Kathann Zalar nods at Lope saying "Good to hear you have the ocarina, there are a number of folks at the Academy who will be glad of its return."
She gives Valeria a worried look before saying, "Well I must say in a pinch you did well. An impromptu philanthropic cover story, a high-society art debate, and a tragic backstory to pull at the heartstrings!"
She signals to her partner, who finally lowers his halberd and steps back into the shadows of the garden.
"But enough standing around in the damp evening air," Kathann says, gesturing toward a side entrance of the magnificent building. "Come inside. I believe a cup of hot coffee and a brief tour of our facilities are in order."
Kathann leads you through the threshold and into the heart of the legendary Kitharodian Academy. The grand halls are alive with a vibrant, creative energy. Even at this hour, the echoes of distant opera warmups, the frantic scratching of quills, and the soft strumming of lutes drift through the corridors.
As she walks you through the campus, Kathann seamlessly transitions into the role of a gracious host. She slips you into the back of a few lecture halls, allowing you to briefly sit in on an advanced rhetoric debate and a masterclass on Taldan history. Whenever curious students or nosy faculty members glance your way, Kathann smoothly introduces your group as "distinguished visiting scholars from the countryside, exploring our curriculum."
The cover is flawless, completely erasing any lingering suspicion from your dramatic arrival.
Eventually, Kathann guides you up a winding spiral staircase and unlocks the door to the restricted faculty lounge. The room is a cozy, quiet sanctuary, heavily carpeted and smelling pleasantly of pipe tobacco, roasted coffee beans, and old parchment. Deep leather armchairs are arranged around a crackling hearth.
Sitting by the fire, cradling a warm mug, is a middle-aged woman. As the door opens, she turns her head—and a shock of recognition should hit you instantly.
It is Cassaranda Florint. The last time you saw this woman, she was battered, bruised, and locked away in a miserable, dark cell beneath the Encircling Bower in Yanmass, a captive of the insidious Nightbloom cult. Now, stripped of her prison rags and dressed in the fine, practical robes of a high-ranking academic, she looks healthy, whole, and formidable.
As her eyes land on you, a brilliant, emotional smile lights up her face. She sets her mug down with a clatter and stands up, stepping forward to greet you like old friends.
"I told you they would make it to Oppara, Kathann," Cassaranda says, her voice thick with genuine warmth as she looks at each of you in turn. "Welcome, my friends. Words cannot express how glad I am to see you all alive and well after everything that happened in Yanmass. Please, sit. We have much to catch up on."
Alara Starbreeze
Half-elf bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +7, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20)
Ranged shortbow +6 (1d6+3/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—heightened awareness[ACG], hideous laughter (DC 13)
. . 0 (at will)—dancing lights, ghost sound (DC 12), message, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 9, Cha 14
Base Atk +0; CMB +4; CMD 14
Feats Point-Blank Shot, Skill Focus (Perception)
Traits fate's favored, scholar of the ancients
Skills Acrobatics +3, Appraise +3, Bluff +8, Climb +1, Diplomacy +8, Disable Device +4, Disguise +4, Escape Artist +3, Fly +3, Heal +1, Intimidate +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (planes) +8, Perception +10, Perform (sing) +8, Ride +3, Sense Motive +1, Stealth +3, Survival +1, Swim +1; Racial Modifiers +2 Perception
Languages Common, Elven, Thassilonian, Varisian
SQ bardic knowledge +1, elf blood
Other Gear chain shirt, dagger, shortbow, thieves' tools
--------------------
Special Abilities
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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Vignette:
"I’ve seen ancient statues in the Cinderlands with better form than that, Gaven," Alara quipped, her voice carrying that effortless, melodic lilt of the Varisian road. She leaned against a fence post near the Sandpoint fairgrounds, the silver butterfly brooch on her midnight blue cloak catching the morning sun. Her opponent, a local guard puffed up by several pints of pre-festival ale, had just landed a decent shot on the hay-bale target, though his arrow wobbled in the wind. He gestured toward her composite bow with a scoff. "Easier to criticize than to hit, Starbreeze. Let’s see that 'lucky' streak you’re always boasting about at the Dragon."
Alara didn’t posture; she simply moved. In one fluid motion, she stepped to the mark, raven-dark hair whipping across her blue eyes as she turned, nocked an arrow and drew the bow back to her ear. For a heartbeat, the world narrowed to the Old Light looming in the distance, the soft creak of the bow and the center of the hay-bale. She didn't wait for the wind to die; she felt a sudden, inexplicable warmth in her chest and loosed.
The arrow didn't just fly; it hissed, striking the center of the bullseye with a violent thwack that split Gaven’s shaft clean down the middle. As the crowd gasped, Alara was already unstringing her bow, a cheeky, lopsided grin on her face. "It’s not just luck, Gaven—it’s knowing that the stars already decided where that arrow was going to land. Besides," she added, her voice dropping into a dramatic, low-toned oratory that mimicked the cadence of an old Thassilonian legend she’d decoded with Brodert Quink, "the ancients say that those who miss the mark at the Swallowtail are doomed to be the first ones the goblins find. And I’ve got too much digging to do in the Hinterlands to end up as goblin bait." She winked, adjusted her cloak, and started toward the cathedral, her stride brimming with the restless energy of someone who knew the festival was only the beginning of her journey.
Description:
Alara cuts a striking figure, her short raven-dark hair framing eyes the piercing blue of a clear Varisian sky, all set against the shimmering steel of a well-worn chain shirt and her signature midnight blue cloak. She carries herself with a fluid, restless grace—the sort of effortless confidence that comes from truly believing she is "Desna-kissed".
To her neighbors in Sandpoint, she is a whirlwind of feisty independence and sharp-tongued wit, relating to others with an easy, magnetic charm that shifts seamlessly from nerdy excitement over a dusty Thassilonian relic to a fierce, protective warmth for her community. She doesn't just walk into a room; she arrives with the breezy, infectious air of someone who expects the best of every situation and has the uncanny luck to usually be right.
Gemini created this image of Colin at work, I think I like it. Alchemist feels like the right class, not sure about archetype. Can worry about that later :)
""It certainly sounds as those you have some relevant experience, Mister Baguette-- er, sorry, Bazelgette. Any references for those prior mining jobs?"
Louder than was strictly necessary, the beanpole replied, "Why certainly! I have a reference from my last job up in the eastern Fenwall mountains." He started patting down first his trousers, then his robe before unpacking most of his rucksack before crowing in victory, "Ah! I knew I put it somewhere safe, apparently too safe!"
He then handed over a folded letter.
Reference:
"To whom it may concern, I Maf Vanderburgh, Baselweif mine foreman confirm that Colin Bazelgette has worked with us in Baselweif, as an engineer for two summers. While unorthodox, loud, and not for the feint of heart, his methods are undeniably effective. He devised a way to blast away a number of house sizes boulders that blocked the most direct pass, and he redirected an underground river by collapsing a worked out gallery.
He comes recommended, provided you have suitable ear protection."
Am away from my computer for a few days so I can't make a build yet. I was toying with making him a follower of Irori with deific obedience but given the pyromaniac thing, I'm not sure that jives! I'll have to think about his build.
A thin beanpole of a man turned up next, looking more like a mad scientist than anything said rather loudly, "Hullo! I heard you had need of a mining engineer!"
Application:
State your name, race, and age for company records.
Colin Bazelgette, Human, 32
2. Are you able-bodied and capable of lifting, hauling, and moving without assistance
No, I was sickly as a child and grew up in a library, However! Give me a lever long enough and I can move mountains!
3. Do you have any special skills that might be useful in the mines?
I am a trained engineer and geologist.
4. Do you have any past experience working in mines or in similar situations? Please elaborate if so.
I come from a long line of engineers, and I spent several years working on an aqueduct for a tin mine and more recently I designed a winch system for a silver mine.
5. Do you have any phobias of darkness, enclosed spaces, insects, or other possible hazards of underground labor? Please elaborate if so.
Being covered by insects in the dark while trapped in a tiny space is in my opinion the stuff of my nightmares !
6. Can you read, write, and do basic sums?
Yes, I can can read and write in four languages and I can perform structural analysis math in my head.
7. Are you under four feet of height?
No, I’m slightly over six foot.
8. Do you have any crisis experience, such as medical or combat experience?
I am an accredited first aider, although I’m not much of a combatant.[/b]
9. What is your current trade?
Mine engineer.
10. Help us get to know you better to decide where you fit in the GMC family! Please answer the following questions.
My friends and family say I am (SELECT TWO):
SMART & LOYAL
My biggest flaw is that I am (SELECT ONE):
A PYROMANIAC - there’s so much you can do with fire in mine engineering! Fill a gallery with supports, burn them and stope above the collapse! Build a bonfire for three days against a hanging wall, then douse with water and even the hardest stone will shatter!
11. If money were no object, I would spend my life touring the mines of Golorion on a flying carpet! 12. In my free time, I like to read and study. 13. I can’t stand it when people interrupt me when I’m studying, so inconsiderate!
Intriguing! But what to play? 1d4 ⇒ 3 An expert, mm could segway into a caster class. Why would an expert be doing in a mine? All mines need engineers and geologists!
Probably too late now (I was hoping for a little feedback on the desired toe) but I did have a couple of ideas: a completely over the top bard-paladin (a mix of lord flashheart from blackadder and the cat from red dwarf for those who know their 90's british tv); and a much more straight face wolf riding halfling barbarian/inquisitor taking very light inspiration from bobby from the 80s D&D cartoon.
Dot. Mmm it's very tempting to roll some sort of paladin for this, but I might branch out into something different.
Humor is rather subjective, GM is this the sort of thing you're looking for?
Lord Adonis:
Trembling the scout approached the tent, ”Uh lord? The uh demons are approaching!” Full of confidence and bravado, the man looked as if he was a statue of the first men made by the gods come to life. The lord didn’t turn round, he was too busy inspecting himself in the full length mirror but he replied immediately, ”Never fear Hobbs! I’m almost ready, just a few last minute preparations…” The braying horns of the legions of hell where louder now as they drew close. Hobbs watched the lord with bemusement, what the heck was he doing?! It was as if he was getting ready for a date night not a battle...
Sounding pleased with what he saw in the mirror, the Lord spoke, ”Designer shirt? Check! Lame gold hot pants with sequins up the side? Check! Hair looking like I stepped out of a salon? Check!” He then frowned for a moment, ”Hmmm Hobbs, I’ve forgotten something, now what was it?” ”The uh war your lordship?” replied Hobbs tentatively.
”Nonsense! Ah! Mouthspray.” He reached down past the various cosmetics spread out on the table to pick up a jeweled spray of alchemical mint, he gave it two squirts then a third for luck, ”Right we’re all set!” With that Lord “Flasheart” Adonis flounced out of his tent, needlepoint rapier in hand, humming the tune to Blood on the Dancefloor! It was almost unfair, the onrushing hordes of darkness had no idea what was about to hit them...
A gravedigger is proficient with simple weapons and scythes, and can fight with gravediggers’ tools such as a shovel or lantern as if she had the Catch Off-Guard feat.
Does this mean gravediggers qualify for shikigami style or is the feat still required?
Hello thank you for the invite! I think I'm going to name my Archeologist (Grave Digger Investigator) Dr Ocellus.
If allowed I'd like to equip him with a traveler's any tool which down the line is really nice with shikigami manipulation which I've penciled in for his lvl 5 feat. Not sure how to square this with the 1 magic item rule, I'm not wedded to shikigami style btw, there's quite a few ways I could build him.
BTW is anyone taking Craft Alchemy? Got loads of skill points so I could.
I think my takeaway from this and other recent recruitment threads is there's a lot of interest still. Also I think like the idea of concepts only for recruitment. Will be interesting to see what sort of party gets selected.
So many submissions! Well good luck folks and especially GM Nightmare Knight, looks like you should be able to tailor the party to your vision for this AP.
We were planning a visit to Cauldron hill when the game folded so I guess not that far in the grand scheme of things. Shame as it left lots of unanswered questions.
@FangDragon, you are missing a trait, you should have three including campaign.
I'll probably pick up ositionologist then, and gain +1 for Kn: Engineering. It fits his background to a T even if it's a bit weak for him since investigators have all the skills :)
The only surviving member of a once prominent Osirion emigree merchant family, Dr Utamose had a rather unconventional childhood growing up as a ward of court in Absolom. His parents were killed by masked Osirion assassins who set their carriage on fire with several gallons of alchemist’s fire. His parents, their driver and the nanny were all killed, Dr Utamose was five at the time and survived albeit with terrible scars which resisted all magical healing.
The family estate paid for his board and education, but his terrible scars and raspy voice frightened other children and he grew up to be rather peculiar. Dr Utamose attended many prestigious places of learning in Absolom, but it was the Blackros Museum that made the greatest impression upon him, especially The Honoured Dead exhibition. It was from there his first interest in Ancient Osirion was kindled, face to face with the stolen remains of mummified rulers and their finery.
As a teenager Dr Utamose came to the attention of the museum’s curator Nigel Aldain. Mr Aldain was impressed by the young man’s mind and he became a father figure of sorts. Of course somebody as ambitious as Nigel Aldain always had an angle, and in Dr Utamose’s case he encouraged him to go on an expedition to recover sufficient artifacts to warrant a new wing of the Blackros Museum dedicated to ancient Osirion. Dr Utamose for his part thinks this is a capital idea, one that promises to make both men extremely wealthy.
Description:
Hunched and hulking, Dr Utamose’s flesh is horribly scarred and he tends to frighten children which he finds dismaying. The wispy hair and the scythe he favours only adds to the impression of otherworldliness, and his raspy sarcastic voice is usually the last straw for most people.
Still despite all this he has a brilliant mind, and is loyal to those few friends he manages to make. A determined man, Dr Utamose has been described as brave and ruthless by friend and foe alike. His dabbling in necromancy means he has more of the latter than the former, although in a fight you’ll be glad he’s on your side!
1 What is your character’s name?
Dr Menkutu Utamose.
2. How old is your character?
Late twenties.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
All too often folk see his shadow first which is an unsettling sight of a powerfully muscled hunchback with a scythe over one shoulder! Sadly impressions typically don’t improve as they get close enough to see his horribly burned face. His eyes are small, dark and beady. His hair is typically cut short, military style.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Dr Utamose has a habit of taking rubbings of anything of interest and for muttering engineering calculations about how said items might be removed and transported back to the Blackros Museum. If he gets excited or likes an idea he tends to exclaim Capital!
5. Where was your character born? Where were you raised? By who?
He was born in Absolum to an emigree merchant family. After they died he was a ward of state and was mostly raised by a series of disinterested officials before Nigel Aldain stepped into his life.
6. Who are your parents? Are they alive? What do they do for a living?
Dr Utamose’s parents are dead, killed by masked assassins from Osirion. In life they were merchants trading in antiquities.
7. Do you have any other family or friends?
The closest thing Dr Utamose has is Nigel Aldain who sees Dr Utamose more as a long term investment than a true friend.
8. What is your character’s marital status? Kids?
Single.
9. What is your character’s alignment?
LN. His dabbling in necromancy might suggest a leaning towards evil, but he has a very utilitarian view of the world and to him the dead are merely one more tool. That said he would help strangers if they seemed in genuine need and he’d never consider stealing from the living.
10.What is your character’s moral code?
Oh! Look at those ancient relics, they sure would look good in the Blackros Museum where they’d be on display to the world for a nominal fee. He’ll perform whatever mental gymnastics necessary to justify this and to anyone who asks.
11. Does your character have goals?
Perhaps more than anything he’d like to have a wing of the Blackros Museum named after him, not that he’d ever admit it to anyone.
12. Is your character religious?
He was interested in Phrasma until it became obvious his dabbling in necromancy is incompatible. Of late he’s been learning about Anubis.
13. What are your character’s personal beliefs?
The world can learn much from Ancient Osirion, there are mysteries there that if I can solve them will propel me to greatness.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He’s not very good at dealing with others, he means well (most of the time) but things come out all wrong.
15. Why does your character adventure?
He seeks fame and fortune, in a forlorn hope it will fill the empty feeling inside.
16. How does your character view his/her role as an adventurer?
Working to obtain antiquities for Blackros Museum defines who he is! If he didn’t have that, he wouldn’t know what to do.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a hunched back, and terrible scarring courtesy of the attack that killed his parents and very nearly him as a child.
18. How does your character get along with others?
Poorly at least at first. He is very loyal to the few that accept him.
19. Is there anything that your character hates?
Spiders. He can’t abide them.
20. Is there anything that your character fears?
Rejection, being deemed a failure. And above all getting burned!
Build:
Dr Menkutu Utamose
Male human investigator (gravedigger) 1 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Horror Adventures 54)
LN Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d8+3)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scythe +4 (2d4+6/×4)
Investigator (Gravedigger) Extracts Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (DC 14), long arm[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 16, Wis 11, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Extra Inspiration[ACG], Medium Armor Proficiency
Traits foreign opportunist, transmuter of korada
Skills Acrobatics -4 (-8 to jump), Appraise +9, Heal +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Spellcraft +7, Use Magic Device +3
Languages Ancient Osiriani, Common, Osiriani, Varisian
SQ finesse weapon attack attribute, focus power (necromantic servant[OA]), grave magic, inspiration (6/day), investigator talent (), relic focus
Other Gear chainmail, scythe, investigator starting formula book, occultist's implement[OA]
--------------------
Special Abilities
--------------------
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Grave Magic (Sp) Sacrifice unused extract slots to cast certain spells.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Mind Fear (DC 13) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Necromantic Servant (0 servants, 10 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Relic Focus (1/day) (Su) Spend inspiration for nec. resonant power 1/day, or grave words any number of times.
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Throne of Night sounds awesome, but so does War of the Burning Sky. Ever since reading the Malazan books (and also The Black Company) I've often wondered about running or playing in a game where all the players are conscripted into the army and it seems War of the Burning Sky would scratch that itch.
Choosing is difficult! There's very few evil APs where evil characters are welcome so I expect Throne of Night will be popular if you decide to run that. Zeitgeist ought to get a good turnout too but maybe not quite to the same level.
Never looked at sphere before, the rules are intriguing. I quite like the idea of a Shadowed Fist Striker for Throne of night, there's something about a drow ninja.
Not sure what I'd play for Zeitgeist - I sort of like the idea of a powder mage (if anyone's read those books) but I'm not sure that really translates well to anything d20.
Guess I've been knocking around these boards for a while too. Managed to complete the Falcons Hollow cycle and one of my homebrew tables reached the end. Hard to finish a full AP though, hats off to those who have done it.
Anyway there's a lot of submissions for this one, I don't envy the GMs decision.
I was playing in a Zeitgeist game on these boards, unfortunately it folded after a year or so, but the concept was intriguing. Not sure what the later books are like but the first couple of books are great.
Throne of night sounds like fun too, I'd throw my hat in for that.
Its fun coming up with characters, here I'm going for an enthusiastic youngster who has been swept up into the romantic notion of a grand adventure to attend the funeral of a man she corresponded with for years but never met. Of course Utalav is a rather dangerous place for such notions...
Inaya:
I grew up in far away Qaharid, a sun baked mining town in Qadria famed for its turquoise. My parents Farzeen and Zhela died in a mining accident when I was small, so I was raised by my grandfather Huushmad, a retired mine engineer who doted on me. Qaharid is a long way from anywhere with few prospects but Huushmad was determined that I would have a proper education, especially when my powers started manifesting.
Huushmad taught me my letters, mathematics and engineering, but my real education came from the correspondence from professors and other luminaries from half a dozen far flung academies and universities. Professor Lorrimor wasn’t the first scholar I wrote to but he is, no sorry, was by far the most generous with his time and we corresponded for seven years on a great variety of subjects. He was fascinated by the strange ways my powers had grown and he suggested various exercises I should try to better control them.
Despite having never met him, over the years I felt I’d come to know him well. So it came as a terrible shock to learn of his sudden death, naturally I felt duty bound to attend his funeral. It’s been quite the adventure getting to Ravengro, I took coastal boats the long way from Qaharid to Hawah and then a ship across the ocean to Cassomir. From there I traveled in a barge up the mighty Sellen before turning east along the Glass river and Lake Encarthan and ultimately Caliphas. The last step of the journey was a bone-rattling wagon train toLepidstadt via Ravengro.
I’m not sure what to make of Ustalav, cold and rainy, it's a world away from the sun drenched deserts I grew up in. The people are different, hardly anyone speaks Keleshite although I get by with Taldane. I can feel the oppressive weight of history on this land and I note the subtle ways that fear has seeped into superstitious locals. Still for all that, there’s something about this place, everything is so green and the land has a haunted beauty that’s growing on me. Perhaps I’ll stay for a while.
Description and Personality:
Inaya is young at twenty one, with dusky keleshite looks, a radiant smile, long plaited black hair and chocolate brown eyes. She’s relatively short at only 5’4” and at first seems unassuming, bookish even, although she has an inner core of iron that shows in times of stress. Used to warmer climes she tends to favour layers of brightly colored coats, scarves and cardigans that make people shake their heads. Inaya has a warm, adventurous, easy going personality. She’s definitely a glass half full kind of person.
Build:
Inaya
Female human (Keleshite) sorcerer 1
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
Immune dazzled
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +2 (1d8/19-20)
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burning hands (DC 16), mage armor
. . 0 (at will)—detect magic, disrupt undead, light, prestidigitation
. . Bloodline Solar
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Spell Focus (evocation), Spell Specialization[UM]
Traits inspired by greatness, trustworthy
Skills Bluff +8 (+9 to fool others), Diplomacy +9, Knowledge (arcana) +6, Perception +4, Profession (engineer) +4, Spellcraft +6
Languages Common, Kelish, Varisian
SQ bloodline arcana (fire spells deal +1 damage per die), sunsight
Other Gear light crossbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Bloodline Arcana: Solar (Ex) +1 damage per die for fire spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immunity to Dazzled You are immune to the dazzled condition.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Sunsight (Su) Gain low-light vision, and cannot be dazzled.
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Had an eye on carrion crown for a long time and I have a number of character ideas. GM how do you feel about a Solar bloodline sorcerer? I think the combat visuals for that would be fun to RP, but it is something of an undead slaying specialist which may or may not be what you're looking for given the horror theme of this AP :)
Its fun making chars even if I don't get selected. Here's my submission Rayse.
Rayse:
It pains me to admit it, but they got the right person for entirely the wrong reason! Yes technically I was involved in a little sedition, but that’s small fry in comparison to what my family was actually up to... A sect of Asmodeus under their noses and the authorities had no idea, and still don’t, fools the lot of them.
The worst of it is we were sold out by that ugly runt Django Creed, our accountant's son, all because my Sister Ella laughed in his face when he asked for a date. Piqued, the spiteful cur ran to the Iomedaens and ratted on us saying we were the ones behind all those pamphlets calling for King Markadian V’s downfall. A scandal ensued! A sensation! A well known lawyer and a teacher spreading sedition! A family of good repute ruined, if only they knew... Whatever, it’s done, long years of careful planning and training gone to waste in the blink of an eye.
The Iomedaens are such boors, crowing over their ‘accomplishment’ at shutting us down. Funny how the so-called righteous happily take credit for Creed’s work, when they haven’t the wit nor the imagination to have taken us down themselves. They don’t understand me, they made me watch my parents take the drop, thinking it would break me. I have never felt stronger, or more infused with purpose. My parents made me proud, tight lipped and fearless to the last, they held up their end of the infernal bargain and now they have a position of honour in the hells.
The Iomedaens say I’m due to share my parent’s fate the day after tomorrow. Perhaps, perhaps not, Lord Asmodeus put me in this backwater world for a purpose. Bourne and raised to be his instrument, I yearn to spread tyranny in his name. In the end all shall kneel!
Description and personality:
A little over 6 foot, Rayse has a chiseled physique that draws attention both male and female when he walks into the room. Always immaculately groomed and shaved, his dark hair is kept short military style without being too severe. If angered, his piercing dark blue eyes flash with an inner fire. When clad in armour he looks every bit the dashing knight. He could pass for a paladin, but Rayse is a wolf in sheep’s clothing with a honeyed tongue.
He was training among the Iomedaens, however he wasn’t learning the lessons they thought they were teaching! He knows how to lie without trace, how to wheedle and manipulate and make almost anyone his friend. He learned patience and discipline, and a certain kind of honour but not that stuffy Iomedaens would recognize it!
Build:
Rayse
Human antipaladin (tyrant) 1 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Ultimate Intrigue 64)
LE Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks smite good 1/day (+4 attack and AC, +1 damage)
Antipaladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect good
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 12, Int 13, Wis 8, Cha 18
Base Atk +1; CMB +5; CMD 16
Feats Combat Expertise, Deadly Aim, Mask Of Virtue, Power Attack, Soulless Gaze
Traits bloody-minded, sedition
Skills Bluff +9, Diplomacy +8, Intimidate +11, Knowledge (nobility) +2, Knowledge (religion) +5, Perception +0, Profession (barrister) +3
Languages Common, Infernal
SQ finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Mask of Virtue Your alignment is concealed.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
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Borys of Torag
Human paladin (tortured crusader) 1 (Pathfinder RPG Horror Adventures 65)
LG Medium humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee earth breaker +5 (2d6+6/×3)
Special Attacks smite evil 1/day (+0 attack and AC, +1 damage)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Furious Focus[APG], Power Attack
Traits subject of study
Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +2, Heal +6, Knowledge (dungeoneering) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +6, Sense Motive +6, Survival +6
Languages Common
SQ alone in the dark
Other Gear chainmail, earth breaker[UE]
--------------------
Special Abilities
--------------------
Alone in the Dark Can use lay on hands only on self, use 2 to gain use of smite evil, and auras only affect self (not allies).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage, +0 deflection bonus to AC when used.
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I decided to lean into the horror aspect with my Tortured Crusader Borys. There will be no happy everafter for him, poor soul, but perhaps gods willing the undead fiend who killed his friends and family turns up at some point in the AP!
Borys Background:
To look at me now, you’d be hard pressed to believe I was once considered handsome. These scars are just a fraction of the pain I’ve endured. A year or so back I was content, with family and forge to care for. I grew up in a place so small it didn’t have a name and just like my Da before me, may Torag bless his soul, I was the village blacksmith. Reckon I had it good I did, yes the hours were long and the pay bad, but I was respected. I had a loving wife Clara and a wee bairn, Tara, the light of my life.
Then one night in the teeth of winter, the living dead came. Zombies mostly, but one of them, a soulless fiend who crawled out of the pits of hell, was smart. Most of the village was holed up in the forge but he barricaded the door. He had his thralls pile up the fire wood I’d spent all summer harvesting against the door, and he cackled as he doused it with the keg of lamp oil I kept outside.
As for what happened next. I… I can’t... I can’t… It broke me, mind and body.. I never used to drink before that night, but oblivion can be a solace when a man has lost everything. I don’t know how or why I survived. Near scared the life out of the poor tinker who called by the next day, he thought I was one of the living dead on account of my wounds. He couldn’t believe I was still breathing, and claimed it was a miracle.
That’s how I met Professor Lorrimor of course, he was researching all manner of strange things. He wanted to know everything, and I don’t suppose I was too happy at the time with all his questions, but considering he was paying for my medical treatment I was hardly in a position to argue.
Description and personality:
Once handsome, Borys has been scarred by terrible burns all over his body. As bad as the physical damage is, the mental scars are far worse. Borys became taciturn and fatalistic and he drinks too much. Clara was the love of his life and he will never remarry. With nothing in life to look forward to, he’s looking for a cause to die for. Naturally he has an abiding hatred of the undead.
He’s still an imposing presence, with the musculature you’d expect from a former blacksmith. He carries with him an oversized maul known as an earth breaker, all the better for smashing undead with!
Build:
Borys of Torag
Human paladin (tortured crusader) 1 (Pathfinder RPG Horror Adventures 65)
LG Medium humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee earth breaker +4 (2d6+4/×3)
Special Attacks smite evil 1/day (+0 attack and AC, +1 damage)
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Furious Focus[APG], Power Attack
Traits indomitable faith, subject of study
Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +2, Heal +6, Knowledge (dungeoneering) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +6, Sense Motive +6, Survival +6
Languages Common
SQ alone in the dark
Other Gear chainmail, earth breaker[UE]
--------------------
Special Abilities
--------------------
Alone in the Dark Can use lay on hands only on self, use 2 to gain use of smite evil, and auras only affect self (not allies).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage, +0 deflection bonus to AC when used.
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Note I've not selected all his starting gear. I know there's no crafting in the campaign, the blacksmith skill point is just for RP and he'll select something more useful for level 2.
Dune is brutal and notions of a fair fight seem like a good way to get yourself killed, so I'm thinking of making a rather underhanded knife fighter. A bounty hunter slayer seems a perfect chassis for that. If allowed the kitsune style chain would make for very effective dirty trick use.
I was looking through the traits and noticed scarred descendant and carefully hidden, which suggested a background: One of my budding fremen's ancestors was from either a Harkonnen or perhaps more likely from one of their vassel houses. For one reason or another they rebelled (or did they) and went native. Could make for an interesting campaign hook.
I'm assuming a stillsuit is equivalent to leather armour, please correct me if I'm wrong.
Build:
Ghir son of Dranor
Human slayer (bounty hunter) 3 (Pathfinder RPG Advanced Class Guide 53, 118)
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 26 (3d10+6)
Fort +5, Ref +6, Will +3; +2 trait bonus vs. divinaton effects, +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +8 (1d4+4/19-20)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +7 (+9 dirty trick, +9 disarm, +9 reposition, +9 steal, +9 trip); CMD 20 (22 vs. dirty trick, 22 vs. disarm, 22 vs. reposition, 22 vs. steal, 22 vs. trip)
Feats Combat Expertise, Deadly Aim, Deft Maneuvers, Endurance, Kitsune Style, Kitsune Tricks, Power Attack
Traits carefully hidden, charming smile, cunning soul, desert child (desert), scarred descendant
Skills Acrobatics +9, Bluff +9, Craft (leather) +5, Diplomacy +3, Disguise +8, Heal +7, Intimidate +9, Knowledge (geography) +7, Perception +7, Sense Motive +8, Stealth +9, Survival +7 (+8 to track favored enemies of your own subtype)
Languages Common
SQ dirty trick, finesse weapon attack attribute, track +1
Other Gear mwk leather armor, mwk buckler, mwk dagger
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Dirty Trick (Ex) As a free act on sneak att vs. studied target, no extra dam but dirty trick at +1 per extra dice lost.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Kitsune Style Perform Dirty Trick at the end of a charge.
Kitsune Tricks Kitsune Style can apply two different conditions in single dirty trick attempt.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
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Still working on my slayer, the extra information is very handy. If having two crysknives is particularly unusual, I won't go that route.
Edit: Question, are bucklers or light shield a thing in dune? I read the first two books years ago, and I don't remember reading about non-technological shields.
Ooo interesting concept. How do you feel about barbarians and rage powers? Are those too close to magic in your mind? A brawler might be on point however.
I'm curious how you'll handle bene jesuits, I guess they're close to some sort of psion.
Wonder if we'll ever get A First Law Movie, then we can have whoever plays Logan muttering "Still Alive" as he crouches battered, bruised, covered in blood and surrounded by a ring of named men he'd just sent back to the mud.
I've been the before with low dice rolls, GM Ravenheart suggested there would be some kind of balancing for dice rolls so hopefully it won't matter too much if you rolled high or low.
I had some free time so I made a couple of tweaks to Adrith. Nothing major, I changed his traits and added some more detail to his story / appearance. In case it matters, please note he's a follower of Torm the True.
Background:
Adrith was born in a tiny village in the foothills of the mountains on the eastern edge of The Vast. Aged 8 he was orphaned when ${CAMPAIGN_APPROPRIATE_ENEMY} raided his village, killing and enslaving as they saw fit. Adrith’s parents hid him in a wardrobe and he was stuck in there for a long time. The enemy went house by house, taking their time and it was well past dark when they finally arrived at his house. Curled up in a ball, Adrith had fallen asleep inside the wardrobe and he was awoken to the sounds of his parents' grizzly deaths. Through a crack he saw everything, and was deeply traumatized. Adrith quietly swore a sun oath and a moon oath to bring their attackers to justice. But what could a boy do? Nothing but bide his time.
With their houses burned and all the men gone, it was no longer safe to stay there so the handful of survivors were forced to make the long journey to Tantras to seek refuge. The way was arduous and filled with hunger and danger, but by some miracle most of them made it. Around this time the Temple of Torm’s Coming had become world famous, and the young Adrith was impressed by all the knights and paladins in shining armor and like a light switching on in his head he knew what he wanted to serve The Loyal Fury. The followers of Torm gave alms to the poor and spread Torm’s teaching. Adrith listened intently and helped out with menial tasks around the temple, cleaning and helping to prepare food for the poor and was soon accepted within the cloister to learn the way of Torm.
Years passed and Adrith grew into a man, the church of Torm was his family and he rose through the ranks to join the Tormtar. On his twenty-first birthday, which coincidentally was the thirteenth anniversary of the raid that destroyed his village, he felt a calling. He was needed somewhere to the west. He sought spiritual advice from the clergy of Torm and they advised him to walk out into a blessed hill in the wilderness near Tantrass to fast and pray. His vigil lasted for three days and three nights and in the middle of a storm the most incredible horse appeared. Bread for war, this was a noble creature, bigger and smarter than other horses. Instinctively Adrith knew his name was Cloud and that duty called, so together they traveled west to where they were needed.
Appearance and personality:
In his early twenties, Adrith cuts a dashing figure in full dusky blue, almost purple steel armor astride his faithful steed Cloud. Adrith is clean shaven with short flaxen hair, dark eyes and a square jaw with a ready smile, he grew up into the shining knight he always wanted to be.
He’s tall at over six foot with good muscle definition. His kit is simple but well cared for, with his weapons and armor typically buffed to a mirror shine - mostly to prevent rust but it looks great too. He has a simple cloak emblazoned with Torm’s gauntlet.
Flaw:
The trauma from Adrith’s childhood never really left him, and the loss of his parents is a raw festering wound. This has affected him in several different ways:
1. Normally Adrith has a cool head but on several occasions he’s encountered suspected minions of ${CAMPAIGN_APPROPRIATE_ENEMY} and harshly interrogated them in such a way he later felt that he’d sullied himself badly enough to seek atonement. NB I’m not necessarily looking for a falling from grace character arc, rather trying to give him believable emotions.
2. Adrith was never a particularly good sleeper and ever since the death of his parents his insomnia got far worse. Sometimes he manages some fitful sleep, but others he can’t sleep for days, dulling his senses leaving the world seem gray and oppressive. There are some unofficial rules for insomnia.
3. He is hopeless with anyone who might be romantically interested in him.
Crunch and notes:
Sir Adrith
Human paladin (oath of vengeance, shining knight) 5 (Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +2; Senses Perception +10
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 52 (5d10+15)
Fort +11, Ref +8, Will +10; +1 trait bonus vs. illusion effects.
Immune fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +8 (2d6+13/19-20) or
. . mwk lance +8 (1d8+12/×3) or
. . warhammer +7 (1d8+8/×3)
Ranged +1 composite longbow +8 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Paladin (Oath of Vengeance, Shining Knight) Spells Prepared (CL 2nd; concentration +6)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 14, Wis 12, Cha 18
Base Atk +5; CMB +7; CMD 21
Feats Combat Expertise, Deadly Aim, Hands Of Valor, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge
Traits athletic champion, hardly a fool, honest
Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +13 (+13 to influence friendly or helpful creatures), Handle Animal +12 (+16 to force this mount into an Unnatural Aura.), Heal +5, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +10, Ride +10 (+14 to force this mount into an Unnatural Aura.), Sense Motive +6, Spellcraft +6
Languages Common, Elven
SQ channel wrath, divine bond (mount), finesse weapon attack attribute, lay on hands 6/day (2d6), mercy (fatigued), skilled rider
Other Gear +1 full plate, +1 composite longbow (+4 Str), +1 greatsword, mwk lance, warhammer, cloak of resistance +1, ring of resistance +1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hands of Valor +4 (1/day) Lay on hands grants creature bonus on attacks and saves vs. fear for 1 minute.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex, Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
--------------------
Cloud CR –
Horse
N Large animal
Init -4; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 22, touch 9, flat-footed 22 (+7 armor, +6 natural, -1 size)
hp 15 (5d8+15)
Fort +7, Ref +6, Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +0 (1d4+4), 2 hooves -5 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Combat Expertise, Deadly Aim, Hefty Brute, Power Attack, Stable Gallop, Valiant Steed
Tricks Attack, Combat Riding, Come, Defend, Detect, Down, Get Help, Guard, Heel, Stay, Watch
Skills Acrobatics +0, Perception +7, Swim +2
SQ combat riding, detect, finesse weapon attack attribute, get help, stay, watch
Other Gear mwk splint mail
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect [Trick] Indicates unusual smells, noises, etc.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Get Help [Trick] Attempts to bring back people it considers "help"
Hefty Brute Count as one size larger for CMB, CMD, carrying capacity, and size-based special attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Watch [Trick] Stands watch over designated area.
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I ummed and ahhed about what to build and ended up going for the classic shining knight. Mechanically Oath of Vengeance and Shining Knight don’t normally stack due to both replacing aura of justice. My intention here is for Shining Knight to be the free archetype, which if I’ve understood correctly allows him to take Oath of Vengeance. I also partly did this because herolab is able to cope with this build without too much custom stuff, which is way more challenging with archetypes that replace a lot of things.
Note I’ve not spent all his starting gold, and if selected I’ll buy him some camp gear.
Long term I’d like Adrith to earn the nickname Foehammer, but he’s not there yet!
Re-mounted combat, obviously for a M sized character this doesn’t work in dungeons. As long as encounters are in mixed environments I expect it’ll be fine for Cloud to wait outside when we are dungeoneering. Still if it’s going to be mostly dungeons I could rebuild him as a halfling riding a war dog, granted if I did that the visuals would change and I think he’d be more a virtuoso bravo instead.
Long term I suspect Adrith’s story will tend towards tragedy with him sacrificing himself for the greater good. That’s very much on point for one of Torm’s followers.
GM I think perhaps a better flaw for Adrith is he often can't sleep, and hasn't been able to since a child. There's some rules for insomnia although I'm not sure where they came from and may need adjustment.
OK putting my hat in the ring with Sir Adrith who perhaps will one day be known as Adrith Foehammer.
Background:
Adrith was born in a tiny village in the foothills of the mountains on the eastern edge of The Vast. Aged 8 he was orphaned when ${CAMPAIGN_APPROPRIATE_ENEMY} raided his village, killing and enslaving as they saw fit. Adrith’s parents hid him in a wardrobe, and he was forced to listen to their deaths as they tried to defend their home. Shaken by this, Adrith swore a sun and a moon oath to bring their attackers to justice. But what could a boy do? Nothing but bide his time.
With their houses burned and all the men gone, it was no longer safe to stay there so the handful of survivors were forced to make the long journey to Tantras to seek refuge. The way was arduous and filled with hunger and danger, but by some miracle most of them made it. Around this time the Temple of Torm’s Coming had become world famous, and the young Adrith was impressed by all the knights and paladins in shining armor and like a light switching on in his head he knew that was what he wanted to become. The followers of Torm gave alms to the poor and spread Torm’s teaching. Adrith listened intently and helped out with menial tasks around the temple, cleaning and helping to prepare food for the poor and was soon accepted within the cloister to learn the way of Torm.
Years passed and Adrith grew into a man, the church of Torm was his family and he rose through the ranks to join the Tormtar. On his twenty-first birthday, which coincidentally was the thirteenth anniversary of the raid that destroyed his village, he felt a calling. He was needed somewhere to the west. He sought spiritual advice from the clergy of Torm and they advised him to walk out into a blessed hill in the wilderness near Tantrass to fast and pray. His vigil lasted for three days and three nights and in the middle of a storm the most incredible horse appeared. Bread for war, this was a noble creature, bigger and smarter than other horses. Instinctively Adrith knew his name was Cloud and that duty called, so together they traveled west to where they were needed.
Appearance and personality:
In his early twenties, Adrith cuts a dashing figure in full blue steel armor astride his faithful steed Cloud. He grew up into the shining knight he always wanted to be.
Adrith is clean shaven with short flaxen hair, dark eyes and a ready smile. He’s tall at over six foot with good muscle definition. His kit is simple but well cared for, with his weapons and armor typically buffed to a mirror shine - all the better to prevent rust.
Adrith
Flaw:
The trauma from Adrith’s childhood never really left him, and the loss of his parents is a raw festering wound. This has affected him in several different ways:
1. Normally Adrith has a cool head but on several occasions he’s encountered suspected minions of ${CAMPAIGN_APPROPRIATE_ENEMY} and harshly interrogated them in such a way he later felt that he’d sullied himself badly enough to seek atonement. NB I’m not necessarily looking for a falling from grace character arc, rather trying to give him believable emotions.
2. Adrith has a problem with alcohol, largely because he tends to repress his inner feelings to act in the way he feels is expected of him. He usually tries to abstain from alcohol, but that's not always possible and one drink has a way of turning into ten, or more.
3. He is hopeless with anyone who might be romantically interested in him.
Crunch and notes:
Sir Adrith
Human paladin (oath of vengeance, shining knight) 5 (Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +2; Senses Perception +10
Aura courage (10 ft.)
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Defense
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AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 52 (5d10+15)
Fort +11, Ref +8, Will +10
Immune fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +8 (2d6+13/19-20) or
. . mwk lance +8 (1d8+12/×3) or
. . warhammer +7 (1d8+8/×3)
Ranged +1 composite longbow +8 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Paladin (Oath of Vengeance, Shining Knight) Spells Prepared (CL 2nd; concentration +6)
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Statistics
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Str 18, Dex 15, Con 15, Int 14, Wis 12, Cha 18
Base Atk +5; CMB +7; CMD 21
Feats Combat Expertise, Deadly Aim, Hands Of Valor, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge
Traits athletic champion, rider's bond
Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +12, Handle Animal +12 (+16 to force this mount into an Unnatural Aura.), Heal +5, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +10, Ride +10 (+14 to force this mount into an Unnatural Aura.), Sense Motive +5, Spellcraft +6
Languages Common, Elven
SQ channel wrath, divine bond (mount), finesse weapon attack attribute, lay on hands 6/day (2d6), mercy (fatigued), skilled rider
Other Gear +1 full plate, +1 composite longbow (+4 Str), +1 greatsword, mwk lance, warhammer, cloak of resistance +1, ring of resistance +1
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hands of Valor +4 (1/day) Lay on hands grants creature bonus on attacks and saves vs. fear for 1 minute.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex, Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
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Cloud CR –
Horse
N Large animal
Init -4; Senses low-light vision, scent; Perception +7
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Defense
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AC 22, touch 9, flat-footed 22 (+7 armor, +6 natural, -1 size)
hp 15 (5d8+15)
Fort +7, Ref +6, Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 50 ft. (35 ft. in armor)
Melee bite +0 (1d4+4), 2 hooves -5 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Combat Expertise, Deadly Aim, Hefty Brute, Power Attack, Stable Gallop, Valiant Steed
Tricks Attack, Combat Riding, Come, Defend, Detect, Down, Get Help, Guard, Heel, Stay, Watch
Skills Acrobatics +0, Perception +7, Swim +2
SQ combat riding, detect, finesse weapon attack attribute, get help, stay, watch
Other Gear mwk splint mail
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect [Trick] Indicates unusual smells, noises, etc.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Get Help [Trick] Attempts to bring back people it considers "help"
Hefty Brute Count as one size larger for CMB, CMD, carrying capacity, and size-based special attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Watch [Trick] Stands watch over designated area.
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I ummed and ahhed about what to build and ended up going for the classic shining knight. Mechanically Oath of Vengeance and Shining Knight don’t normally stack due to both replacing aura of justice. My intention here is for Shining Knight to be the free archetype, which if I’ve understood correctly allows him to take Oath of Vengeance. I also partly did this because herolab is able to cope with this build without too much custom stuff, which is way more challenging with archetypes that replace a lot of things.
Note I’ve not spent all his starting gold, and if selected I’ll buy him some camp gear.
Long term I’d like Adrith to earn the nickname Foehammer, but he’s not there yet!
Re-mounted combat, obviously for a M sized character this doesn’t work in dungeons. As long as encounters are in mixed environments I expect it’ll be fine for Cloud to wait outside when we are dungeoneering. Still if it’s going to be mostly dungeons I could rebuild him as a halfling riding a war dog, granted if I did that the visuals would change and I think he’d be more a virtuoso bravo instead.
Good question TheWaskally, I was going to ask the same thing. The realms is large and there is quite some regional variation.
I've got the seed of a character concept: A Dwarven Tortured Crusader Paladin, I've done the high charisma paladin a few times and this sounds like an interesting twist. He either lost his clan to some campaign fitting enemy and is immediately invested in the cause; or to a natural disaster and he's been. looking for a cause worth fighting for, perhaps even dying for.
I'm away from my main computer (and herolab) at the moment so I'll concentrate on background for now.