Arayam Bismut

JR Klein's page

Organized Play Member. 38 posts (137 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 2 aliases.


RSS


3 people marked this as a favorite.

There is 1 impostor among us


Very cool. I would definitely want in on this.


Howdy folks. I've just started running AoA, which I've wanted to do for quite a while. I love book 6 in particular, so it probably goes without saying that I like morally complex villains.

As such, I'm writing Calmont as an ex-slave from Cheliax who is now stuck under Voz's thumb, which is really not much better. All he really wants is to kill Voz and then run far, far away from Breachill.

Here's where I'm a bit stuck: why does he start the Town Hall fire? I could easily say "Voz made him do it" but that seems a bit weak. Perhaps he does it to buy himself time to catch up with Voz? But if that's the case, why would he start a fire at Town Hall, and not at Voz's bookstore or some other place?

I would appreciate any thoughts/input.


I'm interested, if it's not too late to throw my hat in.


My group just finished Book 3. While fighting the Knights we lost two PCs to Phantasmal Killer.


Cosmic Flash has a nice ring to it!


I'd love to play Kingmaker 2e.


Rocky Burnham wrote:
Well, this alias is an odd character, but it's a bit unusual. He's starting as a ghost, which can only happen with GM permission.

I love his boss. "You died? Sucks to be you. Get back to work." XD

RadicalGM wrote:
I sadly will not allow the Ghost variation

Awww.


I like that too.


I'm interested


This is a silly idea, but sometimes silly is good: maybe our ship used to be something like a transit shuttle/tour bus? Then after that company went out of business, we bought it on the cheap and made it our own.


Azelos:
Azelos is a lizardfolk, one of a small community who live in the Puddles district. He has certainly seen some horrors in the city's dark underbelly, but he has also seen the endless perseverance of folks who are just trying their best to survive. He's a part-time dockworker, but most of his time is spent working for the Muckruckers. He feels joining Edgewatch would make his family and friends proud, and perhaps it would even give him the means to make the Puddles a better place.

By lizardfolk standards, he's small - scrawny, even - but he's still a fair bit bigger than your average human man. He wears skillfully-crafted leather armor with metal bracelets and anklets. He carries a buckler and several sets of bola, but he has no melee weapons besides his own sharp claws.

He might look imposing at first sight, but he's actually quite friendly - even to suspects, most of the time - and he never uses lethal force unless it's absolutely necessary.

Quirk: He's addicted to salty food, especially cured meat. Might be bad for his health and/or Edgewatch's budget.

Crunchy stuff:
Ancestry
Lizardfolk (Wetlander) +DEX | +STR | +WIS | -INT

Background
Grizzled Muckrucker +CON | +DEX

Class
Swashbuckler (Gymnast) +DEX

Free boosts: +INT | +STR | +DEX | +CON

Stats
STR 14 (+2)
DEX 18 (+4)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)

General Feats
Breath Control (Aquatic Adaptation ancestry feature)

Ancestry Feats
Razor Claws

Class Feats
Buckler Expertise

Skill Feats
Experienced Tracker

Skills (unlisted = untrained)
(T) Acrobatics
(T) Athletics
(T) Labor Lore
(T) Underworld Lore
(T) Medicine
(T) Society
(T) Thievery

Languages
Common
Iruxi

Max HP: 20

Defenses
(T) Unarmored defense, light armor
(X) Perception
(T) Fortitude
(X) Reflex
(X) Will

Gear
(T) Leather armor
AC bonus: +1
Dex cap: +4
Check Penalty: -1 (negated by 10+ STR)
Speed: 25 -0

(T) Bola (x4)
Range: 20
Damage: 1d6 +STR (Bludgeoning)
Traits: Nonlethal, thrown, ranged trip

(T) Claws
Range: Melee
Damage: 1d6 +STR (Slashing)
Traits: Versatile P, agile, finesse

Currency
5 sp

Other Items
Adventurer's pack
Healer's tools
Thieves' tools


Also interested. Should I pitch my character concept here, or send it via PM?


Looking forward to getting started!


I'm still alive, but just barely. I caught the flu and it's kicking my ass.

I suppose Pax could be the leader, but he'd be very reluctant about it at first. But hey, character development is part of the fun.


Firefly had 14 episodes, I think that's a good number.


...decided to make some changes. Stupid time limit on editing...

-taking Thief racket instead of Ruffian
-stats will be 12/18/14/10/14/10

I will be dipping into the Archer + Gunslinger archetypes for lots of crossbow shenanigans.


Merry Christmas! Here's Mateo's story + stats.

Background:
Mateo's grandfather lived in Breachill, but his father and uncle had a fierce rivalry; it was thanks to a bet between the two that Mateo's father moved to Dustpawn. His father is a good businessman, but unfortunately not good enough to thrive in such a dismal place. Poor and bitter, Mateo turned to delinquency and eventually to banditry. He and his gang were captured when they attempted a raid on Breachill. Mateo was sentenced to one year in jail and one year of 'community service' working at Cayden's Keg. (He doesn't know it, but the reason he received such a light sentence is because his uncle recognized him and asked the judge to take pity on him.)

Now that his sentence is almost over and the Call for Heroes is coming up, Mateo decides he might as well apply. He figures there's no harm in it if he gets rejected - and, if he's accepted, it might mean a new beginning for him.

Crunch:
Ancestry
Human (Versatile) +DEX | +WIS

Background
Returning Descendant +DEX | +STR

Class
Rogue (Ruffian racket) +DEX

Free boosts: +DEX | +STR | +WIS | +CON

Stats
STR 14 (+2)
DEX 18 (+4)
CON 12 (+1)
INT 10 (+1)
WIS 14 (+2)
CHA 10 (+0)

Ancestry Feats
General Training

Skill Feats
Pickpocket
Intimidating Glare

General Feats
Toughness
Canny Acumen (Fortitude)

Class Feats
You're Next

Skills (unlisted = untrained)
(T) Athletics
(T) Crafting
(T) Deception
(T) Diplomacy
(T) Intimidation
(T) Engineering Lore
(T) Medicine
(T) Society
(T) Stealth
(T) Survival
(T) Thievery

Languages
Common
Goblin

Max HP: 18

Defenses
(T) Unarmored defense, light armor
(X) Perception
(X) Fortitude
(X) Reflex
(X) Will

Gear
(T) Leather armor
AC bonus: +1
Dex cap: +4
Check Penalty: -1 (negated by 10+ STR)
Speed: 25 -0

(T) Crossbow
Range: 120
Damage: 1d8 (Piercing)
Traits: Reload 1

(T) Shortsword
Range: Melee
Damage: 1d6 +STR (Piercing)
Traits: Agile, finesse

Currency
4 gp

Other Items
Adventurer's pack
Thieves' tools
60 crossbow bolts


1 person marked this as a favorite.

OMG I love Valda and Bunnit.


I'd like to reuse a character I played when one of my friends ran AoA (we didn't get far... alas) He's a rogue. Free archetype TBD.

Questionnaire:
1. Full Name:
"Mateo Orello."

2. Age:
"Twenty-eight."

3. Gender:
"Male."

4. Place of Birth:
"I was born in Dustpawn. If you haven't heard of it, I don't blame you. It used to be a mining town, but now, there's pretty much nothing left."

5. Current Residence and how to contact you:
"I... don't have a place of my own yet, so Miss Brynne lets me crash at Cayden's Keg. If you need me, let her know."

6. Current employment:
"I also work at Cayden's Keg."

7. Faith:
"...yeah, Cayden Cailean, I guess..."

8. Details of your next of kin and how to contact them:
"I don't really have any. None who care about me, anyway. Closest thing I have to family is Miss Brynne."

9. How did you first hear about the Call for Heroes?:
"When I first came to Breachill."

10. Why should we select you to aid in our call? What are your greatest strengths?:
"I'm... a skilled fighter, I have a strong voice, good eyes and ears... and I can get into anyplace I need to be, even if it's locked up tight."

11. Tell us about a time when you made a mistake. What did you do to solve it?:
"Gods, sometimes I feel like my whole life has been a mistake. I made the mistake of being born in a dead-end town, made the mistake of joining a bandit gang, and made the mistake of getting caught... and yet, everyone here in Breachill has treated me with kindness, even those who know what I did. Having their support has made me feel like I'm not alone... like maybe there's still some hope for me, even if I can't see it yet. So I just keep trying. Keep trying to be better."

12. What do you like to do outside of your official responsibilities?:
"Well, lately I've been learning various arts and crafts... though I'm not very good at 'em yet."

13. Is there anything else you would like us to know before the Call for Heroes?:
"Nothing comes to mind... thanks for giving me this chance."


I've always wanted to play Keep on the Borderlands. Would personally prefer 5e since I'm not familiar with OSR, but I would be plenty willing to learn.


how about an SRO Warforged?


I don't know much about Eberron, but I'd like to give it a try anyway.


Jasmina Markovich:
Ancestry
Human (Versatile) +CHA | +CON

Background
Merchant +CHA | +STR

Class
Sorcerer (Copper Dragon bloodline) +CHA

Free boosts: +CHA | +STR | +CON | +INT

Stats
STR 14 (+2)
DEX 10 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 10 (+0)
CHA 18 (+4)

Focus Spells (1 focus point)
Dragon Claws

Spell Slots
Level 0: ∞
Level 1: 3

Known Spells
Level 0: Shield, Acid Splash, Daze, Detect Magic, Read Aura

Level 1: True Strike, Magic Weapon, Command

Ancestry Feats
Natural Ambition

Skill Feats
Bargain Hunter

General Feats
Armor Proficiency

Class Feats
Familiar

Skills (unlisted = untrained)
(T) Arcana
(T) Deception
(T) Diplomacy
(T) Intimidation
(T) Dragon Lore
(T) Mercantile Lore
(T) Society

Languages
Common
Halfling
Dwarvish

Max HP: 16

Defenses
(T) Unarmored defense, light armor
(T) Perception
(T) Fortitude
(T) Reflex
(X) Will

Gear
(T) Studded leather
AC bonus: +2
Dex cap: +3
Check Penalty: -1 (negated by 12+ STR)
Speed: 25 -0

Currency
4 gp, 5 sp

Other Items
2 minor elixirs of life
Adventurer's Pack
Familiar - a colorful snake named Matiya. their familiar/master abilities are Climber + Familiar Focus


I'm considering a draconic bloodline sorcerer, or maybe a cleric of Bahamut. Just wondering, djdust, could you tell me a bit about the dragons of this setting? Are they pretty much the same as Golarion's dragons?


Honestly, you had me at "kobolds". :p

I'd love to join. A bit about myself: I'm 35 years old and I've been writing and RPing since I was very smol. As tabletop RPGs go, I've played Pathfinder 1e and 2e, and 3.5, 4e and 5e of The Other Game. I love writing dialogue and other character bits. But what can I say, I like rolling big numbers in a fight, too. I've been looking for a regular game/group, maybe this can be it.

I live in Kentucky and I've spent a lot of my life bouncing from job to job, but recently I've finally found one that fits me well and actually feels meaningful. I suppose now that my basic needs have been met, I've now begun to realize just how heckin' lonely I am. I have 0 real-life friends and not enough online ones. Of course I'm not expecting y'all to be my besties or anything, but I do hope we end up getting along, if nothing else.

Not sure what else to say... I never quite know how to introduce myself :p... but anyway, here's my ancestry roll: 1d100 ⇒ 15


I'm looking for PF2e or Starfinder games to join.


I'm interested!


Ooh, this sounds fun, and I have a character who needs a home...

Spotty - Kobold Rogue:
Faction
Undecided (both IC and OOC)

Concept
When he was just a baby, he was 'adopted' by the adventurers who killed his clan. They've mostly been kind to him, but he still has very mixed feelings about them - and about adventurers as a whole. While tagging along on their travels, he learned about Sigil; now that he has struck out on his own, he has come here to learn new perspectives and new philosophies, and perhaps to get a better grasp on who he wants to be.

Friends
WIP

Contacts
WIP

Rivals
WIP

Fear
WIP

Secrets
WIP

This is a WIP, but I'll try to finish it within the next 24 hrs.


I'm interested.


I'm looking to join a game. Open to anything, but I'd prefer PF2e or Starfinder. I don't have any characters ready to go, but I can whip them up pretty quickly.


I'll make a ysoki operative. Will post character later.


Quote:
Feel free to delete your "dots" from gameplay.

Sorry, I don't know how


I'm isekai trash, so I'd totally be up for this.


Hi, I'm interested. I'll just apologize in advance for my lack of knowledge; I've never played on the Paizo forums before.


3 people marked this as a favorite.

42) The PCs encounter a small but growing cult of androids who seem to be devoted to the number 42 and always knowing where one's towel is.

43) A female Solarian has programmed her holoskin to go through a flashy 'transformation sequence' whenever she summons her solar weapon. She claims she got the idea from some pre-Gap holovids.


40) A pair of engineers are having their drones duke it out. Others are betting on the fight.

41) The PCs hear a rumor that the biggest, baddest mercenary on Absalom is actually a Ysoki in oversized power armor.


6 people marked this as a favorite.

10) A human soldier is featured in several advertisements, each declaring a different store to be his favorite store on Absalom.

Race

MF 1/1 perf 52/52 SP 1/1 TE 3/3 WS 2/2 | spells 1st: 7/7 2nd: 6/7 3rd: 5/6 4th: 4/5 5th: 3/4 | effects:[/ooc] freedom of movement 150m, heroism 150m, see invisibility 150m, unshakable zeal 15h

Classes/Levels

| Peri SP 30/32 | effects: Flight 13h, Greater Enhance Equipment (Beatstick +6, tusk blades +5, 12h)

Gender

[ooc]F LG tiefling skald 15 | HP / 141* | AC 33* T 21* FF 25* DR 2/– resist cold 5 | CMB +20* CMD 32* | F +18*+2 R +9*+2 W +17*+2 | Init -1 Per +21+2 (darkvision) SM +27+2 |

About Chella Heartfire

Born in darkness and raised in despair, Chella has overcome her horrific childhood with the help of her ghostly half-sister and emerged with a boundless optimism disguised by her gruff-looking exterior.

Background:
Chella grew up under the domineering thumb of her demon father, one of Baphomet's lieutenants. He dedicated her life to his patron, and permanently transformed her head to match her purpose. For a long time her role was punishing sinners at her master's direction-- he would take her to a variety of different planes, and she hated it. His favorite punishment was polymorphing her into a wild bull and having her trample the subject to death-- or to what would be death, in those places where souls could not die but instead suffer eternally. They lived in a dark demiplane somewhere deep in the outer realms, part of Carceri or Tartarus, but the master often traveled to Sigil to research his targets, and he always brought Chella with him (in chains).

She has an aasimar half-sister (Peri) who tracked her down and helped her finally defeat her father, but she was forced to sacrifice her own life in the process. Peri now exists as a formless spirit, bonded to Chella and helping her from beyond the veil. Chella also has a toad familiar who was once an archdevil, before he was cursed by her father with a baleful transformation spell. For several years now the three of them have lived on Sigil. They have survived by taking odd jobs and struggling to get by, hindered terribly by a loan that Chella was forced to take out immediately after securing her freedom. (She must pay what amounts to half of her income to the Helping Hands Company until the loan is completely paid off, which will likely never happen.) However, a recent job offer from The Organization might have turned her luck around!

Description:
Chella is short for a human, perhaps 5'5", and is obviously incredibly strong-- muscles rippling under her simple clothes worn over what might be a particularly light suit of chain mail. Her head is not human at all, but a literal bull's head with sharp horns, and twice the size of a human head. She carries an enormous cudgel, banded in iron, that never leaves her side, and she wears a pouch of spellcasting components on her belt. Her voice is light and friendly, much at odds with her monstrous appearance, and her nature is kind and helpful, optimistic and forgiving. She has become very good at pretending to be dangerous and menacing over the years, but those who know her well have learned that she is soft at heart.

Name: Chella Heartfire
Race: Pitborn tiefling (half-orc)
Alignment: LG
Classes: Skald 15

Size Medium* (Large[*enlarge person])
Reach 5'** (+5'[*enlarge person], +10'[*Encompassing Light])
Space 5'* (+5[*enlarge person])

Str 28*** (+9) (17[base]+6[enhancement]+3[levels]+2[race], +2[*size(enlarge person)], +8[*Inspired Rage +4, Song of the Beast +4], +4[*Amplified Rage])
Dex 8* (-1) (8[base], -2[*enlarge person])
Con 18** (+4) (14[base]+4[enhancement], +4[*Inspired Rage], +4[*Amplified Rage])
Int 14 (+2) (12[base]+4[enhancement]-2[race])
Wis 16 (+3) (12[base]+4[enhancement])
Cha 22 (+6) (14[base]+6[enhancement]+2[race])

HP 141* (78[15d8(8+14x5)]+60[CONx15]+3[familiar], +60[*Inspired Rage +30, Amplified Rage +30]), delayed damage pool (44)

AC 33**** (10+8[STR]+9[armor]+3[deflection]+3[natural armor], -2[*Berserking], +2[*Greater Enhance Equipment], -1[*Inspired Rage], -1[*enlarge person])
AC, touch 21*** (10+8[STR]+3[deflection], -2[*Berserking], -1[*Inspired Rage], -1[*enlarge person])
AC, flatfooted 25**** (10+9[armor]+3[deflection]+3[natural armor], -2[*Berserking], +2[*Greater Enhance Equipment], -1[*Inspired Rage], -1[*enlarge person])
DR 0* (3/– [*Inspired Rage])
Resistance cold 5

Initiative -1 (-1[DEX])

Speed 30'* (30'[light armor], +10'[*charge, run, or withdraw (Fiendish Sprinter)])

Fortitude +18* (+9[base]+4[CON]+5[resistance], +4[*Inspired Rage +2, Amplified Rage +2])
Reflex +9 (+5[base]-1[DEX]+5[resistance])
Will +17* (+9[base]+3[WIS]+5[resistance], +4[*Inspired Rage])

BAB +11/+6/+1
CMB +20** (+11[BAB]+9[STR], +1[*enlarge person], +6/+8[*Inspired Rage +2, Song of the Beast +2, furious +2, Amplified Rage +2])
CMD 32** (10+11[BAB]+9[STR]-1[DEX]+3[deflection], +1[*enlarge person], +5/+7[*Inspired Rage +1, Song of the Beast +2, furious +2, Amplified Rage +2])
CMD, flatfooted 32** (10+11[BAB]+9[STR]-1[DEX]+3[deflection], +1[*enlarge person], +5/+7[*Inspired Rage +1, Song of the Beast +2, furious +2, Amplified Rage +2])

Weapon (greatclub):
"Beatstick," +1 furious impact training (Power Attack, Cornugon Smash) greatclub
• attack****: +21/+16/+11 (+11[BAB]+9[STR]+1[enhancement], -1[*enlarge person], +5[*Greater Enhance Equipment], +6/+8[*Inspired Rage +2, Song of the Beast +2, furious +2, Amplified Rage +2], -3[*Power Attack])
• damage******: 2d8+18 bludgeoning (2d8[base+impact]+13[STRx1.5]+4[Deadly Rhythm]+1[enhancement], +2d[*Encompassing Light], +1d[*enlarge person], +5[*Greater Enhance Equipment], +8/+11[*Inspired Rage +3, Song of the Beast +3, furious +2, Amplified Rage +3], +9[*Power Attack], +base x2[*Vital Strike])
• critical: 15-20/x2
Weapon (horns):
+1 furious training (Vital Strike, Improved Vital Strike) horn blades
• attack**** (primary): +21 (+11[BAB]+9[STR]+1[enhancement], -1[*enlarge person], +4[*Greater Enhance Equipment], +6/+8[*Inspired Rage +2, Song of the Beast +2, furious +2, Amplified Rage +2], -3[*Power Attack])
• attack**** (secondary): +16 (+6[BAB]+9[STR]+1[enhancement], -1[*enlarge person], +4[*Greater Enhance Equipment], +6/+8[*Inspired Rage +2, Song of the Beast +2, furious +2, Amplified Rage +2], -3[*Power Attack])
• damage****** (primary): 1d6+10 piercing/slashing (1d6[base]+9[STR]+1[enhancement], +2d[*Encompassing Light], +1d[*enlarge person], +4[*Greater Enhance Equipment], +8/+11[*Inspired Rage +3, Song of the Beast +3, furious +2, Amplified Rage +3], +9[*Power Attack], +base x2[*Vital Strike])
• damage****** (secondary): 1d6+5 piercing/slashing (1d6[base]+4[half STR]+1[enhancement], +2d[*Encompassing Light], +1d[*enlarge person], +4[*Greater Enhance Equipment], +4/+5[*Inspired Rage +1, Song of the Beast +1, furious +2, Amplified Rage +1], +3[*Power Attack], +base x2[*Vital Strike])
• critical: 20/x2
Weapon (war boomerang):
War boomerang
• attack*: +10/+5/+0 (+11[BAB]-1[DEX], -1[*enlarge person])
• damage****: 1d6+9 bludgeoning (+9[STR], +2d[*Encompassing Light], +1d[*enlarge person], +4/+6[*Inspired Rage +2, Song of the Beast +2, Amplified Rage +2], +base x2[*Vital Strike])
• critical: 20/x2
• range: 30
Armor (chainmail):
celestial armor
• light armor
• armor bonus: +9 (+6[base]+3[enhancement])
• max Dex/Str: +8* (+8[base], +1[*sash])
• ACP: -2* (-2[base], +1[*sash])
• weight: 20 lbs

Half-orc pitborn tiefling (humanoid, human, native outsider, orc) Darkvision (60'), Fiendish Sprinter, Pass for Human (Half-Orc), Selfish Teleport, Thick Fur (replaces Scaled Skin) Favored Class Bonuses (skald) Increase the skald’s total number of raging song rounds per day by 1 (x15).

Traits Community-Minded (Regional), Misbegotten (Drawback, has a bull's head), Optimistic Gambler (Campaign), Savant (percussion) (Social)

Feats Basic Magic Training* (Warp) (from race), Life Conversion* (from casting tradition), Wild Casting* (from casting tradition); Deadly Horns (level 3); Amplified Rage* (from oaths); Craft Magic Arms and Armor* (skald 7), Leadership (level 7); Escape Route* (from oaths); Lingering Performance (level 11); Outflank* (from oaths); Battle Fanfare (level 15); Cornugon Smash* (from greatclub), Improved Vital Strike* (from tusk blades), Power Attack* (from greatclub), Vital Strike* (from tusk blades)

Skills
Acrobatics* (from headband) +15* (15[ranks]-1[DEX]+3[class]-2[trait], -1[*ACP])
Bluff* (from Versatile Performance [sing]) +34 (+27[Perform (sing)]+7[Fearsome Mien])
Climb +13** (1[ranks]+9[STR]+3[class], -1[*ACP], +1[*enlarge person], +4/+6[*Inspired Rage +2, Song of the Beast +2, Amplified Rage +2])
Diplomacy +27 (15[ranks]+6[CHA]+3[class]+3[circlet])
Fly +15** (15[ranks]-1[DEX]+3[class]-2[trait], -1[*ACP], -2[*enlarge person])
Handle Animal* (from Versatile Performance [percussion]) +34 (+34[Perform (percussion)])
Intimidate* (from Versatile Performance [percussion]) +41 (+34[Perform (percussion)]+7[Fearsome Mien])
Knowledge (arcana) +6 (1[ranks]+2[INT]+3[class])
Knowledge (dungeoneering) +6 (1[ranks]+2[INT]+3[class])
Knowledge (local) +6 (1[ranks]+2[INT]+3[class])
Knowledge (nature) +6 (1[ranks]+2[INT]+3[class])
Knowledge (planes) +6 (1[ranks]+2[INT]+3[class])
Knowledge (religion) +6 (1[ranks]+2[INT]+3[class])
Linguistics +6 (1[ranks]+2[INT]+3[class])
Perception +21 (15[ranks]+3[WIS]+3[class])
Perform* (percussion) (from Warleader sphere)+34 (15[ranks]+6[CHA]+3[class]+3[circlet]+5[Gladiator sphere]+2[trait])
Perform (sing) +27 (15[ranks]+6[CHA]+3[class]+3[circlet])
Ride +15* (15[ranks]-1[DEX]+3[class]-2[trait], -1[*ACP])
Sense Motive* (from Versatile Performance [sing]) +27 (+27[Perform (sing)])
Spellcraft* (from headband) +20 (15[ranks]+2[INT]+3[class])
Stealth +1* (1[ranks]-1[DEX]+3[class]-2[trait], -1[*ACP])
Survival +18 (15[ranks]+3[WIS])
Swim +18** (6[ranks]+9[STR]+3[class], -1[*ACP], +1[*enlarge person], +4/+6[*Inspired Rage +2, Song of the Beast +2, Amplified Rage +2])
Use Magic Device +27 (15[ranks]+6[CHA]+3[class]+3[circlet])

Languages Abyssal, Common

Skald (Belkzen War Drummer / Totemic Skald) 15 casting (Basic Magic Training), casting tradition, deadly rhythm (+4 damage, Improved Critical, Quick Draw), fearsome mien +7, martial tradition (exchanged proficiencies), raging song (52 rounds/day; Dirge of Doom, Inspired Rage +4/+4, Siege Drums, Song of Marching, Song of Strength, Song of the Fallen), spellcasting (CL 15), spell pool (x2); versatile performance x2 (percussion, sing), well-versed; rage powers x5 (Celestial Totem, Greater Celestial Totem, Increased Damage Reduction, Lesser Celestial Totem, Song of the Beast), totem (bull); totem empathy (charm animal 3/day); wild shape (beast shape iii as druid level-1) 2/day; DR (3/–)

Casting Tradition (Spheres of Power):
Tormented Sorcerer
Magic Type: Arcane
Casting Ability Modifier: Charisma
Drawbacks: Consciousness Linked, Draining Casting, Galvanized, Magical Signs (aura of black fire, smell of brimstone), Somatic Casting, Verbal Casting
Boons: Drawback Feats x2 (Life Conversion, Wild Casting), Overcharge

Combat Talents (Spheres of Might):
Combat Training: Proficient (x7 talents from feats, x4 talents from martial tradition, x3 talents from oath boons)
Practitioner Ability Modifier: Charisma

Beastmastery sphere
- Companionship drawback
Improved Pet
- Pet* (from Companionship)

Berserker sphere (from martial tradition), Berserking, Brutal Strike

Equipment sphere (from martial tradition)
Critical Genius (greatclub)
Force Redirection Technique (from martial tradition)
- Tribal Training* [discipline] (from base sphere)

Gladiator sphere, Boast (Prowess [boast]), Demoralization (Strike Fear [demoralization])
- Entertainer (Perform [percussion]) drawback
Master of Fear

Guardian sphere (from martial tradition)
Cold Iron Call
Durable
Endure Pain
- Greater Delayed Damage* (from Indifferent Defender)
- Indifferent Defender drawback

Warleader sphere, Shout[url] ([url=http://spheresofpower.wikidot.com/warleader-sphere#toc3]Fierce Shout [shout]), Tactics (Aggressive Flanking [tactic])
- Conductor (Perform [percussion]) drawback
• Focusing Tactics
- Lead By Example drawback
- Triumph* (from Lead By Example)

Magic Talents (Spheres of Power):
CL +1, MSB +1, MSD 12, spell pool x1, talents x1

Warp* sphere (from race, Basic Magic Training), Teleport
- Personal Warp drawback
- Pouncing Teleport* (from Personal Warp)

Martial Tradition (Spheres of Might):
Enduring Strongman
Enduring Strongmen are raised in tough and brutal conditions, be they harsh climates or extraplanar hellscapes. They fight with exotic weapons made from the few resources they have available, such as rocks and sticks, and have learned to take damage as much as they deal it out.

Bonus Talents:

Equipment: Tribal Training
Berserker sphere
Guardian sphere (Indifferent Defender drawback)
Variable Enduring Strongmen gain a talent of their choice from the Equipment sphere.

Masterpieces:
Masterpieces
• Battle Song of the People's Revolt (Stealth Synergy)
• Music Beyond the Spheres
• The Sea Is Now My Sky

Oaths:
Oath of Offerings (7 OP); boons: Bonus Feats (3 OP), Bonus Talents (2 OP), Enhanced Abilities (2 OP)

Equipment/gear:
• "Beatstick," +1 furious impact training (Power Attack, Cornugon Smash) greatclub, crafted (36,305 gp)
+1 furious training (Vital Strike, Improved Vital Strike) tusk blades, crafted (16,350 gp)
amulet of natural armor +2, crafted (4,000 gp)
celestial armor, crafted (11,350 gp)
circlet of persuasion, crafted (2,250 gp)
cloak of resistance +5, crafted (12,500 gp)
feather step boots, crafted (1,000 gp)
earring of disguise, crafted (900 gp)
headband of vast intelligence +4, crafted (8,000 gp)
ring of protection +3 (18,000 gp)
sash of the war champion, crafted (2,000 gp)
• skald's kit (no waterskin, canteen; 38 gp)
sleeves of many garments, crafted (100 gp)
traveler's any-tool, crafted (125 gp)
tree feather token x3, crafted (300 gp)
wand of endure elements 50/50 (750 gp)
wand of enlarge person 50/50 (750 gp)
wand of protection from evil 50/50 (750 gp)
wand of retrieve item 50/50 (4,500 gp)
• war boomerang x2 (6 gp)
26 gp remaining

--------------------------------------------------------------------

Name Herbert
Familiar 15
Type Toad
Size Diminutive Space 1' Reach 0'

Str 1 (-4)
Dex 12 (+1)
Con 6 (-2)
Int 13 (+1)
Wis 15 (+2)
Cha 5 (-3)

HP 40* (70[half master's hp]-30[CONx15], +60[*Inspired Rage +30, Amplified Rage +30])

AC 23* (10+1[DEX]+8[natural armor]+4[size], -1[*Inspired Rage])
AC, touch 15* (10+1[DEX]+4[size], -1[*Inspired Rage])
AC, flatfooted 22* (10+8[natural armor]+4[size], -1[*Inspired Rage])
DR 0* (3/– [*Inspired Rage])
SR 20

Initiative +1
Speed 5'

Fortitude +7* (+9[base]-2[CON], +4[*Inspired Rage +2, Amplified Rage +2])
Reflex +6 (+5[base]+1[DEX])
Will +10* (+9[base]+1[WIS], +4[*Inspired Rage])

BAB +11
CMB +3* (+11[BAB]-4[STR]-4[size], +4/+6[*Inspired Rage +2, Song of the Beast +2, Amplified Rage +2]))[/smaller][/i]
CMD 14* (10+11[BAB]-4[STR]+1[DEX]-4[size], +3/+5[*Inspired Rage +1, Song of the Beast +2, Amplified Rage +2])
CMD, flatfooted 13* (10+11[BAB]-4[STR]-4[size], +3/+5[*Inspired Rage +1, Song of the Beast +2, Amplified Rage +2])

Weapons none Armor none

Toad low-light vision, scent

Feats Amplified Rage* (from teammate), Escape Route* (from teammate), Lunge (retrained at level 8), Outflank* (from teammate)

Skills Acrobatics 15+4, Climb 1+4, Diplomacy 15-3, Fly 15+12, Knowledge (arcana) 1+1, Knowledge (dungeoneering) 1+1, Knowledge (local) 1+1, Knowledge (nature) 1+1, Knowledge (planes) 1+1, Knowledge (religion) 1+1, Linguistics 1+1, Perception 15+5, Perform (percussion) 15+0, Perform (sing) 15+0, Ride 15+1, Spellcraft 15+1, Stealth 1+12, Survival 15+2, Swim 6+4, Use Magic Device 15-3

Familiar (Valet) 15 able assistant, aide to all, deliver aid, deliver touch spells, empathic link, magical manipulation, natural armor adj +8, speak with master, spell resistance (SR 20), teammate, valet skills

--------------------------------------------------------------------

Name: Peri Heartfire
Race: Emberkin aasimar (half-orc)
Alignment: LG
Classes: Wraith (Unbodied) cohort

Size Medium
Reach 5' Space 5'

Str 8 (-1) (8[base])
Dex 10 (+0) (10[base])
Con 12 (+1) (12[base])
Int 22 (+6) (15[base]+2[enhancement]+3[levels]+2[race])
Wis 14 (+2) (14[base])
Cha 15 (+2) (13[base]+2[race])

HP 78 (65[13d8(13x5)]+13[CONx13])

AC 10 (10[base])
AC, touch 10 (10[base])
AC, flatfooted 10 (10[base])
Resistance negative 5

Initiative +0 (0[DEX])

Speed 30' (30'[no armor])

Fortitude +5* (+4[base]+1[CON], +2[*vs death/necromancy])
Reflex +8* (+8[base]+0[DEX], +2[*vs death/necromancy])
Will +10* (+8[base]+2[WIS], +2[*vs death/necromancy])

BAB +9
CMB +8 (+9[BAB]-1[STR])
CMD 18 (10+9[BAB]-1[STR]+0[DEX])
CMD, flatfooted 18 (10+9[BAB]-1[STR]+0[DEX])

Weapon (Bludgeon):
• attack (Beatstick): +15 (+9[BAB]+6[INT])
• damage (Beatstick): 1d10 bludgeoning (1d10[base])
• critical: 20/x2
Armor none

Half-orc emberkin aasimar (humanoid, human, native outsider, orc) Deathless Spirit, Light Attuned, Scion of Humanity (half-orc), Skilled (Knowledge: Planes, Spellcraft), Darkvision (60'), Scion of Humanity (Half-Orc)

Favored Class Bonuses (wraith) +1 skill, gain +1/4 sacred bonus on saves against effects that would end possession (x12).

Feats Cantrips* (free for casters), Extra Magic Talent* (Light) (from race), Extra Magic Talent (level 1); Craft Wondrous Item (level 3); Craft Implement of Power (level 5); Extra Magic Talent (level 7); Silent Spell (level 9); Still Spell (level 11); Technologist (level 13)

Skills
Fly +10 (1[ranks]+3[class]+6[Path of the Poltergeist])
Heal (Medicine) +19* (13[ranks]+6[INT], [*Technologist])
Knowledge (arcana) +22 (13[ranks]+6[INT]+3[class])
Knowledge (dungeoneering) +19 (13[ranks]+6[INT])
Knowledge (engineering) +19* (13[ranks]+6[INT], [*Technologist])
Knowledge (geography) +19* (13[ranks]+6[INT], [*Technologist])
Knowledge (local) +19 (13[ranks]+6[INT])
Knowledge (nature) +19 (13[ranks]+6[INT])
Knowledge (planes) +21 (13[ranks]+6[INT]+2[race])
Knowledge (religion) +22 (13[ranks]+6[INT]+3[class])
Perception* (from headband) +18 (13[ranks]+2[WIS]+3[class])
Spellcraft +24 (13[ranks]+6[INT]+3[class]+2[race])
Stealth +16 (13[ranks]+3[class])

Languages Abyssal, Celestial, Common, Infernal

Wraith (Unbodied) 13 casting (Mid-Caster), casting tradition, haunt path (Path of the Poltergeist: improved path possession, path possession, path skill), permanent wraith, spell pool (2xlevel+INT), spirit rider, wraith haunts x6 (Benevolent Passenger, Ghost in the Machine, Ghostly Talent, Lengthened Control, Object Ride, Possess Armaments); possession (extraordinary abilities, supernatural abilities); manifest; greater possession

Casting Tradition (Spheres of Power):
Celestial Wizard
Magic Type: Arcane
Casting Ability Modifier: Intelligence
Drawbacks: Consciousness Linked, Magical Signs (vessel shines with golden light), Somatic Casting x2, Verbal Casting
Boons: +1 spell point per level gained in casting classes

Magic Talents (Spheres of Power):
CL +9 (+12 Enhancement, +11 Life, +10 Light, +16 Telekinesis), MSB +1, MSD 12, spell pool x32, talents x9+6

Enhancement sphere, Enhance (Enhance Equipment)
- Deep Enhancement* (from Marking Enhancements)
Greater Enhance Equipment
- Marking Enhancements drawback

Life sphere, Cure, Invigorate, Restore
Deeper Healing
Painkiller
Ranged Healing
Restore Health
Restore Senses
Restore Spirit

Light* sphere (from race), Glow (Bright Light)
Encompassing Light [light]
- Glory* (from Light Focus drawback)
- Light Focus drawback

Telekinesis sphere, Telekinesis (Bludgeon, Catch, Hostile Lift, Sustained Force)
Effortless Telekinesis
Flight
Quick Reactions

Equipment/gear:
headband of vast intelligence +2, crafted (2,000 gp)
implement of Enhancement +3 (golden ring), crafted (9,000 gp)
implement of Life +2 (amulet), crafted (4,000 gp)
implement of Light +1 (circlet), crafted (1,000 gp)
implement of Telekinesis +3 (silver ring), crafted (9,000 gp)
wand of focus [Enhancement sphere, Enhancement: Bodily Enhancement drawback, Enhancement: Enhance Focus*] (1,000 gp)
wand of revelation [Light sphere, Light: Light Focus drawback, Light: Revelation*] (1,000 gp)

--------------------------------------------------------------------

Action summary (Chella):
Full round
• charge
• full attack
• Pouncing Teleport
• withdraw

Standard
• attack (Improved Vital Strike)
• Brutal Strike (Improved Vital Strike)
• cast spell
• start raging song or masterpiece
• Strike Fear
• Teleport
• total defense and regain martial focus

Move
• begin Tactic (Aggressive Flanking)
• maintain Tactic
• move
• retrieve item
• Shout (when threatening during raging song, 1/round): Fierce Shout (+8 morale bonus to damage)
• start raging song or masterpiece

Swift
• maintain Tactic
• Shout (on successful attack action): Fierce Shout (+8 morale bonus to damage)
• Shout (when threatening during raging song, 1/round): Fierce Shout (+8 morale bonus to damage)
• start raging song or masterpiece

Immediate
• Boast (on critical hit or drop enemy or successful maneuver): Prowess (roll next weapon attack twice)

Free
• Berserking (on start of turn): -2 AC, +14 temp hp
• Cornugon Smash: demoralize on Power Attack
• maintain raging song and Tactic
• Shout (on successful attack action, spend martial focus): Fierce Shout (+8 morale bonus to damage)

Other
• delayed damage pool (on taking damage or spell effect or extraordinary effect): 44 hp

Action summary (Herbert):
Full round
• aide to all: aid three adjacent creatures
• deliver aid: move, aid another, move

Standard
• aid another
• cast open/close or prestidigitation

Move
• Focusing Tactics (when affected by a Tactic or Shout)

Action summary (Peri):
Standard
• Bludgeon and maintain Telekinesis
• Catch
• Cure (1 spell point): heal 4d8+40 hp
• Glow
• Glow (Bright Light)
• Glow (Encompassing Light, Glory): damage and reach like a huge creature
• Hostile Lift
• Invigorate: 20 temp hp, heal 20 nonlethal damage
• Possession (1 spell point)
• Restore (1 spell point)
• Telekinesis

Move
• Concentrate on spell
• Focusing Tactics (when affected by a Tactic or Shout)
• Manifest

Free
• end Manifest
• Flight (1 spell point): 30' (perfect) flight
• Glory
• Sustained Force (1 spell point)