GM R0B0GEISHA wrote:
The creature flops the ground and grovels. "Forgive me for lying. I feared that if I told you my nature, you wouldn't help me. I am a devil, formed from the cesspits of frozen Cocytus. He brought me here so I could teach him how to magically and permanently disguise a book to look like something else."
"A devil? Well that certainly narrows it down a bit." Francis says as he pulls out his holy ankh. Lifting it up, he quickly prays " Sarenrae, guide my thoughts."
Casting guidance for a +1 bonus to knowledge check.
Knowledge: Planes: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
"Intriguing. A Zebub. Not very high up hell's hierarchy, but certainly useful for spying on others. You can even transmit visions of what you see to another can't you?"
Francis taps his chin thoughtfully for a second, and then steps forward to the edge of the circle, staring at the creature with pity in his eyes. Very well Chirrit, I forgive you. But are you sure you really want to go back to hell? Your masters there will not be so forgiving as I am, considering you allowed yourself to be trapped like this and used by a wizard, not to mention revealing yourself and your plan so easily to a Priest of Sarenrae. You could remain trapped here, or return home to suffer. But there is a third option. You could repent and cast yourself upon the mercy of Sarenrae. Not even a fiend is beyond her mercy and grace. You could become more than you ever dreamed of in Nirvana."
Stat Block for Andelis Rovena, Human Wizard
Female Human Conjurer 1
NG Medium humanoid (human)
Init +7; Senses Perception +2,
Who Would Play My Character in a Movie?
Why did I choose to submit this Character?
Short Character Background.
Combat Reflexes – You may make as many attacks of opportunity in a round as you have dexterity bonuses.
Crane Style – Fighting Defensively only has a -2 penalty to attack instead of a -4. In addition, when fighting defensively or using full defense while in Crane Style, add an addition +1 to the armor bonus granted.
Dodge – Gain a +1 dodge bonus to armor class.
Improved Unarmed Strike – unarmed strikes may now be lethal attacks without a penalty.
Stunning Fist – once per day your character may make an attack that stuns the target for one round. The save DC is 12 fortitude.
Bonus Feat Humans select one extra feat at 1st level.
Fiend Blood (Knowledge (Planes)) The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.
He returned home, but only to discover that his mind would not close. The effects of the ritual stayed with him, bolstering his knowledge of the great beyond and lending him an unmitigated fury against all things demonic. As his anger began to play out against those around him he made the decision to seek peace and tranquility in the path of the monastics. Karl traveled to the Monastery of Tala in Mendev, and trained to still his mind. In time he was able to come to grips with his heritage, and accept what had happened to him. Even when fury at the abyss threatened to overwhelm him he learned to channel it into his fighting style. After spending several years in the Monastery, he has left on his own and traveled to Kenebres with hopes of enlisting and serving in combat against the demonic hordes.
4d6 ⇒ (4, 4, 5, 1) = 14 13
4d6 ⇒ (6, 1, 3, 3) = 13 12
4d6 ⇒ (4, 5, 4, 5) = 18 14
Here is my submission, the Feral Hunter Archetype for Hunter. I know a lot of hunters have made submissions, but my character isn't a traditional hunter.
If you aren't familiar with the Feral Hunter Archetype, pretty much basically they trade the Animal Companion for being able to use the Hunter's Aspect on themselves at will without limits, can wildshape like a druid, and gain some bonuses to summoning spells. You can find the details of the archetype here..
Defense, Offense, and Stats:
AC 18, touch 13, ff 15 (+5 armor, +2 Dex, +1 Dodge)
hp 13 (1d8)+2Con+3Feat
Fort +4, Ref +4, Will +2
Known Hunter Spells (CL 1st, concentration +3):
Possessions Great Club; Outfit (Explorer's); Scalemail; Shortbow; 10 Arrows; Canteen; Backpack; [Blanket; Blanket (Winter); Chalk (5 Pieces); Fishing Kit; Flint and Steel; Mess Kit; 5 Rations; Rope (Silk/50 ft.); Whetstone; Marlinspike; Animal Call; Wire;] Bandolier; [Dagger; Punching Dagger;] Belt Pouch; [4 GP; 8 SP; 9 CP;] Spell Component Pouch; [Holly and Mistletoe, Various Components;]
Feats Skills, and Traits:
Dodge - +1 dodge bonus to AC
Toughness - +3HP at level 1, +1 at every level starting at level 4.
Skills 9 (6 base, +1 Int, + 1 Favored Class +1 Trait)
Bonus Feat - Humans select one extra feat at 1st level.
Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Reckless - You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Weapon and Armor Proficiency - Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) - At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Feral Focus (Su) - A feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action. When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
Background and Description:
Mihai stands roughly six feet tall, although he is as likely to be hunched as standing straight. His olive skin is usually lined with dirt, and his long hair and beard hang wild and ragged around his face. But despite his feral appearance, his eyes gleam with cunning and intelligence. Hanging over a grey-green suit of studded leather armor is a bandolier with several daggers. He casually leans on the massive great club that he wields when fighting.
Mihai’s role in a group. He doesn’t have much in the way of social skills, being heavily scarred and half-feral. However, with the ability to use any of the hunter aspects at any time he has significant boosts to physical skills. He also has a knowledge of nature and various monsters. He can make an efficient scout, and does pretty well going toe to toe with the enemy as well. His usual strategy depends on what he is doing. If he is traveling with a group, he has Aspect of the Falcon active in order to keep the bonus to perception so he can look for danger, and then will switch to Aspect of the Bull when he closes for combat. If he is scouting he has Aspect of the Owl active to boost his sneak skill and will switch to either Tiger or Bull depending on whether he is using his club or bow.
Not much of one for farming, Mihai left the fields to the rest of his family. He took to roaming along the Nesmian plains, and up into the Fangwood forest when he was a young boy, and was the happier for it. It wasn’t long past his twelfth year that he first experienced what he came to call “The inner beast”. He found that when he wanted to move around the wilds unseen the serenity of an owl would settle on him. When he wanted to track wild game to take home for his family’s larder, he could pick up the scent with a sense of smell as keen as a wolf’s. And when he ran into goblins or orcs and had to fight for his life, his muscles bulged with the strength of a charging bull. So, while his family farmed and sold crops in town, Mihai hunted and trapped the plains and forests near Phaendar, trading furs and smoked meat.
Recently, both Luca and Muri were actively involved in the Nirmathi siege that ended in the Ironfang Massacre as scouts, and both were killed in the battle. Mihai himself was traveling to bring his father and grandfather supplies when he was ambushed by a scouting party of the hobgoblin army and narrowly escaped into the woods with his life. The experience left him emotionally and physically scarred, but alive. While he has little attachment to Phaendar, he has a deep-seated hatred for the hobgoblin army, and would be driven to rage if any more of his family were to fall in the hobgoblin onslaught.
Ok, here is an expanded background of family and friends for Will Halsey
Will is a fourth generation Trapper. His great-grandfather first came to the Fogscar mountains after running afoul of the law in Magnimar. His great grandfather, Rupert, was a widower who was caught poaching deer near Magnimar, and in order to escape killed one guard, and wounded another. He took his only son and fled to the Fogscar mountains, where he took up trapping. Rupert's son Aaron grew up and had two sons of his own, Edmun and Bran.
Will's grandfather Aaron died before he was born. He has never met his uncle Bran, who stole most of the family's savings and gambled it away in Galduria. He has two cousins, Gam and Flynn who work on riverboats transporting grain and lumber around the lake and up the river, although he has never met them either. After his uncle ran off, Will and his father Edmun never went to Galduria again.
On his mother's side, he has two uncles and six cousins. His grandfather Will Addie passed away when he was ten. His uncles George and Camden are both farmers who took up the mantle of farming after their father passed away. Of his six cousins, two remain in the farming community outside of Sandpoint, they are Lily Carmichael, Gil Addie, Jon Addie, and Silvia Hensley. He does have two cousins who live in Sandpoint. Borden Addie loads and unloads cargo for boats that ply the rivers and seas. Sarah Dorsek is married to Val Dorsek, who is a guard in Sandpoint.
He is on pretty good terms with all of his family on his mother's side, but is exceptionally close to his family who lives in Sandpoint because he saw them the most. Val Dorsek was one of his best friends as a child. When he is in town, he stays with them.
Will has two friends who live in the Fogscar mountains. A pair of half-orc trappers named Ormi and Alv trap the nothern half of the fogscar mountains and Will and his father would meet with them several times a year to keep track of the movement of the goblin tribes roaming through the mountains in order to keep safe. They taught him how to speak and understand goblin and orc.
Will has several friends among the farmers near Sandpoint as well as in Sandpoint itself. Besides his cousins, he is friends with Jesk from the Cracktooth Tavern, enjoying his antics and satirical jokes.
Having sold furs at the Rovanky Tannery for years, Will is on very good terms with Larz.
Here is my submission.
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
(AC in Melee is 17, touch 13, flat footed 14 (+3 armor, +1 shield, +3 Dex)
hp 11 (1d10)+1
Fort +3, Ref +5, Will +2
Feats, Skills, Languages, and Possessions:
Point-Blank Shot - +1 on attack and damage within 30ft with ranged weapons.
Precise Shot – Negate the -4 penalty on ranged combat when target is in melee.
LANGUAGES - Common, Goblin, Orc
Special Abilities and Traits:
Bonus Feat - Humans select one extra feat at 1st level.
Heart of the Wilderness - Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Favored Enemy Humanoid (Goblinoid) (Ex) - You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Track (Ex) - You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex) - You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Tireless Avenger - You restlessly pursue your enemies. When you're in pursuit of one of your favored enemies, the DC for the Constitution check to avoid taking lethal damage during a forced march is 10 + 1 per extra hour, instead of 10 + 2 per extra hour.
Savage - People from Sandpoint call you "barbarian," and think you primitive. You come from the wild lands beyond "civilization" and while the locals may think you ignorant, hard lives breed hard men and one of your kind is worth ten of theirs. You know how to survive where "civilized" men would wither and die. You gain +2 to survival checks to find food in the wild and +1 for any other survival checks. Survival and knowledge (nature) are always class skills for you. You also gain a +1 to intimidate checks against "civilized" folk, and attempts to intimidate you suffer a +2 to the DC. You may hustle for 1 extra hour in overland travel without negative effects. You begin play with a tribal fetish, a small bag full of ceremonial materials. It functions as a potion or oil of a 0-level spell, except that in order to activate it one crushes it or breaks it instead of drinking it.
Background and Personal Info:
Will loved the mountains and forests, and quickly took to trapping and hunting with his father. He became pretty good with a bow, and learned how to set snares and fish in the lakes. Often during the early fall when his father would set out to set the first traps of the year, Will would fish in the mountain lakes and streams to build up a supply of smoked fish for the winter. During his sixteenth year while he was out fishing, a small band of Goblins found his father’s cabin and attacked, killing his mother and ransacking the house. Will and his Father set out to track down the goblins and bring vengeance upon their heads. For three days Will and Edmun followed them until they finally found them. Setting traps around the goblin camp, they began to rain arrows on the unsuspecting goblins. Several died, and several more got caught in the traps as they tried to flee, but handful of them turned with their weapons and attacked the two trappers. Will tried his best to fend up of the goblins, but soon found he was no match for the three that were trying to gang up on him. In a fit of anger his father Edmun stepped in and cut down two of them were they stood, as the goblin attacking him drove a knife into his back. Watching his father collapse with a knife sticking out of his back lent Will a cold anger and he quickly struck down the goblin in front of him with his hatchet, and then parried the last remaining goblin’s club stroke and buried his hatchet in the creature’s chest.
With ruthless efficiency, he killed the trapped goblins, and returned to his home. He continued trapping and hunting as his father before him, but he also began to go out of his way to hunt down goblins, and quickly learned how to track them and kill them efficiently. He even gave some thought to hunting Goblins in the Mushfens, although the idea of living in a swamp help no appeal to him, so he continued his life in the mountains, coming back to Sandpoint to trade. He certainly never thought he’d find adventure in Sandpoint, but life has a way of throwing the unexpected at you.
Fogscar Mountains might be a good idea. I know in American History there were trappers who took off all winter to live in the Rockies, and came back to "Civilization" in the summer to trade their pelts. I noticed there were some small forests in a Sandpoint Hinterlands map I found online, but couldn't tell if they were big enough to trap in. Since they aren't, I'll revise the backstory to reflect that.
Putting together a Ranger. Would he be able to take the Savage social class trait even though he's not Shoanti? I'll go with Peasant if not, but it doesn't really fit either since he's spent his whole life as a trapper in the wilderness, occasionally visiting Sandpoint to trade with his (recently deceased) uncle who he learned the trade from and served as an apprentice to.
Name: Eustace Horace Jefferson
What are the three most important items in the holdall?
If you came across men intimidating a woman and her child and extorting her for her ration card, what would you do?
When under pressure and faced with a complicated problem, how do you react?
What was the last thing going through your head before you went into cryosleep?
This is my Submission for a Half-Orc Summoner named Gavrin Dooli.
Male Half-Orc summoner 1
NG medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +2,
Languages Common, Draconic, Giant, Orc, Thassilonian
AC 15, touch 12, flat-footed 13
Speed 20 ft. (4 squares)
Abilities: Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 16
outfit (scholar's); studded leather; dagger; Light Crossbow; Crossbow Bolts (10); ; Backpack; Blanket; Bread (Loaf) (x5); Canteen; Cheese (Hunk) (x2); Mess Kit; Waterskin (Filled); Canteen; Belt Pouch; Spell Component Pouch;
Gold Remaining: 45gp
Life Link (Su)
Summon Monster I (Sp)
Orc Blood (Ex)
Sacred Tattoo (Alternate)
Weapon Familiarity (Ex)
Scholar of the Ancients (Campaign Trait)
Toros Agathion Eidolon:
Toros is an Agathion with a humanoid shape who looks like a fox with grey fur.
AC 15, touch 11, flat-footed 14 (+4 Natural Armor, +1 Dex)
Speed 30 ft. (6 squares)
Abilities Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Claws Arms (Ex)
Improved Natural Armor (Ex)
Limbs (Arms) (Ex)
Limbs (Legs) (Ex)
Eidolon Progession Lv.1
Resistance to Electricity (Ex)
Share Spells (Ex)
Five Things about my Character
When she gave birth she named her son Gavrin. Gavrin was nothing like either of his parents. He lacked his father’s orcish strength, and his mother’s skills. While he could be quite charismatic, he had trouble connecting with anyone because of his heritage as a half-orc. Instead he often found that he turned to his love of history, and his devotion to Desna. He spent much of his time studying ancient ruins as a young boy. One time he found himself in more trouble than he could handle, and when he called out for divine aid, an Agathion answered. An anthropomorphic grey fox appeared before the charging skeletons that had been guarding an old ruin he’d been exploring and ripped them to pieces.
Today he spends much of his time exploring old ruins and various temples to Desna. He has come to Sandpoint to see firsthand the Swallowtail Festival he had heard about.
Description: Gavrin is about 5’ tall. He has tanned skin with a slight greenish tint to it, black hair, and brown eyes. He short and slightly overweight. Unlike the typical orcish stereotype, Gavrin is not very strong, although he does bear an orcish tattoo on his left bicep that he got in Magnimar a few years ago. It has the orcish word for “Freedom” written on it, in honor of his father, who helped his mother to escape from slavery when she became pregnant with him.
Personality: Gavrin is fairly attractive for a half-orc, and gets along well with most people, but he tends to spend most of his time talking about other people instead of himself. He tends to keep his own inner thoughts and emotions closed off from others, and it takes a long time for him to trust anyone. He was teased as a child for being a half-orc and is a little touchy about that. He is both ashamed and intrigued by his orcish heritage, and has an irrational fear of centipedes.
Alright, I've put together a submission for Brother Thomas, a Benedictine Monk who is studying at St. John’s Seminary in London. His roommate and best friend was murdered and he swore to his best friend's sister he would try to find out why he had been killed.
Thomas is a cloistered cleric archetype from Ultimate Magic.
(Benedictine Monk, Seminary Student)
Male Human cleric 2 (Cloistered Cleric[UM])
NG medium humanoid (human)
Init +2; Perception +4,
AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
Speed 30 ft. (4 squares)
Cleric (CL 2nd, Concentration +5, Casting Defensively +9):
>>Armor Proficiency, Light
>>+5 Diplomacy= +1(Ranks) +1(Cha) +3(Class)
>>[+2 to all skill checks related to Magical Glyphs, Runes, Scrolls, Symbols, and other writings.]
masterwork quarterstaff; studded leather; vestments (cleric's); bread (loaf);
>>Aura of Good (Ex)
>>Breadth of Knowledge
>>Channel Positive Energy (Su)
>>Touch of Good (Sp)
>> Fearless Defiance
Brother Thomas was born on a small farm a few days north of the city of Cork. He was born Joseph O’Malley to his parents, Seamus and Muire O’Malley. When he was five years old his parents were murdered in a most gruesome fashion while he was asleep. He vaguely remembers hearing them screaming and hearing something that he can only describe as the noise a fish makes if you filet it alive. Anything else he might have seen or heard he has blocked out of his mind.
As a child he was sent to Glenstal, a Benedictine Abbey east of Limerick. He quickly showed an aptitude for learning and was apprenticed to the librarian. When he was fifteen he joined the monks and took the name Thomas. As a young man he developed a deep faith in God, and found that as he spoke to God, God spoke back. He soon discovered that sometimes God would work miracles through him as well.
When he was seventeen the abbot called him into his office to tell him that a new seminary had been opened in London, and the dean of the school was an old friend. He needed an assistant librarian, and Thomas was perfect for the job. When he turned 18 he shipped off to attend St. John’s Seminary.
While there he took to his new job with great enthusiasm, and took to his studies just as quickly. He soon became fast friends with the other library assistant, a young man named William Miller. For three years they studied and worked together until tragedy struck. One night William stayed late into the night studying at the library, and the next morning Thomas found him brutally murdered. Laying on the table covered in blood was a book on exorcisms. On a page next two it written in blood were the words “Kyrie Iglesion, Xriste Iglesion” in Koine Greek.
The police could find nothing to build a case with, and quickly abandoned the case. At the William’s funeral his sister Margaret asked Thomas to look into William’s death. She handed him an old medallion that was so tarnished and corroded it was unrecognizable, and told him she had found it in a locked chest under his bed. She was certain William had been killed for something he was studying, and somehow the amulet was tied to it.
And so he begins his search for the truth.
Here is my submission for Gavel Dulcimer, a Human Bloodrager. If a Barbarian would fit your game better let me know, and I'll adjust.
SHOANTI HUMAN BLOODRAGER 1
CG Medium humanoid (human)
Ranged dagger (thrown) +3 (1d4/19-20/x2)
*Abyssal Bloodline Generations ago, a demon spread its filth into the essence of your bloodline.
*Bloodline Power:Claws (Su)
*Fast Movement (Ex)
*Weapon and Armor Proficiency
Coajah was born under the sign of a blood red star, which the Shaman of his tribe interpreted as an omen of blood and death. He grew up with a sense in his tribe of being feared and shunned. His only friend was his older sister Bajira, who taught him to fight back when she provided him cover. When he was approaching adulthood the power of the abyss in his blood was manifested during a time when a group of young warriors in his tribe were taunting him, and their taunting turned violent. In this instance his sister was not there to protect him, and n a rage his fingers elongated into claws and he tore gaping wounds in their arms and legs before the tribal elders knocked him unconscious. The young men who had taunted him were saved by the Shaman from bleeding out. Coajah was exiled and traveled to Magnimar. He hopes to redeem his actions in the sight of the spirits and his ancestors, even if he cannot ever return home to his people. He has taken the name Gavel, in order to represent his desire to see justice brought to the powerless, for he was powerless once himself.
He is about 6'4", and weighs 235 lbs. He has light brown tanned skin, dark brown hair, and light brown eyes that glint red around the edges of his irises when he is bloodraging. While he is quite jovial and quick to joke around, he feels a deep sense of shame for his former lack of control, and has come to the decision that he must learn to master himself and the magic in his blood if he is ever going to be more than a monster.
*****Have a Goal: Strive to be the best at something, to create something, to see a place, to get married, or to achieve some other goal. Whatever it is, have something you want above all other things.
Gavel's goal is to redeem himself in his own eyes, and to conquer the rage and power that flows in his blood. He believes the best way to do this is to help people, to act as a defender. His experience has taught him that authorities aren't always the best at doing this, so he is more than willing to take matters into his own hands, even if it "fudges" the acceptable laws.
******Have a Reputation: Maybe you’re a great juggler, or maybe you slipped on the stairs in front of the whole town. Whatever it is, it’s something locals remember about you.
Gavel has spent the last three years defending caravans and travelers on the roads in and out of Magnimar. He has garnered a reputation as a fierce warrior who can be kind and jovial one moment, then fierce and ruthless if violence is called for. While he has a tendency to balk at commanding officers who stay in the back lines while others fight at the front, he has an appreciation for anyone who has a strong sense of battlefield tactics, since once he is in the fight his mental focus narrows to what is in front of him.
*****Have a Friend: Whether a friend from school, a coworker, an army buddy, or someone you saved, have someone you’re close to and whom you wish well.
Gavel's best friend in Ellimar, an elven merchant who travels between Mierani Forest and Magnimar with goods. Gavel saved his life once when a group of bandits hunting the road turned out to be more than the elven magus could handle.
*****((Have a Home: It might be a neighborhood you love, your parent’s house, or a room you rent; in any case, it’s the place you call home.
Gavel lives in the city district of underbridge. He rents a spare room from a local herbalist name Isilin Morwent who was looking to make a little extra coin, and having a hulking caravan guard living in your attic never hurts when it comes to thieves and robbers either.
******Have a Signature Item: A signature item is something that is recognizably yours, be it a weapon with a distinctive grip, a piece of jewelry, a lucky charm, or your favorite scarf.
In his belt Gavel carries a dagger with an ornately carved bone handle. It is the only thing he was given when he was exiled of his families, and he treasures it because with it he surviving the trek through the wilds of Varisia all the way to the lowlander's civilization.
*****Have a Problem: Maybe you don’t have any money, a member of your family is sick, or you’re trying to get home. Whatever the issue is, you’re doing your best to solve it.
On his last caravan trip, Gavel offended a new guard named Arvur who was mocking him by calling him a horser. He used his biting wit to intimidate the man down, and then mocked him in combat the next day when they were attacked and Arvur froze. Unfortunately on the trip back Arvur tried to prove himself in another attack and recklessly threw himself in the front. He suffered grievous wounds and lost one of his legs. Without the money to pay for a healer he has become bed-ridden and is relying on his wife and parents to support him. Gavel feels responsible and is looking for a way to help the man, paying for his healing if possible, or supporting him financially if not.
*****Have a Secret: Maybe you can’t read, left your crewmates to die, or made your long-lost sister run away. This should be something that would embarrass or endanger you if others found out.
Gavel isn't the first Shoanti to be exiled in his family for uncontrollable magic in his blood. His great-uncle was an abyssal bloodline sorcerer who was exiled for trying to manipulate the tribe for his own purposes. His grandson Torvau lives in Riddleport and is a Sorcerer like his grandfather. Once Gavel traveled to Riddleport and met Torvau. Torvau believes that if he and his second cousin united they could fulfill the omen of Gavel's birth and do terrible things. He may not be wrong...
*****Have a Reason to Be Brave: Maybe it’s to be like your hero, maybe it’s to repay a debt, maybe it’s for your child, but have a reason to occasionally face your fears.
Gavel's reason for being brave is that he fears his abyssal heritage and his rage as much as he values them. His desire to master these abilities is more about gaining control of himself than it is about growing in power. He also wants to redeem himself and prove the omen of his birth wrong.
Ivan Baranoff is about 5'3" and weighs 220lb. He has reddish brown hair, brown eyes, and multiple scars.
His personality; he can quite talkative and friendly, but it is rare that he will actually open up and talk to others about himself. He tends to be distrusting unless someone proves they are trustworthy. His hatred of the undead runs deep.
Here is a character sheet for my cleric Georj Phildramond. I'm working on a backstory, but basically he is from Ustalav and spent most of his life fighting the schemes of the whispering way.
Human Cleric 15 (Pharasma)
>>Lightning Reflexes(level 1 feat):
>>Improved Initiative(human bonus feat):
>>Combat Casting(level 3 feat):
>>Power Attack(level 5 feat):
>>Extend Spell(level 7 feat):
>>Toughness(level 9 feat):
>>Armor Proficiency-Heavy(level 11 feat):
>>Shield Focus(level 13 feat):
>>Spell Penetration(level 15 feat):
Languages Common, Elven, Sylvan
Starting gold: 240,000
+1 Ghost Touch Full Plate | 17,800gp | 50 lbs.
backpack | 2gp | 2 lb
Mule | 8gp | - (Rest of gear on mule)
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
>>Channel Energy (Su) [8d6 6/day DC 20]
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Rebuke Death (Sp)[10/day]
Healer's Blessing (Su):
Icicle (Sp) [1d6+7, 10/day]
Cold Resistance (Ex) [DR 20/cold]
Here is my character, Francis Firestar, a Cleric of Sarenrae.
10 Minute Background:
Francis Firestar 10 minute background
Five things about Francis:
Two goals for my character.
Two secrets about my character (one he knows and one he doesn't. )
Three people tied to Francis.
Three of Francis’s memories.
Francis was born Tertius Serimus. The Serimus family is a minor noble family connected to the Darahan noble house in Taldor. He was born the youngest child with five older brothers and two sisters. Since his mother was older she had difficulty giving birth and had to call upon a cleric to aid her.
Tertius was often bullied by his older brothers until he was twelve years old. With a single punch he knocked out his older brother Grocius. This earned him the grudging respect of his brothers, and led his father to have high hopes for him to become a prominent knight in Taldor’s service.
Sarenrae had other plans for Tertius however, and when he was fourteen he began to have dreams about a flaming dove. In secret he began to study the faith. He soon became a devoted follower of Sarenrae. He was able to keep this a secret from his family for two years. While a younger son of a noble family certainly could honorably pursue a vocation in the clergy, Sarenrae has a less than stellar reputation within Taldor. And since the Serimus family had a centuries old tradition of fighting on the frontlines against Qadira, Tertius’s father gave him an ultimatum; abondon his faith or be disowned and shunned.
So Tertius travelled to Absalom’s Temple of the Shining Star. Three years later he emerged as Francis Firestar, a newly ordained cleric of Sarenrae. He chose to return to Taldor in the hopes of proving that you can be a faithful Sarenite and be loyal to Taldor at the same time. Francis decided adventuring and aiding those in need was the best way to do this so he set off to visit small towns and villages in order to offer them aid. He is willing to work with anyone who shares his desire to help others.
Starting Gold: 4d6 ⇒ (3, 6, 3, 1) = 13 130. Right smack dab on average. Heh.
Human Cleric of Sarenrae 1
(Pathfinder Core Rulebook)
NG Medium humanoid (human)
Init + 0, Perception + 3
AC 17, touch 10, flat-footed 17(+5 armor, +2 Shield)
hp 12 (1d8+1, +3 toughness)
Fort +3, Ref +0, Will +6;
Speed 20 ft.
Melee Morningstar +3, (1d8+3/×2) or
Ranged Sling +0 (1d4+3/×2)
Cleric Spells Prepared (CL 1st; concentration +4, +8 casting defensively)
...0-Guidance, Light, Stabilize.
...1st- Bless, Magic Weapon, Cure Light Wounds(domain)
Str 16, Dex 10, Con 12, Int 10, Wis 16, Cha 12
Base Atk +0; CMB 3; CMD 13
Feats: Combat Casting, Toughness
Traits: Indomitable Faith, Sacred Conduit
Skills: Diplomacy +5, Heal +7, Sense Motive +7;
Other Gear: Scale Armor, Heavy Wooden Shield, Morningstar, Sling, 10 Bullets, Wooden Holy Symbol, Trail Rations (5), Blanket, Flint and Steel, Waterskin, Backpack, Spell Component Pouch, Traveler’s Outfit, 45gp
66lbs light load
Aura - as the spell Detect Evil
Channel Energy 4/day(positive) - 1d6 healing for living, or 1d6 damage for undead, in a 30ft radius burst. Standard action, no attacks of opportunity. DC=13 will. Must present holy symbol.
Domains - The Cleric gains access to two domains associated with her deity. (Healing, Fire)
Here is my first submission for Jeremias Vangriant, a halfling hunter in Nirmathas.
Jeremias grew up a slave in Cheliax. His owner was a huntmaster for a noble who lived a few leagues north of Senara. He grew up having suffered much as most slaves do, but he got to work with animals. It was the one thing he could find solace in.
One day when his master was out guiding a hunt for a wolf he stumbled on the wolf's den. He found one cub that he secretly started to feed and rear after it's mother was killed and mounted on the castle wall. He named her Boudica.
After a year his master finally discovered what Jeremias was doing and started to beat the tar out of him. Somehow Boudica was able to sense what was happening and tore into the huntmaster’s hut through the window. With a snarl she tore out his hamstrings and seized him by the throat, crushing it instantly in her jaws.
Together they fled north to Nirmathas. A land that valued freedom and autonomy suited Jeremias very well. Feeling a deep sense of shame that he couldn’t bring any fellow slaves with him, he fights on the behalf of his newly adopted nation to protect her freedom. Stalking through the Southern Fangwood with his companion and his trusty bow, you'd better watch your step if you threaten the freedom of Nirmathas, or you might find the feathered shaft of an arrow and the sharp bite of a wolf closing in on you.
Halfling Hunter 4(Neutral Good)
(Advanced Class Guide)
Init + 5, Perception + 11
AC 18, touch 13, flat-footed 15(+4 armor, +3 Dex, +1 Size) AC 20 with shield
hp 27 (4d8+4)
Fort +6, Ref +8, Will +4(+6 fear)
Speed 20 ft.
Melee Mwk Battleaxe +6 (1d6+2/×3) or
Ranged Mwk Comp Longbow +7(1d6+2/×3)
Animal Companion (Ex)
If the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level.
Animal Focus 4min/day
Commonly used aspects are;Bull +2 str, Owl +4 stealth, Tiger +2 dex.
Commonly used aspects by AF are; Bat darkvision 60ft, Bull +2 str, Falcon +4 perception, Owl +4 stealth, Tiger + 2 dex. Falcon is always on, switch to bull for combat.
Nature Training (Ex)
Hunter Tactics (Ex)
Bonus Teamwork Feats
Improved Empathic Link (Su)
Boudica AC Crunch:
Wolf Animal Companion 4(True Neutral)
(Pathfinder Core Rulebook )
Init + 6, Perception + 10(+6 in combat.)
AC 18 touch 14, flat-footed 14(+4 natural armor, +3 Dex, +1 Dodge)
Fort +6, Ref +7, Will +3;
Speed 50 ft.
Melee Bite plus trip + 6(1d6+3/19-20×2)
Or Melee Bite plus trip + 7(1d6+4/19-20x2) using aspect of the bull.
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 19
Feats: Weapon Focus-Bite, Dodge
Skills: Stealth +9(+13 aspect), Perception +6(+10 aspect)
Scent - The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Also track by smell DC10 +2/hour.
Link - The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells - The druid may cast a spell with a target of “You” on his animal companion
Evasion - If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Skirmisher Tricks 3/day
@jgray, the vampire government held his sister and mother hostage in order to cow the family into submission. Unfortunately they turned women into vampires and they were destroyed when the vampire queen was vanquished.
This has made Ivan very cynical and bitter, and his trust is hard earned. That's part of how he was able to discover there were cultists infiltrating the family business.
I forgot his appearance. He is about 5'6", and built like a bull. He has short dark brown hair and twin scars running parallel down one cheek.
Sounds like fun. Here is my submission. Ivan Baranoff is a Mordavian human fighter.
Ivan grew up in Mordavia. The second son of a prominent merchant named Latian,he grew up in the shadow of his older brother Grocius. His brother was both smarter and more charismatic than he was. Never having the business sense to make lucrative contracts, he felt a deep sense of shame.
Thankfully he was able to fit in with the guards. He may not have had any skill with his words, but he could wield a sword and shield with great effect.
When a group of cultists tried to infiltrate his family's business, he uncovered their plot to gain influence in the community and led a handful of guards to root them out and defeated their leader in one on one combat. Finally finding a way to make a difference, Ivan left to pursue a life of adventure.
Human Fighter 3(Lawful Neutral)
(Pathfinder Core Rulebook )
Init + 6, Perception + 0
AC 24 touch 12, flat-footed 22(+9 armor, +3 Shield, +2 Dex)
hp 31 (3d10+9)
Fort +6, Ref +3, Will +3(+4 against fear);
Speed 20 ft.
Melee Longsword +8(1d8+4/19-20×2)
Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +7; CMD 19
Feats: Weapon Focus-Longsword, Power Attack, Improved Initiative, Iron Will, Shield Focus.
Skills: Climb +8, Intimidate +6, Knowledge Dungeoneering +5, Ride +8, Survival +6, Swim +8
Background Skills - Blacksmithing +6, Knowledge Engineering +6
Other Gear: Full Plate Armor, Heavy Shield, Longsword, Fighter’s Kit, Tunic and Breeches, Travelers Any-Tool.
Armor Training 1 - subtract 1 from armor check penalties, and add 1 to max dex bonus.
Here is my Submission for Isaiah Namara,a pint sized bottle of rage
Being a halfling is never easy when you are a slave in Cheliax. For Isaiah it was no different. At a young age his parents were sacrificed to Asmodeus, leaving him in the care of an old Ulfen slave named Brindolf. In secret he learned how to tap into the only thing that offered him any sense of freedom, the rage that simmered underneath the surface of his subconscious.
One day his master invited some members of the Technic League to come to his castle for business. During dinner Isaiah’s master brought Brindolf and Isaiah out for entertainment, with the intent of using them as fodder in an example of some robot soldiers.
In the ensuing combat Brindolf leapt in front of Isaiah to protect him and was skewered on the robot’s blades. After that the next thing Isaiah remembers is standing over two broken robots holding a table leg.
For most halflings this would be a death sentence. But the Technic League saw the value in a slave who could destroy two robots with a chunk of wood. They offered to buy him on the spot and took him back to Numeria.
Halfling Barbarian 1(True Neutral)
(Pathfinder Core Rulebook )
Init + 3, Perception + 6
AC 19 touch 12, flat-footed 13(+4 armor, +1 Shield, +3 Dex, +1 Size)
hp 14 (1d12+2)
Fort +5, Ref +4, Will +1;
Speed 20 ft.
Melee Longsword +5(1d6+2/19-20×2) or
Ranged Halfling Sling Staff +5(1d6+2/×3)
Str 14 Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats: Weapon Focus-Longsword
Skills: Acrobatics +5, Climb +8, Intimidate +4, Knowledge-Nature +6,Perception +6, Ride +7, Survival+4, Swim +6,
Languages: Common, Goblin, Elven
Other Gear: Hide Armor, Light Shield, Longsword, Dagger, Halfling Sling Staff, 30 Bullets, Oil and Whetstone, Backpack, Compass, Bedroll, Flint and Steel, Mess Kit[UE], Pot, Soap, torch (2 ), Trail Rations (5), Waterskin, Small Tent, 90gp
Rage 6 rounds/day - Adds +4str and con, +2 will saves, -2AC. Fatigued for double rounds.
Fast Movement - +10 movement speed
Here is my submission of Fredrick Alphonse, a Mesmerist.
Human Mesmerist 4(Lawful Good)
(Pathfinder Occult Adventures)
Medium humanoid (human 20 years old)
Init + 3, Perception + 7
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Fort +3, Ref +7, Will +7;
Speed 30 ft.
Melee mwk club +3, (1d6-1/×2) or
Ranged mwk light xbow +7(1d8/×2)
(CL 4th concentration +11)
...0(at will)-Detect Magic, Detect Poison, Detect Psychic Significance, Light, Ghost Sound(DC13), Prestidigitation
...1st(4/day)-Color Spray (DC14), Undetectable Alignment, Forbid Action (DC14), Forced Quiet(DC14)
...2nd (2/day)-Stricken Heart, Invisibility
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +2; CMD 15
Feats: Combat Casting, Point-Blank Shot, Precise Shot.
Traits: Rostlander, Criminal
Skills: Bluff +12, Diplomacy +10, Disable Device +9, Disguise +8, Escape Artist +8, Intimidate +7, Knowledge(Arcana) +6, Knowledge(Dungeoneering) +6, Knowledge(Local) +9, Knowledge(Religion)+6, Perception +7, Sense Motive +7, Spellcraft +7, Stealth +10, Use Magic Device +10
Background Skills:Knowledge(History)+9, Craft (Jewelry) +9)
Languages: Common, Aklo, Undercommon
Other Gear: Mithral Chain Shirt, Masterwork Light Crossbow, 40 bolts, 20 Cold Iron Bolts, Masterwork Club, Dagger, Spell Materials Pouch, Backpack, Compass, Paper Sheet (2), Bedroll, Flint and Steel, Ink, Inkpen, Mess Kit[UE], Pot, Soap, trail rations (5), waterskin, Wand of Cure Light Wounds (50 Charges) 15pp 10gp, 10sp
A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare (Su)
Mesmerist Tricks (5/day)
Painful Stare (Su)
Towering Ego (Su)
Bold Stare (Su)
Touch Treatment (Su) (6/day)
Minor Conditions: Fascinated, shaken.
Moderate Conditions: Confused, dazed, frightened, sickened.
Greater Conditions: Cowering, nauseated, panicked, stunned.
A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.
Fredrick born the illegitimate son of a minor landless noble named Rupert Alfonse. His mother was a barmaid who his Father raped. When it became clear she was with child she lost her job and Rupert refused to take her in and wanted nothing to do with them. This ring true through the early years Fredrick's life. It wasn't until he was 8 years old that his father caught wind of his “unique” gifts of persuasion.
It didn't take long for Rupert to utilize his son's gifts. Over the next four years Rupert used Frederick to negotiate business deals as well as convince the local Lord to give him a few holdings and increase his station in court. This all fell apart when Fredrick was 12. Rupert tried to con a visiting Noble who also happen to have a court bard with him. The bard broke the enchantment and then the Lords condemned Fredrick's father. The bard asked for clemency for Fredrick and took him on as a foster son.
It soon became clear that while Fredrick had the gifts of persuasion, he was no bard and couldn't play a single musical instrument. Feeling a deep sense of Shame and wanting to prove himself when he was 16 Frederick left and went to the outskirts of the Kingdom to fight against threats and to try and rehabilitate bandits. While he was not a bard he soon discovered that his powers of persuasion were increasing in strength the more he tried to use it to help people instead of trick them.
Finally his foster father found him and handed him a charter to explore the stolen lands. It seemed like the perfect opportunity for Frederick to prove himself. He bought some supplies and headed to the stolen lands.
I'd love to get in on this adventure.
Elias Shrin is a magus who served as a bodyguard for a fledgling necromancer. The Necromancer suffered a sudden and horrific death during an experiment gone wrong. His attempts to create an advanced zombie ended in him being torn limb from limb. Elias tried to attack the zombie but his weapons bounced off its resistant hide. Finally in a fit of desperation Elias reached deep inside himself and drew out arcane energy he didn’t know he had. His axe glowed with blue light as he destroyed the zombie.
After contacting some of his former master’s associates, he came in contact with the professor who helped him to tap into his arcane power. After learning a few cantrips he left to explore on his own and hone both blade and spell
Spell Combat:Attack and Cast Spell in same round with -2 attack penalty. In addition, trade up to -3 attack for +3 concentration on spells cast defensively.