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Hi guys, we’re playing a high level PF campaign and have encountered an interesting situation last session. One of the PC wizards had a ready spell and targeted one of the monsters locking it in a Maze. He followed up next round by casting Dimension lock on the already cast Maze (I know, sounds like a great combo).

Now the monster at hand has the following among its stats:

Spell-Like Abilities (CL 20th; concentration +29)
At Will-greater dispel magic
3/day-quickened greater dispel magic, limited wish, plane shift, spell turning, wall of force (out of which, he has already used up 2 quickened greater dispel magic spells)

Question is - can the monster on one of the next rounds cast (at will) Greater dispel magic to dispel Dimension lock, and then to follow up with Plane shift to leave the maze?

Problem is that since the monster is technically in extra-dimensional labyrinth, while Dimension lock is cast on Prime Material plane - can he “target” Dimension lock from Maze/extra-dimensional space?

Your thoughts on this topic would be highly appreciated. Thank you


I see. Thanks a lot for the replies everyone, I am confident I know how to proceed with level advancement and have learned a VERY valuable lesson as to what can be house-ruled/brought to the table from third-party.

Thanks again.


Found the inconsistency (how he was able to become AT with only 2 lvls of Rogue). For whatever reason I made a (I'd call it wrong, now, but back then I was a young GM :-) decision back then and allow him to have Street Mage feat from a 3rd party source. I am hoping it is OK to link SRD here? (http://www.d20pfsrd.com/feats/3rd-party-feats/louis-porter-jr-design/gener al-feats---3rd-party---louis-porter-jr/street-mage)

But if I understand you guys, seems there are no codified rules here, but a kind of "do what is logical", correct?


Could be I simply mixed his levels in my head, probably he is Rogue 2, Wizard 3 then. Will get his character sheet tonight and double check.

Although, I thought he also needs a 2d6 Sneak Attack as a prerequisite, which is Rogue 3. Could be that I gave him some "special" feat or something due to background story, or fulfillment of prerequisites for Story feat from Ultimate campaign...we started campaign 6 years ago, so some details are a bit sketchy to me :-)

(And their character sheets are the size of mini-novella's now)


Hi all, I would appreciate some help on the following. We have a player in a looooong campaign that is about to gain lvl. 16.

He has 3 lvls of Rogue, 2 lvls of Wizard so far, and all 10 lvls of Arcane Trickster. Since his PrC is complete (no more AT levels to take), he would like to take one more Wizard level.

Can you please help with advice - what exactly does he receive with new level of wizard? Does he gain another lvl. 7 spell, among other things (since his CL is 15+ due to feat/trait) or...?

How exactly do I decide what he gets with new level - where are the rules for it?


Another clarification - 4 levels of adept (or any other NPC class) are there for our survivability :-) We are still considered ECL 1 party (and with 1 lvl of cleric, I am a CL 1 caster), and will be probably be facing CR 2-4 challenges along the way, so - "doable" :-)


MeanMutton wrote:
Mihajlo Velickovic wrote:
Stat rolls (original): 6, 6, 11, 11, 13, 14

It's like the hypothetical situation I just talked about in a different thread came to life! Assuming that a 6 is worth -6 attribute points (the scale doesn't go down that far), you're working with a -2 point build. That's pretty amazing. That's in about the 2nd percentile of randomly rolled characters.

Look, I have to be honest here - GM did offer to me to re-roll stats. This is a matter of pure stubbornness (or stupidity, you decide for yourself :-) on my part. The other two players are fairly optimized, and they insist on min/maxing characters. I am trying to prove them that you can have a below-the-average character and still be effective and enjoy the game.

The GM in question is very open-minded to new ideas and approaches, so I am expecting to be able to do quite a lot within the role-playing part. But, I do know that he tends to prepare hard encounters (just the way I like them), and I am trying to do my best to prepare a well-rounded character (based on what is available to me) in order to survive and not simply be a hindrance to the party. I do not want to affect the "fun level" of my fellow PC's in a negative way (hopefully they will not have to save me every few rounds/fights), but I really want to use everything at my disposal (within the rules and spirit of the game, of course) to show them that you do not have to insist on 18+ in key attributes in order to have fun in the game.


Wow, these are some great options/advice's you gave me in here! Thanks a lot guys - I was not aware of any of the mentioned archetypes/prestige classes, but that is exactly why I asked you for the advice :-)

Artificer and anti-paladin are not available choices for me, but the summoning route (using Herald Caller as archetype until I qualify for Envoy of Balance) seems like a very reasonable way to go.

Loss of a domain and medium armor can (and will) hurt in the beginning, but let me weight pro's and con's and I will decide.

If I read this correctly (not sure if I understand the rules clearly), If I was to take Boon familiar as a feat, then my Master Class level would be 8th, correct? (since I got familar from 4 levels of NPC Adept). So, my Raven familiar would have an AC of 18 (14 default +4 from Boon familiar) and a total of 14 HP (half of my 28 HP)?

He would have an INT stat of 9 (way smarter than mine 6 INT, great role-play opportunities there, I love it!) and could also deliver touch spells for me. He would not advance any more (since I do not plan on taking any more adept levels), but at least his HP will grow with mine, regardless of my future class choices.


Hi girls and boys.

I would really appreciate your help with the next character I am about to play. Good news - game will be run in (customized/homebrew) Pathfinder/Golarion setting (Varisia), all Paizo stuff is allowed, and most of 3rd party as well. Bad news - rolls are rather dismal, and couple of choices that I made can not be reversed. I will list here the non-changeable things and kindly ask for your help in making this at least a semi-playable character. Thanks a lot in advance.

Class - Cleric of Pharasma (godess of fate, rebirth, death and prophecy)
Race - Dhampir (Variant Dhampir Heritage Moroi-born, Svetocher; but variant heritage can be changed still)

Stat rolls (original): 6, 6, 11, 11, 13, 14

Current stats (can be changed, adjusted for dhampir/Moroi-born)

STR 8 (was 6)
DEX 11
CON 11 (was 13)
INT 6
WIS 14
CHA 13 (was 11)

Feats/traits - all else is changeable. I have a grand total of 2 feats and 2 traits available, or 3 feats (and no traits).

We're starting with 4 levels in NPC class (any) and then following up with 1 level in original class.

So currently, my dhampir has 4 levels of Adept (NPC class) and 1 level of cleric. Due to strange combo of Adept/Cleric levels, I am able to cast one spell of level 2 (due to bonus WIS), two lvl 1 Adept spells, one lvl 1 cleric spell, one domain lvl 1 spell, additional lvl 1 cleric spell (due to bonus WIS) and 3+3 Orisons (3 from adept list, 3 from cleric list).

Due to some good rolls at least, I have a grand total of 28 HP (20 HP from 4d6 rolls from 4 Adept levels, and full 8 HP from cleric 1st level). Current AC is 18 = 6 from breastplate and 2 from heavy shield (regular equipment can be adjusted/switched)

Familiar - Raven (from Adept class/can not be changed)

Additional starting "boon" - an item which gives +2 to Influence rolls (skills are combined, Influence=Diplomacy+Bluff) and most importantly maybe +2 bonus to DC of enchantment spells I cast. This item has other "unlockable" features (I do not know which ones), but my INT/CHA is too low at the moment.

Two other guys that I know will be playing are heavy damage dealers - a Shoanti barbarian, wielding an oversized greatsword (3d6 for dmg I think) and a Oracle of Metal, suited to a warrior role, and praying to Deity of War.

Your proposals are more than welcome :-)


Ah Joana, thanks a lot for saving me quite a lot of trouble. I was assuming something like that existed but was not able to find it - missed the Community Guidelines.

Not happy with the response :-( but thank you nonetheless. Better I find it now than later.


Hi, I read quite a bit of other threads and FAQ's before posting this, and I really hope I did not miss an answer somewhere.

I run a real-life campaign set in Forgotten Realms, and using PF rules, for quite some time now. One of the players had to drop-out due to various issues - point is, he actually still wants to play, but has problems coordinating schedule with the rest of us.

We have agreed to continue his PC in a "offshot" of the main campaign, where I would run a solo PbP for his character only. We both have decent knowledge of Paizo boards, and IMHO this would be the best place to continue.

I'm planning on making a new Solo Campaign Thread for him (and me, as GM), without recruitment.

Now my question is - would it be OK if I ran a PbP here for him in our own native (non-english) language? I believe I've noticed several german or french language threads here, but I am not sure, so I wanted to check with whomever is in charge if that would be acceptable?


Thanks for your answers, just a few more confirmations/clarifications.

First of all I am perfectly fine in taking 1 more trait instead of Wild Empathy, thank you for that.

In terms of traits, I was planning the following:

- Armor Expert (Combat), nothing unusual about it

- Extremely Fashionable (Equipment, LINK), although I would like to "spend" the needed 150 Gp on something a bit different instead of clothes, let's say a combo of highly fashionable walking cane (perhaps with a hidden weapon in it, or encased in silver, so it may be used as an equivalent of a light mace maybe?), plus a very fancy silver ring, or a watch let's say. Of course I would pay the full amount, so if for example you agree on a cane/light mace combo, that would cost me 150 Gp + 5 Gp for light mace. Diplomacy would be chosen as class skill here.

- Under Siege (Religion,LINK), showing his dedication to philosophy/works of William Miller (Player's Guide page 26). Sense Motive would be chosen here as class skill.

This would allow me to have both Diplomacy and Sense Motive as class skils, with additional total bonuses of +2 on Bluff (not a class skill) and +1 on Diplomacy, Sense Motive and Intimidate (class skills now). Do you consider this as OK?

2nd lvl HP: 1d10 ⇒ 7


OK, after a lots (and I do mean a LOTS!) of deliberation of what kind of character I would like to play, I've decided on the human urban ranger. Some brief outline - very interesting (some would say "strange") concept with high INT and DEX (no real mechanical advantages, I just see him as a smart guy), most probably with veteran theme (but could be even a docker, still deciding on the backstory).

A few short questions:
- starting level 2, correct?
- average starting gold (175 Gp) for a ranger, or more (1000 Gp as suggested wealth at lvl 2)?
- How do I handle HP for 2nd lvl? Roll here or half(+1)...?
- any advice from other players/GM as to what they'd want to see/what they're lacking in terms of skills and abilities are more than welcome.
- if I take Yerasol Veteran, does it make sense that my favorite enemy is Human?
- favored community and Knowledge (Local) checks - apply to Risur overall, or I have to choose communities like Flint, Slate, Shale etc...?
- in addition, I have no idea what to do with Wild Empathy class ability. It simply does not fit the vibe I'm going for with this character - can I exchange it for some minor feat/trait/skill/whatever?

Which police officer/soldier or spy from fiction your character would be closest to? Nathan Muir from Spy Game (Movie) left a deep impression on me in terms of spies using their brains over brawls, so it would be either him, or any of the three leading characters on the Ripper Street series - so colorful and full of life that I love them. We'll see where the backstory leads me.


What is the current player's roster and theme feats - I would not want to create a third gunsmith or a forth docker already? :-)


Are you still looking for players for Zeitgeist? From what little I saw it really sounds like a very interesting/mind-provoking setting, if you are interested I think I could have a character ready by tomorrow, Saturday latest...


Would Defender of the Society (Pathfinder Society/Combat trait) and Glory of Old (Race) or Grounded (Race) be acceptable as choices for traits? I sure am making one strange dwarf :-)


Still wrestling especially with "proper" background for my dwarven fighter, just a short question - what is the starting money? Max, average or we roll?

EDIT: Nevermind, found the answer above :-)


Legacy of Fire, already stated above (in the "first round")


OK, let me read a bit on your campaign, players, setting and I'll be back...


As usual, I was too late to check on time. I'll be dotting this, so should you need some melee or stealth based character in the future, I might be available.


Legacy of Fire would be my top choice, simply because of the setting - somehow just the thought of Katapesh, deserts and their oasis, slave markets, lost treasures, strange geenies and whatnot simply screams "Adventure!" to me. Plus the gnolls - oh, how I love to hate those! But in general, almost any AP that I am not currently a part of would be fine. Probably my second choice would be something urban based, like Curse of the Crimson Throne or Council of Thieves, where I could play a swashbuckler or a gunslinger even! I want to envision a character, with flows and character, and where do I fit him (her?) is secondary :-)


I am painfully aware that there is another "substitute" in the line before me, but seeing how the events developed so far, I'd like to ask to be placed on the reserve line (after Seth86)...you never know :-)


Kurat is my alt.


Nah, thanks. For some reason, I'd find much more satisfaction in burning churches and spreading paganism. However, your game seem very well thought out, should you decide to run it, I believe both you and your players will have a very good time. I really like your approach in terms of equipment available and "Calibrating your Expectations", however I have to little precious time to read and learn Wounds and Vigor rules, and add both Piecemeal armor and Healing surges on top of that. I wish you guys a wonderfull game.


If I could play as Saxon (the opposing side), than I'd be interested :-)


If you give me a bit more fluff, I might come up with a character for this - where on Realms, what kind of an adventures (I do not need exact names, but at least some guidelines as to what is the "theme"), some background on Daggermark community, so I could build/integrate the background easier...?


Still very interested, thinking about trying Slayer class, should the character be deemed as "worthy". Should have him ready by tomorrow latest. No starting money means no equipment, so that simplifies some things also. Being a Slav myself, will probably aim for the Aslava character. Is there any "mechanical" difference, or is it simply fluff?


Since I love playing rangers, this sounds like a very interesting setup. Color me interested!


Just FYI - I am working (quite hard) on my character - Dolok Kadarn, human cavalier (mix of 2 archetypes). Should be done in another 24 hours.


Yes...and no. Adding (or subtracting) 5 points can mean a lot in terms of feats I choose, whether I qualify for them or not. you know the typical prerequisites (Dex 13, Int 13 etc...).

So a guys with 20 point build can end-up being much different than the one with 25 point build. Especially having in mind that traits are often taken either to "plug in the holes/shore the weak spots" or to sinergize with existing skill/feat/ability.


Thanks for the clarification. So guys finally - 20 or 25 points? I am (re)working on Kaladok, and I need to know what will his abilities be, so I can determine the rest?

Btw. of course, I am "voting" for 25 points, should the GM allow it.


More than interested, will be reworking my cavalier according to the rules here rather soon. Of course, as all players, I would love to work with 25 points, but even 20 seems doable.

Btw - how is it 14 or 19 after we raise all to 10, isn't it 8 or 13? (20, or 25 total, minus 6 abilities x 2 each =12; so 20, or 25 minus 12?)


Well, let's see how "lively" this gets to be. A Cavalier here, ready to charge the demons!

EDIT: Yes, yes, from the "previous" game applicants pool.


OK finally done with "cheap version" of cavalier. Without any further ado, I present you with Dolok Kadarn a.k.a. Saber rider

Background:

It was another rainy afternoon in Gudrun. Fog was creeping in through the muddy streets of the shanty town, poised on the brink of two rivers. Once a small fisherman village, Gudrun was on the direct path of refugees running from the demon incursion in lands known as Sarkosis then, but simply called Worldwound now. Because of that position Gudrun has seen worst parts of human nature (as well as natures of all other species).Usualy Dolok hated rain, but today he was happy that it was there. He let the rain fall all over his face, hoping no one will notice the tears in his eyes. A long, very emotional farewell with his family left him vulnerable, and no amount of armor could help there. He was confident that his brother Jarmil will be able to take good care of his their twin sisters Arana and Aleida, as well as their mother Shelen. Jarmil was a farmer, a pigkeeper actually, and he was good at it. Jarmil had the knack for handling domesticated animals, and he was an astute merchant. Must have picked it from their father. "Their father" - although his siblings never made any point of it, neighbours in their small village made sure he did never forgot that they did not have the same father. He was a bastard, born out of wedlock, pure and simple. But his mom never regreted it. She simply told anyone that she had to do it and she did it. Plain and simple, no excuses, no explanations. Mom was different. Mom was always a soldier, a fighter in the crusades, and she had different mentality than most if the people in Gudrun. And she made sure that Dolok was raised in a similar way. Whenever he was crying or complaining to her about other children (and often adults) teasing him, she would simply tell him to suck it up and endure it. "You are not like them my boy, you have the strength, you can take it. Be strong Dolok, be strong"

And he has been strong. All thought his life. He was courageous enough on that day when he had the dream. Other kids, even most of adults were shunning Walk of Lost Gods. Surrounding Gundrun rose the weather-worn standing stones of old Gundrun’s deities, with monuments to Gorum, Gozreh, Sarenrae, Torag, and Urgathoa being the most prominent. As refugees passed and settlers returned to Gundrun, they brought with them their gods as well. More than a hundred carved logs, metal markers, and etched stones leaned amid the ancient monoliths, memorials to the innumerable deities of Sarkoris—many long forgotten. He was playing there, running among the monoliths, chasing butterflies over the etched stones, and as usual he felt asleep, exhausted from his games. And then he dreamt of Her. Back then he did not knew who She was, but he felt her kindness, the goodnes in her and he enjoyed basking in her light. Many times later he would come there, to the Walk of Lost Gods to play and dream of Sarenrae.

It was here that one day he dreamt of his first adventure. He was 15 at the time, already a big and strong boy, he was helping his brother at the household but still he could not help and disappear from time to time to relax in his favourite way. After the dream, he knew exactly where to go, although he has never been there before. He travelled north for almost half a day, until he found a cairn. He slept outside, frightened by the distant howls of wolves and other creatures of the night, but nothing happened to him. Tomorrow morning, on the 10th of Sarenith, Day of the Burning Blades, sun which was just rising above the horizon illuminated an entrance to the cairn and a wheel of dancing flaming sunlight appeared clearly. With no fear, Dolok approached it and touched the symbol. The doorway opened in front of him, and he steped into a dark crypt where an armored skeletal figure awaited him. It was there that Dolok met Khair of Solku, great champion of Sarenrae from the days of old, left here unto this world to do one final task in the service of the Dawnflower. He was to train an apprentice, a successor of a kind. And Dolok finally appeared.

It was a strange time for Dolok. He was still spending most of his time on his family farm on the edge of Gudrun, and then he would disappear for two to three days to listen to Khair's stories and train under him. One might think a sentient, skeletal undead creature would be a very scary sight, but Dolok felt secure with Khair, for he knew that although he did not look like it, Khair was still in the Everlight of their lady. Soon he knew most of "The Birth of Light and Truth" by heart, but Khair went a step further. He was teaching the boy not only to recite the words, but to understand the meaning conveyed. And Dolok learned - he learned about compassion and patience and peace. But most of all, Dolok learned about redemption. For it was a sad, yet hopefull story of Khair's life. After some time, Dolok understood that his apprenticeship is a final step of redemption, an atonment of a kind of a fallen paladin who has shown true repentance. It was dut to the story of Khair's life that Dolok came to be wary of paladins and their orders, their high ideals sometimes so high that they were quite removed from the ordinary people they have pledged to protect. It was that story, which told of a great paladin who heroically fought against a demon in order to protect a village. Due to his great skill, paladin overcame the demon who tried to escape, and Khair followed him doggedly. They fought a running battle and Khair was determined to win. To finally banish this creature once and for all and to return to the village, to be recognized as a great hero he really was. And he did won, but returning back he found the village pillaged and destroyed. While he was chasing the demon, blinded with his fury and his eagerness to win, lesser demons raided the village. Village he was assigned to protect...

Numerous were the stories told by Khair, some embarassing, some full of hope and adventure, but still they were nothing compared to his training. Sword wielding lessons, education on demons and devils their temptations and their weaknesses, fragility of human body and stregth of human determination - all of these were eagerly accepted by young Dolok. Numerous tests were devised by Khair, and as a reward for passing some of them Dolok gained tokens. p
Various minor items, pieces of equipment, then the shield and armor, lance and finally - a scimitar! Still he remembers fondly that only few days ago skeletal apparition gave him one final gift - a small silver pendant shaped in the image of godess. The moment Khair placed the holy symbol into Dolok's hand, a loud rumble shook the foundation of the cairn. "Go now boy, your apprenticeship is finished here. Now you are worthy of becoming a Knight of the Shield. But remember, you must keep earning that right every day!" And with that, a single sun ray broke through the ceiling of the cairn and engulfed Khair. Dolok still remembers the sound he heard through the chaos surrounding him. Throughout the rumble and the heat and the light dancing around he could not see Khair anymore - but he heard this sound. He heard a very soft "Thank you" followed by Khair's laughter...

Description:

Dolok is an athletic, wiry tall man, with a thin sharp-featured face. His skin is very tanned, tending toward a copper-ish colouration, showing that he has spent significant amount of time in the open. He has long, blonde hair, usually worn in a single braid at his back, no facial hair, and radiant blue eyes which seem to be constantly in motion. Smile rarely leaves his face. His blue hair and blue eyes show that there is a bit of Ulfen blood in him as well, but Dolok Kadarn considers himself a Kellid.

He is wearing an obviously very old and quiet dented green breastplate armour, with only a few hints of blue. The armour has obviously seen better days, seeing that it was punctured, bruised and patched in several spots. However, despite obvious patches, it seems that armour is still functional, offering ample protection. Strapped accross his back is a round wooden shield, with a metal rim running at it's edges. Shield itself has a simple five points white star painted on it. At his hip there is a curved sword just a bit shorter than a longsword. The outer edge is viciously sharp, and the back is flat,
giving the blade a triangular cross-section. The sword also has faint green-bluish tinge to it, showing that both the sword and armor were forged from similar metal.

Festival in Kenabres:

Dolok came late for the beginning of the festival. His arrival on the second night went largelly unnoticed by anyone, since most of the people were involved in festivities happening all around. After some wandering, he managed to find a very nice stable, and he made sure that Hareika (his horse) was properly stabled. He spent some time grooming her, and gave her the last of the carrots he brought from home. He thought of maybe going into the night, filled with
laughter and revelry, but he quickly decided against it. The ride to Kenabres was very long and he was quiet tired. So he bribed the stable boy with a few remaining pieces of silver, and went to sleep on a very comfotable haystack.

As usual, in the morning he was up at the crack of dawn. He helped around the stables, ignoring the astonished looks of several stable hands, and joking with them lightly. He even went so far as to offer them to share his paltry breakfast, consisting of some stale bread, few choice pieces of dried meat, one saussage and a small quantity of dried appricotts. Next, he undressed to his waist and went to wash himself up at the nearby well. Finally, he went to retrieve his mother's final parting gift and walked outside into the city which was still waking up.

Looking at all the various entertainers, Dolok was honestly delighted and his eyes betrayed it. He went to see all of them - although the old diviner lady seemed to charge quite a lot - either not enough diviners around, or she's really good enough to ask for so much. And that guy with gray hair manipulating that giant bubble - hmmm, that was a treat. And it even seemed not to be magical...

Remembering finally what he is carrying with himself, he locates a nice free spot, with a few stumps in the shade of an old oak. Sitting down on one of the stumps, Dolok slowly unpacks the present from his mother. In his minds eye can see her face clearly, saying her goodbye, and he can still hear her voice "Take this my son. It has been a long, long time since moors and hills of Sarkosis heard this sound. Take it and spread it's sound accross our ancestral lands." Lost in his thoughts, Dolok starts playing and one constant, legato sound starts drifting across the city. Almost spellbound, Dolok does not notice that at his feet, children started gathering as he plays his Great Highland Bagpipe.

Crunch:

Male human (Kellid) Cavalier 1
NG Medium humanoid (human)
Init +3; Senses Perception +0, Sense Motive +4

--------------------
DEFENSE
--------------------
AC 19 (+3 Dex, +5 armor, +1 Shield), Touch 13, Flat-footed 16
CMD 17
HP 12 (1d10+1+1)
Fort (2) +4
Ref (0) +3
Will (0) +1
Defensive Abilities None
Immunities None
Resistances None

--------------------
OFFENSE
--------------------
Speed 30 ft (20 ft. in armor on foot; xx feet mounted)
Melee
Scimitar +4 (1d6+3; 18-20/x2)
Scimitar +4 (1d6+4; 18-20/x2) Two handed
Lance +4(+5)(1d8+3; x3) *Double dmg. on charge; +1 BAB if attacking from horse back (elevation)
Club +4 (1d6+3; x2)
Scimitar +2 (1d6+3; 18-20/x2) and Light shield +2 (1d4+3; x2)
Dagger +4 (1d4+3; 19-20/x2)

Ranged

Special

--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Attack +1; Melee Touch +4;
CMB +4

--------------------
Feats
--------------------
Challenge 1/day (Cavalier 1)
Mount (Cavalier 1)
Order of the Shield (cavalier 1)
Tactician - Paired Opportunists (Cavalier 1)
Two Weapon Fighting (Human Bonus feat)
Improved Shield bash (Level 1)

--------------------
Traits
--------------------
Indomitable Faith (Faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Touched by Divinity (Campaign): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

Skills
Bluff (1) +3
Diplomacy (1) +3
Knowledge (local) (1) +5
Ride (1) +7 (+3/+1)
Sense Motive (1) +4
Swim (1) +7 (+3/+1)

Languages
Common, Celestial (?)

Special
Bonus spell (Domain) - Protection from Evil

Equipment
Scale mail 50 gp +5 +3 -4 20 ft. 30 lbs.
Quickdraw light steel shield, spiked 69 gp +1 - -2 - 12 lbs.

Scimitar 15 gp 1d6 18-20/x2 - 4 lbs. S -
No (Lance 10 gp 1d8 x3 - 10 lbs. P Double dmg. on mounted charge, Reach)
Club - gp 1d6 x2 10 ft. 3 lbs. B -
Dagger 2 gp 1d4 19-20/x2 10 ft. 1 lbs. P or S-

Armor and weapons: 146 gp; 60 lbs.

Cavalier's kit 23 gp 112 lbs.
Bagpipes (Musical instrument) 5 gp 3 lbs.

Grand total: 174 gp

Projected path:

Level 5 Cavalier (Stratagist, Honor Guard)

1- Tactician (Paired Oppourtunist), Order of the Shield, Mount, Challenge 1/day, TWF, H- Imp Shieldbash
2- Resolute
3-Intercept-Bodyguard, Quickdraw
4- Drill Instructor, Challenge 2/day
5- Banner, Tactician 2/day, Power Attack

As for the Mythic paths, still undecided between Guardian, Champion or Marshal.

Animal companion/Mount:

(Light) Horse
This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.

HORSE CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
ECOLOGY
Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the following adjustments to the base statistics detailed above.


Hm, almost ready with the character, but honestly I am having a bit of the problem for Average starting wealth. Could I "gently nudge" the DM to allowing Maximum gold maybe instead? Everything is so bloody expensive yet needed for the poor cavalier :-(


Doting. Will have something in a couple of hours.


Similar to few guys here, I have Dolok here prepared for another Wraith of the Righteous game. Seems he has 1 trait too many, for which I can take a drawback, if needed.

Dolok Kadarn, a.k.a. the Saber-rider:

Male human (Kellid) Cavalier 1
NG Medium humanoid (human)
Init +3; Senses Perception +0, Sense Motive +4

--------------------
DEFENSE
--------------------
AC 20 (+3 Dex, +6 armor, +1 Shield), Touch 13, Flat-footed 17
CMD 17
HP 12 (1d10+1+1)
Fort (2) +4
Ref (0) +3
Will (0) +1
Defensive Abilities None
Immunities None
Resistances None

--------------------
OFFENSE
--------------------
Speed 30 ft (20 ft. in armor on foot; xx feet mounted)
Melee
Scimitar +4 (1d6+3; 18-20/x2)
Scimitar +4 (1d6+4; 18-20/x2) Two handed
* Lance +4(+5)(1d8+3; x3) *Double dmg. on charge; +1 BAB if attacking from horse back (elevation)
Club +4 (1d6+3; x2)
Scimitar +2 (1d6+3; 18-20/x2) and Light shield +2 (1d3+3; x2)

Ranged

Special Blade of Mercy (no -4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage with slashing weapon)

--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Attack +1; Melee Touch +4;
CMB +4

--------------------
Feats
--------------------
Challenge 1/day (Cavalier 1)
Mount (Cavalier 1)
Order of the Shield (cavalier 1)
Tactician - Paired Opportunists (Cavalier 1)
Two Weapon Fighting (Human Bonus feat)
Improved Shield bash (Level 1)

--------------------
Traits
--------------------
Indomitable Faith (Faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Blade of Mercy (Religion): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Touched by Divinity (Campaign): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

Skills
Bluff (1) +3
Diplomacy (1) +3
Knowledge (local) (1) +5
Ride (1) +7 (+3/+1)
Sense Motive (1) +4
Swim (1) +7 (+3/+1)

Languages
Common, Celestial (?)

Breastplate 200 gp +6 +3 -4 20 ft. 30 lbs.
Quickdraw light wooden shield 53 gp +1 - -2 - 6 lbs.

Scimitar 15 gp 1d6 18-20/x2 - 4 lbs. S -
*No (Lance 0 gp 1d8 x3 - 10 lbs. P Double dmg. on mounted charge, Reach)
Club - gp 1d6 x2 10 ft. 3 lbs. B -

Armor and weapons: 268 gp; 53 lbs.

Cavalier's kit 23 gp 112 lbs.
Bagpipes (Musical instrument) 5 gp 3 lbs.

Grand total: 296 gp

Backstory:

It was another rainy afternoon in Gudrun. Fog was creeping in through the muddy streets of the shanty town, poised on the brink of two rivers. Once a small fisherman village, Gudrun was on the direct path of refugees running from the demon incursion in lands known as Sarkosis then, but simply called Worldwound now. Because of that position Gudrun has seen worst parts of human nature (as well as natures of all other species).Usualy Dolok hated rain, but today he was happy that it was there. He let the rain fall all over his face, hoping no one will notice the tears in his eyes. A long, very emotional farewell with his family left him vulnerable, and no amount of armor could help there. He was confident that his brother Jarmil will be able to take good care of his their twin sisters Arana and Aleida, as well as their mother Shelen. Jarmil was a farmer, a pigkeeper actually, and he was good at it. Jarmil had the knack for handling domesticated animals, and he was an astute merchant. Must have picked it from their father. "Their father" - although his siblings never made any point of it, neighbours in their small village made sure he did never forgot that they did not have the same father. He was a bastard, born out of wedlock, pure and simple. But his mom never regreted it. She simply told anyone that she had to do it and she did it. Plain and simple, no excuses, no explanations.

Mom was different. Mom was always a soldier, a fighter in the crusades, and she had different mentality than most if the people in Gudrun. And she made sure that Dolok was raised in a similar way. Whenever he was crying or complaining to her about other children (and often adults) teasing him, she would simply tell him to suck it up and endure it. "You are not like them my boy, you have the strength, you can take it. Be strong Dolok, be strong"

And he has been strong. All thought his life. He was courageous enough on that day when he had the dream. Other kids, even most of adults were shunning Walk of Lost Gods. Surrounding Gundrun rose the weather-worn standing stones of old Gundrun’s deities, with monuments to Gorum, Gozreh, Sarenrae, Torag, and Urgathoa being the most prominent. As refugees passed and settlers returned to Gundrun, they brought with them their gods as well. More than a hundred carved logs, metal markers, and etched stones leaned amid the ancient monoliths, memorials to the innumerable deities of Sarkoris—many long forgotten. He was playing there, running among the monoliths, chasing butterflies over the etched stones, and as usual he felt asleep, exhausted from his games. And then he dreamt of Her. Back then he did not knew who She was, but he felt her kindness, the goodness in her and he enjoyed basking in her light. Many times later he would come there, to the Walk of Lost Gods to play and dream of Sarenrae.

It was here that one day he dreamt of his first adventure. He was 15 at the time, already a big and strong boy, he was helping his brother at the household but still he could not help and disappear from time to time to relax in his favorite way. After the dream, he knew exactly where to go, although he has never been there before. He traveled north for almost half a day, until he found a cairn. He slept outside, frightened by the distant howls of wolves and other creatures of the night, but nothing happened to him. Tomorrow morning, on the 10th of Sarenith, Day of the Burning Blades, sun which was just rising above the horizon illuminated an entrance to the cairn and a wheel of dancing flaming sunlight appeared clearly. With no fear, Dolok approached it and touched the symbol. The doorway opened in front of him, and he stepped into a dark crypt where an armored skeletal figure awaited him. It was there that Dolok met Khair of Solku, great champion of Sarenrae from the days of old, left here unto this world to do one final task in the service of the Dawnflower. He was to train an apprentice, a successor of a kind. And Dolok finally appeared.

It was a strange time for Dolok. He was still spending most of his time on his family farm on the edge of Gudrun, and then he would disappear for two to three days to listen to Khair's stories and train under him. One might think a sentient, skeletal undead creature would be a very scary sight, but Dolok felt secure with Khair, for he knew that although he did not look like it, Khair was still in the Everlight of their lady. Soon he knew most of "The Birth of Light and Truth" by heart, but Khair went a step further. He was teaching the boy not only to recite the words, but to understand the meaning conveyed. And Dolok learned - he learned about compassion and patience and peace. But most of all, Dolok learned about redemption. For it was a sad, yet hopeful story of Khair's life. After some time, Dolok understood that his apprenticeship is a final step of redemption, an atonement of a kind of a fallen paladin who has shown true repentance. It was due to the story of Khair's life that Dolok came to be wary of paladins and their orders, their high ideals sometimes so high that they were quite removed from the ordinary people they have pledged to protect. It was that story, which told of a great paladin who heroically fought against a demon in order to protect a village. Due to his great skill, paladin overcame the demon who tried to escape, and Khair followed him doggedly. They fought a running battle and Khair was determined to win. To finally banish this creature once and for all and to return to the village, to be recognized as a great hero he really was. And he did won, but returning back he found the village pillaged and destroyed. While he was chasing the demon, blinded with his fury and his eagerness to win, lesser demons raided the village. Village he was assigned to protect...

Numerous were the stories told by Khair, some embarrassing, some full of hope and adventure, but still they were nothing compared to his training. Sword wielding lessons, education on demons and devils their temptations and their weaknesses, fragility of human body and strength of human determination - all of these were eagerly accepted by young Dolok. Numerous tests were devised by Khair, and as a reward for passing some of them Dolok gained tokens. Various minor items, pieces of equipment, then the shield and armor, lance and finally - a scimitar! Still he remembers fondly that only few days ago skeletal apparition gave him one final gift - a small silver pendant shaped in the image of goddess. The moment Khair placed the holy symbol into Dolok's hand, a loud rumble shook the foundation of the cairn. "Go now boy, your apprenticeship is finished here. Now you are worthy of becoming a Knight of the Shield. But remember, you must keep earning that right every day!" And with that, a single sun ray broke through the ceiling of the cairn and engulfed Khair. Dolok still remembers the sound he heard through the chaos surrounding him. Throughout the rumble and the heat and the light dancing around he could not see Khair anymore - but he heard this sound. He heard a very soft "Thank you" followed by Khair's laughter...

Description:

Dolok is an athletic, wiry tall man, with a thin sharp-featured face. His skin is very tanned, tending toward a copper-ish coloration, showing that he has spent significant amount of time in the open. He has long, blonde hair, usually worn in a single braid at his back, no facial hair, and radiant blue eyes which seem to be constantly in motion. Smile rarely leaves his face. His blue hair and blue eyes show that there is a bit of Ulfen blood in him as well, but Dolok Kadarn considers himself a Kellid.

He is wearing an obviously very old and quiet dented green breastplate armor, with only a few hints of blue. The armor has obviously seen better days, seeing that it was punctured, bruised and patched in several spots. However, despite obvious patches, it seems that armor is still functional, offering ample protection. Strapped across his back is a round wooden shield, with a metal rim running at it's edges. Shield itself has a simple five points white star painted on it. At his hip there is a curved sword just a bit shorter than a long sword. The outer edge is viciously sharp, and the back is flat, giving the blade a triangular cross-section. The sword also has faint green-bluish tinge to it, showing that both the sword and armor were forged from similar metal.

The third day:

Dolok came late for the beginning of the festival. His arrival on the second night went largely unnoticed by anyone, since most of the people were involved in festivities happening all around. After some wandering, he managed to find a very nice stable, and he made sure that Hareika (his horse) was properly stabled. He spent some time grooming her, and gave her the last of the carrots he brought from home. He thought of maybe going into the night, filled with laughter and revelry, but he quickly decided against it. The ride to Kenabres was very long and he was quiet tired. So he bribed the stable boy with a few remaining pieces of silver, and went to sleep on a very comfortable haystack.

As usual, in the morning he was up at the crack of dawn. He helped around the stables, ignoring the astonished looks of several stable hands, and joking with them lightly. He even went so far as to offer them to share his paltry breakfast, consisting of some stale bread, few choice pieces of dried meat, one sausage and a small quantity of dried apricots. Next, he undressed to his waist and went to wash himself up at the nearby well. Finally, he went to retrieve his mother's final parting gift and walked outside into the city which was still waking up.

Looking at all the various entertainers, Dolok was honestly delighted and his eyes betrayed it. He went to see all of them - although the old diviner lady seemed to charge quite a lot - either not enough diviners around, or she's really good enough to ask for so much. And that guy with gray hair manipulating that giant bubble - hmmm, that was a treat. And it even seemed not to be magical...

Remembering finally what he is carrying with himself, he locates a nice free spot, with a few stumps in the shade of an old oak. Sitting down on one of the stumps, Dolok slowly unpacks the present from his mother. In his minds eye can see her face clearly, saying her goodbye, and he can still hear her voice "Take this my son. It has been a long, long time since moors and hills of Sarkosis heard this sound. Take it and spread it's sound across our ancestral lands." Lost in his thoughts, Dolok starts playing and one constant, legato sound starts drifting across the city. Almost spellbound, Dolok does not notice that at his feet, children started gathering as he plays his Great Highland Bagpipe.

Ready to ride into the sunset any moment ;-)


Finally done, I hope it is not too late.

Dolok Kadarn, a.k.a. the Saber-rider:

Male human (Kellid) Cavalier 1
NG Medium humanoid (human)
Init +3; Senses Perception +0, Sense Motive +4

--------------------
DEFENSE
--------------------
AC 20 (+3 Dex, +6 armor, +1 Shield), Touch 13, Flat-footed 17
CMD 17
HP 12 (1d10+1+1)
Fort (2) +4
Ref (0) +3
Will (0) +1
Defensive Abilities None
Immunities None
Resistances None

--------------------
OFFENSE
--------------------
Speed 30 ft (20 ft. in armor on foot; xx feet mounted)
Melee
Scimitar +4 (1d6+3; 18-20/x2)
Scimitar +4 (1d6+4; 18-20/x2) Two handed
* Lance +4(+5)(1d8+3; x3) *Double dmg. on charge; +1 BAB if attacking from horse back (elevation)
Club +4 (1d6+3; x2)
Scimitar +2 (1d6+3; 18-20/x2) and Light shield +2 (1d3+3; x2)

Ranged

Special Blade of Mercy (no -4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage with slashing weapon)

--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Attack +1; Melee Touch +4;
CMB +4

--------------------
Feats
--------------------
Challenge 1/day (Cavalier 1)
Mount (Cavalier 1)
Order of the Shield (cavalier 1)
Tactician - Paired Opportunists (Cavalier 1)
Two Weapon Fighting (Human Bonus feat)
Improved Shield bash (Level 1)

--------------------
Traits
--------------------
Indomitable Faith (Faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Blade of Mercy (Religion): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Touched by Divinity (Campaign): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

Skills
Bluff (1) +3
Diplomacy (1) +3
Knowledge (local) (1) +5
Ride (1) +7 (+3/+1)
Sense Motive (1) +4
Swim (1) +7 (+3/+1)

Languages
Common, Celestial (?)

Breastplate 200 gp +6 +3 -4 20 ft. 30 lbs.
Quickdraw light wooden shield 53 gp +1 - -2 - 6 lbs.

Scimitar 15 gp 1d6 18-20/x2 - 4 lbs. S -
*No (Lance 0 gp 1d8 x3 - 10 lbs. P Double dmg. on mounted charge, Reach)
Club - gp 1d6 x2 10 ft. 3 lbs. B -

Armor and weapons: 268 gp; 53 lbs.

Cavalier's kit 23 gp 112 lbs.
Bagpipes (Musical instrument) 5 gp 3 lbs.

Grand total: 296 gp

Backstory:

It was another rainy afternoon in Gudrun. Fog was creeping in through the muddy streets of the shanty town, poised on the brink of two rivers. Once a small fisherman village, Gudrun was on the direct path of refugees running from the demon incursion in lands known as Sarkosis then, but simply called Worldwound now. Because of that position Gudrun has seen worst parts of human nature (as well as natures of all other species).Usualy Dolok hated rain, but today he was happy that it was there. He let the rain fall all over his face, hoping no one will notice the tears in his eyes. A long, very emotional farewell with his family left him vulnerable, and no amount of armor could help there. He was confident that his brother Jarmil will be able to take good care of his their twin sisters Arana and Aleida, as well as their mother Shelen. Jarmil was a farmer, a pigkeeper actually, and he was good at it. Jarmil had the knack for handling domesticated animals, and he was an astute merchant. Must have picked it from their father. "Their father" - although his siblings never made any point of it, neighbours in their small village made sure he did never forgot that they did not have the same father. He was a bastard, born out of wedlock, pure and simple. But his mom never regreted it. She simply told anyone that she had to do it and she did it. Plain and simple, no excuses, no explanations.

Mom was different. Mom was always a soldier, a fighter in the crusades, and she had different mentality than most if the people in Gudrun. And she made sure that Dolok was raised in a similar way. Whenever he was crying or complaining to her about other children (and often adults) teasing him, she would simply tell him to suck it up and endure it. "You are not like them my boy, you have the strength, you can take it. Be strong Dolok, be strong"

And he has been strong. All thought his life. He was courageous enough on that day when he had the dream. Other kids, even most of adults were shunning Walk of Lost Gods. Surrounding Gundrun rose the weather-worn standing stones of old Gundrun’s deities, with monuments to Gorum, Gozreh, Sarenrae, Torag, and Urgathoa being the most prominent. As refugees passed and settlers returned to Gundrun, they brought with them their gods as well. More than a hundred carved logs, metal markers, and etched stones leaned amid the ancient monoliths, memorials to the innumerable deities of Sarkoris—many long forgotten. He was playing there, running among the monoliths, chasing butterflies over the etched stones, and as usual he felt asleep, exhausted from his games. And then he dreamt of Her. Back then he did not knew who She was, but he felt her kindness, the goodness in her and he enjoyed basking in her light. Many times later he would come there, to the Walk of Lost Gods to play and dream of Sarenrae.

It was here that one day he dreamt of his first adventure. He was 15 at the time, already a big and strong boy, he was helping his brother at the household but still he could not help and disappear from time to time to relax in his favorite way. After the dream, he knew exactly where to go, although he has never been there before. He traveled north for almost half a day, until he found a cairn. He slept outside, frightened by the distant howls of wolves and other creatures of the night, but nothing happened to him. Tomorrow morning, on the 10th of Sarenith, Day of the Burning Blades, sun which was just rising above the horizon illuminated an entrance to the cairn and a wheel of dancing flaming sunlight appeared clearly. With no fear, Dolok approached it and touched the symbol. The doorway opened in front of him, and he stepped into a dark crypt where an armored skeletal figure awaited him. It was there that Dolok met Khair of Solku, great champion of Sarenrae from the days of old, left here unto this world to do one final task in the service of the Dawnflower. He was to train an apprentice, a successor of a kind. And Dolok finally appeared.

It was a strange time for Dolok. He was still spending most of his time on his family farm on the edge of Gudrun, and then he would disappear for two to three days to listen to Khair's stories and train under him. One might think a sentient, skeletal undead creature would be a very scary sight, but Dolok felt secure with Khair, for he knew that although he did not look like it, Khair was still in the Everlight of their lady. Soon he knew most of "The Birth of Light and Truth" by heart, but Khair went a step further. He was teaching the boy not only to recite the words, but to understand the meaning conveyed. And Dolok learned - he learned about compassion and patience and peace. But most of all, Dolok learned about redemption. For it was a sad, yet hopeful story of Khair's life. After some time, Dolok understood that his apprenticeship is a final step of redemption, an atonement of a kind of a fallen paladin who has shown true repentance. It was due to the story of Khair's life that Dolok came to be wary of paladins and their orders, their high ideals sometimes so high that they were quite removed from the ordinary people they have pledged to protect. It was that story, which told of a great paladin who heroically fought against a demon in order to protect a village. Due to his great skill, paladin overcame the demon who tried to escape, and Khair followed him doggedly. They fought a running battle and Khair was determined to win. To finally banish this creature once and for all and to return to the village, to be recognized as a great hero he really was. And he did won, but returning back he found the village pillaged and destroyed. While he was chasing the demon, blinded with his fury and his eagerness to win, lesser demons raided the village. Village he was assigned to protect...

Numerous were the stories told by Khair, some embarrassing, some full of hope and adventure, but still they were nothing compared to his training. Sword wielding lessons, education on demons and devils their temptations and their weaknesses, fragility of human body and strength of human determination - all of these were eagerly accepted by young Dolok. Numerous tests were devised by Khair, and as a reward for passing some of them Dolok gained tokens. Various minor items, pieces of equipment, then the shield and armor, lance and finally - a scimitar! Still he remembers fondly that only few days ago skeletal apparition gave him one final gift - a small silver pendant shaped in the image of goddess. The moment Khair placed the holy symbol into Dolok's hand, a loud rumble shook the foundation of the cairn. "Go now boy, your apprenticeship is finished here. Now you are worthy of becoming a Knight of the Shield. But remember, you must keep earning that right every day!" And with that, a single sun ray broke through the ceiling of the cairn and engulfed Khair. Dolok still remembers the sound he heard through the chaos surrounding him. Throughout the rumble and the heat and the light dancing around he could not see Khair anymore - but he heard this sound. He heard a very soft "Thank you" followed by Khair's laughter...

Description:

Dolok is an athletic, wiry tall man, with a thin sharp-featured face. His skin is very tanned, tending toward a copper-ish coloration, showing that he has spent significant amount of time in the open. He has long, blonde hair, usually worn in a single braid at his back, no facial hair, and radiant blue eyes which seem to be constantly in motion. Smile rarely leaves his face. His blue hair and blue eyes show that there is a bit of Ulfen blood in him as well, but Dolok Kadarn considers himself a Kellid.

He is wearing an obviously very old and quiet dented green breastplate armor, with only a few hints of blue. The armor has obviously seen better days, seeing that it was punctured, bruised and patched in several spots. However, despite obvious patches, it seems that armor is still functional, offering ample protection. Strapped across his back is a round wooden shield, with a metal rim running at it's edges. Shield itself has a simple five points white star painted on it. At his hip there is a curved sword just a bit shorter than a long sword. The outer edge is viciously sharp, and the back is flat, giving the blade a triangular cross-section. The sword also has faint green-bluish tinge to it, showing that both the sword and armor were forged from similar metal.

The third day:

Dolok came late for the beginning of the festival. His arrival on the second night went largely unnoticed by anyone, since most of the people were involved in festivities happening all around. After some wandering, he managed to find a very nice stable, and he made sure that Hareika (his horse) was properly stabled. He spent some time grooming her, and gave her the last of the carrots he brought from home. He thought of maybe going into the night, filled with laughter and revelry, but he quickly decided against it. The ride to Kenabres was very long and he was quiet tired. So he bribed the stable boy with a few remaining pieces of silver, and went to sleep on a very comfortable haystack.

As usual, in the morning he was up at the crack of dawn. He helped around the stables, ignoring the astonished looks of several stable hands, and joking with them lightly. He even went so far as to offer them to share his paltry breakfast, consisting of some stale bread, few choice pieces of dried meat, one sausage and a small quantity of dried apricots. Next, he undressed to his waist and went to wash himself up at the nearby well. Finally, he went to retrieve his mother's final parting gift and walked outside into the city which was still waking up.

Looking at all the various entertainers, Dolok was honestly delighted and his eyes betrayed it. He went to see all of them - although the old diviner lady seemed to charge quite a lot - either not enough diviners around, or she's really good enough to ask for so much. And that guy with gray hair manipulating that giant bubble - hmmm, that was a treat. And it even seemed not to be magical...

Remembering finally what he is carrying with himself, he locates a nice free spot, with a few stumps in the shade of an old oak. Sitting down on one of the stumps, Dolok slowly unpacks the present from his mother. In his minds eye can see her face clearly, saying her goodbye, and he can still hear her voice "Take this my son. It has been a long, long time since moors and hills of Sarkosis heard this sound. Take it and spread it's sound across our ancestral lands." Lost in his thoughts, Dolok starts playing and one constant, legato sound starts drifting across the city. Almost spellbound, Dolok does not notice that at his feet, children started gathering as he plays his Great Highland Bagpipe.

As for the Mythic paths, not really decided. Still musing between a Marshal, Champion or Guardian.

And yes, I've read and acknowledged your preference for real characters, with flaws and shortcomings, and while Dolok is not really fleshed out in terms of drawbacks, he is still very young, somewhat naive in the way world works. For whatever reason his story lead me on this path, and I had to follow it. I'm guessing my mind was fed up with dark, gritty characters I am playing in my other games, and I am searching for a young, naive, positive, open to the world and all it's beauties kind of a guy.


A simple question, so I can build the background I find "satisfactory" - in what year will this game begin? Is it possible for a human to have father/grandfather being part of 4th Crusade (or even 3rd), or was it too long ago? I am aware that with their long lifespans elven/half-elven and or other options are certainly possible, but would want to understand if this is feasible for humans also.


Dotting. For sure I will come up with some troubled paladin, cleric who's a womanizer and a drunk, cavalier suffering from post-war stress or something...This sounds like a perfect playground for good boys who slipped once or twice (hey, we all make mistakes, don't we)? By Friday I should have a character will be up.


I belive it stands for Monster Manual, page 254. Hope that helps ;-)


Manzcar, really mate you need to stop that! Each and every time you beat me for a nice idea...looks like we're playing too many PbP's together :-) J/k a bit mate, I liked your idea but at the moment I have no idea of my own. Downloading the guide right now, so we'll see what kind of inspiration might hit me ;-)


1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (1) + 7 = 8

Hahaha, with rolls like this I really, really want to play that guy. An ignorant, stupid, slow, bad-breath and bad looking brute :-)


"I told ya we'll be having dog-kebabs for snack, didn't I?" - half-orc jokes nonchalantly while advancing on the dog attacking Monty - "Now, the real issue is - you like them raw or well-done?"

Move (if possible to a flanking position with Monty) to attack only remaining dog
axe attack: 1d20 + 6 ⇒ (10) + 6 = 16 Potentially +2 more from flank
potential dmg: 1d8 + 6 ⇒ (8) + 6 = 14


A bitter end is "a must" for a good/proper Ravenloft adventure. There is not a realistic chance that "good guys" triumph and "live happily ever after". The best players can hope for is a pyrrhic victory which leaves very bitter taste in the mouth, of course should they survive at all.

Are those correct assumptions?


GM Birch wrote:
Just a warning that I may not let the recruitment run until the 25th - due to the high volume of interest. If I shorten the timeframe, I'll give 48 hours notice.

Bah, nice timely warning - now I have to hurry it up a bit with my cleric ;-)


Since I also have issues with updating aliases on Paizo site right now, let me insert my "candidates" in here, and I will try to fully flesh them once the site starts working.

First would be Bryce Sidanris, a human male thief, planning to survive Rappan Athuk and go the arcane trickster route. He will not be "fully optimized", at least at the beginning, planning to have traits that may cover his magical background like Magical knack or Focused Mind. At the start he plans to be a fully fledged skill monkey, covering all basic rogue skills, while later on, should he be good (lucky) enough to survive, I plan to take a few levels of a wizard and shift focus to ranged touch attacks, combined with sneak attack damage. Regarding his background Bryce is a one of several bastards of a minor Chelaxian noble/landloper who simply loved to party (too much). Said noble had to move quickly (run away) from Cheliax once one of his many embezzlements become known, and his patrons simply could not "cover" for him any more. Growing up in Senara was not easy, but he toiled and survived somehow. Finally he managed to come by a piece of information regarding his father - that he has joined with an adventuring band and that the mentioned adventurers went missing in a dungeon in a far away Mendev. Using his connections, Bryce joined one of many caravans heading for the Crusade. Of course he had no intention of fighting the demons and whatnot - he just needed "a ride" to come closer to finding his father. Currently Bryce is probably a deserter/run-away from Chelaxian army.

My backup character, whom I will not get to play, since Bryce will survive ;-) would probably be a dwarven deep walker ranger.

I can usually post between 1 and 3 times a day, but from time to time (rarely) I may have to skip a day.


Excellent!!! Been waiting for Rappan Athuk for a while now. My stream of "ready to die" characters should be appearing soon ;-)


GM Birch wrote:
I'm toying with the idea (just an idea at this point, no more) of getting the prospective applicants vote the for the party. Not sure how the mechanics would work out, but I'll put my thinking cap on? Does this sound a really good or really bad idea?

Don't know why, but honestly, to me it does not sound like a good idea. But it's you game, so feel free to do whatever you want ;-)

I am progressing (albeit slowly) with my priest of Pharasma - I am still searching for the right reason he would be there. He would definitely have some inappropriate behaviour (either drinking, womanising, gambling or maybe an addiction to pesh or whatever is locally available), so I was thinking that maybe he was unofficially expelled (not so much expelled - as placed as far as possible, so he does not create problems back in his home city). Officially, he was sent on a task to supervise taking of the flame to the crypt of Kassen, only thing is that they "missed" a year.

"What? It was not this year but the next?!? Oh, really sorry for the mistake, and especially sorry for that month and a half trip that you had to take. How could we be so careless? Now listen, speaking of the trip - well it is a very long trip, and the church is a bit tight on the money right now, you know with the crisis and that caravan raided last month, and all this talk about the new invasion coming from Hold of Belkzen...you know, I have an idea. Since you're already there, then why don't you stay? You know, try and spread the prophecy of the Lady of Graves with the locals, get to know them. Finally this procession, this taking of the flame is very, very important. You should prepare for that, and in order to prepare properly you'll need time. So sit there, mingle with locals (not too much!), give my regards to Father Rantal, and we'll be in touch..."

Something along those lines - too much?!


Naaah, no arcane types for me this time, thank you. But looking at the product page which Thanos Maximo graciously linked (thanks), it sounds like priest or even inquisitor of Pharasma would fit well. Probably not mechanically, but story wise sounds intriguing...I like the sound of that, let me think on it a bit.

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