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Jojo is the only goblin survivor of his tribe, who were conquered by the Bumblebrasher goblins. He was spared by the mercy of Warbal, who saw something special in the goblin child's eyes. She adopted Jojo and raised him to be cultured as she was, taught him to read, unlike most goblins, and to tolerate dogs. As such, Jojo is a cultured goblin, who learned the art of the sword (dogslicer) and became a swashbuckler. Jojo has a good heart and will protect Warbal from all dangers. He is an intelligent and nimble goblin, with a sword at his belt. He serves as Warbal's bodyguard when she travels to Breachhill and other settlements. He does not care for the rest of the tribe as much as he does for his adoptive mother, but he would not want them treated unfairly. He finds other races curious and is eager to mingle with them and dispel the common notions about goblins.
Here is the build for Jojo. I will work on the background and will purchase rest of equipment if selected. He can fill a lot of roles: be a front-line fighter with 20 AC, damage dealer with his finisher, trained in thievery, has some Diplomacy, etc.
Jojo, the goblin swashbuckler:
Jojo Swashbuckler 1
Small Goblin Unbreakable Goblin Humanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +5, Diplomacy +4, Lore: One City +3, Nature +3, Performance +4, Society +3, Stealth +7, Thievery +7
Str +2, Dex +4, Con +2, Int +0, Wis +0, Cha +1
Items Leather
AC 18; Fort +5, Ref +9, Will +5
HP 22
Speed 25 feet
Melee Dogslicer +7 (Agile, Backstabber, Finesse, Goblin, Uncommon), Damage 1d6+2 S
Ranged Chakram +7 (Thrown 20 ft.), Damage 1d8+2 S
Extravagant Parry (Swashbuckler) Requirements You're wielding one or more one-handed weapons You use one-handed weapons to parry with style. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn.
Dirty Trick (Attack, General, Manipulate, Skill) Prerequisites trained in Thievery Requirements You have a hand free and are within melee reach of an opponent. You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check against the target's Reflex DC. Critical Success The target is clumsy 1 until they use an Interact action to end the impediment Success As critical success, but the condition ends automatically after 1 round. Critical Failure You fall prone as your attempt backfires.
Confident Finisher (Finisher, Swashbuckler) You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Precision Damage Precise Strike Finisher 2d6
Additional Feats Bouncy Goblin, Pickpocket, Unbreakable Goblin
Additional Specials Panache, Precise Strike, Stylish Combatant, Swashbuckler's Style (Rascal)
Here is the background for my dwarven fighter, Mac (character sheet above). I've linked it to Gerald's character, Hagrym, since we're both dwarves. It made sense to me. I hope there's no issue with that.
Mac Background and Otari ties:
Maclin ("Mac") hails from Galizkhur, a largely dwarven mining settlement, on the southern coast of the Isle of Kortos. Ten (10) years ago, when Mac was only 15, one of his great-uncles, a wizard by the name of Magnus, was caught stealing by Mac's father, Valgrim. Valgrim was set to report Magnus to the dwarven authorities the next morning. During the night, Magnus, who was secretly practicing in the necromantic arts, decided to eliminate Valgrim before his crime could be revealed. He summoned a ghost and ordered it to Kil Valgrim and his family.
During the night, while the family slept, the ghost passed incorporeally through the home's walls. Unbeknownst to the family, Mac could not sleep that night and was wandering the halls of the home looking to entertain himself, when the ghost appeared in his presence. Mac was paralyzed with fear as he heard the ghost's moan and felt his life draining away, as the ghost flew closer to him, his outstretched hand inching closer to him. Then, suddenly, a casting of divine magic made the ghost scurry away in pain, as Hagrym, Mac's older brother and an acolyte in training, who had been awakened by the ghost's moan, appeared with his holy symbol. Mac's father followed, with twin axes in hand, and the ghost was defeated. Magnus, knowing he would be executed for his crimes, fled Galizhur forever.
Mac was forever changed by that experience. Several strands of his hair turned white at the sight of the ghost and never changed back. It was the most terrifying experience of Mac's life, and he promised himself he would never feel that way. While he was not as devout as his brother, Mac dedicated himself to the study of religion and hunting and destroying ghosts. This is the reason Mac has +5 in Religion score and he plans to take the Ghost Hunter dedication feat at 2nd level.
Ties to Otari: As a miner, Mac has built up his muscles and brawn (+4/+3 in Str and Con) to become a capable warrior. He and his brother are charged with delivering the iron ore from the mines to Otari, so he knows Carmen Rajani from Blades for Glades, as well as members of the Garrison. When he is in town, Mac visits Brelda Venkervale, the current dwarven proprietor of the Rowdy Rockfish, to share drinks and stories. He cares for the quaint mining town and is always on the lookout for ghost stories and/or tales about a dwarven necromancer still on the loose.
I am definitely interested as I've never finished it either - will submit a dwarven fighter (mutation warrior). Will work on the crunch and background.
Back with Sylvana's short background (I applied with the elven fighter/rogue). Basically, she grew up in the Celadon forest and as a teenager (in elven years), she lost her beloved sister Aurora, who died under mysterious circumstances. It turns out she was betrayed and she turned into a banshee and Sylvana has dedicated her life to becoming powerful enough to face her sister and end her cursed existence. She wants to set her soul free. However, banshees are CR 13 creatures so Sylvana adventures for gold and experience. She is joining the Champion's Games to win the grand prize and buy herself better equipment. Since this is an undead-based AP, when Sylvana will face her sister is left in the GM's hands.
Here is my Elven Fighter/Rogue. I will work on her background and physical description. Thanks.
Spoiler:
Sylvana Alustriel
Female Elf fighter 6/unchained rogue 3
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +21
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Defense
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AC 25, touch 17, flat-footed 18 (+8 armor, +6 Dex, +1 dodge)
hp 79 (9 HD; 3d8+6d10+24)
Fort +10, Ref +13, Will +9 (+2 vs. fear); +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
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Offense
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Speed 40 ft.
Melee +1 undead-bane cold iron elven branched spear +14/+9 (1d8+22/19-20 ×3 plus 2d6 vs. Undead)
Ranged composite longbow +14/+9 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 undead-bane cold iron elven branched spear)
Special Attacks sneak attack (unchained) +2d6, weapon training (spears +1)
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Statistics
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Str 13, Dex 23, Con 14, Int 13, Wis 14, Cha 8
Base Atk +8; CMB +6; CMD 26
Feats Combat Reflexes, Dodge, Improved Critical (elven branched spear), Iron Will, Lunge, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (elven branched spear), Weapon Specialization (elven branched spear)
Skills Acrobatics +15 (+19 to jump), Disable Device +21, Perception +21, Perform (dance) +5, Stealth +18, Survival +6, Use Magic Device +10; Racial Modifiers +2 Perception, silent hunter
Languages Common, Draconic, Elven
SQ armor training 1, rogue talent (combat trick), trapfinding +1
Combat Gear +1 undead-bane cold iron elven branched spear (10,340 gp)
wand of blend (50 charges) (750 gp)
wand of shield (50 charges) (750 gp)
+2 mithral breastplate (8,200 gp)
composite longbow (+1 Str) (200 gp)
belt of physical might +2 (Dex, Con) (10,000 gp)
boots of striding and springing (5,500 gp)
cloak of resistance +2 (4,000 gp)
eyes of the eagle (2,500 gp)
ring of sustenance (2,500 gp)
masterwork thieves' tools (100 gp)
Remaining gold: 1,160 gp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Silent Hunter Reduce Stealth penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Training (Spears) +1 (Ex) +1 Attack, Damage, CMB, CMD with Spears
I'm interested - fond of an elven fighter rogue concept with either an elven branched spear or an elven curve blade (still deciding). He can be front liner with good damage, decent AC, and a trap disabler to boot.
Zahira was born and grew up in the city of Ipeq in southern Osirion. At the age of three, a necromancer led an undead horde in the city that claimed the lives of her parents one morning, while she played at the park. The necromancer and his undead were eventually put down by the clerics of Sarenrae from the Temple of the Twin Suns, the most beautiful edifice in the city, dedicates to the Dawnflower goddess, Sarenrae. The clerics adopted Zahira into the Church. She demonstrated great aptitude in learning and understanding complex religious texts. She underwent religious training to become a priestess of the faith at 13. However, Zahira found the training too passive, as she swore an oath that she would defend all against undead, the spawn of Rovagug, and all forms of evil in the world. Though not physically strong, Zahira demonstrated exceptional agility and speed. At the age of 17, She convinced the priests that she could do more as warrior, a dervish of Sarenrae. She alerted the priests that there had once been a monastery to Sarenrae near Kelmarane, which unfortunately, fell to ruin after a cult invasion. The priests agreed that Zahira showed promise and perhaps, a female dervish priestess of the Dawnflower was exactly what the goddess needed. They arranged for her training by an experienced monk named Hajaan. The monk tried to convince Zahira to focus on training in the dedicated monk weapons, but Zahira was stubborn. Sarenrae had saved her life at the age of 3 and she would forever honor her the goddess by fighting with her sacred weapon: the scimitar. Eventually, Hajaan yielded to Zahira's stubbornness and trained her to flurry strike with the scimitar. For the last 3 years, Zahira has adventured on her own and with fellow companions in the name of good, always serving the interests of Sarenrae, as an undead crusader, exposing her martial prowess to all witnesses.
Personality:
Zahira is very very stubborn. She is hard to convince once she sets her mind to a task. She tends to lean more on Sarenrae's retribution via the purifying fire on the remorseless evil of the undead and fiends, to the cruelties born in the hearts of mortals, than the redemption side of the Dawnflower. Zahira sees herself as Sarenrae's messenger preaching swift justice delivered by the scimitar's edge. The eradication of evil is what makes her tick. However, to her allies, she is quite loyal and loving.
Appearance:
Zahira is a dark-skinned Garundi woman with green eyes and curly hair. Her body is lithe and poised to strike like an asp. Her body has several tattoos of devotion to Sarenrae.
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Character Sheet:
Zahira Al-Gamila
Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8 (Pathfinder RPG Ultimate Combat 40, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +7; Senses Perception +17
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Defense
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AC 25, touch 25, flat-footed 17 (+7 Dex, +1 dodge, +2 monk, +5 Wis)
hp 82 (9 HD; 1d8+8d10+26)
Fort +11, Ref +14, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee +1 flaming scimitar +17/+17/+12 (1d6+8/15-20 plus 1d6 fire) or
. . unarmed strike +15/+15/+10 (1d10)
Special Attacks channel positive energy 3/day (DC 10, 1d6 [+1 vs. undead]), flurry of blows (unchained), stunning fist (8/day, DC 19), style strike, sun's blessing
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +8)
. . —barkskin (self only, 1 ki)[UM]
. . —feather step (self only, 1 ki)[UM]
Cleric (Crusader) Spells Prepared (CL 1st; concentration +6)
. . 1st—divine favor (2), endure elements[D]
. . 0 (at will)—create water, light
. . D Domain spell; Domain Sun
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Statistics
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Str 10, Dex 24, Con 14, Int 10, Wis 20, Cha 10
Base Atk +8; CMB +8; CMD 33
Feats Crusader's Flurry[UC], Deflect Arrows, Dervish Dance[ISWG], Dodge, Improved Critical (scimitar), Improved Unarmed Strike, Iron Will, Mobility, Stunning Fist, Weapon Finesse, Weapon Focus (scimitar)
Traits flame of the dawnflower, undead crusader
Skills Acrobatics +19 (+27 to jump), Knowledge (history) +12, Knowledge (religion) +11, Linguistics +5, Perception +17, Perform (dance) +10, Stealth +19
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ fast movement (unchained), ki pool (9 points, cold iron, magic, silver), ki powers (furious defense, qinggong power, qinggong power), style strike (defensive spin)
Other Gear +1 flaming scimitar, belt of incredible dexterity +4, cloak of resistance +1, handy haversack, headband of inspired wisdom +4, ring of sustenance
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Cleric (Crusader) Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastry for 3 ki.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Stunning Fist (8/day, DC 19) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.
Ok, here is the crunch for my submission: Zahira, a devoted undead fighting monk/priestess of the Dawnflower (Sarenrae), who flurries with a flaming scimitar! I will work on her backstory and appearance.
Spoiler:
Zahira Al-Gamila
Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8 (Pathfinder RPG Ultimate Combat 40, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +7; Senses Perception +17
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Defense
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AC 25, touch 25, flat-footed 17 (+7 Dex, +1 dodge, +2 monk, +5 Wis)
hp 82 (9 HD; 1d8+8d10+26)
Fort +11, Ref +14, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee +1 flaming scimitar +17/+17/+12 (1d6+8/15-20 plus 1d6 fire) or
. . unarmed strike +15/+15/+10 (1d10)
Special Attacks channel positive energy 3/day (DC 10, 1d6 [+1 vs. undead]), flurry of blows (unchained), stunning fist (8/day, DC 19), style strike, sun's blessing
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +8)
. . —barkskin (self only, 1 ki)[UM]
. . —feather step (self only, 1 ki)[UM]
Cleric (Crusader) Spells Prepared (CL 1st; concentration +6)
. . 1st—divine favor (2), endure elements[D]
. . 0 (at will)—create water, light
. . D Domain spell; Domain Sun
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Statistics
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Str 10, Dex 24, Con 14, Int 10, Wis 20, Cha 10
Base Atk +8; CMB +8; CMD 33
Feats Crusader's Flurry[UC], Deflect Arrows, Dervish Dance[ISWG], Dodge, Improved Critical (scimitar), Improved Unarmed Strike, Iron Will, Mobility, Stunning Fist, Weapon Finesse, Weapon Focus (scimitar)
Traits flame of the dawnflower, undead crusader
Skills Acrobatics +19 (+27 to jump), Knowledge (history) +12, Knowledge (religion) +11, Linguistics +5, Perception +17, Perform (dance) +10, Stealth +19
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ fast movement (unchained), ki pool (9 points, cold iron, magic, silver), ki powers (furious defense, qinggong power, qinggong power), style strike (defensive spin)
Other Gear +1 flaming scimitar, belt of incredible dexterity +4, cloak of resistance +1, handy haversack, headband of inspired wisdom +4, ring of sustenance
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Cleric (Crusader) Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastry for 3 ki.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Stunning Fist (8/day, DC 19) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.
I love dwarves! I played a dwarven ranger on these boards up to 20th level in an AoW game. I have an idea for a daring champion cavalier dwarf- could be fun. I will work on it and submit before the deadline.
I picked giants because they would be a scary overwhelming sight to a female halfling. Investigating a cairn would be fun, especially given her curiosity trait.
Hey all, I am a little late to the game, but I am submitting Anya Flamehair - halfling cleric of Sarenrae (aka Pelor in Greyhawk). She's built to "aid another" - help party melee monsters with attacks and AC. She has healing domain so eventually (at 6th level), she'll have empowered heals for the party. Good range with firebolt and sling with sweet Dex. Great diplomacy skills - fireball hurler in the future. High perception. Quite a multi-tasker. I am in the EST and can post various times per day.
Crunch:
Anya Flamehair
Female Halfling cleric of Sarenrae 1
NG Small humanoid (halfling)
Init +4; Senses Perception +4
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Defense
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AC 21, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 shield, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +5, Will +5; +2 vs. fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee light mace +4 (1d4)
Ranged sling +5 (1d3)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—fire bolt (1d6 fire), rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, burning hands[D] (DC 13), shield of faith
. . 0 (at will)—create water, light, resistance
. . D Domain spell; Domains Fire, Healing
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Statistics
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Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 16
Base Atk +0; CMB -1; CMD 13
Feats Combat Reflexes, Weapon Finesse
Traits helpful, dangerous curiosity
Skills Acrobatics -1 (-5 to jump), Diplomacy +7, Heal +8, Knowledge (history) +4, Lore (Undead) +4, Perception +11; Racial Modifiers +2 Perception
Languages Common, Halfling
Combat Gear acid, alkali flask[APG], healer's kit; Other Gear breastplate, light steel shield, light mace, sling, backpack, waterskin, wooden holy symbol of Sarenrae, 7 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fire Bolt 1d6 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Appearance:
Anya is 3' tall with red hair, green eyes, lithe body, and beautiful childlike demeanor. Something like this: Pic
Personality:
Even though she's 30 years old, Anya's personality is more of a much older woman. She is caring, nurturing, and overprotective of her flock. She ingrains her companions on the wisdom of Sarenrae/Pelor and her/his ideals. She is always cautions and quick to scan the situation before acting. Unlike much of her impulsive brethren, Anya is curious yet methodical.
Background:
Anya's tale is one born of tragedy. She had a happy childhood until the age of 10, when giants invaded her town and killed all present, including her parents. She ran and ran until she collapsed from exhaustion. She would have died in the wilderness with no food, no water, no survival skills, and all of the dangerous predators present. However, she was found by a wandering pilgrim/warrior, who took pity on the halfling girl and dropped her off at a nearby Temple of Pelor, before continuing on his pilgrimage. From that point on, Anya, now an orphan, grew up under the teachings of the church. She was instructed by Malaga Briarbane, the head priestess of the church, a woman in her late 50s. Though initially very tough in her instruction of Anya, Malaga, or how she would become lovingly referred to as "Mala", came to appreciate the child's natural charisma, wisdom, and agility. Her insatiable curiosity also marked Anya as special. Thankfully, Anya had the "gift" and was blessed by Sarenrae to project her tenets to the world.
When she turned 30, Anya left the church, with much love for Mala, now in her 70s. She came to adopt the older woman's personality and beliefs that the group is stronger than the one and that an individual's success is the group's success. It is the strategy she follows in combat - heal the warriors and protect them - and their triumphs shall become your triumphs.
Anya left the temple with a couple of goals: find the pilgrim who saved her and make the world a better place. Unfortunately, her first stop on her road was Diamond Lake, a nest of corruption. She hopes to convert some of the town to Sarenrae/Pelor's shining sun.
I do not know if Pelor has a shrine in town - if not, Anya can be found proselytizing on the streets or at the local inns. She is quite charismatic and convincing and curious so if she hears about a trip to a local cairn, that sounds like fun and new.
Here is my submission - look forward to this if I get picked:
Ragnarr:
Ragnarr Titan-Slayer
Human (Shoanti) barbarian (titan mauler) 1
CG Medium humanoid (human)
Init +2; Senses Perception +4 (+5 vs. giant subtype creatures)
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Defense
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AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
hp 13 (1d12+1)
Fort +4, Ref +2, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee battleaxe +5 (1d8+4/×3) or
greatsword +5 (2d6+6/19-20)
Ranged javelin +3 (1d6+4)
Special Attacks rage (5 rounds/day)
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Statistics
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Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 10
Base Atk +1; CMB +6; CMD 17
Feats Big Game Hunter, Shield Focus
Traits bred for war (shoanti), giant slayer, resilient
Skills Acrobatics -3 (-7 to jump), Bluff +0 (+1 vs. giant subtype creatures), Intimidate +5, Perception +4 (+5 vs. giant subtype creatures), Sense Motive +0 (+1 vs. giant subtype creatures), Survival +4, Swim +3
Languages Common, Shoanti
SQ big game hunter
Other Gear hide armor, heavy steel shield, battleaxe, greatsword, javelin, backpack, basic maps (major landmarks only), flint and steel, hemp rope (50 ft.), knife, utility (0.5 lb), mess kit[UE], waterskin (2), 3 gp
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Special Abilities
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Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Background:
Ragnarr "Red" Titan-Slayer was born in tragedy: his village was razed by giants on the date of his birth. He was seen as an ill omen and abandoned in the wilds to die. Thankfully, he was found by a patrol of giant-slaying barbarians who were investigating the recent attack. They found the newborn and adopted him into their Shoanti tribe. Ragnarr grew up rough, learning the barbarian ways, and developing an imposing physique. When he reached age 18, per the tribal customs, he was left to go into the wilds and not return to the tribe until he slew a giant in one-on-one combat. Ragnarr stopped by to resupply in Sandpoint and helped Sheriff Hemlock drive off some bandits. Since that time, he had formed a friendship with the Sheriff, who has always made him feel welcome in town. 6 months have passed and still, Red has not slain the giant. He has heard of the upcoming ceremony for the new church and stops in to participate in the activities. He is very loyal and views Sandpoint as a second home.
Appearance and Personality:
Red is not too bright but he is loyal to his friends and allies. He has trained himself to intimidate people who try to take advantage of his lack of education. He is 6'5" in size with muscles bulging everywhere, but very slim. He wields a shield and axe in combat. He will not rely on his greatsword, a present when he turned 18 from the chieftain, unless his life or that of any ally is in danger. Otherwise he looks very much like the image.
RP:
This is the perfect AP for a titan mauler focused on giants. He has a Viking-inspired appearance and fills the front-line melee role and some survival, perception, and intimidation, as needed. Debating on whether to switch to fighter at 3rd level or continue full barbarian. Will see how he plays as a board and shield barbarian, instead of the typical 2-handed warrior. At 2nd level he will wield the greatsword in one hand - like the pic - which looks cool!
I'm interested, thinking of a Keleshite barbarian/fighter, follower of Sarenrae - fish out of water concept bringing the dawn's light to Varisia. I will find an image.
Oops, I forgot paladin's CL is -3. That will make my AC 1 point lower as magic vestment will be +2 and not +3 and will last only 18 hours a day instead of 24 with Lesser Rod of Extend. Well, if Gaelan gets selected and we have a trap disabler, will substitute and get Magical Knack trait so CL will only be -1. It also makes sense with my background of being found as a baby in the woods.
I changed my paladin from half-elf to elf since it made sense with his quest to end his sister's undead existence. I took the Mummy's Mask trait as the party is missing a trap disabler and took unsanctioned knowledge to add some buffs, like heroism, haste and divine power. I took Fearless Aura feat to make party within 20' (40' with buff) of Gaelan immune to fear.
Gaelanith Sindarien:
Physical Description: Gaelan is a handsome elf, brown hair, hazel eyes, 6' in height, lithe figure, with a tattoo of a tree on his forehead, like this: Pic
Background:
Gaelan was found in the wilds of the Mierani forest as a baby by an elven scout, the tattoo on his forehead and the aura of light surrounding him as the sole indicators that his nature was related to the fey. He was adopted into a noble family, where he was schooled in history, swordplay, and magic. He bonded with his adopted older sister, Selene, and grew to love her very much. Though he did not have the patience for magic, Gaelan appreciated its intricacies and complexity. On his 25th birthday, his life changed, when Selene was reported missing. He accompanied the scouts on a search and find mission. It was late in the night, when Gaelan heard sounds and decided to leave the camp and investigate alone. He found nothing and was on his way back to the camp when he heard the most horrible of screams. He ran back to the camp to find the elven scouts dead, blood seeping out of their ears and the smoke wisping out of their eye sockets. In the middle of the camp was a ghostly figure with his back turned. Gaelan drew his sword to strike when the floating figure turned and in an instant, he recognized Selene, now a ghostly elven figure, her face knotted into a mask of rage! Gaelan was horrified, as Selene seemingly recognized him and flew away, disappearing into the forest, sparing his life. Gaelan fell to his knees and cried, his sister dead, now a creature of undeath - a banshee as he later learned. It was at this time that Gaelan swore vengeance on all undead and dedicated himself to eradicating its servants and trained to become a paladin, dedicating himself to Sarenrae with his weapon of choice: the elven curved blade. After years of training, Gaelan searched far and wide for Selene, seeking to end her tortured existence. Alas, he had no luck. But, he did gain experience in destroying the undead. He left his home in forest and traveled to Wati, a city with a necropolis full of undead. After a few years there, he helped the locals fend off an undead attack and grew skilled in disabling magical traps, his elven love for magic never far from him. Now a skilled undead hunter and avenger, Gaelan has heard rumors of the Whispering Tyrant's return and he seeks to prevent this atrocity in any manner possible.
Personality:
Gaelan is quite charming and diplomatic. He cares for his teammates and tries to lead by example. He can be a bit of a hothead sometimes, especially when avenging an injustice.
Crunch:
Gaelanith Sindarien
Male elf paladin (oath of vengeance) 12
LG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +16
Aura courage (20 ft.), resolve (10 ft.)
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Defense
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AC 28, touch 17, flat-footed 21 (+9 armor, +7 Dex, +2 shield)
hp 88 (12d10+12)
Fort +16, Ref +19, Will +14; +2 vs. death
Immune blindness, charm, dazzled, disease, fear
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Offense
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Speed 30 ft.
Melee +3 agile cold iron elven curve blade
+18/+13/+8 (1d10+22/15-20) {with power attack}
+22/+17/+12 (1d10+10/15-20) {without power attack}
Special Attacks smite evil 4/day (+5 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—light Paladin Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 9th; concentration +14)
. . 3rd—haste, greater magic weapon (extended to 24 hours with rod and applied +3 to agile elven curve blade)
. . 2nd—blade tutor's spirit, heroism, widen auras
. . 1st—bless weapon, divine favor, hero's defiance, shield of faith
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Statistics
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Str 13, Dex 24, Con 10, Int 14, Wis 7, Cha 20
Initial stats:
Str 13
Dex 16+2+2level+4belt
Con 12-2
Int 12+2
Wis 07
Cha: 15+1level+4headband
Base Atk +12; CMB +9; CMD 30
Feats Fearless Aura (7th), Fey Foundling (1st), Improved Critical (elven curve blade) (9th), Power Attack (5th), Unsanctioned Knowledge (11th), Weapon Finesse (3rd)
Traits seeker, trap finder
Skills Diplomacy +20, Disable Device +23, Knowledge (nobility) +17, Knowledge (religion) +17, Linguistics +8, Perception +16, Profession (soldier) +7; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Goblin, Infernal, Orc, Osiriani, Sylvan
SQ channel wrath, divine bond (weapon +3, 2/day), lay on hands 13/day (6d6+12), lightbringer, mercies (diseased, exhausted, fatigued, paralyzed), powerful justice
Combat Gear lesser extend metamagic rod, pearl of power (2nd level); Other Gear celestial armor, +1 agile cold iron elven curve blade, belt of incredible dexterity +4, cloak of resistance +3, handy haversack, headband of alluring charisma +4, ring of force shield, ring of sustenance, vestments of war, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae), masterwork thieves' tools, mess kit, pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 31 gp
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Special Abilities
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Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Immunity to Blindness You are immune to blindness.
Immunity to Charm You are immune to charm effects.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Smite Evil (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Before the rest of the paladin submissions, here is my dexterity-based paladin's crunch. Have to work on his backstory! Thanks for consideration.
Lucent:
Lucent Cloudspire
Male half-elf paladin 12
LG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +18
Aura courage (20 ft.), justice (20 ft.), resolve (20 ft.)
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Defense
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AC 28, touch 17, flat-footed 21 (+9 armor, +6 Dex, +1 dodge, +2 shield)
hp 102 (12d10+26)
Fort +17, Ref +18, Will +16; +2 vs. enchantments
Immune sleep, charm, disease, fear
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Offense
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Speed 30 ft.
Melee +3 agile undead-bane adamantine elven curve blade +17/+12/+7 (1d10+21/15-20 plus 2d6 vs. Undead)
Special Attacks channel positive energy 5/day (DC 21, 6d6), smite evil 4/day (+5 attack and AC, +16 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect evil
Paladin Spells Prepared (CL 9th; concentration +14)
. . 3rd—blade of bright victory[UM] (DC 18), greater magic weapon
. . 2nd—aura of greater courage[APG] (DC 17), blade tutor's spirit, widen auras[ACG]
. . 1st—bless weapon, divine favor (2), hero's defiance[APG]
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Statistics
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Str 13, Dex 22, Con 12, Int 10, Wis 10, Cha 20
Base Atk +12; CMB +9; CMD 30
Feats Dodge, Greater Mercy[UM], Improved Critical (elven curve blade), Power Attack, Toughness, Weapon Finesse
Traits seeker, warrior of old
Skills Diplomacy +20, Knowledge (nobility) +15, Linguistics +6, Perception +18, Profession (soldier) +9; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven, Goblin, Infernal, Kelish, Orc
SQ divine bond (weapon +3, 2/day), elf blood, lay on hands 11/day (6d6), mercies (diseased, exhausted, fatigued, paralyzed)
Combat Gear lesser extend metamagic rod; Other Gear celestial armor, +1 agile undead-bane adamantine elven curve blade, belt of physical might +2 (Dex, Con), bracers of the avenging knight[UE], cloak of resistance +3, handy haversack, headband of alluring charisma +4, ring of force shield, ring of sustenance, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae
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Special Abilities
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Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (20 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Paladin Channel Positive Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Evil (4/day) (Su) +5 to hit, +16 to damage, +5 deflection bonus to AC when used.
Hello all, apologies for my absence, but in my defense, it was due to a worldwide pandemic. Well, now that things have stabilized, let me know if you wish to continue. Thanks for your patience.
Hey all, still here. Not the way I wanted to start this game, but this pandemic has made work really unstable. But I'm around and will update now. Thanks for your patience.
In the meantime, can you suggest a name for your special heavenly squad of kick-a$$ery? I was thinking "Code name: Blitzkrieg" (swift victory), but if you all reach consensus on another name, it's fine by me - your game.
Krayn, you do not roll for variant aasimar abilities as choosing Heavenborn replaced your SLA.
Everyone else, if you're interested, you can roll in your next post in the OOC thread a d100 (has to be next post). If you roll, you are automatically giving up your current SLA. If you do not like the results of your roll, then you give up that result and I will roll for you and you have to take the results of my roll. I think that is pretty clear. If you decide not to roll, just state that as well.
As for your alternative physical features, you can pick from the list without the need for rolling to make your unique appearance.
Yes, there are 2 Azata-blooded characters - I was initially thinking of having one of each heritage but I enjoyed the two character concepts so much that I gave in, so it is not an issue.
I was waiting for everyone to check in and see who was going to roll and then I'd tell you all next post roll counts. Rolling for you is not the solution - want you have to have some participation.
Thanks for the format, makes thing easier. Yes, you can change feats, traits, etc. By the way, Nick, you have Combat Stamina and I don't really play with that optional rule.
With regard to SLAs, what I am thinking, is that if you decide to roll on the table, you do so when instructed by me (to avoid the previewing the roll issue) and then you decide whether you want the roll or you want me to roll. If you choose the latter, you then take my roll no matter what. There has to be some risk involved. :)
Ok, I am back with my decision. I won't sugarcoat it - there were tons of great concepts and applications and amazing images which excite me to play this campaign. I am just going with my gut on this one so thank you for all the applications and time invested - it's not the classic party with all four bases covered - just picking the characters that intrigued me. Without further ado, here are the four selections:
The city of Korvosa has dark and deadly secrets. Those secrets are coming home to roost as some unlikely heroes are drawn into the underbelly in search of answers to their pasts.
With the plague’s final defeat, Korvosa settles in to a wounded silence, as if the citizens don’t quite believe that the epidemic has come to an end. At first, it seems as if the city is slowly healing and recovering from the tragedies it has suffered, but it soon becomes apparent that the damage dealt to Korvosa during the riots after Eodred II’s death and by the plague itself might have been even greater than anyone feared—and could be just the beginning of more sinister threats.
An odd group gathers together. Their purpose to reclaim the Stolen lands. But what secrets do they carry with them into this dangerous land?
Having solved the mystery of the Varnhold Vanishing and returned to their home the party learns shortly after their arrival that new problems have developed during their absence—there are rumors of
an army marching toward their nation!
Charter