Here is HighonHolyWater's Bolt Ace/Inquisitor submission. After level 5 I plan to go Slayer/Inquisitor the rest of the game.
Backstory:
Dmitri liked to hunt, whether it was of the bounty of the land of Talinguarde that Mitra provided or the things that tried to pollute this bounty with their evil and poisonous ways. Early in his life he found a love for his religion more fervent than even his parents. He would go to the temple every day that he could to pray and when he couldn't would get down on his knees and hold his crudely crafted wooden symbol in front of him instead. When his symbol broke he learned to craft a proper one. When he wasn't hunting he was crafting, basic things for the village and himself. He was apprenticed as a craftsman and enjoyed creating beauty and skilled works with his hands.
He saw himself as an important agent for his god and did not seem to have too many close friends because of this. He prided himself in his zeal and was commended for it when he would bring in fleeing criminals, sometimes dead, sometimes alive. This caught the attention of an inquisitor who lived in a big city nearby. Dmitri was a most promising soldier of Mitra and was lured away from his village with promise of being closer to Mitra's enemies and more chances of spreading his light. Dmitri was relocated to the north where he helped protect the Watch Wall from the monsters of the lands beyond it.
I think I am going to go for bolt ace instead of musketmaster. Fits better with his Abadar devotion. He is a bit zealous in his ideas of bringing civilisation whether people like it or not (hence inquisitor) and fights to rid the world of monsters and chaos.
Would like to apply with a Gunslinger(Musketmaster)//Inquisitor. Nothing on this profile yet but am working on it. He would try to be the arm of the law/sheriff of the kingdom.
Working on this Slayer or Ranger/Inquisitor. Air or Earth will be his element and he will be an archer, eventually, when he can craft one or something.
-------------------------=Traits=----------------------
Resilient You gain a +1 trait bonus on Fortitude saves.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate. One of these skills (your choice) becomes a class skill.
----------------=Drawbacks=-----------------
Superstitious Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself.
----------------=Race Traits=-------------------
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
--------------=Feats=-----------------
Weapon Focus(Longbow) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Initiative You get a +4 bonus on initiative checks.
*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
+1 bonus on Bluff, Diplomacy, and Intimidate(when wearing clothing and/or jewelry worth at least 150 gp)
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans(can make checks to identify untrained).
+1 to survival to follow tracks
-=Languages=- Common, Elven
---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Favoured Enemy(Ex):Humanoid(Human) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track(Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy(Ex) Use Diplomacy to improve animal attitudes.
Aura(Ex) Lawful Evil 1(faint) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Channel Negative Energy(Su) 1d6(3/day) An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.
Spontaneous Casting An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Deception Subdomain You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Domain Spells: 1st—disguise self, 2nd—mirror image, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image, 8th—invisibility (mass), 9th—time stop.
Sudden Shift(Sp)(4/day) In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you.
Fire Domain You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).
Fire Bolt(Sp)(4/day) As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess.
Here I finally have what I hope are a good backstory in Criminal Document and Reflections. Also the 3 phases. I have not created a character sheet but the basics i'm aiming for are as follows.
He was first an expert with profession lawyer. Then 2 years on his own gave himself Ranger training and survival skills. Then as at the perhaps last moments of his life he calls out to the gods and is somehow answered and granted cleric powers. Between Ranger, Cleric and Expert he can basically get EVERY skill as a class skill so he will be spreading out alot of his skills. For combat he will be as switch-hitter, shooting first then closing in with quickdraw, as well as pulling back to heal, channel or anything else that the group needs. Pretty versatily supporty character basically.
Phase 1:
1. I like to read them alot. I like to know how everything interacts with everything else(leads to min maxing sometimes) so I can understand the game. It's easy for me to be a rules laywer, though usually only shows if I GM.
2. Last year I was on these boards and had a lot of fun. I understand mostly how things work, posting rates and rate of play alot different to real life. Unfortunately I had to drop all my games end of last year. I'm back to be a part of the online games again. I will be moving near the end of the year, that may make posting difficult but not impossible.
3. I want to have a crazy good time being evil in a fun way and get back into roleplaying, I have terribly missed it.
4. Have fun, help others have fun, no PVP.
5. Can't get enough way of the wicked and my real life group don't like AP's much so here is my only chance.
6. Taking the good rolls with the bad and incorporating into your character even when things don't go your way. Keeping OOC knowledge OOC. Putting effort into telling the story with the GM(or players)
7. I have read book 1 a while ago when I was GMing it. I know the basic direction but do not remember too many details. I believe I am able to not spoil anything for anyone.
Phase 2:
1. (i) He was considered a good citizen of Talinguarde to those that saw him. He did everything just right to fit in and follow the crowd.
(ii) He worked as a clerk in a law firm in one of the main cities. He didn't excell at anything in particular and he didn't expect to rise very far in this world.
(iii) He had been happily married for several years but when he had to leave to protect his family was when the first 'cracks' formed within him.
(iv) Living on his own for so long taught him how to survive in the wilderness and become a ranger on his own. With his own crudely made bow and stolen knives he learned to hunt.
(v) He planned to come back for his wife one day when they stopped looking for him and travel to a far away country to start their lives again.
(vi) His crime was forgery. His most recent attempt at fixing the many failures of the Talinguarde system unnoticed. But alas he made a mistake and went after something too important and scrutiny was cast upon him and he was discovered.
(vii) It was only after his capture that he asked other powers for help(and was answered). He had always been one to respect the gods but go about his life like they didn't care.
2. (i) Dimitri's own personal goal before he was captured was to try to help fix some of the things that he saw that were broken in Talinguarde and start a wedge between Mitra and the people.
(ii) His goals will remain relatively the same while falling further and further hellish in their execution towards fixing Talinguarde towards a brighter future for all. Why can't they see it's for their own good?
(iii) His alliance will be forced further and further into Asmodeus though he thinks sacrificing his soul is for a better Talinguarde free from the grasp of gods.
3. (i) He is not aware yet that his new divine clerical abilities were given by a messenger of Asmodeus who has been watching his work recently and admiring his stealth and cunning.
(ii) He has kept it even from his wife that their child was a blessing from a god, he does not know which. He was unable to have children for ages and she begged him to get a priest to bless them. He went to the docks and foolishly lost the money to pay for a blessing in a bet to a supposed fortune teller. As a favour to him the witch told him he would be blessed and cursed by a god, when later his wife got pregnant he wondered if the witch somehow could see something in his future.
4. (i) His wife is friendly to him for the time being. She despairs for his life and will likely think him dead and never to return to her.
(ii) His son is also friendly and also has a possible divine fate chosen for him since birth.
(iii) His former friend Mandef from the firm that was the one that reported his activities from the beginning and who now enjoys several benefits for doing so.
5. (i) He is a perfectionist, always having everything in his workplace in it's position, nothing out of place. He must have order.
(ii) He can remember a particular nursery rhyme that his mother used to sing to him telling a short story of a boy who thought he killed a god. It stuck in his mind for some reason.
(iii) He usually goes nowhere without a new or clean outfit. This fits in with he perfectionism. He hates uncleanliness and filth.
Phase 3:
1. He sees that things in the world need to change but doesn't take the lead in doing it himself mostly. He will follow a strong leader and use his knowledge and skills to assist.
2. He will mostly be a supportive member of the group. With every skill as a class skill he will aid whenever possible. In battle mixing greatsword, bow and arrow or spells to take out enemies and aid/heal allies.
3. He will not laugh even if he thinks a thing funny, he smiles everytime but never more. Despite his dislike and even disbelief in gods he is strangely superstitious and certainly believes in luck and follows his rituals(perfectionism) as if to cultivate it.
4. He aims to remove the yoke of divine command from Talinguarde and free the people to create their own laws. All he wants is a better world for his children. What could be possibly be evil about that?
5. He loves his family and Talinguarde and it was very difficult to make the choice to flee to another land. He cares for the people but only in a nationalistic way.
6. Only if they are enemies of Talinguarde. Otherwise he couldn't care less.
7. He believes all gods try to control and enslave mortals and that 'good' gods are just evil with a better disguise. He believes mortals can rise up and take control of their own world.
8. He wants only those to make a comfortable life though would use anything necessary to fight his enemies. He is not greedy.
9. Not having enough power, anyone to help him or an army to change the current power stance in Talinguarde.
10. He has no clue how to solve this.
11. In the past he was not entirely sure that gods existed. Now he knows that they exist but they all want to enslave mortals to their various divine commands. He wants mortals to have their own laws separate from any god.
12. He fears what might happen in the afterlife. He thinks gods claim their followers and permanently enslave them to their will. He is not sure what happens to those that rejected all gods in life.
13. He has good control of his temper but hearing others proclaim the words of Mitra blindly makes him quite angry. Someone trying to kill him would not make him angry but simply set on staying alive.
Criminal Document #2001353:
Subject - Dmitri Moldona Birthcity - Matharyn Age - 33 Height - 5' 9" Weight - 170lbs Eyes - Grey Hair - Black Crime - Forgery
The aforedetailed person has been subject to our inquiries and all possible information of his past history, personality and personal beliefs have been gathered in order to determine a likely cause and aid in the prevention of future incidents by other subjects. What follows is merely a summary, the full file will be available for further investigation.
Dimitri seemed to be a bright child. Adept at making friends and getting along with practically everyone. Even if not everyone liked him certainly nobody hated him. This would be a trait that would follow him throughout his life as has been confirmed my several former friends including his estranged wife. He was a follower, going along with whatever activity his friends were interested in, rarely putting his own opinion over anothers. Perhaps this is why so many seemed to instantly like him. There were other good qualities about the man and boy. He seemed to go to great lengths to help others, even those he barely knew. This is not to say that he was a perfectly devout man. Quite the contrary. Dmitri seemd to have little interest in the faith and attended a service very rarely. His parent tried to influence him but he never seemed to care. Nevertheless his lack of faith or belief did not hinder his education.
He slipped through school receiving special admissions to continue on in a law school. It was here he thought he could be helping people the most, his own words. Likely it was his unfamiliarity with our religion that clouded his mind. At first it was just small things, crossing little lines to 'help' people. He was unnoticed at first, changing a contract here, adding a subclause there. Such seemingly small manipulations to give advantage to his clients rather than keeping to the full understanding of the offial law. He soon came to see Mitran law as the enemy, too strict, too controlling, he lost sight of the protective and righteous nature that makes our civilisation as great as it is today. He wanted to change the laws and this is when someone started to notice what he might be upto and report him. He was too careful at first. Though a watch was kept on him nothing could be doneuntil further evidence was gathered on his activities. He either didn't care or was oblivious to our investigations.
It all came to a head when he managed to be working on project [redacted] as a drafter. He saw this as an opportunity to bring serious critisism on our great king. If he had have succeeded the damage caused could possibly have been nigh unrecoverable. Our agents were ready and moved to apprehend him but he was one step ahead and escaped the city and fled. All his work was siezed and alterations he had made were repaired removing all chance of false scandal from emerging. He had abandoned wife and child that night and all his possessions. After a thorough interview his wife was released from any accomplice charges and had no knowledge of the work her husband was doing. They were permitted to live in peace and speak to no one of the nature of her husbands disappearance. We searched many days for him but he had prepared very well for this possibility and was never to be seen again for the next two years.
Dmitri made one more mistake which led to his finally being arested to face true justice. Believing things quieter he snuck his way back into Matharyn. Though the search for him had been called off, periodic surveilance of his family was scheduled to continue for upto five years. It was that day when an unscheduled visitor came to call upon his wife that we got him. Guards were quickly alerted and surrounded the house forcing Dmitri to give himself up. His trial was over then and there. He was cuffed and transported almost immediately as fleeing the law is a serious offense in itself. He was sent to Branderscar and by the time anyone reads this is likely to be languishing in the salt mines of the north, far from trouble for the rest of his life.
Reflections:
How could I be so careless? Of course they were still watching my family. He knew all the regulations, unfortunately there were a great many regulations and remembering them all after two years surviving on your own can be difficult. Dmitri now bumped along the road in the back of the reinforced wagon, uncomfortably restrained. He tried to move, to stretch his muscles but was unable to. He was starting to cramp up. He had been in this wagon for days and the few times he was let out to move each night had become his heaven. Sleep was impossible but they didn't care about his wellbeing. He would find comfort soon enough at Branderscar they said. He thought about his wife warning him that he shouldn't have come back. It pained him to hear that, he had come back to get them out but she hadn't wanted to leave. Said she still loved him and only him but couldn't give up the comfortable city. His boy, now three years old was growing up without a father. It wasn't his fault that he had been forced to run away. He had only been trying to help Talinguarde become a better place. His current situation, separated from his family and on his way to a life of hard labour was Talinguarde's fault. The system that wanted to control everything. How am I the only one that can see it?
Even when he was a boy he knew, he could feel inside that their justice wasn't quite right. This was the true reason that he had never been interested in Mitra or religion or church or worshiping a being so far removed from their reality that blindly following 'divine orders' wasn't the best thing for an entire Kingdom to be founded on. Though this in depth understanding didn't come until he was older. He saw 'heretics', those of other faiths killed for not wanting to follow Mitra's law. One evening he heard a proclamation. A family that he had known, that his parents had known their whole lives had been arrested for being a part of the old cult of Asmodeus. He had always known them as friendly people, keeping to themselves their religion not hurting anyone. It made him wonder what evidence their was to arrest them. So when he was old enough be went to school to be a lawyer so that he might be a part of making sure justice was truly justice. But this was not quite what he found. The law was corrupt, too harsh and not the least bit fair. Everything was based on Mitra's supposed words which he found to not always work best when forced on the mortals of Talinguard. He saw the problem but not an immediate solution without alot of money and soldiers, which was far beyond his grasp. So he set out to sow the seeds of change, carefully finding ways and loopholes in the law to get past undesirable curcumstances, precedents to build upon. But his work was so miniscule and without scope for expansion kingdomwide he soon despared of doing any good. He knew he could not speak out or he would be instantly arrested and imprisoned. And the people seemed so happy under the tyrant he knew no one that could help him nor had any contacts for any sort of resistance against the Mitran tyranny. A fortuitious opportunity finally came to him. He found himself in a position of great responsibility on a new project. A revision of sorts that, if he could adjust here and there might be capable of taking him one step in the right direction. Even if it took until his son's children to have the desired effect it would be worth it. With this renewed hope he worked away carefully. Unfortunately for him his actions had been noticed by others and he was caught before his work could be completed on the documents. Having no time to grab anything he ran, evading arrest and exiting the city into the forests and on the run.
Thanks to his careful planning he was able to escape north and into the forest where it was too difficult for them to pursue. When he finally realised they were no longer chasing and tracking him he collapsed against a nearby tree in exhaustion and slept for the next two days. For the next two years of his life he somehow survived with no previous wilderness experience whatsoever. Fashioning crude instruments he scavenged food and taught himself to hunt, learning by instinct the signs of the wild. Two long years he waited. He learned to hunt passing travelers for the luxuries he had left behind. Stealing a little bit here and there. Some clothes one time, other times fresh food or tools. Whatever he could find and get away with while the unsuspecting people slept out by the road. He would sneak in and out and they would wake up in the morning none the wiser. Finally when he could wait no more and thought for sure they would no longer be looking for him he ventured back, hitching a ride on a traveling circus caravan. In his excitement to see his wife again he was a little too hurried and was noticed by a watchman. He burst into his house calling for his wife, telling her to pack for he had a plan to get them all far away from Talinguarde on a boat. They still don't know about the boat I hid. I didn't tell her where it is so maybe she hasn't told them about it... no matter. It is of no use. He rolled to his other side to ease the discomfort in his muscles only to have the other side of his body protest. Then the wagon stopped suddenly and the driver was speaking to others outside. "More of these scum them. Send them to hell. Glory to Mitra!" He could just barely make out what they were saying, they knew nothing. All of Talinguarde, the King most of all, was blind. Slaves to Mitra. Such a terrible fate to not be able to struggle against the chains holding you down but instead think they are for your wellbeing. DOES MITRA EVEN EXIST? IF HE DOES THEN OTHERS MUST AND WHY DO THEY LET THIS HAPPEN? he screamed in his mind. "Mitra has enslaved and kills all of your followers... we want the same thing you and I, can't I get a bit of help? Coward gods. Are you even gods?" Dmitri cursed them all. If they existed surely that would mean he was about to be struck down for his words. He didn't care. Better than a life in the salt mines. Just at that moment he felt a warmth all around him. A warmth that grew hotter and hotter. He started to sweat and then he started to burn. He felt like he was on fire and another few seconds later he could do naught but scream with the last air in his lungs. This was surely his punishment for cursing the entirety of the gods. His scream turned into a laugh. He had caused a pantheon to take note of HIM. A pathetic mortal. Then all of a sudden the heat dissipated and the temperature of the wagon was back to normal. Nothing was burnt black like he expected and he even felt comfortable. Confortable? His muscles and joints felt refreshed and young. What is the meaning of this? He felt nothing, no voices, no visions of fire of death. What did it mean?
"Perhaps that heat stone can keep us warm without the need for any fires. It is doing a good job so far but how long do you expect it to last you?" Dimitri asks. He is no survival expert and follows the direction and footsteps of the others.
Dmitri stands up and backs away from the body that he was inspecting taking the cloak and stuffing it into his backpack. Perhaps he could get it fixed later. "Yes we shouldn't stay here. Time to brave the cold."
"No it's nothing to bother about right now. Some minor cold burn. Those things are colder than the ice surrounding us." He flexes his fingers, making sure they all work as intended.
Are there bodies on deck that have the possibility of rising to attack us soon?
Was cold thing(black) attacking me for that 6 dmg?
With only one creature remaining Dimitri stops to inspect his hands of the cold, afraid of catching frostbite out here. Hopefully the endure elements fortification would help his body keep the temperature in his hands up. He kicks the downed wight with his boot. Wondering just what exactly they were dealing with here. "Anyone know what these things are and what they came here to do?" Sorry if that's a metagamey question Knowledge(Religion):1d20 + 8 ⇒ (4) + 8 = 12
He brushes off the last few bits of dust that remained from his throwing across the room and head upstairs after most of the others. "Do you set up shop here merchant?" he says as he walks up the stairs.
not sure what time it is
If it is night or dark early morning he reaches into a pocket and pulls out a small gray stone in the shape of a triangular pyramid. Tossing it into the air it hovers above his head, activating to shine light as if a torch.
"Of course you will be paid, with the wealth of the castle, IF we survive." Dmitri watches the Landsknetch charge up on deck. "Is there any reason to believe we do not have to walk the rest of the way?" He himself interprets the cries of the sailors as those of the chaos from the crash and has no hurry to go out into the cold unless he has to. He picks up his backpack and hoists it around his shoulders.
Dmitri is thrown from his chair and tumbles the length of the room hitting the wall. Slowly picking himself up he makes sure nothing is broken. "A few bruises..." Though the thing most bruised was his pride at being unable to keep his feet.
He hears the cries of those above and wonders what the commotion could be. With the temperature rapidly dropping he looks to his own comfort first and asks the masked merchant, "Do you still have spare charges of endure elements?"
Dmitri grabs his pack and wraps his cloak tighter around him in preparation for the long walk after his meditation. "When machines and metal fail you, what do you have left?" An ominous saying, but he leaves it as a rhetorical question.
Dmitri listens, watching the Belmont with interest. The drunkard, while he could him use as a good shield, would be unreliable at the first hint of a sighting of his brother. He mentally scratched the man off his list.
They must have some idea of how to destroy it. Maybe that's why they have moved again.
"As the Landsknetch says, for the castle. We will be there soon enough." He gives a reluctant bow and retreats away from his current position back to where he had previously been sitting, his pack waiting for him. He sits and observes once again. Bad luck having him here, I don't like it.
"Just a simple monk here to see to the removal and safekeeping of any dangerous magic item or artifacts the world must be shielded from." He opens his arms wide revealing his outfit, "I am unarmed and unarmoured and mean no one here harm. You can call me Dimitri."
Dimitri remains calm, anyone can spout words. "I am as much afraid of you as my own dear mother. Hopping on a boat seeking adventure and treasure is no talent," he looks at the masked one, "We shall see what talent she has when the time comes." Deciding to give one piece of advice to this girl he looks at her again, "Whatever you may have learnt in school, undead are not to be trifled with."
Dimitri regards the armoured drunkard with interest but says nothing. A perfect meat shield if I ever saw one.
The one that rushed out who he now referred to as the impatient one tried to make conversation with the mountain but Dimitri's focus was drawn elsewhere when he was surprised to see a girl move out of her corner. "And what is your aim girl? Perhaps you should go back to your mama's skirt. This is certainly no place for children."
Knowledge:Religion(Huecuva):1d20 + 8 ⇒ (3) + 8 = 11 "Can't say that I have come across those beings before but I am no stranger to undead." He says while in thought, "Perhaps you are one of the smart ones, letting others do your work for you. I find no honour in that for myself, but it takes all types to survive this world." He stops for a few moments thinking.
Diplomacy:1d20 - 1 ⇒ (13) - 1 = 12sad "I believe it would serve you more to assist some of those going in to better insure that wealth comes out. Call it an investment if you will. Perhaps an extra wand or two that you might spare? If I find something worth selling I will surely trade with you first." random fluffy roleplay reason for Dmitri to have so many damn wands at start ^_^
Sense Motive to get a hunch about this guy:1d20 + 12 ⇒ (11) + 12 = 23 "Secrets, artifacts, hidden knowledge, items of power that, in the wrong hands, could spell bad things for the people of this world. I am no king, nor do I wish to be. Merely a guardian doing his duty. Too many dark things in this world, to remove some of them would be worth more than all the gold I could possible carry." He studies the map and points out a part in the south-west where he came from. "My travels take me everywhere, but I grew up in a small village there. Bit of a backwards place though. I don't recommend visiting."
"Yes, I heard there are traps that keep you alive for days, draining your blood to feed some monster or other."
"Ah a sorcerer." He waves away the offer of a 'zap', not wanting to be in anyone's debt so soon, "Perhaps later when we must walk. I prefer to let the sailors do their job and stay out of their way. My preparations against the weather extend only to these mundane furs. There are things more deadly than the cold where we are going. I hope you have some spells for those also. Many fools come here looking for riches and in their greed forgetting the dangerous guardians protecting it." Dimitri smiles, clearly not insinuating that this man is one such fool. He has some respect for sorcerers over most other magical practitioners. Keep this one close if possible, could be a valuable ally when it comes to keeping our heads on our shoulders."
Dmitri gets up and moves towards the oddball with the dangerous lack of clothing. "Do you not fear the frostbite man? If you have somehow come to be allies with the frost I would ask that you might show me how also." He says with a smile, "It would be a great boon where we are going."
I don't have a shadow.
Downside:
This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Bought my items too so I am all finished now.
Boots of Elvenkind
Corrosive Amulet of Mighty Fists
Cloak of Resistance +1
4 x wands(mage armour, shield, protection from evil, clw)
I also have the drawback (if you allow drawbacks for a third trait) Umbral Unmasking going with the effect that he doesn't have a shadow. This is a strange effect of his work. One day he just woke up and his shadow was gone. Creepy.
Dmitri sits in a corner. He had been meditating until only moments ago when a lurching of the ship had brought him back to the present. His dark fur cloak helps to keep him warm and also hide most of his features. His uncommonly long and black hair escapes the hood and can be seen. His dark eyes look around, taking in the people here again. One of them casts some sort of spell and heads above deck, Dmitri eyes him strangely, Does he want to die so soon? Let the sailors get us there. Impatience will be the death of that one. He focuses on keeping warm and watching the others, looking for those that might make particularly good allies once at the mansion.
Perception:1d20 + 12 ⇒ (14) + 12 = 26
Here is the monk I am working on. He is part of a secret sect of monks that venerate immortal undead, especially powerful ones. So of course he wants to gain or steal the power and secrets of the castle.
Backstory:
Dimitri owes his life to The Sanguine Order. He had once been an apprentice to a wizard, though he showed little magical talent. The wizard had a secret. He was a necromancer and had been hiding it for years but when someone found out, people took things into their own hands. No one wants such evil so close to their home, especially when it is dangerous enough already. A mob gathered and hung the necromancer and his apprentice, shouting at him to see if he can save himself. Miraculously Dimitri's rope snapped and he was spared. The people saw this as a sign that he was innocent. In reality a member of the order had been watching and rigged the rope to break at that precise moment. Gasping for breath he was taken away by the man. It was unsafe for him to stay there as some would still not trust him and may come back for him.
He left with Pelvor who took him back to the Order and initiated him. He was trained in the ways of the monks there, to harness his own life force instead of the arcane. Many years later he finally finished his training and was free to go out into the world, find recruits if he deemed any worthy and hunt the darkness. The Order believed that the warewolves needed to be destroyed or controlled, they were far too chaotic, suitable only as pets, to be treated like animals. The world should be ruled in the night by the masters of the night, vampire. And in the day by the masters of the day, humans of the order. There was no place for were-creatures.
Dimitri hunted down several packs, once the leader was dead the rest fled. This lead him north, further and further. Until he was headed for the Castle. No one had been there in years but he had heard the stories. If he could enter and retrieve something of worth he would rise within the Order. He would be rewarded.
Character Sheet:
Dmitri Moldona
Human Monk(Hungry Ghost/Qinggong) 5
LE Medium Humanoid(Human)
Init +5; Perception +12
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DEFENSE
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AC 18, touch 18, flatfooted 18 (+3 dex, +4 wis, +1 monk)
HP 56 (5d8+20)[8,7,8,5,8]
Fort +7, Ref +7, Will +8(+2 vs enchantment spells and effects)(+2 vs charm and compulsion)
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OFFENSE
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Speed 40ft
Melee Unarmed +8 (1d8+4/x2)
Flurry Unarmed +8/+8 (1d8+4/x2)
Ranged Ki Arrow +6 (1d8+4/x3)
Ki Pool 6 points
Spell-like Abilities Bark Skin(1 ki), Ki Arrow(1 ki)
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STATISTICS
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Str 19, Dex 16, Con 16, Int 14, Wis 18, Cha 9
Base Attack +3; CMB +9; CMD 22
Feats Improved Unarmed Strike, Punishing Kick, Improved Grapple, Deflect Arrows, Skill Focus(Use magic device), Weapon Focus(Unarmed Strike), Blind Fight, Power Attack, Boar Style
Traits Reactionary, Dangerously Curious, Birthmark
Drawback Umbral Unmasking(no shadow)
Favoured Class Monk: +5hp
Skills(7 per level) *only shows class skills*
5 Acrobatics +11
1 Climb +8
0 Craft +2
0 Escape Artist +3
5 Intimidate +7
1 Knowledge(dungeoneering) +6
1 Knowledge(history) +6
1 Knowledge(religion) +6
5 Perception +12
0 Perform -1
0 Profession +4
0 Ride +3
5 Sense Motive +12
5 Stealth +11
1 Swim +8
5 Use Magic Device +12
Languages Common, Necril, Infernal
Equipment Current encumberance Money 10,500gp
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SPECIAL ABILITIES
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Weapon Proficiency Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
AC Bonus(Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows(Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Unarmed Strike 1d8 At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
Punishing Kick(Ex) At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
Evasion(Ex) At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement(Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training(Ex) At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind(Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool(Su) 6 As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or Increase his speed by 20 feet for 1 round, or Give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
Bark Skin(Sp) 1 ki point, standard action to activate.
Ki Arrow(Sp) 1 ki point, standard action to activate.
Steal Ki(Ex) At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.
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Racial Traits
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Skilled Treat every class as though they gave 1 additional skill point per level. You may also make one skill a class skill, even if that class doesn't usually get it.
Flexible Bonus Feat In addition to whatever your classes give you at first level, you gain 1 more feat for free, but must meet the requirements for it.
Focused Study At 1st, 8th, and 16th level, this race gets skill focus as a bonus feat for free.
Variant Human Instead of gaining a single random +2 to any ability score, A human from Azura'gareth gets a +2 to both a physical and mental score, and may place a -2 wherever they please, even into one of the other 2 scores to break even.