BA +1; CMB +5; CMD 15
Feats: Power Attack
Skills: Handle animal[1] +7 (+13 with training Harness and AC), Perception[1] +5, Stealth[1] +11, Survival[1] +3, Ride[1] +8
Languages: Common, Halfling
Traits: Optimistic Gambler, Reactionary, Slippery Drawback: Pride,
SQ: halfling traits (Small size, Slow, Fearless, Halfling Luck, Outrider, Keen Senses), Fast Movement
===========
Gear:
===========
Masterwork Obsidian Greatsword 333 GP
Masterwork Studded Leather 175 gp
Lance 10 GP
Saddle (Riding, Exotic)- 30 gp
Chakram x10- 10 gp
Training Kit-15 gp
27 gp Left
Bloodgorger
Male Carnosaur (Spinosaurus)
CN Medium Animal (Animal Companion, Racer Archetype)
Inititave +2, Senses Perception +5
================
Defense
================
AC 15, touch 12, flat-footed 13
HP (2d8+4)=14
Fort +5, Ref +5, Will +1
Special defenses:
================
Offense
================
Speed 40 feet, Swim 30 Ft
Melee Bite +4 (1d6+9, x2) or Bite +4 (1d6+6, x2) and Claw x2 (1d4+6, x2)
Special attacks Power attack
=================
Statistics
=================
Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 3
BA +1; CMB +7; CMD 17
Feats: Power Attack
Skills: Perception[1] +5, Stealth [1] +6
Before I forget, three things about my character that I think are important:
1) My character is starting with a level in Barbarian, but that is not his favored class. Amren is going pure Lore Warden afterwards, at least for 12 levels or so, if the game reaches that point.
2) Amren has Coincunning. Essentially, he can sniff out treasure like a Dwarf has Stonecunning.
3) I may try using the Sliding Axe Throw feat, though depending on what I decide to do it may be a long time before I take it. I DO want to use it, but having an animal companion at the early levels that I could ride would be a godsend as a ranged character.
Eesh, I just saw that our concepts are very similar!
Halfling pit fights incoming? Take your bets on the jungle halfling or the one from the snow?
Jibjib loves gambling and fighting. I think he would love to take part in this! :P
Before I forget, three things about my character that I think are important:
1) My character is starting with a level in Barbarian, but that is not his favored class. Amren is going pure Lore Warden afterwards, at least for 12 levels or so, if the game reaches that point.
2) Amren has Coincunning. Essentially, he can sniff out treasure like a Dwarf has Stonecunning.
3) I may try using the Sliding Axe Throw feat, though depending on what I decide to do it may be a long time before I take it. I DO want to use it, but having an animal companion at the early levels that I could ride would be a godsend as a ranged character.
Eesh, I just saw that our concepts are very similar!
Hey, I just saw this, and am definitely interested in the campaign! It seems like a lot of fun.
My concept is for a halfling Mad Dog barbarian, coming from far south of Wodmarch.
Jibjib Fangbearer:
Jibjib comes from the deep jungles south of Wodmarch. He was raised in a small tribe of halflings called the Fangbearers, renowned for their skill with beasts. He was a rising star in his tribe, having found a carnosaur (stats as Spinosaurus) egg and rearing it as his own. Trouble arose during a dispute over a games of bones (a complex betting game in which each halfling throws a bunch of bones, and results come from if certain bones cross or not). In this game, the chief's son accused Jibjib of cheating. Jibjib was always hotheaded, and upon being accused of such deed, flew into a rage, and proceeded to beat the snot out of his opponent. Unfortunately, the Fangbearers viewed the chief's family as holy halflings, and the punishment for the assault was exile. The chief's son, when finally sober, was willing to put the fight behind them if Jibjib was willing to give up his prize mount, but Jibjib refused.
Packing his trusty obsidian greatsword, a few days worth of rations, and his gear for Bloodgorger, his carnosaur, Jibjib set out for fame and fortune. Eventually, he stumbled upon a village in Wodmarch. He tended his time in Wodmarch, working as a farm hand and helping to train animals, until the tidings of war came. He packed up his trusty blade and traveled to find this war. While looking for battle, he met a company of eleven mercanaries riding giant geckos, also setting forth for battle. Surprisingly enough, the lizards were not at all disturbed by Jibjib's mount, and after proving himself to the company, was picked up.
During the war, the Dragon Riders (as they were called by the commoners, confused by their strange mounts) found much glory and bloodshed. Fighting mainly in the woods, these guerilla fighters were used mainly as shock troopers. During the final battle, in which the crown prince was slain, Jibjib and his comrades charged straight through the battle, hoping to protect their employer. Jibjib personally slew a great warrior by the name of Barren Boldshield who was attempting to mount the crown princes head on a lance. After slaying this great brute, Jibjib personally retrieved the crown princes body and brought it back to the newly crowned King Oleg. It is this deed that he is being honored for.
Appearance and Demeanor:
http://min.us/i/xCH1pFJzIUgm (picture)
Jibjib is 25 years old, and is about 3 feet tall. What he lacks in height, he makes up for in sheer physicality, and has won many coins from bold men who underestimate his strength. He is heavily tattooed, with his arms covered with many mystical beasts, from dinosaurs to mindflayers. He carries around his trusty obsidian greatsword, and when acceptable rides around on Bloodgorger. He is a gruff halfling with a bit of a gambling and drinking problem, with no formal education. He is very knowledgeable about the woods and is very gifted with animals.
In combat, he wades into the carnage on Bloodgorger and swings with his unique sword, caring little for defense. He has extreme bravery and will engage the enemy with little fear for personal safety. This is mainly because he tribe believes that death in battle is one of the greatest deaths a warrior can hope for.
Ixat
http://img2.wikia.nocookie.net/__cb20070709142058/forgottenrealms/images/9/ 9a/Draegloth_wizards.jpg
Male Draegloth Barbarian 2
CE Medium Monstrous Humanoid (Draegloth)
Initiative +4 ; Senses Darkvision 60 ft
================
Defense
================
AC 17 (15), touch 11, flat-footed 16 (+1 dex, +6 armor)
HP (2d12+6)=(12,10+6)=28(32 while raging)
Fort +5, Ref +1, Will +1 (Fort +5, Ref +1, Will +3 while raging)
Special defenses Light Blindness, Uncanny Dodge
Ranged Dagger+3 (1d4+5, 19-20/x2)
Special attacks Rage (8 rounds/day, +4Str/Con,-2 Ac, +2 Will Save, Optimistic Gambler: Whenever I enter rage, bonuses last+1d4 rounds), Power Attack
=================
Statistics
=================
Str 20, Dex 12, Con 14, Int 8, Wis 12, Cha 8
BA +3; CMB +5; CMD 18
I think that is fine idea, Attropos, as long as you don't mind sharing the spotlight with Eckowo, who is something of a beast himself (Also, I am a little reluctant to allow a large creature, so that might be a stopping point).
Of course not! I don't particularly want to be large, but it was one of the pre-reqs for the grabbing appendages. Here's a revised version- he's not going to be a grappler though.
I'd also like to join if there is possibly still room. I'd be creating a barbarian based off of a Draegloth .
I haven't played any PbP groups yet, but this one sounds like a lot of fun!
If I did, I would be more of a grappler;
Draegloth statted up:
Large (7 rp)
Grabbing Appendages (6 rp)
Standard (+2 Str, -2 Int, +2 Cha)
Claws (2 Rp)
Monstrous Humanoid (3 Rp)
Opposite of flexible bonus feat? (-4 rp No first level feat)
So total adjustments are +4 Str, -2 Dex,-2 Int,+2 Cha
I see him able to use his smaller fighting arms (from grabbing appendages) while he rages when he gets lesser beast totem (which grants him 2 more claw attacks) at level 2.
Alright, I'll choose my party early Friday morning, so here is a list of all applicants I have received full sheets and backgrounds for. If you aren't on this list and you should be, I apologize, just send me a PM.
Airon87- Borgmurch the Exterminator, Goblin Ranger (Trapper)
TheNine- Celen, Aasimar Cleric/Sorcerer
Lady Ladily- Calli McDaniel, Human Monk (Drunken Master, Master of Many Styles)
GrimDM- Marconis D'Monius, Human Sorcerer
Alex Mack- Alfons Zitter, Human Alchemist (Vivisectionist, Chirurgeon)
Void Dragon- Marius Bergan, Human Inquisitor (Heretic)
Chillblame- Angelena Chillfist, Human Monk (Weapon Adept, Martial Artist)
Inlaa- Crunch looks good for the most part. One feat is Spell Focus (Shocking Grasp), did you mean evocation?
Attropos- Jamir looks awesome but I think he should only have 40 hp. Assuming favored class is HP, thats 4 at each level with con mod. HP rolls are 10, then 8, then 10. 28+12=40.
Mathius - Magical lineage? That's fine, it's a shame every Magus ever has dervish dance and magical lineage (shocking grasp), but it's hard to argue with it's mechanical potency. Your last idea excites me greatly though, I'm excited to see your pitch.
You are most definitely right. I also accidentally spent 1 more skill point than I have (so taking it away from Craft(Weaponsmithing))
Ok, I didn't realize that posts could only be edited for an hour after posting /sheepish grin.
Anyways, rolling for HP.
HP ROLL 1:1d6 ⇒ 4 HP ROLL 2:1d6 ⇒ 6
Background:
Jamir Fangbearer was born and raised in the Realm of the Mammoth Lords in a small, temperate valley. The Fangbearer clan was known for its skill in capturing and taming animals and dinosaurs. Jamir showed great talent in his clan's occupation from a young age, capturing a tiger cub, which he named Pouncer, when he was 12. Unfortunately, their fame spread too far, and when Jamir was only 14, slavers captured many of the clans' beasts, killed most of the clan, and sold the remaining clansmen with their beasts to the Black Sovereign (mostly for gladitorial fights).
Jamir endured 3 years of slavery. While he wasn't treated as poorly as other slaves due to his high value as a beastmaster, conditions were harsh and his only thought was escape. One barbarian leader decided to purchase Pouncer after a particularly vicious fight Pouncer had with a grizzly bear, in which Pouncer ripped the bears' throat out while pinned down. During the transit back to the tribe, Jamir and Pouncer managed to escape as during the nights, Jamir had slowly weakened one of the cage bars, and Pouncer managed to burst forth.
After fleeing his captors, Jamir survived in the wilderness for almost another year, avoiding all contact with humans. One day, as Jamir was hunting for food, he witnessed a farmer from Grundy named Grady Folshot looking for a particularly wild horse that ran into the woods. Unbeknownst to the poor farmer, Pouncer had made an earlier meal of the poor creature. Impressed by the farmer's bravery, knowing full well how dangerous the woods could be, even for a ranger and a tiger, Jamir decided to reveal himself. In exchange for accidentally having killed his horse, Jamir pledged to help train the farmer's creatures in exchange for housing in the barn for both he and Pouncer.
The deal has since changed with Grundy becoming ever more popular, and the Velsiykes and the Hubbets expanding their business. With ever more adventurers coming into town, the demand for steeds and beasts of all sorts has increased exponentially. Grady's dwindling farm has turned into an exotic stable, and between Grady's (previously unknown) shrewd buisiness sense and Jamir's talent for taming animals, the business has exploded. Jamir has now been in Grundy for almost 8 years.
Despite his distrust of the arcane, he has formed a close friendship and has great respect for Tabitha Almick. He often calls her magic, "tricks", and has trained a few animals for her. Sometimes, the animals she sends in are extremely intelligent, but Jamir figures that it is better to not ask questions about them.
Although he often trains animals for the The Velsiykes and The Hubbets, he secretly despises both of them. They treat their animals like slaves, and their constant bickering annoys Jamir, who just wants some damn peace.
Personality:
Jamir is a rather gruff halfling, and being raised in the wilderness, cares little for pleasantries and small talk. Jamir treats everyone with immense distrust.
He is quite racist against most "big folk", having watched many of them tear down the beautiful forest (as well as enslave him).
Jamir does not hate humans particularly, but having been a slave for years to humans, has had plenty of time to study their weaknesses.He feels most at home
with animals, and seeing animals mistreated infuriates him. He prefers to sleep in rough accomodations, sleeping quite often in the barn with his tiger, or camping in the woods near the barn. Jamir is quite intelligent, but lacks any formal education. He only learned common after becoming
a slave, so he tends to use short words and phrases. Before an exceptionally difficult sentence, Jamir will mutter to himself what he wants to translate
in halfling first.
He distrusts arcane magic, but is very comfortable with divine spellcasters. When Jamir goes anywhere, he prefers to take Pouncer, who pines when Jamir is away. If Jamir is around, Pouncer is quite tame, but he has been known to make a snack of horses if left unattended and not given explicit orders to rest. Jamir has taken Pouncer into town for the past few years to try to get him more used to people. Unless given a reason (either an explicit command or Jamir or Pouncer being attacked), Pouncer is quite docile. While Jamir is around, he is indifferent to most newcomers (falling to unfriendly if Jamir is not around). Taking a tiger into town causes quite a commotion, although braver townspeople and some of the guards have quite taken to Pouncer, and frequently give him treats when he is around. If Jamir takes him into town, he muzzles Pouncer because even playing, Pouncer can inflict wounds with his teeth and claws.
Crunch:
Jamir Fangbearer
http://min.us/i/xCH1pFJzIUgm
Male Halfling Ranger (Beastmaster) 3
CN Small humanoid (Halfling)
Initiative +5 ; Senses Perception +10
================
Defense
================
AC 18, touch 14, flat-footed 15 (+3 dex, +4 armor, +1 size)
HP (3d6+12+12+2)=(6+4+6+12 (con)+12(mod dice)+2 (favored class))=42
Fort +7, Ref +7, Will +4
Special defenses Fearless
================
Offense
================
Speed 20 feet
Melee mwk Lance +8 (1d6+4, x3) or greataxe +7 (1d10+4, x3) or mwk Lance (mounted,charging,power attack) +10 (2d6+14, x3)
Ranged shortbow+7 (1d6, x3)
Special attacks favored enemy (humans +2), power attack
=================
Statistics
=================
Str 16, Dex 16, Con 16, Int 13, Wis 15, Cha 16
BA +3; CMB +5; CMD 18
Pouncer
N Large animal
Init +6; Senses low-light vision, scent; Perception +8
Tricks Known:
Attack x2, Defend, Down, Guard, and Heel
DEFENSE
AC 17, touch 11, flat-footed 12 (+2 Dex, +3 natural, +3 armor, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 40 ft. (50 ft. while charging)
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)
STATISTICS
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +9, Perception +8, Stealth +6 (+10 in areas of tall grass), Swim +10; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
Welcome to the sleepy, unusual town of Grundy.
Nestled right on the border of Numeria and the River Kingdoms, Grundy was once held firmly under the thumb of the Black Marquis. Then about thirty years ago an unusual half-elf named Albert Grundy arrived and took on the responsibility for running the town. Somehow, Albert was able to remove all influence of the Black Marquis from the town and it's surrounding area, and since then the little town that was then named after it's savior has grown by leaps and bounds. Existing in a tenuous state between it's former master and the even more dangerous Black Sovereign, Grundy has nevertheless managed to carve it's own face into Golarion, becoming a popular trading hub for the rare valuable materials of Numeria and as a travel stop for warriors traveling north to the crusades.
And then it all changed in one night.
The skys alight, a meteor fell once more into the face of Golarion, just outside of this now not so little town. The cloud of dust rose miles into the air, pointing the way...
First post on the pathfinder boards, have played pathfinder a bit a few years ago, but the itch has been growing, so decided to apply for a PbP campaign after wasting a few hours reading some other entertaining ones.
First rolling stats, but thinking I want to make a halfling beastmaster ranger who focuses on mounted combat.
Spoiler:
Jamir Fangbearer was born and raised in the Realm of the Mammoth Lords in a small, temperate valley. The Fangbearer clan was known for its skill in capturing and taming animals and dinosaurs. Jamir showed great talent in his clan's occupation from a young age, capturing a tiger cub, which he named Pouncer, when he was 12. Unfortunately, their fame spread too far, and when Jamir was only 14, slavers captured many of the clans' beasts, killed most of the clan, and sold the remaining clansmen with their beasts to the Black Sovereign (mostly for gladitorial fights).
Jamir endured 3 years of slavery. While he wasn't treated as poorly as other slaves due to his high value as a beastmaster, conditions were harsh and his only thought was escape. One barbarian leader decided to purchase Pouncer after a particularly vicious fight Pouncer had with a grizzly bear, in which Pouncer ripped the bears' throat out while pinned down. During the transit back to the tribe, Jamir and Pouncer managed to escape as during the nights, Jamir had slowly weakened one of the cage bars, and Pouncer managed to burst forth.
After fleeing his captors, Jamir surviverd in the wilderness for almost another year, avoiding all contact with humans. One day, as Jamir was hunting for food, he witnessed a farmer from Grundy named Grady Folshot looking for a particularly wild horse that ran into the woods. Unbeknownst to the poor farmer, Pouncer had made an earlier meal of the poor creature. Impressed by the farmer's bravery, knowing full well how dangerous the woods could be, even for a ranger and a tiger, Jamir decided to reveal himself. In exchange for accidentally having killed his horse, Jamir pledged to help train the farmer's creatures in exchange for housing in the barn for both he and Pouncer.
The deal has since changed with Grundy becoming ever more popular. With ever more adventurers coming into town, the demand for steeds and beasts of all sorts has increased exponentially. Grady's farm has turned into an exotic stable, and between Grady's (previously unknown) shrewd buisiness sense and Jamir's talent for taming animals, the business has exploded.