Lady Andaisin

GM Lady of Dark Whispers's page

46 posts. Alias of Red Velvet Tiger.


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A woman dressed in mourning attire, her chestnut brown hair and bright blue eyes scarcely concealed by the veil she wears. Her makeup has run a slight bit, evidence that she has very likely been crying. At her side is a tall man, flesh covered in scars and his face set in a scowl. That's you Ony!

The woman addresses you all, her cultured accent underscored by a deep inner sadness, "Greetings to Ravengro, travelers. Are you, perchance, here for my father's... funeral?"

She almost had to choke out the last few words as her voice began to crack. Beneath her veil, you see tears rolling down her pale skin.


Liking the roleplay so far!!! ^_^


Post then, young Pura!


BEHOLD, A POST! I was busy trying to create characters for a friend of mine's campaigns, but creating characters for 7 campaigns is too much! So, back to GMing!


You arrive at long last in Ravengro, Professor Lorrimer's hometown. The weather is bleak and overcast today, like it usually is in Ustalav, but the sky seems poised to open and unleash a torrent of rain soon.

There is a phrase in Ustalav, 'Rain during a funeral means that the land weeps at the loss of a good soul'. Whether that is true or not, you somehow hope it is, for you go now to the funeral of an associate of yours, the late Professor Lorrimer. An eccentric but brilliant man, Lorrimer was a man who knew many people, something he acquired in his line of work as a scholar of the occult. He was also rather likable, despite his occasional lapse into scholarly disinterest or clinical observation of the world around him, something quite excusable given the subject matter he dealt with and the numerous sights he had seen over the years in pursuing his work.

Weeks ago, when you received a letter of his passing you remember how you first met him. Now, you struggle with how to picture such a vibrant and colorful man lying dead in a coffin, how a man so many people knew could possibly have died, even though you know all people must.

Looking around, you see several other people dressed in mourning attire who look about as out of place as you do in such a small, dreary little town. The funeral doesn't start for several hours, so perhaps they were acquaintances of Lorrimers, newly arrived in town?

Here's your chance to introduce yourselves! My apologies for the wait!


*The lights dim in the messageboards and a shadowy figure emerges, coalescing into the image of a gothic beauty bearing a scythe covered in intricate, and luridly grotesque, etchings of all manner of mortal terrors... IT'S THE LADY OF DARK WHISPERS!*

MAYBE THAT WAS POSTED JUST TO MAKE YOU COWER IN FEAR AT MY RETURN!!!

Or maybe I was late in posting, but I think the former sounds better, yeah?

Look for a post later today (Wednesday the 12th!)!


TSPs character will be done shortly. He decided, given some of the submissions I liked, to change his character. I'm not going to spoil it though... everyone will just have to see it for themselves!

Ony, Lorrimor's only nearby family was Kendra Lorrimor, his brilliant but somewhat reserved daughter. Just letting you know in case you wanted to work her into your background. She is quite a homebody and rarely ventures beyond the village, preferring her fathers massive library of books to living the life of a socialite.

Zag, yes, your decision to build your stats solely around RP were not unnoticed by me. I was quite pleased with it personally. I've been lucky to find so many people who are not cookie-cutter optimizers and instead choose to go the 'flavor-build' route.

Ashlyn and Pura, I was aware of the huge contrast between your characters. I always find it interesting to see how these sorts of things play out. Then again, most of my campaigns have at least one antihero or 'villain-in-a-hero's-suit' type of character and they're a fun trope to introduce into roleplaying, because it makes a party more 3 dimensional, especially if there is a truly pure and good character who completely contrasts him/her. I think you two can certainly make an interesting duo, that's for sure! Very good cop/bad cop!

Less, how do you intend on playing the eidolon? I'm very curious as to the interactions between the two of you!


I like the Patience Dome idea!

The data doesn't reset until midnight, but I got the green light to go ahead and post.

*Walks out with a sequined black and red dress on*

Thank you for your patience ladies and gentleman! And the winners are...

Nate Lange, with the spawn of the Old Gods, Zagathoth!

Michael Riter, with the adorable, deadly, and daemonic Pura Guile!

Ptolmaeus Arvenus, with the savage Ony the Dog!

Yanjieming, with the repentant man-snake Lessairus!

Stalwart, with the unholy beauty possessing a holy woman's soul, Ashlyn Farwynd!

And my bestie, The Silver Prince!

Congratulations to those who were selected, apologies to those who were not! Those who were selected, finalize your characters, expand upon background, ask whatever questions you still have, dot the gameplay and discussion threads, ect. The campaign will begin once everyone is ready.


My bad guys! I switched to TSP's phone plan and cut my internet, then went WAY over on his data! Went 6 GB over, so I owe him $90 on the phone bill/internet bill lolz! I wanted to try that Forsaken World MMORPG, because a good bit of people seem so obsessed with it, but it was like 22 GB in download and patches... so whoopsie! I can show you all my messages, if you want to see the message about how bad I went over the data usage! Thankfully, he's a sweetheart and didn't get uber-mad about it, so I've been trying not to use too much. He said I could let you all know the circumstances, since I was sort of squirming wanting to let everyone know what was up. The data resets at the end of the month, so only a few days delay!

Time to answer any queries about stuff you all have posted!

Saresh, yeppers, we like out MtG!

Zagathoth, you are correct. Also, I think using Zag as a nickname is hilarious! XD Also

Ony, yes Vengeance is VERY appropriate!

Sallozadeh, you may!

Selections when I return!


THE RYSKY GETS BACK IN THE CAGE AND WAITS! Sorry, was in-character for GM Mistress of the Abyss. I will post it laterz! ^_^


Sorry for the lack of posting... I've been busy with all the MtG prerelease stuff! I think after looking through everything, I'm staying mono-white, because those new cards from Khans of Tarkir are amazing! Outlast on some of those cards are absolutely ridiculous! Admittedly they wouldn't see the light of day in a modern tournament, but who cares! ^_^

Seranov, same as any other undead: replace CHA for CON regarding HP and rage and stuff! Also, Monkey is correct and Path of War is allowed!

Rednal, I likes me some robots! ^_^

Pura, a mix of the two. It would be advisable to be prepared for nearly any environment, except like tropical or arctic obviously.

Nate, since it's a unique gestalt circumstance, just get both lineage domains and use whichever you prefer, but be sure to specify! And no worries about the pandering! Most people would if they could get past the psychological need to not look vulnerable in any way, even if it's just for a game!

Sarpadian, yes you get darkvision. And where's the background for the character? That's the most important part!

Stalwart, Ashlyn's stat block lists her as a ranger, but your concept, if I recall, was Erinyes/Paladin. Typo?

So Ony, you intend to be a tried and true 'regular person'? I never expected that, given the options available! Still, it's interesting to see!

RECRUITMENT IS CLOSED! THOSE WHO HAVE POSTED MAY CONTINUE TO DO SO, BUT SELECTIONS ARE NOT UNTIL FRIDAY, SO EVERYONE IRON OUT THOSE CHARACTERS! ^_^


Nate, top 3? Hmmm... you pick! :P

Bad Rednal! You don't get to build your own timespanning pantheon! I'm just kidding lol.

Seranov, what do you mean? Like IC your character losing his mind? Well, consider this... who's to say the servants of the dark gods cannot punish a holy warrior or noble barbarian or whatever by trapping their soul in dark armor during an excruciating ritual that essentially burns/freezes the armor onto their flesh? Maybe your character was a paladin of Pharasma or an ancient Kellid warrior (Kellids were especially common near Karcau,) that drew the ire of the wrong people, who doomed your character to an eternity of pain, forcing you to watch everyone and everything you ever loved crumble with the course of time.
EDIT: Perhaps your code of honor as a warrior is what keeps your character sane. People often cling to their deepest beliefs when everything goes to crap around them, just to stay sane. Perhaps that is what he/she does?


Stalwart, I will check it out!

Seranov, yep! Think about the real world... are people only able to do 3-4 things? Nope, they have a broad range of knowledge and skill, usually. Hence, it's more realistic. And besides, I hate it when the ONE person with a skill fails a check and everyone else is left digging in their bum thinking 'what now?' lol. This way, people can overlap skills and if one fails, another can try to pick up the slack!

Nate, 3,5,7,8,9 are all ideas I am interested in. With 8, I actually have several Illithid-esque templates. With 9, who said it was a fragment of a god? What if it was an OLD ONE?! And Xentik is correct... I could simply let you overlap 2 Godling classes on top of one another.


Of course INT would apply only once!

Jan, I rather like the character, but characters who are on the losing end of a Faustian Bargain are often interesting.

Duke, a Hobgriffon lol?

Cool Monkey!

Grimdog73, you could always select a wingless type.

Stalwart, I have that book, but remember, 3.X classes were severely underpowered compared to Pathfinder ones.


No, no, no, it's not a full gestalt... read the OP! It explains how I'm doing it! XD

And what would everyone say if I said all characters have the sum of BOTH classes skill points?


Simple: take the Stonewarden Gargoyle race and take the Druid as 1/2 your gestalt. You can also take the racial paragon class, if you like!


Juan, what is an Empiricist? And remember, this is pseudo-gestalt, rules of which are provided in the OP.


I'll PM it to you later, Rysky! ^_^


TSP has officially decided on playing the debauched nobleman thrillseeker! This should prove interesting! XD Trust me folks, he plays the snobby nobleman well! His last noble character reminded me a lot of Lestat from 'Interview with a Vampire'! So cool, it looks like you all will definitely have WAY above average wealth per character level with him in the group once he gets a few levels. He's already said he would share with everyone once book 1 is over. Look at that bonus wealth he gains each level! Have we got any item crafters?! XD

1st 850 GP
2nd 2,500 GP
3rd 6,000 GP
4th 11,000 GP
5th 18,000 GP
6th 26,500 GP
7th 37,500 GP
8th 51,000 GP
9th 68,500 GP
10th 89,500 GP
11th 115,000 GP
12th 147,000 GP
13th 185,500 GP
14th 240,500 GP
15th 300,000 GP
16th 383,000 GP
17th 486,500 GP
18th 615,500 GP
19th 780,000 GP
20th 985,000 GP

All I've got to say is I'm glad he decided to belong to the Caliphvaso family fluff-wise, because I think they're the only family in Ustalav that could afford that crazy wealth for one of its scions!

TSP, would you like that in the form of cash or equipment? XD


Pura, actually whoops! Now that I look at the archetypes, they replace things like Trap Sense, Trapfinding, Uncanny Dodge, Improved Uncanny Dodge, ect. I DO still have, however, some things which are Rogue Talents you could take (I remember you said you still wanted versatility!), such as: Alone with a Killer, Appear Normal, Clearly a Suicide, Fear Fanatic, Hide in the Dark, and similar things. I also have those abilities to add to the Rogue to give it a free, much needed boost in power. And you still want the syringes, correct?

Rednal, Wherewolf? Therewolf! Sorry, I read one too many of the old D&D comics back in the day! Also, "HAHA MORTAL! I WILL NOW TAKE YOUR SOLE!" *peels sole out of shoe* "Thank the Seven Heavens for typos!"! XD


Which material?


My attempt at a rap battle on a thread! XD:
"My name is Red Velvet Tiger, won't find a GM that rolls no higher!

I come from the East Coast, better watch those nat 1s PC or I'll turn you into a ghost!

I've been playing this game since middle school, I'll get my Goblin Dogshanker and shank a fool!

I'm a GM cold as ice, mistress of murder with 'dem dice!

Now I don't know what you heard, dude, but you get munchkin with me, I'll GM fiat crit and turn you into monster food!

You hear these ill rhymes I'm dropping? I thought so, because from across the net I can see your eyes popping!

This girl don't need to learn no music, that's too hard, I'll just Sound Burst you with my level 20 Bard!

But what's this you say? It's a rap battle? I'll throw you overboard in the Shackles and make you dog-paddle!

Roleplay isn't just for sex, son, it's for gunslinger and the poor schmuck staring down the barrel of his gun!

Now that I've laid down the law, are you going to roll that tongue back up in your jaw?

That's all I've got today, PCs, feel free to throw me some GPs!"

Pura, they allow the utility! They're very cool too.

Rysky, yes, Execution bloodline is now a printed material! Not official Paizo, but still!

Monkey, I have no problem with this! We're going to have to behead you though! ^_^


Ok, I'm back online!

Nate, I will CONSIDER two tables. However, I am already running 3 of my own and helping co-GM in TSPs campaigns, so I am unsure of how well I could run two CCs! And yes, you may certainly pitch a list to me. If you do, may you offer TSP an opinion on his? He's at a loss of which ones are his favorites. I told him pick what he likes best and he says he likes them all.

Pura, I have stats for syringes actually... don't ask how! Also, just as a cool note, I have material for the Execution bloodline for the Sorceror! Also, I have the Rogue Glory book that gives Rogues a few more options to bring them up power-wise! Care to see any of those? I also have Rogue Archetypes of a distinctly deadly type... including Serial Killer, which fits your Daemon-Possessed template/concept very well, all things considered! Serial killer of monsters... sounds like an anime trope! XD But yes, Vivisectionist is fine! And no worries, I was just feigning anger! You couldn't tell?

Sarpadian, I mean it melds into the character like a Druid Wild Shaping.

ShadowyFox, I would hope so, given the ridiculously large list of options!

Stalwart, interesting concept! TSP had a similar character once (Paladin/Wizard/Eldritch Knight,) in our epic War Against Demogorgon campaign. He took the crown from Demogorgon's corpse to prevent evil from gaining such terrible power and turned into the king of demons, who still fought evil afterwards but became infinitely more cruel and destructive in his methods. The character was delusional and still believed himself a shining example of virtue, but everyone else knew otherwise. Despite his angelic appearance, despite the serene beauty of Demogorgons layer after he reshaped it to fit his whims, it was obvious that the character was Demogorgon's last victim, the last soul destroyed by the prince of demons... Raziel Terjuron was no more, there was only the King of Demons, The Bearer of the Light of Judgement. I have such fond memories of that campaign! My character was a semi-mad chaos mage from the East named Smiles-of-Crimson Revelry, Lady Harlequin of Sasserine and I think I accidentally hit more party members with my chaos magic than any in the history of gaming! Of course, between TSP and I, we leveled basically every foe in just a few turns, aside from the BBEGs! Ah, nostalgia! Sorry for the trip down memory lane! XD

Rednal, I see no reason why you can't become a ghost at 2nd level! Want me to work something in?

Xentik, yes of course!

Grimdog73, fallen angel, eh? Describe it for me. I had a book on playing angels back from 3.X, so I can offer some interesting options for you. Are you wanting a more human angel or a strange-looking angel (Something like an Ophanim, a Kerubim, or a Seraphim? Look those up on wikipedia!)?

Rysky!!! *WAVES BACK!* Go ahead and apply! :D


Bad Pura! No posting in discussion and gameplay until selections! *Picks up +777 Daemon-Whopping Paddle* XD


Horrorshow, I will try to get you the relevant material in a little while.

Sarpadian, all 3 forms are considered your natural forms, so you may stay in each indefinitely. And remember, any equipment you wear can be subsumed by your new form, if you desire.


Horrorshow, I have an alternate NG Paladin from 3.X I turned into an archetype. It was in a Dragon magazine of the ancient (3.X,) past. If you're not interested in it, I CAN allow an alternate alignment, but you still must build a code. I would suggest bulleting 21 tenets: 10 deeds that if performed repeatedly can make you fall from grace (Things like pride, addictions, ect.), 8 that can make you fall from grace if performed for any other reason than to accomplish great good and thwart a greater evil (Killing an innocent, lying, ect.,), and 3 tenets that cause an immediate fall from grace (Blasphemy against your deity, damning a creature's soul, ect.,). As for your Spring-Heeled Jack idea, all I can say is I have plans for that creature and he is not playable, as he is a singular entity. Oh, and I also have some really cool holy bard spells and feats! Interested?

Rednal, which class are you referencing for the monster bit?

Pura, it's a +2 template (I can convert it into a short 2-level class if need be). Here are the highlights: evil subtype, Darkvision +60 ft., +4 vs disease and poison, acid resist 30, immunity to death effects, regeneration 5/good (probably toning that down to fast healing that can reattach limbs!), spell-like abilities, take 1 HP drain every day you don't kill something, you can summon daemons 1/day, +2 to 3 ability scores determined by daemon type, you die if the daemon is completely cast out from your characters soul, and you heal whenever you kill a sentient creature in a way your daemon prefers. Most abilities are determined by what type of daemon inhabits your character.


Maaaaaaaaaaybe Davey! ^_^ I logged off for the night, not officially went to bed. But yeah, once I knew you felt somewhat left out about the campaign, so I felt the need to post.

Pura, the Daemon-Possessed template from Green Ronin's Advanced Biestiary is what I was referring to. It's very cool, though I will be removing the daily CON damage and one of the advantageous abilities to make it more usable. There is also the Haunted One template that, I THINK, is on the SRD. If you really like the Demon-Possessed template after looking at these, I will allow the reflavoring!

Who was wanting the Caliban race, by the way?


Awww, don't be so hurt, Monkey! I didn't know you were even interested!

Toodles, TSP and I communicate a LOT. He doesn't pester me at all, even though he thinks he does! XD


Juan, nope! You can be a regular person, as regular as an adventurer can be anyway! I'll think about what to do with the Gunsmithing ability. All I know is it will be replaced with something much better! Perhaps an ability to use crossbow bolts as stakes?

Remember everyone, templates and monsters will be using part of your gestalt, so make sure it's something you really want!


Nate Lange, are you referring to Savage Species? I've got the actual book and I used it back in the day to start breaking down Pathfinder creatures by comparing old creature stats with new and similar creature stats, then working my magic!

Sallozadeh, that would be acceptable!

Sarpadian, give me about an hour and you will have the stats! I'll be doing the conversion as if your character began as a toad.


Seranov, this made me laugh so hard! XD

Rednal, you know what I mean lol. The Pistol Wraith from the old Iron Kingdoms setting! And you want techie stuff? I can offer some advice on some cool classes!

Sarpadian, it normally just allows the familiar to change shape, makes them really intelligent, personable, and stuff. HOWEVER, since you're not TECHNICALLY a familiar anymore, there are some changes, like you retaining your ability to 'link' with casters and such, since most of the benefits were geared towards making the familiar more NPC-like originally (Since you're a PC, I think it would be cool to go in reverse and let you retain familiar abilities!). If you're interested, I'll provide you racial stats!


Yes to both of your questions! See how interesting that could get? :D


It'll be interesting to see how he meshes with any undead PCs! ^_^


SARPADIAN, WHAT IF YOU'RE A WITCH'S FAMILIAR THAT IS ABLE TO SHAPESHIFT AND WAS FREED FROM HER CONTROL WHEN SHE WAS BURNED AT THE STAKE, BUT SHE WHISPERS TO YOU STILL?!!! The Faux Familiar spell from Ravenloft would work amazing on you! You could switch between forms and could function as a familiar for casters who don't have familiars!!! A divine caster could heal using you as a proxy! :D


REDNAL, WHAT IS THIS YOU SPEAK OF??? IS THIS A PISTOL WRAITH?! :D


Record your secrets in this tome... plenty of blood in the inkwell to write with!


I dot with a brand of blood and mist!


Duke, the Stonewarden Gargoyles are, I believe, LG, but I'm not strict on the '-always' alignments. They are the original gargoyles and the others are those who went mad and abandoned their vigil over humanity, if I remember the fluff correctly! And no biggie on the potty mouth... quite a few of my friends are guys and the language gets rough when we play video games!

POTTY MOUTH LOLZ:
So don't think for a second, ******** **** ******* ******** ******* hippopotamous ********* with a badger in the ******* that's ripping up some ***** ********* and honey badger don't care, honey badger don't give a ****! XD And yes, it's not supposed to make sense! XD

WHIP IT UP, REDNAL!

Seranov, that trait is acceptable! You, since you have taken that trait, obviously qualify for Dwarven-only stuff, so feel free to explore that! What's Jorn's main 'thing'?


Duke, hmmm... what sort of concept are you going for? Out of those, I think the gargoyle could be the most interesting, given that I used to love the Gargoyles TV show! ^_^ I have the Stonewarden Gargoyle race and racial paragon class from Rite Publishing.


Duke, just name a few and we'll see what can be done about that! I'm a master of breaking down creatures and making them character friendly.

EDIT: And I somehow made that sound like an S&M thing, but that's not how I meant it! XD


Sarpadian, feel free to list some ideas! I will be linking the Advanced Bestiary as well, because it's got some GREAT templates!


Seranov, you speak of an Oradin? That sounds hilarious and amazing! XD Paladin/Oracle?

Lady Lalile, you could always apply, but if you don't think it's best, no biggie!

Hey ShadowyFox! You're one of TSP's players, right? Captain Iggy, right? If you're one of his PCs, you must be amazing! I'm looking forward to seeing what you're creating!

Irnk, let me check on that... I haven't looked at that book in a while! It'll probably be allowed, but let me give it a lookover!

Duke of Despair, what 'half' template? There are MUCH better and more flavorful options in some cases! :)

Horrorshow, feel free to submit a character! I will leave recruitment up for... 5-7 days, depending on how fast people finish.


Toodles, yep!

Rednal, you make a lady blush at such a compliment! Glad to know I'm that awesome! ^_^


LINK TO RECRUITMENT!


This is a recruitment thread for a rather interesting Carrion Crown campaign, which I cannot take sole credit for on the unique concept. Basically, it's an expanded Carrion Crown campaign with extra content scavenged from Pathinder books set in Ustalav and the PCs may play as monsters, if they so desire. Does the last bit sound odd? I would note that Rudolph Van Richten, of the amazing Ravenloft setting, had several contacts that were monsters and several allies that were more and less than human. Without further ado, let's get to the character creation guidelines!

CHARACTER CREATION (Thanks to Princey for the basic recruitment template! :3)

Starting Level: 1

Pseudo-Gestalt: Pick two classes. Your character will gain ALL of the class abilities from each class at the appropriate level and your character will have access to all skills on BOTH skill lists as class skills. Upon character creation, pick one of the two classes... this class will be the one which you recieve HD size, BAB, saves, ect. from. Obviously, we don't want any god-modding in a horror campaign, but I DO think giving everyone more leeway in designing their character is appropriate and a few more options won't utterly break a character.

Allowable Races: Any, including monster races. What do I mean by that? I mean races only in a bestiary or monster entry. I will work with people on establishing how each will work as far as turning it into a class or scaling template, should I choose to allow it. I, of course, reserve the right to turn down overly ridiculous or otherwise unacceptable ideas.

CLASSES, EQUIPMENT, SKILL LIST, ECT: Any official Pathfinder and I am willing to entertain 3PP material. I will likely add a few books on Google Docs later for perusal.

Templates: I will allow templates, which will be discussed on a case-by-case basis, if interest is shown.

Point Buy: 22 from a baseline of 10, on a 1-for-1 ratio as opposed to a scaling one, and you may reduce each score by up to 2 points from any given score to gain a like amount of points to spend on another. No score should be above 18 before racial modifiers, nor below 08.

HP: Max HP per HD. I don't want people to squish too easily, nor do I want poor rolls at level-up to completely ruin a character concept.

Skills: To reflect the various skills a real person would have, you gain an extra 2 skill points each level, including 1st level.

Starting Cash: 1,000 GP

Traits: Two, one of which must be a campaign trait listed in the Carrion Crown Player's Guide.

Drawback: Players may take a drawback to gain access to a 3rd trait if desired.

Story Feats: Yes, you may take Story Feats, but you MUST run them by me so I can decide how they can fit into the campaign! No ifs, ands, or buts about it! Don’t worry though, I allow quite a wide latitude of acceptable concepts.

Alignment: Any, but you must, I repeat MUST, be a team player. If you are not, you will be booted after your character dies in some horrible manner I engineer. This doesn't mean that I am opposed to some inter-party tension, but it must all be IC (And harmless... no duels!) and never OOC.

If anyone has any questions, feel free to ask them... if you dare! >:)


RVT here!

I believe keeping it semi-closed will be what we go with. That is to say, new applicants can apply, but preference will be given to those who posted on this thread, as well as to my bestie, obviously!

All those who have posted here may apply with another concept as well, but I may select their previous concept if I like it more and they do not explicitly state they are scrapping it. Basically, everyone has a 2 application limit, but I will ultimately only pick one of those, if either. Sound fair?

Nate Lange, are you interested in taking a racial paragon class of some sort as part of the pseudo-gestalt? I have the Lich substitution class from LRGG. I figured since you were interested in a 'seemingly immortal lord of the dead' that would work. And in case you think that is far out that the professor would work with a lich, remember Rudolph Van Richten spoke with Vampires (Vampires killed his family, so the fact he overcame that hatred speaks volumes about what true scholars will do to acquire information!), Werewolves, Ghosts, Demons, ect. to collect information for his tomes... and he was definitely portrayed as a hero.

Almost ready to begin typing up the recruitment! And no, I'm not driving and posting lol.

Gender

Male Kobold Scholar 16 | HP 129 | AC 26.T17.ff20 | Init +11 | F+18 R+22 W+17; +1 vs spells, spell-like, & poison; +1d4+1 w.Astrology | SR 26, Freedom of Movement, Immd:cancel crit/sneak | Perc+30

About Yvra Brunhasson

Background:

Yvra hatched within the sprawling kobold warrens of the Embermaw Clan, deep below the Mindspin Mountains. He was a scrawnier hatchling than most, but his wits were sharp, and he showed an early gift for crafting traps, which attracted the interest of Trapmaker Nelnak. Noone in the warren was exactly happy with their lot--it didn’t even occur to Yvra that that might be a goal a kobold might aspire to--but he was largely content to study with the Trapmaster, and he questioned little about the short, bloody lives of those around him, until one day in his mid-adolescence.

A band of meddlesome dwarven miners had made their way into the snarl of the Embermaw Clan…and naturally were trapped in one of Nelnak’s cunning snares. They imprisoned the dwarves while the chieftain and warleader argued about whether to execute them or ransome them. The argument lasted all night and into the morning, and Yvra stood guard, morbidly curious about the odd, scaleless outsiders.

As fate would have it, the first of the dwarves to return to consciousness was Brunha, sworn cleric of Folgrit. Brunha recognized that Yvra was little more than a child, and spoke kindly to him. She drew him in with tales of things Yvra hadn’t previously considered: family and kindness. When Brunha’s companions awakened they started to grumble and one threw an insult at the scrawny kobold, but Brunha hushed them with a glare. She declared Yvra to be an orphan, and so a responsibility of Folgrit, the Mother of All Orphans. The more Brunha talked, the more Yvra began to fantasize about what it might be like to have parents (instead of being raised unaffectionately with every other hatchling), and whether this kindness that Brunha spoke of might be real. Eventually, Brunha persuaded Yvra to sneak their weapons back to them, and to help the dwarves escape…and take the starry-eyed hatchling with them, back to the dwarven Sky Citadel of Kraggodan.

Kraggodan already had small human and halfling populations (thanks in part to the open-mindedness of Prince Gorm Greathammer) but many felt a kobold--even a child--was a bridge too far. Fortunately Brunha was a respected cleric of Folgrit, and she brooked no argument. She adopted Yvra as her own son and--realizing how sharp a mind he had--arranged for him to study with their own scholars and engineers. Young Yvra had already mastered many of Trapmaster Nelnak’s most cunning kobold traps, and even found ways to improve on a few. By studying the ways of dwarven engineering and trapfinding, he found he was able to achieve things that neither culture could do on their own. His curiosity was broad, and Brunha ensured her adopted son was able to benefit from the wealth of scholarship available within Kraggodan, from alchemy to history to medicine.

For many years after coming of age, Yvra served his adopted community of Kraggodan, helping to keep protect the community from giants, evil fey, bulettes…and of course old members of the Embermaw clan that he had forsworn, in exchange for the comfort of Fogrit (and Brunha’s) love.

Alas, while dwarves live far longer than kobolds, they don’t live forever. Brunha recently died in a flame drake attack. While Kraggodan is the only home Brunha has known…it’s halls are also a reminder of his adopted mother, and how much Yvra misses her. He’s ready to branch out and seek his fortune elsewhere, and is looking for others who might put his mastery of stealth, traps, healing, and general scholarship to good use.

Advancement Choices:

Class Levels & FCB
L16 Scholar
FCB(Scholar): 12 levels: Gain +⅙ trap talent (x2),
. . 4 levels: +4 HP

Race Kobold (Elite)
Alternate Trait:
Instinctual Trapper: All kobolds must deal with the reality that they are vulnerable to attack by much stronger creatures, but the especially vulnerable kobolds compensate by not fighting fair. They gain the Trap sphere, and one talent of their choice from the Trap sphere as bonus talents at 1st level. This replaces armor.

Tradition: Tinkering Arbolist
SoM Talents
[trad] Equip: Expert Reloading
[trad] Equip: Fast Draw
[trad] Trap Sphere
[trad] Sniper Sphere
[race] Trap: Trap Launcher
[race] Trap: Razor Wire
[SCH bonus] Alchemy Sphere (Tanglefoot)
[SCH bonus] Scout Sphere
[SCH 2] Alchemy: Controlled Rupture
[SCH 4] Alchemy: Demolishing Chemistry
[SCH 6] Trap: Rapid Placement
[SCH 8] Trap: Persistent Traps
[SCH 10] Trap: Trap Finder
[SCH 12] Barrage Sphere
[SCH 14] Scout: Discern Illusions
[SCH 16] Scout: True Sight
[Studied Technique 1] Scout: Active Camouflage
[Studied Technique 1] Scout: Heightened Awareness
[Studied Technique 1] Scout: Identify Rhythms
[Studied Technique 2] Scout: Unimpeded Positioning
[Studied Technique 2] Scout: Lurker
[Studied Technique 2] Scout: Vanish
[Studied Technique 3] Scout: Walk Unseen
[Studied Technique 3] Scout: Find Gap
[Studied Technique 3] Sniper: Focusing Reload
[FCB 6] Trap: Bear Trap
[FCB 12] Scout: Piercing Eye
[Extra Talent Feat] Alchemy: Acid Flask
[Extra Talent Feat] Alchemy: Instant Foam
[Extra Talent Feat] Trap: Thaumic Sink

Feats
1. Kobold Confidence
3. Extra Combat Talent
5. Signature Skill (Stealth)
7. Extra Combat Talent
9. Great Focus
11. Crossbow Mastery
13. Extra Scholar Knack
15. Extra Combat Talent

Scholar Knacks
2. Studied technique
4. Studied technique
6. Studied technique
8. Aeronautics
10. Academic Knowledge
12. Martial Study (Sniper)
13. (Feat) Animal Training (Small)
14. Astrology
16. Nautical Exploration

Material Impositions
3. Salt
5. Silver
7. Loadstone
9. Belladonna
11. Howling Herbology
13. Dowsing Rod
15. Quicksilver

Yvra Brunhasson
Male kobold scholar 16
LG Small humanoid (reptilian)
Init +11; Senses darkvision 60 ft.; Perception +30
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Defense
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AC 26, touch 17, flat-footed 20 (+9 Armor, +6 Dex, +1 size); +4 vs scouted
hp 129 (16d6+52)
Fort +18, Ref +22, Will +17; +1 vs spells, spell-like, & poison
Defensive Abilities can cancel crit or sneak (immed), freedom of movement; SR 26
Weaknesses light sensitivity
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Offense
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Speed 30 ft., Fly 60 ft (with apparatus)
Ranged heavy crossbow (deadly shot) +27 (1d8, 80’)
. . heavy crossbow (deadly shot, +MF) +27 (1d8+4d10, 80’)
. . . . Skunk Smoke Trap DC 26 Reflex
. . . . Razor Wire DC 26 Reflex: 9d8 slashing + prone
. . . . Bear Trap DC 26 Reflex: bleed 1 + held in place, DC 26 STR or Escape check (or destroy trap) to leave
. . flashbangs 1d8 (150’) +22 ranged touch (1d8), DC 26 Fort: blind/deaf for 1d4+1 rounds
. . . .MF: +sonic shriekers (16d6 sonic) DC 29 Fort, half on save
. . . .MF: +belladonna burst (3d6 Strength dam) DC 25 Fort (poison)
. . . .MF: +salt & silver (targeted greater dispel, CL 14) DC 26 Fort
. . . .MF: +mercurial burst (3d4 Wisdom dam) DC 26 Fort (poison)
. . improved acid flask +23 ranged touch (9d6 acid to 10 ft radius, ½ dam to 15 ft, 9 dam to 20 ft) DC 26 Reflex for ½ (splash targets only)
. . improved tanglefoot bag +23 ranged touch (entangled, held in place) DC 26
. . instant foam +23 ranged touch (20’ radius, DC 26 break / square, 14 HP / sq)
* (all above) if scouted +4 to hit
* (all above) if AoO, or otherwise not Deadly Strike, -7 to hit
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Statistics
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Str 9, Dex 22, Con 12, Int 27, Wis 12, Cha 13
Base Atk +7; CMB +3; CMD 20
Feats Crossbow Mastery, Extra Combat Talent (x2), Extra Scholar's Knack, Great Focus, Kobold Confidence, Signature Skill (Stealth)
Traits adopted (dwarf: glory of the old), armor expert
Skills
Appraise +13 (1 rank, 3 class, 8 INT, 1 luck),
Climb +4 (4 ranks, -1 STR, 1 luck),
Craft (alchemy) +31 (16 ranks, 3 class, 8 INT, 2 circumstance, 5 competence, 1 luck),
Craft (armor) +14 (1 ranks, 3 class, 8 INT, 2 circumstance, 1 luck),
Craft (bows) +14 (1 ranks, 3 class, 8 INT, 2 circumstance, 1 luck),
Craft (traps) +32 (16 ranks, 3 class, 8 INT, 2 race, 2 circumstance, 5 competence, 1 luck),
Disable Device +28, (16 ranks, 3 class, 6 DEX, 2 circumstance, 4 competence, 1 luck),
Escape Artist +22 (16 ranks, 3 class, 6 DEX, 1 luck),
Fly +21 (14 ranks, 6 DEX, 1 luck),
Heal +26 (16 rank, 3 class, 8 INT, 2 circumstance, 1 luck),
Knowledge (arcana) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (dungeoneering) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (engineering) +25 (6 rank, 3 class, 8 INT, 8 academic, 1 luck) +5 on checks made to repair or understand mechanical devices,
Knowledge (geography) +22 (3 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (history) +22 (3 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (local) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (nature) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (nobility) +22 (3 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (planes) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (religion) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Linguistics +18 (6 rank, 3 class, 8 INT, 1 luck),
Perception +30 (16 rank, 3 class, 1 WIS, 2 race, 5 competence, 1 luck, +2 race),
Ride +9 (2 rank, 6 DEX, 1 luck),
Sense Motive +21 (16 rank, 3 class, 1 WIS, 1 luck),
Spellcraft +24 (16 rank, 3 class, 8 INT, 1 luck),
Stealth +35 (16 rank, 3 class, 6 DEX, 5 competence, 4 size, 1 luck), no snipe penalty,
Survival +15 (10 rank, 3 class, 1 WIS, 1 luck),
Swim +10 (10 rank, -1 STR, 1 luck),
Use Magic Device +21 (16 rank, 3 class, 1 CHA, 1 luck);
Racial Modifiers +2 Craft (traps), +2 Perception
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Giant, Goblin, Hallit, Infernal, Shoanti, Sylvan, Terran, Undercommon, Varisian
SQ active camouflage, advanced medical training, careful packer, combat training, combined traps, crafty, dart 6d6, deadly shot +2d10, expert medical training, expert reloading, find gap -4, focusing reload, grease, heightened awareness, identify rhythms, improved acid flask, improved tanglefoot bag, lurker, material impositions (circle of salt +7 [7 rounds], lodestone [600 lbs, attract 60 ft, repel 30 ft], silver [SR 22]), medical training, meticulous, opportunist, persistent trap, rapid placement, razor wire 6d6, remote trigger, scholar's knacks (academic knowledge +6, aeronautics, cunning attacker +3, expert healing, studied technique, studied technique, studied technique), scout, snare, sniper shot, trap wielder, unimpeded positioning, vanish, walk unseen
Gear
Load 346 lb light, 693 lb med, 1040 lb heavy
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Special Abilities
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Kobold
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Feats
Kobold Confidence (Intelligence) Use the selected attribute to determine what negative Hp total you die at.
Great Focus Can maintain a second martial focus

Scholar
Careful Packer Use INT to determine carrying capacity, and treat containers as being twice their size
Flashbangs 1d8 (150 feet, DC 23) (Ex) Ranged touch attack deals B/S/P damage and causes target to be deafened and dazzled or blinded (Fort neg)
Medical Training (swift action) (Ex) Use INT with Heal skill; use healer's kit to restore lost HP as a standard action
. . Expert Medical Training (Ex) Use a healer's kit to remove confusion/curses, cure diseases, or raise the recently dead
. . Advanced Medical Training (Ex) Use a healer's kit to remove conditions or restore ability drain

Knacks
Academic Knowledge +8 (Ex) Add 1/2 level to all Know skills; Move: grant allies +2 to CMD and ability DC's against scouted creatures for 1 min.
Aeronautics (Ex) 60 ft (good), 16 HP, 16 Hardness (8 hrs, 9/day) ; 1 hr to construct, LVL HP, INT*2 Hardness, INT hours, INT+1/day.
Astrology (Ex) 15 pts pool of insight points equal to half the scholar’s class level (minimum 1) plus her Intelligence bonus. The scholar may spend a point from this pool as part of an attack roll, saving throw, or skill check to add 1d4+1 to the result; the scholar may spend a point to grant this bonus to an ally, but must spend an immediate action to do so.
Martial Study: Sniper (Ex) Use LVL as BAB for Sniper sphere.
Material Impositions
Circle of Salt +7 (7 rounds) (Ex) You and encircled allies gain save bonus vs magic and are protected from summoned creatures and incorporeal undead
. . Dispelling Detonations (CL 14) (Ex) Flashbang adds targeted greater dispel magic effect using class level as caster level
Lodestone (600 lbs, attract 60 ft, repel 30 ft) (Ex) Attract or repel a metallic object or creature
Silver (SR 24) (Ex) Craft an charm that grants spell resistance of 10 + class level to the wearer

Spheres of Might DC 26 (10 +½ level +INT)
Alchemy Sphere (max 10 prepared, make 4 / 15 min) prep ½ ranks + # formula talents; craft 1 +ranks/4 formula per 15 min.
Alchemy: Instant Foam (20’ radius, 10’ range incr, 24* HP, 3* min) Craft DC 15 (+10 → +5 HP & +1 min). The foam fills an area with a radius of 10 feet + 5 feet per 5 ranks in Craft (alchemy) with semi-solid foam. A 5-foot block of foam possesses a break DC equal to your Alchemy sphere DC and has a number of hit points equal to your ranks in Craft (alchemy). A creature may attempt to move through the foam during their turn, requiring a successful break attempt for every 5 feet they pass through. On a failed break attempt they can no longer move through the foam and their movement ends. Creatures in the radius are allowed a Reflex save to be pushed to a square at the edge of the radius to avoid entrapment. Creatures that fail their Reflex save may attack the foam or try other means of escape as described above. Serves a cushioning function preventing 15 feet of fall damage for every 5 feet of foam exists between the ground and the point where the falling individual touches the foam. This foam is porous to oxygen, and cannot be used to suffocate a creature, and too light to deal damage as a falling object. The foam dissipates on its own after 1 minute. You can increase the Craft DC of this item in increments of 10; each time you do so, each 5-foot square of foam gains 5 additional hit points, and lasts for an additional minute.
Alchemy: Improved Acid Flask 8d6 Craft DC 15 (+10 → +5’ radius). Splash weapon, ranged touch attack, range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.
Alchemy: Improved Tanglefoot Bag Craft DC 25 (+10 → +5’ radius). Ranged touch attack causes creatures in radius to be entangled (Ref partial). Entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. Improved tanglefoot bags do not function underwater.
Equipment: Fast Draw
Equipment: Expert Reloading Reduce all weapon reload times
Scout: Active Camouflage Reduce snipe Stealth penalty -10.
Scout: Find Gap -4 treat AC of scouted foes as lower.
Scout: Heightened Awareness You can use Perception to detect magical auras
Scout: Identify Rhythms +4 While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses
Scout: Unimpeded Positioning While martially focused, ignore non-magical difficult terrain; move up to 10 ft as free action when you draw or reload as a move action
Scout: Vanish While martially focused, hide with Stealth even while observed
Scout: Walk Unseen While martially focused, ending turn without cover or concealment does not break stealth (only 1 rd in a row)
Sniper: Deadly Shot +5d10 (or +5d6 vs Touch, or scatter) Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Sniper: Focusing Reload Regain martial focus when you spend a move action or greater reloading a weapon
Sniper: Retaliating Fire (Stance) When missed with a ranged attack, may make an AoO at the attacker
Trap Sphere (Save DC 25, Perceive DC 42, to destroy: AC 24, hardness 14, HP 40)
Trap: Combined Traps By increasing prep time and DC, you may apply two dart/snare talents to a trap
Trap: Dart 8d6 (+22 to hit, 60’ range) Trap fires a dart in a preset direction, dealing piercing damage or effects of an splash weapon, potion, or alchemical item
Trap: Bear Trap Reflex save to avoid this snare may not move from its current location unless it succeeds on a Strength or Escape Artist check against the trap’s DC or destroys the trap via damage. The affected creature also takes 1 bleed damage for every 8 ranks in Craft (traps) you possess
Trap: Persistent Trap Spend 1 minute placing trap to increase its duration to 10 min/point over placement DC
Trap: Rapid Placement Expend martial focus to decrease trap placement time by 1 step
Trap: Razor Wire 8d6 When you place the tripwire snare, you may choose to have it deal 1d6 slashing damage + 1d6 at 3 ranks in Craft (traps) and every 2 ranks thereafter to the triggering creature. Alchemical items cannot be added to this snare.
Trap: Thaumic Sink (16 rounds) When used with a dart trap, a creature that is struck by your dart becomes affected as if he were inside of an antimagic field, as per the spell. This effect persists for 1 round per rank in Craft (traps) you possess or until a full-round action is spent removing the dart. A dart may be removed as a standard action, but doing so inflicts damage equal to the dart’s minimum damage. When used with a snare trap, a 10-ft. radius around the triggering square is covered in an antimagic field per the spell. This effect persists for 1 round per rank in Craft (traps) you possess. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away.
Trap: Trap Finder +4 Can use Disable Device to disarm magic traps. In addition, you gain a +1 competence bonus to Perception checks to locate traps and to Disable Device checks, increasing by +1 for every 4 ranks in Craft (traps) you possess.
Trap: Trap Launcher as a (snipe) talent, add +10 DC to create a trap and attach it to bolt, as part of the attack action. If the shot hits, the target gets a Reflex save, as normal vs the trap.

Lodni Stonetail CR –
Rabbit (protector)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +16
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Defense
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AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 129 (1d8-1)
Fort +3, Ref +12, Will +10
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Offense
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Speed 50 ft.
Melee bite +5 (1d3-4)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 9, Int 12, Wis 12, Cha 5
Base Atk +7; CMB +8; CMD 14
Feats Bodyguard[APG], Combat Reflexes, In Harm's Way[APG], Run
Skills Acrobatics +7 (+11 to jump with a running start, +15 to jump), Appraise +2, Bluff -2, Climb +8, Diplomacy -2, Disable Device +13, Escape Artist +15, Fly +22, Heal +13, Linguistics +7, Perception +16, Ride +4, Sense Motive +13, Spellcraft +13, Stealth +17, Survival +5, Swim +8, Use Magic Device +9
Languages speak with master
SQ empathic link, loyal bodyguard, shield master
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Master (Ex) You can communicate verbally with your master.