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Dot. Thanks for running this AP! I'm interested if the pre-chosen players have classes yet. I'd like to develop something that compliments them or at least doesn't conflict with them.


Dot!


Dot!


Dot. I think I have a human cleric in mind...


Dot.


Dot! Very interested!


dot. Ive never played a wizard, this seems like a fantastic reason to do so...


I would certainly be interested in this campaign. I like core-centric rules. I would most likely apply with a tomb-raiding type of rouge, someone willing to risk life and limb to solve mysteries and obtain rare treasures.


I'd be overly enthusiastic to apply for a game of WoTR!!


Goblins + Zombies!?! Very interested in this. Several character ideas immediately come to mind.


Very interested! I have been wanting to play an all dwarf party for a long time now! I also enjoy the classic approach. Sounds great!

Thinking of coming up with a divine caster for this...


Dot. This is right up my alley.


Dotting. Very interested. I would like to submit my character from an old King Maker game that died in the very early stages. You can find his link here:

http://paizo.com/people/OloDudley

But I will be back with him re-built for your standards. Thanks for running this :)


Very interested in this campaign! Thanks for running it. Been musing on character creation today and I'm considering a Kellid Warpriest of Empyreal Lord Pulura...

Strength: 18
Charisma: 9

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9

Interesting.... some strengths and some weaknesses... lets see what I come up with...


dot!


Yes,lets go down


dot.


dot.


dotting. Im very interestrd in playing a core rules only game. On my commute home now so Ill give it some thought. Probably will whip up a rogue or bard as love my skill characters and looks like you could use one. be back soon.


dot.


Dotting. I'd be interested and I think you should go for it! Golarion is a rich setting for adaptation and I think can inspire great work for a GM.

I would also be really interested in reviving my character for this AP who only got to play through the very beginning before the adventure got dropped...


dotting!


Hello! Here are stats and backstory for my character, Varmint.

Looking forward to seeing who gets picked! Thanks for running this Yuugasa!

*EDIT: Made an adjustment to my skills, and favored class bonus. I forgot about the generous +2 ranks/level granted by the GM! Thanks.

Background:

Varmint’s not a natural born killer. He was brought up to be one. Viewed as an atrocity and orphaned by his human mother, the baby half-orc fell victim to the underground slave trade. As a youth he was smuggled from the mainland and traded to a discreet thieves circle operating out of Branderscar. Known only as “The Snatchers” this clandestine group had a simple reputation; they take what they want. The Snatchers dubbed him “Varmint”, a simple degrading nick-name which eventually stuck. Among them he was raised as a pet and trained like a dog for one purpose, to kill.

Life as the snatcher’s dog was hard and awarded little comfort. Varmint was kept in a cage and ruthlessly tortured at the whim of the gang to galvanize him and fuel his rage. This negative reinforcement worked wonders, and within a few short years these thieves had a beast on their hands whom would kill anything within his grasp. They started bringing him on missions, leashing him and sicking him on anyone whom stood in their way. His victims were brutally savaged, and he seldom left a recognizable corpse.

He learned that a life of crime was the one and only true way of life. The “lawful good” society of Talingarde was made of cheaters who found some way to beat the system. If you wanted something, you had to be strong enough to take it. All around him he saw weak and petty humans who deserved the punishment The Snatchers unleashed upon them. He even began to respect his captors, for having the strength necessary to keep him in chains. Though he grew bitter and resentful he lacked the strength to take back his freedom and his life. He found his only joy in the kill, in the rare moments he was unleashed long enough to draw blood.

One night is all it takes to change one’s world. One moment even. A new cage awaited Varmint the faithful night a high profile bounty went terribly awry. The Snatchers made a fatal flaw and accepted a bounty far beyond their expertise. The target was a Duchess from the countryside and her collection of rare magical-tools she acquired from her late uncle, a high ranking Cleric of Mitra. A day and two nights of scouting in combination with their combined intel revealed this to be a simple, basic, snatch and grab job.
What they didn’t know was that the Duchess was to receive a rare visit from The Princess Belinda, and that security protocols on her manor grounds had been tripled over night. The Snatchers were caught moments after their infiltration and were mostly slaughtered by the Royal Guard. Varmint lost total control, and flew into a wild rage. Things went from bad to worse when the Princess herself was nearly caught in his crossfire. A few lucky ones escaped. Varmint survived. He alone was made to answer for the crime of High Treason against the crown for the attempted murder of the princess. Now he sits alone in his cell, awaiting his beheading, seething in rage. Thirstier than ever, for blood.

Stats:

Varmint
Half-Orc Barbarian (Hateful Rager) 3
NE/Medium/Humanoid (Human/Orc) (22 years old)
Init: +4 Senses: Perception +7 , Darkvision 60 ft
-------------------------
Defense
-------------------------
AC 11 Touch 11 Flat Footed 10
HP 45 (3d12+9)
Fort 6 = 3(Base) + 3(CON)
Ref 2 = 1(Base) + 1(DEX)
Will 3 = 1(Base) + 1(WIS) +1(Crime)
CMD 19 = 3(BAB) + 5(STR)+ 1(DEX) + 10
-------------------------
Offense
-------------------------
Speed : 40 ft
Base Atk +3 ; CMB 8 = 3(BAB)+5(STR)
Melee 8 = 3(BAB)+ 5(STR)
Ranged 4 = 3(BAB)+ 1(DEX)
-------------------------
Statistics
-------------------------
STR 20(+5) 18+2
DEX 13(+1)
CON 17(+3)
INT 10(+0)
WIS 13(+1)
CHA 8(-1)
-------------------------
Skills
-------------------------
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Nature), Perception, Ride, Survival, Swim.
(19 Total = 12 lvl + 1 FCB +6 (2 per Lvl GM Bonus)

7 Acrobatics: 3(Ranks)+3(Class)+1(DEX)
10 Climb: 2(Ranks)+3(Class)+5(STR)
7 Intimidate: 3 (Ranks)+3(Class)-1(CHA)+2(Racial)
7 Perception: 3(Ranks)+3(Class)+1(WIS)
4 Stealth 3(Rank)+1(DEX)
7 Survival 3(Rank)+3(Class)+1(WIS)
10 Swim: 2(Ranks)+3(Class)+5(STR)

Languages:
Common, Orc.

-------------------------
Special
-------------------------
Orc Ferocity
Once per day, when a half-orc is brought below 0 hit point, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Fast Movement
+10 Speed in no armor to medium armor and without heavy load.

Rage (11 Rounds/ Day)
LVL 1 4+3 = 7
Lvl 2 = 1
Lvl 3 = 1
+2 FCB (Half-Orc Favored Class Option)

Favored Enemy (Humanoid: Humans)
+2 Bluff, Knowledge, Perception, Sense Motive, Survival
+2 Weapon Attack & Damage Rolls
May make Knowledge Checks Untrained.

Uncanny Dodge
Cannot be caught flat-footed, does not loose DEX bonus to AC vs. Invisibility.

Trap Sense +1
+1 Reflex Saves VS Traps, +1 Dodge Bonus to AC vs. Traps.

Proficiency:
All simple and martial weapons. Light armor, medium armor and shields.
Great Axes, Falchions. Orc weapons count as martial weapons.
-------------------------
Feats
-------------------------
Lvl 1: Power Attack
Lvl 3: Improved Initiative
-------------------------
Crime
-------------------------
Attempted Murder
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now head- ed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment
Death by beheading.

Benefit
You receive a +1 trait bonus to Will saves.


Just want to check in because it's been a while. I was hoping to have my character posted but decided to rewrite him entirely after I developed his backstory, so it's taking me some extra time.

I'll be back with a stat block and back story by tomorrow (Friday Dec 12).

The character's name is Varmint, a NE Half-Orc Barbarian (Hateful Rager) with a criminal background rooted in Branderscar.


Dotting for interest! Very exciting, this is one of my favorite settings in Golarion. I'll be back soon.


Looking forward to your recruitment thread! I am definitely interested in applying for Council of Thrones as well :)


Dotting for interest! Very excited. Working on my character this evening.


I'm very interested!!


I agree with some folks above amd would love to partake on a Rise of the runelords or Jade Regent campaign myself. I think am adenture path is the way to go but would also be interested in a module.


The Varisia Birthplace of Legends player companion is a really good place to start reading for RotRL.


Dotting. Great idea for a thread - I will be back to read more.


For a melee attack, you simply add Base Attack Bonus (+1) and STR (+3). Your Barbarian should hit at a +4.

I don't use Herolab, but I believe it went and calculated the attack bonus for you, which is why it's also +4. Only magical weapons come with their own attack bonus, a starting character at first level wouldn't have enough gold for a magic weapon. If your player finds one in a treasure, you would add the weapon's bonus to the +4.

Also, when your Barbarian uses his Rage ability, he will get +2, bringing his attack roll to a +6.


Posting as Bohunk the Barbarian. Will create aliases if selected.

The Witch Anne wrote:


@bohunk You got a good bonus on that thing?

"Haha, hahaha!" Bohunk's pectoral jiggles generously in the Sorceress's silky palm."Why yes! Of course, fair maiden. The magnitude of Bohunk's bonus is known far and wide!" With this, he places his hand over Sayyesss's, on his chest. He whispers to her softly "Some say there is no limit to the greatness of my bonus." He locks eyes with the Sorceress, and grants her a moment of silence to take in his majesty. Then he abruptly walks towards the nearest table "Now come! Shall we dine?"


I would be interested. I love SAO, and would give me a great excuse to re-watch the series with a more discerning eye.

Potentially interested in creating an image based character as well - where are you pulling images from, characters from the show?


Posting as Bohunk the Barbarian. WIll create aliases if selected.

The tavern door swings wide open and with it stirs a magnificent breeze. In silhouette stands a majestic, hulking figure. Long, blonde hair tosses about his broad shoulders in the wind. The outline of large, rippling muscles is elegantly back-lit by the beaming sunshine. The metallic glint of his weapons strapped to his back and waist enhance the beauty of his form. The breeze dies down and with this, his voice nearly booms:
"Greetings and salutations all. The rumors you've heard are true. Bohunk the Barbarian walks these lands. And here he stands. I am him. I am Bohunk. Bohunk, the Barbarian."
He strikes a mighty pose and flexes, veins in his biceps buldging.
"Do not feel obligated to contain your excitement. Bohunk is well used to praise."


Here are Bohunk's completed stats for your review. Also reposting the fluff for organization's sake. I will hit the discussion thread soon ;) Thanks!

Hunky Stats:

Bohunk the Barbarian
Human/ Savage Barbarian/ 3
CG/Medium/Humanoid (human)
Init: +1 Senses Perception +6
-----------------------------------
Defense
-----------------------------------
AC 13 Touch 13 Flat Footed 10 (+2DEX, +1 Dodge)
HP 35 (3d12+3FCB) (Level up 10 =d12+1+3CON) Rage[41]
Fort +6 = 3(Base) + 3(CON) Rage[+8]
Ref +2 = 1(Base) + 1(DEX)
Will +2 = 1(Base) + 1(WIS) Rage[+4]
CMD 17 = 3(BAB) + 3(STR)+ 1(DEX) + 10 Rage[+19]
-----------------------------------
Offense
-----------------------------------
Speed 40 ft
Base Atk +3 CMB +6 = 3(BAB)+3(STR) Rage[+7]
Melee 7 = 3BAB+ 4STR Rage[+9]
+1 Great-sword +8(2d6+7/19-20x2)
+1 Great-sword Power Attack +7(2d6+9/19-20x2)
Heavy Flail +7(1d10+6/19-20X2)
Heavy Flail Power Attack +6(1d10+8/19-20X2)
Rage Melee
+1 Great-sword +10(2d6+10/19-20x2)
+1 Great-sword Power Attack +9(2d6+12/19-20x2)
Heavy Flail +9(1d10+9/19-20X2)
Heavy Flail Power Attack +8(1d10+11/19-20X2)
Reckless Abandon Rage Melee (-1 to AC for 1 Round; AC=12)
+1 Great-sword +11(2d6+10/19-20x2)
+1 Great-sword Power Attack +10(2d6+12/19-20x2)
Heavy Flail +10(1d10+9/19-20X2)
Heavy Flail Power Attack +9(1d10+11/19-20X2)
Ranged 4 = 3BAB+ 1DEX
MW Composite (+4STR) Longbow +5(1d8+4/x3) 110ft.
-----------------------------------
Statistics
-----------------------------------
STR 18(+4) Rage[22(+6)] (16+2 Human Bonus)
DEX 14 (+2)
CON 16(+3) Rage[20(+5)]
INT 10(+0) (11-1 Adjustment)
WIS 12 (+1) (11+1 Adjustment)
CHA 12 (+1)
-----------------------------------
Skills
-----------------------------------
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Know.(Nature), Perception, Ride, Survival, Swim.
Ranks/Barbarian Level = 5 (4+0(INT)+1Human Bonus)
Total Ranks = 15

Acrobatics 8 = 3(Ranks)+3(Class)+2(DEX)
Climb 8 =1(Ranks)+3(Class)+4(STR)
Diplomacy 8 = 3(Rank)+3(Class)+1(CHA)+1(Trait)
Intimidate 11 = 3(Ranks)+3(Class)+1(CHA)+4(STR)
Intimidate 13 = +2 Trait Bonus to Demoralize a Foe in Combat
Perception 7 = 3(Ranks)+3(Class)+1(WIS)
Ride 6 = 1(Ranks)+3(Class)+2(DEX)
Swim 8 = 1(Rank)+3(Class)+4(STR)

Languages:
Common.

Feats:
LVL 1: Power Attack
LVL 1: Extra Rage Power: Reckless Abandon (Human Bonus)
LVL 3: Intimidating Prowess

Traits & Drawback:
Dominator:
You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
Honey-Tongue:
+1 Diplomacy Checks and Diplomacy becomes a class skill for you.
Unlearned: Knowledge (Religion)
Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Special:
Fast Movement: +10 Land Speed in No Armor, Light Armor, or Medium Armor and not carrying a heavy load.
Rage: 11 Rounds/ Day
Rage Power: Intimidating Glare
The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Rage Power: Reckless Abandon
While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Uncanny Dodge: Successful reflex saves for 1/2 damage negate all damage.
Naked Courage: +1 Dodge Bonus to AC when in no armor. Shields are allowed.

Gear/Wealth:
+1Greatsword (2,050 GP 8LB) 2d6/19-20X2 S, Two Handed
Heavy Flail (15 GP, 10LB) 1d10/19-20X2 B, Two Handed
Battleaxe (10GP, 6LB) 1d8/X3 S, One Handed
Dagger X 4 (2 GP, 1LB ea.) 1d4/19-20X2, 10 ft. P or S, Light
+4 MW Composite Longbow (800 GP) 1d8+4, 110ft. P
Arrows x 20 (1GP, 3LB)

Barbarian’s Kit (9 GP, 26 LB)
Backpack
Belt Pouch
Blanket
Flint and Steel
Iron Pot
Rope
Soap
Torches X10
Trail Rations (5days)
Water-skin
Grooming Kit (1GP, 2LB)
Potion of Cure Light Wounds (50GP)

GP 39 SP 00 CP 00
3,000 GP Starting Cash

Favored Class Bonus History:
1: Hit Point
2: Hit Point
3: Hit Point

Hunky Fluff:

Bohunk. The hunkiest warrior, ever. His legends spans across the land and sea. His quest: to beat up the bad guys and look damn good doing it. He has traveled far and wide in search of things to hit and people to swoon over him.

A hulking beast of a man, mightily shouldered and deep of chest, with a corded neck and heavy muscled limbs. He proudly wears no armor, because, how are people supposed to swoon if they can’t see his awesomely huge muscle bursting all over the place? No, armor is no good for Bohunk. Armor is for sissies. Bohunk doesn’t wear too many clothes at all, actually. But his loincloth, gauntlets and headband that ties back his long flowing blonde hair makes him look damn good.
Bohunk likes anyone that compliments him. Flirtation or outright flattery work just as well. Bohunk dislikes anyone who talks down to him. Talking down to Bohunk is the same as asking to be smashed. Bohunk is happy to oblige. Bohunk is a good guy, so naturally Bohunk will lay the beat down on the bad guys. But Bohunk is also a Barbarian, a sexy Barbarian. And sexy Barbarians don’t care much for the petty laws of city folks. No, sexy Barbarians good-guys smash the bad guys and do as they damn well please.


The Dragon Master wrote:

Go for both! By the way, you may re roll that. Any rolls that results in the equivalent of 15 point buy or less may re roll.

In case that, I'm going to go ahead and reroll. I got the equivalent of a 12 point buy my first time. Glad I checked back! Planning on finishing up tonight.

Stat: 5d6 ⇒ (2, 6, 5, 5, 3) = 21=16
Stat: 5d6 ⇒ (5, 1, 1, 2, 4) = 13=11
Stat: 5d6 ⇒ (6, 5, 5, 2, 2) = 20=16
Stat: 5d6 ⇒ (3, 4, 1, 5, 3) = 16=12
Stat: 5d6 ⇒ (5, 3, 1, 3, 3) = 15=11
Stat: 5d6 ⇒ (5, 4, 5, 4, 4) = 22=14

Much better than last time! be back soon.


Here's a character idea I've had for in mind for a bit and think would make for lots of role-play fun and silliness and serious dash of epic:

Bohunk the Barbarian

Fluff:

Bohunk. The hunkiest warrior, ever. His legends spans across the land and sea. His quest: to beat up the bad guys and look damn good doing it. He has traveled far and wide in search of things to hit and people to swoon over him.

A hulking beast of a man, mightily shouldered and deep of chest, with a corded neck and heavy muscled limbs. He proudly wears no armor, because, how are people supposed to swoon if they can’t see his awesomely huge muscle bursting all over the place? No, armor is no good for Bohunk. Armor is for sissies. Bohunk doesn’t wear too many clothes at all, actually. But his loincloth, gauntlets and headband that ties back his long flowing blonde hair makes him look damn good.

Bohunk likes anyone that compliments him. Flirtation or outright flattery work just as well. Bohunk dislikes anyone who talks down to him. Talking down to Bohunk is the same as asking to be smashed. Bohunk is happy to oblige. Bohunk is a good guy, so naturally Bohunk will lay the beat down on the bad guys. But Bohunk is also a Barbarian, a sexy Barbarian. And sexy Barbarians don’t care much for the petty laws of city folks. No, sexy Barbarians good-guys smash the bad guys and do as they damn well please.

I'd like to develop a bit more backstory, but this is a start.

Stat Dice:

5d6 ⇒ (3, 1, 5, 4, 5) = 185d6 ⇒ (5, 3, 1, 2, 4) = 155d6 ⇒ (4, 3, 5, 1, 1) = 145d6 ⇒ (2, 1, 5, 3, 3) = 145d6 ⇒ (4, 2, 4, 1, 1) = 125d6 ⇒ (3, 3, 3, 6, 2) = 17
Commencing Stat Block Construction...


This thread has gone so creepy quiet now that we are all awaiting the decision....

::returns to nail biting in a corner::


Dotting for interest :)


I think so :)


To be honest I think it's a little hard to give the decision to the group when it hasn't been chosen yet. I think it's a bit of a bummer that some folks bowed out because of a rules convention that hasn't even been decided on yet.

Since you say are more focused on role-play then roll-play, perhaps you can choose players based on backstory and leave the gestalt decision to the actual player group? I was looking forward to the possibility of selection last night and now I'm all confused about where we are at with this.


OMG! The sixth is Batman!? We're all doomed!


i <3 the fey and sylvan bloodlines.


I retract my opinion on Gestalt, there would actually be some great role play opportunities for my character. As a charismatic enchantress who loves to sing... Princess Faun has got witch/bard written all over her. Getting lots of cool imagery in mind as well.


Dotting for interest! I'm going to go take another look at the player guide and see what comes to mind. I'll be back soon :)


Dotting for interest! I will be back with a character soon :)


For the record, I don't know much about gestalt, so I would lean against it, but am willing to try whatever the group is most excited about.

And, I can post 1-3 times a day. I typically check the boards before work, on my lunch break and in the evenings. Possibly more on weekends.


Here is my character, Zandu Frallino, Varisian Cleric of Desna, for your consideration. Writing sample to follow.

Crunch:

Zandu Frallino
Varisian Male/Cleric of Desna 1
CG/Med/Humanoid (24 years old)
Init: +4 Senses Perception: +6
---------------------
Defense
---------------------
AC 17 Touch 10 Flat Footed 17 (+6 Armor, +1 Shield +0 DEX)
HP 10 (1d8+2)
Fort 4 = 2(Base) +2(CON)
Ref 0 = 0(Base) +0(DEX)
Will 5 = 2(Base) +3(WIS)
CMD 12 = 0(BAB)+2(STR)+0(DEX) + 10
---------------------
Offense
---------------------
Speed 30ft (40 ft-10ft in Armor)
Base Atk +0 CMB 2 = 0(BAB)+2(STR)
Melee 2 = 0BAB+2STR
Star-knife +2(1d4+2/x3) P
Dagger +2(1d4+2/19-20x2) P or S
Club +2(1d6+2/x2) B
Ranged 0 = 0BAB+0DEX
Star-knife +0(1d4+2/x3) P 20ft
Dagger +0(1d4+2/19-20x2) P or S 10ft
Club +0(1d6+2/x2) B 10ft
---------------------
Statistics
---------------------
STR 14(+2)
DEX 10(+0)
CON 14(+2)
INT 10(+0)
WIS 16(+3) 14+2
CHA 14(+2)
---------------------
Skills
---------------------
Class Skills: Appraise, Craft, Diplomacy, Heal, Know. (Arcana), Know. (History), Know. (Planes), Know. (Religion), Linguistics, Profession, Sense Motive, Spellcraft.
Ranks/Cleric Level: 3 = (2+0(INT)+1Human Bonus) + 1FCB

Diplomacy 7 = 1(Rank)+3(Class)+2(CHA)+1(Trait)
Know. (Religion) 4 = 1(Rank)+3(Class)+0(INT)
Perception 6 = 1(Rank)+3(Wis)+2(Feat)
Sense Motive 10 = 1(Rank)+3(Class)+3(WIS)+2(Feat)+1(Trait)
---------------------
Languages
---------------------
Common, Celestial.
---------------------
Feats
---------------------
LVL1: Improved Initiative (+4 Initiative)
LVL1: Alertness (+2 Perception & Sense Motive) (Human Bonus)
---------------------
Traits
---------------------
Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Diplomat: You know how to handle delicate communications with different groups of people. Benefit: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
---------------------
Spells Per Day
---------------------
LVL 0: 3
LVL 1: 2+1
---------------------
Special
---------------------
Aura (Ex): Chaotic Good
Channel Positive Energy (Su):
1d6, DC=13 (10+1/2 Level+CHA+1Trait), 5xDay (3+CHA)
Domains:

Luck
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, you can re-roll any one roll that you have just made before the results of the roll are revealed. You must take the result of the re-roll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd— protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd— fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Spontaneous Casting: Cure Spells
---------------------
Proficiency
---------------------
All Simple Weapons, Light Armor, Medium Armor, Shields (Not Tower Shields).
Star knife.
---------------------

Gear
---------------------
Chain Mail (150GP, 30LB) +6 AC, -5 Check Penalty
Light Wooden Shield (3GP, 5LB) +1 AC, -1 Check Penalty
Star-knife (24GP, 3LB)
Dagger (2GP, 1LB)
Club (0GP, 3LB)
Cleric’s Kit (16 GP, 32 LB)
Backpack
Bedroll
Beltpouch
Candles (10)
Cheap Holy Text
Flint and Steel
Iron Pot
Mess Kit
Rope
Soap
Spell Component Pouch
Torches x 10
Trail Rations x 5
Water-skin
Wooden Holy Symbol
Grooming Kit (1GP, 2LB)
Traveler’s Outfit (1GP, 5LB)

200GP Starting Wealth (4 GP Remaining)
---------------------
Favored Class: Cleric
---------------------
LVL 1: Skill Rank

Fluff:

Background:
Like many Varisian’s of the Inner Sea, Xandu was born into a traveling caravan comprised largely of his extended family. Unlike most Varisian’s though, he had no immediate family to speak of. His mother died in childbirth, and his father’s kept questionable company who got him into lethal trouble before Xandu was born. With no one else to look after him, the caravan elected Father Bavolio, the family priest and loyal follower of Desna. Bavolio traveled with the clan, tending to roadside shrines and performing holy rituals when needed. He brought up Xandu honorably, teaching him to follow the ways of dreams and stars, following the open road as Desna intended. Though a simple one, it was a happy life.
As Xandu reached maturity, he began to form dreams of his own. He held the sacred rights close to his heart as ever. He tended to every roadside shrine with the utmost of care, but Varisia’s mysterious landscape called out to him. What secrets did the strange monuments hold? What hidden stories did the ancient people of these lands leave for us to tell? He heard the call of Desna in his heart, and yearned to travel his own path, the find the secret of his dreams.
He decided to act one day when the caravan traveled near a settlement called Sandpoint. Not only did the town hold a monument of it’s own (something he had head was called, The Old Light) but they were approaching a high holy day of Desna. A new cathedral devoted to several local gods was the icing on the cake. He said his fair wells, and with his adoptive father’s blessing and a tear in his eye, he traveled several miles by foot enroute to the town.

Description:
A handsome young man with a kind face, Xandu carries several marks of his Varisian heritage. Long dark hair held back by a leather cord falls to his shoulders and wisps lightly around his face. A short goatee grows scruffily from his chin. His wide dark eyes seem to welcome anyone he talks to. He is tall and lean and wears his colorful clothes and armor well. A blue scarf embroidered with a butterfly of Desna signifies his faith proudly. He’s a well traveled man and treats others sensitively, and with an open mind. He takes other’s opinions to heart and doesn’t force his own ideals, though he’s happy to share the teachings of Desna when appropriate. Utterly curious, he loves exchanging stories and dreams and is always willing to make a new friend.


Emmeline wrote:

Well, I'm working on the crunch right now. Can someone remind me how a double weapon works? I know you can attack with it twice in a full-round attack, but how would the modifiers work? My Attack modifier is a +6 at the moment...Looking at the SRD, it seems like it'd use the default two-weapon rules, so would that make it a +6/+0 for a double attack?

Two attacks with a double weapon works the same as if you were wielding two weapons, the off hand counting as a light weapon. This means normal two weapon fighting attack penalties: -4, -8 without the two weapon fighting feat, and -2, -2 with the feat.