Well, they say it's good to be bad. 4d6 - 3 ⇒ (3, 5, 6, 6) - 3 = 17
...And it is. Really good. Jing the Evil GM: I have a character nearly ready to go, but I just had a few questions before I finish everything up.
I'm planning to go with an unchained summoner and for the freebie I was looking at the Devil Binder archetype. Would I be allowed to ignore the Infernal Binding feature of that archetype since it sort of penalizes the eidolon's ability to be effective in melee, or is that the sort of thing I'd have to keep? Also, since I like to plan a little ahead, would you allow us to take prestige classes when we get to that point? I've always wanted to play a diabolist.
1st Set:
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Favored: 15 + 1d3 ⇒ 15 + (2) = 17 Normal: 10 + 1d6 ⇒ 10 + (1) = 11 Normal: 10 + 1d6 ⇒ 10 + (6) = 16 Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11 Unfavored: 8 + 1d6 ⇒ 8 + (4) = 12 2nd Set:
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (2) = 17 Favored: 15 + 1d3 ⇒ 15 + (2) = 17 Unfavored: 8 + 1d6 ⇒ 8 + (2) = 10 Unfavored: 8 + 1d6 ⇒ 8 + (6) = 14 Unfavored: 8 + 1d6 ⇒ 8 + (1) = 9 I'd like to submit Wylandra Amastacia, a half-elf amnesiac psychic (who still remembers 1d3 ⇒ 2 things about herself: her name and her love of the stars), for your consideration. And I'll be taking set #2 for her stats. Still have the physical description and personality(-ties?) to write up, but I wanted to make sure I got the crunch and backstory up before I missed the deadline.
Female Human
Thanks for the feedback so far! As far as Kingdom roles are concerned, I didn't have the Ruler position in mind for either of the concepts. The gathlain I imagined in the role of Magister, although Grand Diplomat would be a better fit for her personality; that and having the point person between an up-and-coming human kingdom and the Fey being a fey, I think, would be neat. But eventually I'm guessing she would also have to establish contact with human settlements, too, and I'm also guessing that that wouldn't go over so well. Correct me if I'm mistaken. The summoner I originally saw as a Councilor, but I think I could also swing High Priest (if we want the official religion to have a very nature-y vibe). She would be from House Medvyed, if that makes any difference in her viability as a potential Ruler. Would the Swordlords entrust the governing of their... vassal state(?) to a woman who's been "marked by the Fey"? Might have to think of a different background otherwise if the other player doesn't care for being the Ruler. Lots to think about.
Female Human
Hello everyone! I'm Kat, and your DM has generously invited me to join your game! I've wanted to play Kingmaker for the longest time so I'm thrilled to be given the opportunity to join you all. I have a few concepts in mind already and I'd be glad for any input you all could provide for what you would think would work best for your party. Concepts:
My initial idea for whenever a Kingmaker recruitment next opened up was for a LN Human Blood Summoner. Daughter to deposed Galtan nobles and distantly related to the Surtova family, she would have joined the expedition as a "favor" to the Lord Regent for the continued care and protection of her younger siblings. But! I'm going to go out on a limb and say that this concept will not mesh well with the current group (what with the blood sacrifice and assorted diabolatry and what not), so back on the shelf she goes.
My other concepts, in no particular order, are: I've a few other, more nebulous ideas floating around my noggin at the moment, but I'd like to hear back from you all before I think too hard on any one of them. If someone could let me know which leadership positions you all were looking to fill, that might help me narrow down some things, too. =)
Rolls:
Stat #1: 3d6 - 1 + 6 ⇒ (4, 1, 5) - 1 + 6 = 15
Stat #2: 3d6 - 1 + 6 ⇒ (1, 1, 5) - 1 + 6 = 12 Stat #3: 3d6 - 2 + 6 ⇒ (3, 2, 6) - 2 + 6 = 15 Stat #4: 3d6 - 1 + 6 ⇒ (1, 2, 3) - 1 + 6 = 11 Stat #5: 3d6 - 1 + 6 ⇒ (4, 1, 2) - 1 + 6 = 12 Stat #6: 3d6 - 3 + 6 ⇒ (5, 3, 5) - 3 + 6 = 16 I would like to put forward Ilysaria Zenderholm for your consideration. She is a half-elf Swashbuckler/Warpriest of Calistria. What with the feat tax house rule, the extra feats from Swashbuckler, and the extra feats from Warpriest, I'm hoping to build a fairly competent whip tripper/striker. Lys should also be able to fill the roles of buffer, secondary healer, and face. Everything should be accounted for in the alias, but please let me know if I've overlooked anything. Thanks!
Set #1:
Stat #1: 4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13
Stat #2: 4d6 - 1 ⇒ (3, 3, 1, 4) - 1 = 10 Stat #3: 4d6 - 1 ⇒ (3, 1, 6, 6) - 1 = 15 Stat #4: 4d6 - 2 ⇒ (2, 5, 5, 5) - 2 = 15 Stat #5: 4d6 - 4 ⇒ (6, 4, 6, 6) - 4 = 18 Stat #6: 4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10 Stat #1: 4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
Stat #2: 4d6 - 1 ⇒ (3, 6, 1, 5) - 1 = 14 Stat #3: 4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12 Stat #4: 4d6 - 1 ⇒ (4, 1, 5, 4) - 1 = 13 Stat #5: 4d6 - 1 ⇒ (4, 1, 3, 6) - 1 = 13 Stat #6: 4d6 - 1 ⇒ (2, 5, 1, 5) - 1 = 12 Stat #1: 4d6 - 1 ⇒ (2, 1, 2, 6) - 1 = 10
Stat #2: 4d6 - 2 ⇒ (2, 5, 4, 2) - 2 = 11 Stat #3: 4d6 - 1 ⇒ (1, 4, 4, 5) - 1 = 13 Stat #4: 4d6 - 2 ⇒ (3, 6, 4, 2) - 2 = 13 Stat #5: 4d6 - 2 ⇒ (2, 3, 3, 5) - 2 = 11 Stat #6: 4d6 - 1 ⇒ (6, 4, 1, 6) - 1 = 16 I'd like to submit Ilystria Leafheart for consideration. She is a Gathlain Bard with the Luring Piper archetype. I'm not sure if you would consider the Fey to be "monsters", but I hope you at least find her story suitably redemption-y. Everything should be accounted for in the alias with the exception of finalizing the gear, which I plan to finish up this afternoon.
I'd like to submit Ilysaria Zenderholm, a half-elf Evangelist Cleric of Calistria. Her role will primarily be buffing, face skills, and melee support (hopefully she'll be half-way decent at tripping and disarming with her whip, but we'll see). Not really planning on multiclassing in the future (but if I did, it would probably be to Inquisitor). Thanks!
Stats:
Stat #1: 4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
Stat #2: 4d6 - 1 ⇒ (6, 4, 1, 6) - 1 = 16 Stat #3: 4d6 - 2 ⇒ (6, 2, 3, 5) - 2 = 14 Stat #4: 4d6 - 4 ⇒ (4, 5, 5, 6) - 4 = 16 Stat #5: 4d6 - 1 ⇒ (4, 1, 3, 5) - 1 = 12 Stat #6: 4d6 - 1 ⇒ (1, 5, 2, 1) - 1 = 8 I would like to submit Inessa, an unchained Spirit Summoner (of Life). I hope that she would be able to fill a supporting role within the party, buffing and providing a bit of healing via channel energy, while her eidolon, Vizaresh, would serve as a tanky-type frontliner. Please let me know if I should tone down the background in regards to the Clergy Member trait!
Hello DM Default, and fellow applicants. I'd like to put up a character for consideration while there's still some time left: Syeira Istrati [Female Human Cartomancer Witch]. Best of luck everyone!
I'd like to put up a character for consideration: Imhara Khamisi. My plan would be for her to serve primarily as a buffer/debuffer and secondarily as a healer/damage dealer. I believe everything is accounted for in the alias, but please let me know if something needs revising. Thanks!
I'd love to put forth a character for consideration. Ilystria Leafheart, Gathlain Oracle of Nature. I went outside the box a little with the race, but how many opportunities to play a fey creature is a girl going to get? Seeing as there are quite a bit of First Worlders within Ustalav, I didn't think it was too much of a stretch. The background is complete, but I may expound more on her personality when the inspiration strikes me. Ideally, I see her as a dedicated healer and party buffer. Her animal companion would be helping with the front line. The Spirit Guide archetype will offer a lot of utility, but for the most part, I think she'd remain pretty firmly bonded with the spirit of life when she gets to that point. Please let me know what you think! EDIT: Here's the information for her animal companion, Fenmaer.
Hello everyone. DM Default, I'd like to submit a character for consideration: Laetitia Corvus. Everything should be accounted for in the alias. The Umbral Mesmerist is from the Occult Realms Campaign Setting, though, so if you'd rather not have that, I can change her to a straight Mesmerist. The class is more than interesting enough to play either way.
Hello Many-Faced GM, fellow applicants. Since the first thing that pops into my head when I see Varisia is Harrow Cards, I'm happy to submit my character, Izbela, and her stick-in-the-mud eidolon, Algon. Izbela, Unchained Story Summoner:
Izbela Vauni
Female Human (Varisian) Unchained Summoner 1 Archetype Story Summoner NG Medium Humanoid (Human) Init +3 Senses Perception +0 ================================================= DEFENSE ================================================= AC 13 Touch 12 Flat-footed 11 (+1 armor, +2 Dex) hp 7 ((1d8)-1) Fort -1 Ref +2 Will +2 (+1 Will vs. enchantment) ================================================= OFFENSE ================================================= Speed 30 ft. Melee unarmed -1 (1d3-1, 20/x2) Summoner Spell-Like Abilities summon monster i (7/day) Summoner Spells Known (CL 1st; concentration +5)
Bonus Eidolon Hit Point Add +1 hit point to the summoner's eidolon. Bonus Feat Humans select one extra feat at 1st level. Cantrips A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal. Eidolon A summoner begins play with the ability to summon to her side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of her languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. A summoner can summon her eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, her eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Harrow Born (Varisian) You grew up around the mysterious fortune-tellers known throughout Ustalav and Varisia. You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks. Harrowed Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. You get a +1 bonus on all Will saves made to resist enchantment effects. 1/day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card's suit. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not. Harrowed Summoning Your summoned creatures are empowered by the magic of the harrow. When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell’s casting time. For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card’s suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card’s alignment is a true match for the summoned creatures’ alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell’s duration is unchanged. Life Link (Su) At 1st level, a summoner forms a close bond with her eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points she has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal. Planar Savant You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier. Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Storykin Eidolon Unlike most eidolons, a story summoner’s eidolon cannot touch or attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. As a standard action while her eidolon is summoned, the story summoner can draw a random card from a complete harrow deck she owns. For a number of rounds equal to 1/2 the summoner’s class level (minimum 1), the eidolon’s alignment changes to match that of the harrow card drawn, and the eidolon gains a +4 enhancement bonus on the ability score linked to the drawn card’s suit. The eidolon continues to follow its summoner’s orders regardless of its alignment. The story summoner can use this ability a number of times per day equal to 3 + her Charisma modifier. Summon Monster I (Sp) At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call her eidolon. As a result, she can use this ability only when her eidolon is not summoned. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell. Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes. =================================================
Izbela is about as far from a typical Varisian as one can be. Often the most defining feature of her people--aside from flashy or barely-there attire--is their deep olive skin tone. Bela's complexion, however, is remarkably pale, a reflection of the many years she's spent indoors since leaving Sandpoint. Pale blue eyes, set into a fine-boned oval face, contrast sharply with the glossy, black hair common to her people. Whereas her people tend to prefer to wear lighter, diaphanous material, Bela favors a less showy style of dress, often made out of heavier fabrics. Although a black sheep both in her family and growing up in her neighborhood at Sandpoint, Izbela's social skills have flourished in her time at The Twilight Academy. Feeling as though she finally fit in has helped bolster her confidence in dealing with others. Yet, given her age, she often lacks the emotional maturity to form meaningful attachments to those same people. As such, the charm she possesses is rather superficial in nature, and while she is generally polite to others, if pressed she'll admit she'd rather be studying than socializing more often than not. Her studies at The Twilight Academy have turned her curiosity regarding arcana and other planes into a full-fledged obsession. While she is ambitious in regards to her studies and the pursuit of arcane knowledge, the ease with which she conjures other beings has left her a bit indolent in some regards. At times, she perhaps relies a bit too much on others, whether it be summoned creatures or simply those who find her personality particularly charming. Though she is often considered a kind, helpful young woman to most she meets, such kindness stems more from a pragmatic "I help you, you help me" mindset rather than a desire simply to do good. Izbela's typically good-natured disposition does have its breaking points, however. The young woman is relentless in the face of opposition, and if faced with combat, she has no compunctions about using her magic to its deadliest effect. Though she is no commander, she possesses a keen enough intellect to make reasonably sound tactical decisions, often having to decide which creature would be best suited for a task, where the most advantageous position would be, or which enemy her eidolon should focus on. As she often removes herself from the immediate danger of battle--only joining the fray to lob an acid orb or some alchemical weapon when safe to do so--Bela finds that she usually has the time to think tactically, but her cool composure quickly crumples if she finds herself in actual danger. =================================================
Growing up in a very proud, very traditional Varisian household, Bela was exposed to such things as harrow readings from a very young age. While she loved the stories, and dances and nuances of her culture as a girl, the older she became the more she tired of them. Izbela's grandmother, a locally renowned Harrower, often pressured the girl to take up the path of a fortune-teller. To Gran, performing harrow readings was more than a way to earn coin; it was their people's most important connection to the Gods. Bela's love for her Gran initially moved her to try to follow in the old woman's footsteps, but as the years went on, it became clear that it was not meant to be. Much to her grandmother's chagrin, the young woman showed no connection to the harrow and lacked the wisdom to correctly interpret the cards. Furthermore, the older Bela became, the more she began to notice how people laughed at their ways. Resentful that the other ethnicities of Sandpoint saw them as little more than stereotypes, she did all she could to distance herself from traditional Varisian culture, and in doing so, she found her true passion in studying the planes beyond their own. This rebellious streak would last well into the girl's late teen years, only coming to an end with the passing of her Gran. The guilt of having balked at the traditions her grandmother tried to pass on to her, compounded by finding that the family's heirloom harrow deck had been bequeathed to her, ate at Bela's conscience day and night. Although the grief would fade in time, the guilt continued to weigh heavy on her, eventually reigniting the passion she once felt for harrowing as a little girl, however briefly. Determined to make her grandmother proud, Izbela once again took to trying to divine the future through the cards. Unfortunately, while she was sure she felt a connection to the cards, their meanings proved to elude her just as much as they did years ago. During the last of many failed readings, the cards suddenly flew from her hands, forming into a whirling maelstrom. Though she was frightened by the manifestation, she couldn't deny the pull she felt to reach into the chaos and draw out the lone card hovering in the center. The storm of harrow cards died down as abruptly as it had begun, and standing before her, gleaming plate armor and all, was Algon the Paladin. Through her newfound eidolon, Izbela learned of the Harrow Realm and how to draw upon the power of that plane to work magic upon this one. Feeling that her talents would never flourish in the small town of Sandpoint, Bela packed her belongings, endured a tearful goodbye from her mother, and traveled to Galdurian to study at The Twilight Academy. Though not as prestigious or well-regarded as the other arcane colleges of Varisia, The Academy is far more accepting of unusual methods of magic, such as Bela's harrow-drawn summoning abilities. It's been nearly two years now since beginning her studies, and in that time she has learned a great deal. But Izbela knows that she has only scratched the surface in finding out what she's capable, and so when a message arrives from her mother, imploring her to come home to witness the Swallowtail Festival and the consecration of the new temple, her first instinct was to refuse, worried about the time it would take away from her training. As she sits down to pen a reply gently letting her mother down, the same heavy feeling of guilt she felt after her Gran's passing starts to well up, and so, with a resigned sigh, she begins to make arrangements to travel back to Sandpoint. Algon the Paladin:
Algon the Paladin
Male Unchained Eidolon 1 LG Medium Eidolon Init +1, Senses Darkvision (60 ft.); Perception +4 ================================================= DEFENSE ================================================= AC 15 Touch 11 Flat-footed 14 (+1 Dex, +4 Natural) hp 12 ((1d10)+2) Fort +3 Ref +1 Will +2 (+4 bonus on saving throws against poison) ================================================= OFFENSE ================================================= Speed 30 ft. Melee greatsword +4 (2d6+4/19-20) Melee slam +4 (1d8+4) ================================================= STATISTICS ================================================= Str 16 Dex 12 Con 13 Int 7 Wis 10 Cha 11 Base Atk +1; CMB +4; CMD 15 Feats Martial Weapon Proficiency (Greatsword) Skills Intimidate +12, Perception +4, Ride +5, Sense Motive +4 SQ darkvision, eidolon progession lv.1, improved natural armor, limbs (arms), limbs (legs), link, share spells, slam Other Gear greatsword, slam, backpack [bedroll, blanket (2), grooming kit, trail rations (1), sunrod] ================================================= SPECIAL ABILITIES ================================================= Archon Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals-including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Eidolon Progession Lv.1 At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison. Improved Natural Armor (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2. Limbs (Arms) (Ex) The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once. Limbs (Legs) (Ex) The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once. Link (Ex) A summoner and her eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to her eidolon at any time. In addition, magic items interfere with the summoner's connection to her eidolon. As a result, the summoner and her eidolon share magic item slots. For example, if the summoner is wearing a ring, her eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item. Share Spells (Ex) The summoner can cast a spell with a target of "you" on her eidolon (as a spell with a range of touch) instead of on herself. A summoner can cast spells on her eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Skills (Diplomacy, Heal, Intimidate, Ride) Slam (Ex) The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of the eidolon's limbs (arms) evolutions. =================================================
Towering over most mortals at a height of over six and half feet, the entity known as Algon the Paladin cuts quite an intimidating figure without necessarily meaning to. Clad in what appears to be heavy plate armor the color of burnished gold, this is actually part of his natural armor and thus is an intrinsic part of his form. Glowing golden eyes peer out from beneath a winged, plumed helm of steel, obscuring most of the creature's facial features except for a square jaw and a pair fairly thin lips, almost perpetually downturned in a grim-faced scowl. A pair of thick leather gloves and a blood-red cape fastened over broad-set shoulders completes the outsider's look. In the fight of good versus evil, Algon unquestionably views himself as "good". Unfortunately for most people that he comes across, "good" doesn't always mean "nice". He acts according to a strict moral code, but, as with many things about the oft-silent outsider, what exactly that code entails is a mystery even to his summoner. Outside of threatening his enemies or barking orders, Algon usually finds he has little to say. Despite his gruff demeanor, he takes his duty to protect Izbela very seriously, though this is partly due to the fact that he thinks her weak. As such, he frequently interposes himself between her and whomever he considers a threat, which, as it happens, is a great many people. Because of their fairly disparate natures, Izbela often finds herself reluctant to call upon Algon outside of combat. Disclaimer: Just in case anyone's groaned when they read this submission, let me assure you: I understand where "summoner hate" typically comes from and--on the off chance I'm selected--you won't have to worry about spotlight-hogging. I'm no great fan of talking to myself, so any interactions between Bela and Algon will be kept to the barest of minimums. ;)
Here is my submission for the Life Oracle, Belasara. I'm sorry if I started to ramble a bit at the back story. I literally couldn't fall asleep until I finished writing it. And again, please let me know if the pseudo-pacifism isn't going to work and I'll adjust accordingly. =) Belasara, Oracle of Life: Belasara Vileux
Female Human oracle 3 Archetype Spirit Guide NG Medium humanoid (human) Init +1, Senses Perception +3 ================================================= DEFENSE ================================================= AC 14 Touch 11 Flat-footed 13 (+1 armor, +1 Dex, +2 shield) hp 23 (3d8) Fort +2 Ref +3 Will +7 ================================================= OFFENSE ================================================= Speed 30 ft. Melee morningstar +2 (1d8) Melee darkwood shield -2 (1d4) Special Attacks Channel (2d6, DC 15, 5/day) Oracle Spells Known (CL 3rd; concentration +7)
Avid Reader As a youth, you voraciously consumed books and scrolls provided by a member of an adventurer's guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened. Background Skill (Knowledge (Geography), Knowledge (History) x2, Linguistics x3) Bonded Spirit (Su) At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels. Bonus Oracle Spell (3x) Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast. Channel (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 5 times per day. Class Skills A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery. Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Energy Body (Su) As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+3 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+3 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for 3 rounds per day. Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check. Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Since her divine recovery over one year ago, the most distinguishing feature about Bela's appearance has become her vibrancy. From her clear green eyes, to the shine of her near silver blonde hair, to the radiance of her unblemished skin, all these traits give testament to the otherworldly vitality flowing through her. Standing at a rather average height of 5'5" and 110 pounds, Bela's frame has notably filled out since her days as a sickly child. A flowing gown of deep crimson silk and gold brocade (silken ceremonial armor) and matching slippers under a fur trimmed, hooded cloak is all the young woman wears but she wears them with pride--all three gifts from her late mother that are obviously well cared for. =================================================
Belasara is, above all else, a fatalist. Her losses, her brush with death and following miraculous recovery and her divine gift to heal others have all taught her that nothing in this life is random. Things happen because they are destined to happen. While this realization would give most people a pessimistic outlook on life, for Bela it is anything but bleak. Rather, she takes comfort in knowing that the hands of Gods and spirits alike gently push, shape and guide the different aspects of her life. As such, Bela often comes across as poised and collected in the manner that only one with such strength of convictions can be. As a healer, compassion and kindness are her first instincts when she comes across a person in need, but her time visiting different cities has made her wise to the inner workings of others. She understands that people are not always who they present themselves to be, and has become fairly adept at judging people's characters. So while she is still moved to compassion when she sees someone in need of aid, she does her best to help others in a way that doesn't leave her vulnerable to be taken advantage of. To a degree, this compassion also extends to those that would do her harm. While she understands that violence is an inevitable facet of life, and will abide bloodshed caused by others in the name of justice or protecting the innocent, she avoids doing harm unless left with no recourse. In her mind, if the Gods wanted her to shed blood, they would have given her the strength of limb or magic to do so. Despite years of isolation in her younger years, her gift as an oracle and frequent travel have bolstered her social skills, and she now finds it easy to switch between the diplomatic deference one uses to address authority, to the warm, yet unyielding bedside manner healers show a patient, to the dry humor she falls back on when in the presence of good company. =================================================
Born to a seamstress and an Andoran soldier, Belasara was a sickly child from the moment she drew her first breath. So sickly, in fact, that the midwife advised the new parents that it was best not to even name the child, for surely she would not survive long. But Bela proved to take after her father even as a babe, and after three long weeks, the newborn's health slowly began to improve. While she was no longer in danger of going to an early grave, the young Bela was noticeably less rosy and healthy than other children and often exhibited a lack of energy. Concerned that life in the capital city of Almas was too chilly, too noisy, and too harsh for their delicate child, her parents decided to move to a small farming village on the western edge of the Verduran Forest, hopeful that the quieter lifestyle and fresher air would would help bolster Bela's constitution. Unfortunately, Bela's health continued in much the same way as it had previously. Her mother, distraught that her daughter's condition was failing to improve, became increasingly overprotective over her "miracle child", going so far as to keep her from spending too much time outside or playing with the other village children that she considered too rough and tumble. Meanwhile, Bela's father, dissatisfied with his new life as a simple farmer, traveled back to Almas to join an adventurer's guild. It was during this time that Bela discovered her love of reading. Whenever her father came back from an adventure, he always brought back some text for the young girl, whether a book on historical events, a prayerbook from an abandoned church or a scroll in some foreign language. With little else to spend her time on, Bela eagerly threw her full attention into deciphering the texts and teaching herself about the world outside of her home. Life continued in this manner for some years, until the day that Bela's father failed to come home from a mission. After the memorial in his honor, Bela's grieving mother became far more restrictive of the now teenaged girl's comings and goings. Forbidden from venturing outside, and now without her precious supply of books to distract her from the grief, Bela soon began to act out against her mother's seeming arbitrary behavior, frequently taking long, unattended trips into the Verduran Forest to study nature. It was during one of these walks that Bela was bitten by a mangy-looking rat. Upon seeing the wound, her mother chastised the young girl soundly, unloading every worry she had bottled up since her husband's death. Feeling contrite in the face of her mother's pain, Bela apologized and swore that she would no longer continue her contrary behavior. The next day, it quickly became clear that the bite was more grievous than she initially thought. Feverish and weak, she scarcely managed to stumble into her parent's room to warn her mother of her illness before collapsing. The village's herbalist, realizing that this was beyond his expertise, sent his apprentice to the nearby town of Carpenden to fetch a healer. Meanwhile, Bela's condition quickly deteriorated, and by the time the healer had arrived, the young woman had fallen into a coma. Immediately upon noticing the telltale black splotches blooming on her skin, the healer fled the house, proclaiming that the girl had contracted the Black Death and that nothing could be done before making a hasty retreat back to his hometown. Her mother, reminded of the three terrible weeks after Bela's birth, refused to leave her daughter's bedside. She watched, helpless, as Bela's health failed and the young girl approached death's door. Just as the heart-broken widow began to say her goodbyes, Bela's illness suddenly stabilized. So overjoyed was her mother, that she hardly noticed her own weakness setting in. As Bela's fever broke, and the dark blotches began to disappear from her skin, her mother and nearly a dozen other people in their small village contracted the disease. By the time the young woman woke from her coma, more vibrant and lively than ever before, her mother's body--and those of the other infected villagers--had already been put to the pyre. The spirits of the lives she could have saved have haunted her since that day. The decision to leave home was an easy one to make. While the people in the village felt some amount of awe at the divine nature of Bela's recovery and newfound healing powers, it wasn't enough to outweigh the resentment they felt at her bringing the Black Death upon the village in the first place. Additionally, nothing but painful memories and the spirits of the dead awaited the young woman in the now empty house. And so, holding fast to the belief that there was some greater purpose in the Gods deciding to bring her back from Death's grasp, Bela packed up what little adventuring gear her father had left and set out to find her new purpose in life. For over a year, Bela has become something of a fixture in the towns of Verduran Forest, traveling from city to city and town to town every few weeks to offer her services as a healer. It was on one of these such journeys to the town of Belheim that the caravan Bela was riding with was beset by kobolds. With no martial experience or offensive spells in her repertoire, she was easily subdued and taken to the kobold's lair outside of Belheim. Once there, she and the other unfortunate passengers were forced into serving the kobolds, until the breakout staged by Nighttail. Now, feeling somewhat beholden to her rescuer, Bela has taken up arms to defend their ragtag group as they decide their next course of action.
I wouldn't mind putting a character up for consideration. Seeing as your current party is good on damage dealers, I had an idea for a Life Oracle who could serve as a healer, buffer, party face and librarian of sorts. I also planned for her to be, not a pacifist per se, but not comfortable shedding blood herself. But if you or the party feels that this would cause too much of a liability, I'm willing to rework that part. In the meantime, I'll go ahead and make my rolls, and I'll have something posted once I've finished fleshing out the back story. 1st Set:
STR: 3d6 ⇒ (6, 3, 2) = 11 DEX: 3d6 ⇒ (3, 6, 2) = 11 CON: 3d6 ⇒ (6, 4, 4) = 14 INT: 3d6 ⇒ (5, 2, 4) = 11 WIS: 3d6 ⇒ (5, 5, 3) = 13 CHA: 3d6 ⇒ (1, 4, 5) = 10 2nd Set:
4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10 4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15 4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12 4d6 - 1 ⇒ (1, 5, 1, 6) - 1 = 12 4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15 4d6 - 1 ⇒ (4, 3, 2, 1) - 1 = 9 The second set isn't terrible, but I think I'll go with 20 point buy all the same. And for HP: 2nd Level HP: 1d8 ⇒ 7
For a total of 23!
I have an idea for a character, but it involves the Feytouched Hexer archetype from Flaming Crab Games. Her background would involve her being from the town of Fusil in the Verduran Forest, where the settlers have made a pact with the Fey. Would this be acceptable? |