Hayato

Nameless Ronin's page

31 posts. Alias of Bowen Fitzcairn.


RSS


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

Nameless catches the tossed knife, glaring for a moment before heading for the bilges, content for the moment to bide his time. In the dank, cramped bilge he is soon sweating at his labors, bending to them with grim determination.

STR Check: 1d20 + 2 ⇒ (2) + 2 = 4
CON Check: 1d20 + 2 ⇒ (14) + 2 = 16


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

175lbs


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

With grim, almost stubborn determination Nameless struggles to climb higher, face set in a grimace, fighting through the pain, teeth clenched as he tries to continue higher, one hand above the other, focusing his gaze on the masthead above.

Climb: 1d20 + 2 ⇒ (13) + 2 = 15
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (8) + 2 = 10
Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (14) + 2 = 16
Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (6) + 2 = 8
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Climb: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

Nameless rises slowly, eyes narrowing to slits, attempting to take in every detail. For now, outnumbered and unarmed, Nameless obeys, remaining silent, watching for any opportunity he may take advantage of.


Male Human(Tian-Min) Samurai, Sword Saint, Ronin

Well met


Dude, sweet :-)


added the trait touched by the sea


profile updated


I posted the stat block output from herolab, so it should have all the necessary info, abilities, hp, feats, attacks etc, all the mechanics are present.


I just hope I make the cut, this AP has always sounded like fun. Good luck all.


I'll go NG then, I think that will be a good fit.


The Changing Tide wrote:

Greetings all, glad to see everyone still here and new people joining up too. I'm going to go over the new applications and see what they are all about, but it seems that they are mostly pretty good to go.

Nameless- I like the idea, but I have already accepted one LG character, for my last group and am unlikely to accept a second. Could you change alignment or are you tied to LG?

Ondir- You can say that again, it is going to be a really tough decision. Ondir looks good, all good.

I could do LN or NG if you prefer.


I'd like to submit Nameless for consideration.

Spoiler:
Nameless
Male human (Tian-Min) samurai (sword saint) 1 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Ultimate Combat 18)
LG Medium humanoid (human)
Init +7; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2; +1 trait bonus vs. fear effects
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft.
Melee katana +3 (1d8+2/18-20) or
wakizashi +3 (1d6+2/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit and AC when challenge challenger), iajutsu strike
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Iron Will
Traits fearless defiance, indelible ire, militia veteran (any town or village)
Skills Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (local) +5, Perception +1, Sense Motive +4, Survival +5
Languages Common, Minkaian, Tien, Varisian
SQ headstrong, mount, ronin[UC]
Other Gear lamellar cuirass[UC], katana[UC], wakizashi[UC], backpack, belt pouch, blanket[APG], flint and steel, trail rations (5), waterskin, whetstone, 43 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Iajutsu Strike +1d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Mount (Ex) Gain the services of a special animal companion.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Ronin's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs. challenger when returning a challenge
--------------------
Background: Nameless believed, believed in the code of Ichimeiyo and the duty he had to land, lord, and the people under his lord's care. He believed right up until his lord's son ordered the slaughter of an entire village because they could not pay their tribute. On that day he betrayed his code and turned on his liege lord's son, fighting for the peasants lives, one man against twenty. Needless to say, he failed. Every man, woman and child in the village was put to the sword to set an example for the other villages. Nameless, however, was kept alive. His lord's son said honorable death was too good for a dog such as him, so he had his men beat Nameless to within an inch of his life and left him among the corpses of the villagers. Nameless woke to the sound of crows, a broken, desperate man. Without a lord and without honor he was an outlaw. More significantly though, his very being had been shaken, all that he believed in seemed to have been a lie, the enlightenment of Ichimeiyo just hollow, empty words used to prop up a system of despots which he had believed in with all his heart and now it was gone. Nameless dragged himself from that field of slaughter, looking for a ditch in which to lay down and die. He was found unconscious by a poor rice farmer, who took pity on this poor young man, having heard of the lone samurai who had tried to do the right thing. Nameless was nursed back to health by the farmer and his family, and while his body healed, his mind and soul dwelt under a dark cloud. He began to drink, seeking to drown the screams and the visions of bloody, hacked bodies. Then, one day, a group of the daimyo's men came to the farmer's village. The commotion caused penetrated into the drunken haze of his mind and Nameless stumbled forth to find the farmer on his knees between two samurai with a third about to deliver the death blow. Without thought Nameless bellowed a challenge to the leader of the band, calling him a coward and a betrayer of Ichimeiyo, a dog without honor. Nameless demanded a sword and told them if he could beat each man in single combat it would prove they were unfit to call themselves samurai. Unable to refuse this affront to their honor, especially in front of so many witnesses, the samurai cleared the village square, gave Nameless a sword and the duels proceeded. To this day Nameless does not know how he did what he did, but he was able to beat them all, through his drunkenness, through his despair and self loathing he fought as he never had before. As the sun set on that day, the villagers buried the dead samurai in unmarked graves. Knowing the daimyo would now be hunting for him, Nameless left the village, thanking the farmer and his folk for their kindness. He took only the daisho from the leader of the samurai he had killed and the clothes on his back, but he also took a new purpose. From this day on he would wander the world, living only Ichimeiyo as he believed it in his heart and lending his sword to the purpose of justice, the defense of the weak and the wronged. It would be his penance for failing to save the village and for the betrayal of his lord for which he still could not forgive himself. That day Nameless took with him all of this, and left his name behind.

I've been wanting to give this character a try for a long time now and it might be a good fit, I have it set up that he's a vagabond so he can show up in pretty much any place and it might be interesting to have a samurai pirate.

I already did the background bit, so here's the rest.

Appearance- Height, weight, hair colour and eye colour. Does your character have any defining scars? Do they wear any jewelry or have any tattoos? How do they dress?

Motivation- What drives your character in general? Revenge? A need to be famous? A thirst for gold? What goals do they have before being shanghaied and now after the fact?

Favourite Colour- blue

Favourite Meal- yellowfin sashimi

Theme Tune- anything by Ennio Morricone


I'd like to submit a couple characters if I may for consideration. I am a long time RPG player but I've never done a PBP yet and would love to get involved in one. I'm going to post two characters I have ready made if that's ok, I can play either one, whichever may be considered the best fit for the group.

Nameless:

Spoiler:
Nameless
Male human (Tian-Min) samurai (sword saint) 1 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Ultimate Combat 18)
LG Medium humanoid (human)
Init +7; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2; +1 trait bonus vs. fear effects
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft.
Melee katana +3 (1d8+2/18-20) or
wakizashi +3 (1d6+2/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit and AC when challenge challenger), iajutsu strike
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Iron Will
Traits fearless defiance, indelible ire, militia veteran (any town or village)
Skills Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (local) +5, Perception +1, Sense Motive +4, Survival +5
Languages Common, Minkaian, Tien, Varisian
SQ headstrong, mount, ronin
Other Gear lamellar cuirass, katana, wakizashi, backpack, belt pouch, blanket, flint and steel, trail rations (5), waterskin, whetstone, 43 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Fearless Defiance Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against y
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Iajutsu Strike +1d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Indelible Ire +1 trait bonus on attack rolls for 1 round when a critical hit is confirmed against you
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Ronin's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs. challenger when returning a challenge
--------------------
Background: Nameless believed, believed in the code of Bushido and the duty he had to land, lord, and the people under his lord's care. He believed right up until his lord's son ordered the slaughter of an entire village because they could not pay their tribute. On that day he betrayed his code and turned on his liege lord's son, fighting for the peasants lives, one man against twenty. Needless to say, he failed. Every man, woman and child in the village was put to the sword to set an example for the other villages. Nameless, however, was kept alive. His lord's son said honorable death was too good for a dog such as him, so he had his men beat Nameless to within an inch of his life and left him among the corpses of the villagers. Nameless woke to the sound of crows, a broken, desperate man. Without a lord and without honor he was an outlaw. More significantly though, his very being had been shaken, all that he believed in seemed to have been a lie, the enlightenment of Bushido just hollow, empty words used to prop up a system of despots which he had believed in with all his heart and now it was gone. Nameless dragged himself from that field of slaughter, looking for a ditch in which to lay down and die. He was found unconscious by a poor rice farmer, who took pity on this poor young man, having heard of the lone samurai who had tried to do the right thing. Nameless was nursed back to health by the farmer and his family, and while his body healed, his mind and soul dwelt under a dark cloud. He began to drink, seeking to drown the screams and the visions of bloody, hacked bodies. Then, one day, a group of the daimyo's men came to the farmer's village. The commotion caused penetrated into the drunken haze of his mind and Nameless stumbled forth to find the farmer on his knees between two samurai with a third about to deliver the death blow. Without thought Nameless bellowed a challenge to the leader of the band, calling him a coward and a betrayer of Bushido, a dog without honor. Nameless demanded a sword and told them if he could beat each man in single combat it would prove they were unfit to call themselves samurai. Unable to refuse this affront to their honor, especially in front of so many witnesses, the samurai cleared the village square, gave Nameless a sword and the duels proceeded. To this day Nameless does not know how he did what he did, but he was able to beat them all, through his drunkenness, through his despair and self loathing he fought as he never had before. As the sun set on that day, the villagers buried the dead samurai in unmarked graves. Knowing the daimyo would now be hunting for him, Nameless left the village, thanking the farmer and his folk for their kindness. He took only the daisho from the leader of the samurai he had killed and the clothes on his back, but he also took a new purpose. From this day on he would wander the world, living only Bushido as he believed it in his heart and lending his sword to the purpose of justice, the defense of the weak and the wronged. It would be his penance for failing to save the village and for the betrayal of his lord for which he still could not forgive himself. That day Nameless took with him all of this, and left his name behind.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Tybalt:

Spoiler:
Tybalt
Male human (Keleshite) illusionist 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
1st—color spray (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bond (midian, cat), extended illusions (1 round), heart of the slums, heart of the streets, hedonistic, mixed heritage
Other Gear dagger (5), backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
--------------------
Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'd like to submit a couple characters if I may for consideration. I am a long time RPG player but I've never done a PBP yet and would love to get involved in one. I'm going to post two characters I have ready made if that's ok, I can play either one, whichever may be considered the best fit for the group.

Nameless:

Spoiler:
Nameless
Male human (Tian-Min) samurai (sword saint) 1 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Ultimate Combat 18)
LG Medium humanoid (human)
Init +7; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2; +1 trait bonus vs. fear effects
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft.
Melee katana +3 (1d8+2/18-20) or
wakizashi +3 (1d6+2/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit and AC when challenge challenger), iajutsu strike
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Iron Will
Traits fearless defiance, indelible ire, militia veteran (any town or village)
Skills Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (local) +5, Perception +1, Sense Motive +4, Survival +5
Languages Common, Minkaian, Tien, Varisian
SQ headstrong, mount, ronin
Other Gear lamellar cuirass, katana, wakizashi, backpack, belt pouch, blanket, flint and steel, trail rations (5), waterskin, whetstone, 43 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Fearless Defiance Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against y
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Iajutsu Strike +1d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Indelible Ire +1 trait bonus on attack rolls for 1 round when a critical hit is confirmed against you
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Ronin's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs. challenger when returning a challenge
--------------------
Background: Nameless believed, believed in the code of Bushido and the duty he had to land, lord, and the people under his lord's care. He believed right up until his lord's son ordered the slaughter of an entire village because they could not pay their tribute. On that day he betrayed his code and turned on his liege lord's son, fighting for the peasants lives, one man against twenty. Needless to say, he failed. Every man, woman and child in the village was put to the sword to set an example for the other villages. Nameless, however, was kept alive. His lord's son said honorable death was too good for a dog such as him, so he had his men beat Nameless to within an inch of his life and left him among the corpses of the villagers. Nameless woke to the sound of crows, a broken, desperate man. Without a lord and without honor he was an outlaw. More significantly though, his very being had been shaken, all that he believed in seemed to have been a lie, the enlightenment of Bushido just hollow, empty words used to prop up a system of despots which he had believed in with all his heart and now it was gone. Nameless dragged himself from that field of slaughter, looking for a ditch in which to lay down and die. He was found unconscious by a poor rice farmer, who took pity on this poor young man, having heard of the lone samurai who had tried to do the right thing. Nameless was nursed back to health by the farmer and his family, and while his body healed, his mind and soul dwelt under a dark cloud. He began to drink, seeking to drown the screams and the visions of bloody, hacked bodies. Then, one day, a group of the daimyo's men came to the farmer's village. The commotion caused penetrated into the drunken haze of his mind and Nameless stumbled forth to find the farmer on his knees between two samurai with a third about to deliver the death blow. Without thought Nameless bellowed a challenge to the leader of the band, calling him a coward and a betrayer of Bushido, a dog without honor. Nameless demanded a sword and told them if he could beat each man in single combat it would prove they were unfit to call themselves samurai. Unable to refuse this affront to their honor, especially in front of so many witnesses, the samurai cleared the village square, gave Nameless a sword and the duels proceeded. To this day Nameless does not know how he did what he did, but he was able to beat them all, through his drunkenness, through his despair and self loathing he fought as he never had before. As the sun set on that day, the villagers buried the dead samurai in unmarked graves. Knowing the daimyo would now be hunting for him, Nameless left the village, thanking the farmer and his folk for their kindness. He took only the daisho from the leader of the samurai he had killed and the clothes on his back, but he also took a new purpose. From this day on he would wander the world, living only Bushido as he believed it in his heart and lending his sword to the purpose of justice, the defense of the weak and the wronged. It would be his penance for failing to save the village and for the betrayal of his lord for which he still could not forgive himself. That day Nameless took with him all of this, and left his name behind.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Tybalt:

Spoiler:
Tybalt
Male human (Keleshite) illusionist 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
1st—color spray (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bond (midian, cat), extended illusions (1 round), heart of the slums, heart of the streets, hedonistic, mixed heritage
Other Gear dagger (5), backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
--------------------
Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Here's my submission:

Stat Block:

Spoiler:
Fenrir Last-Laugh
Male Human (Ulfen) Barbarian 1
CG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee bastard sword +4 (1d10+2/19-20) and
dagger +3 (1d4+2/19-20)
Ranged throwing axe +2 (1d6+2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 14
Feats Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Traits indelible ire
Skills Climb +0, Intimidate +5, Perception +4, Ride -1, Survival +4, Swim +0
Languages Common, Skald
SQ fast movement
Other Gear scale mail, heavy wooden shield, bastard sword, dagger, throwing axe (2), backpack, bedroll, belt pouch, blanket, winter, flint and steel, trail rations (5), waterskin, whetstone, 10 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Indelible Ire +1 trait bonus on attack rolls for 1 round when a critical hit is confirmed against you
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------

Character Background:

Spoiler:
Fenrir has lead a hard life. His father was a drunk and a gambler and unable to pay his debts he sold Fenrir as thrall to a reaver captain to whom he owed heavily. At 6 years of age Fenrir became cabin boy on an Ulfen longship, raiding along the coast of Varisia and beyond. The work was long, hard and grueling and failure was met with brutal beatings by the captain yet Fenrir endured . As he grew Fenrir would often draw his master's wrath on purpose, taking the abuse with relish. He grew more rebellious, often calling out the captain or the crew, until the captain finally thought to teach the upstart a lesson. Before the rest of the crew the captain announced that if the boy could defeat him he would win his freedom. The battle was ridiculously one sided, with the captain repeatedly driving Fenrir to his knees or laying him out on his back, much to the amusement of himself and the bloodthirsty reavers watching. At last, bloody and dazed Fenrir was pulled to his feet and held by two crew members whilst the captain cut two deep lines from either corner of Fenrir's mouth, curving upwards in a vicious looking bloody grin. "Now perhaps you'll keep a better humor dog" the captain laughed as he let Fenrir drop to the blood slick deck. Thinking his lesson well taught, he turned to his crew, barking orders to get back to work. To his and the crew's great surprise a voice bellowed out "we are not done yet!!" Turning back in disbelief the crew and captain saw Fenrir on his feat, swaying, bloody, yet a fire burned deep in his wild eyes. Fear clutched at the captain's heart as he looked on this specter of hatred and rage that stood before him, suddenly no longer the meek thrall. With a savage yell Fenrir surged forward, fists raining savage blows, driving his long time tormenter to the ground, not relenting until the captain was no more than a bloody pulp laying on the deck. After witnessing this display the crew left Fenrir be the rest of the voyage home. Upon reaching port he was allowed to leave and never once looked back. Since then Fenrir has wandered, earning a living by the sword wherever he can. The scars on his face healed into a wicked, macabre grin and due to this and the story of his winning his freedom he became known as "Last-Laugh"

Character Personality:

Spoiler:
Despite the cruel years spent in thralldom, Fenrir is possessed of a rather cheerful demeanor, boisterous, brash and good natured. He is fond of strong drink, good company and crude jests. He takes the view that any day can be his last so he lives deliberately and enjoys himself as much as he can and his means allow. He can however suddenly become grim, particularly when witnessing bullying or slavery and in these moments he becomes quite dangerous.

Character Appearance:

Spoiler:
Fenrir is lean, tall and well muscled like many Ulfens. He wears his red hair long and in braids the same as his beard. The grim scarred grin stands out all the more as the hair on his face does not grow along the scars. In addition to these Fenrir bears many other marks on his chest, arms, back and legs both from beatings he received while a thrall as well as more recent ones from various battles he has been involved in. To add to his somewhat savage appearance he is covered in tattoos done in traditional Ulfen style.

Sample Roleplay:

Spoiler:
"come, sit, fill your horn to the brim and drink with me you stodgy bastard. Let us get deep in our cups and while the night away with jest and bold tales"


Dot for interest


Just submitting this for general review, I'm not in a regular game or anything, I just make characters for the sake of tinkering. If anyone in the community has any suggestions for improvements on the mechanics, feel free to comment, I am always willing to learn. Thanks in advance.

Spoiler:
Tybalt
Male Human (Keleshite) Wizard 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20)
Wizard Spells Prepared (CL 1st; concentration +4):
1st—color spray[S] (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bonds (arcane bond [familiar]), blinding ray, extended illusions, heart of the slums, heart of the streets, hedonistic, mixed heritage, opposition schools (abjuration, necromancy), specialized schools (illusion)
Other Gear dagger, dagger, dagger, dagger, dagger, backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
--------------------
Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'd be interested, but I will third the "more details required" of the other two posts.


4 people marked this as a favorite.

Someone called The Librarian a monkey and or cut off his supply of peanuts.


I have yet to play an actual game of Pathfinder yet, but I've been gaming for a long time, mostly using D&D/AD&D and I have used both official campaign settings as well as my own homebrew worlds. I must admit I have always been particularly fond of Greyhawk and I really liked Al-Qadim back in 2nd ed. As far as Golarion is concerned I like it as well as any setting and I would use it, it seems to be a living, breathing setting even though I can't say it impresses me any more than Toril or Eberron, etc.


Tsiron Ragmar wrote:
Good, good. Except you didn't grab exotic weapon proficiency, so you can't use that spiked chain in combat.

I took the alternate racial trait "chain fighter" so that spiked chain becomes a martial weapon for me instead of an exotic. The alternate trait replaces the "weapon familiarity" trait.


I'm going to add this to this thread as well, in case any other potential DM's peruse it and would be interested in adding the below character to their campaign.

Spoiler:

Drus
Male Half-Orc Fighter (Brawler) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
spiked chain +4 (2d4+4) and
unarmed strike +4 (1d3+3)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bloodthirsty, bully, veteran of battle
Skills Intimidate +6, Perception +1, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, pride
Other Gear studded leather, cestus, dagger, spiked chain, backpack, belt pouch, flint and steel, waterskin, 88 gp
--------------------
Special Abilities
--------------------
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
--------------------
All Drus knew of life was pain. His earliest memories only go back as far as scrabbling for survival in the brutal slums where his days were filled with desperately seeking the bare minimum to get by while avoiding the attentions of the more powerful denizens. On the good days, he made it through without incident with just enough in his belly to keep going; on the bad he was bullied, any scraps he had were taken and more often than not he was brutally beaten. For most, this harsh life was short, however Drus possessed a will that refused to lay down and die. He became hard and cruel and strong. His orc blood made him grow big and mean and he made a name for himself as a tough as nails brawler. He was able to rise above the rest of the gutter trash, becoming an enforcer for local gangs and loan sharks, taking a great deal of pleasure in inflicting some of the pain he had been forced to endure back upon the dregs and other scum.
While not clever by any means Drus does possess a certain low cunning and is rather self aware, knowing his natural position is not as a big boss, however he doesn't deal with authority well, prefering to be a hired gun and he is aware the price his skills can bring. For a half-orc Drus has a rugged handsomeness, however this is marred by his constanty radiating an aura of menace, his gaze and stance making it clear to all the brutal force he can bring to bear and leaving no mystery as to how readily he is willing to use it which is off putting and makes him hard to deal with, crippling him in most social interactions. This combines with an inherent paranoia and mistrust of others along with a strong mercenary streak constantly looking out for his own interests first that all together ensures he is always on the fringes.
The one surprising trait Drus has, one that he tries to hide at all costs as it is definitely a weakness that can be exploited, is that he has a soft spot for the bullied, those truely weaker and unabe to defend themselves. This may seem like hypocrasy at first considering his occupations, however he always looks on the victims of his intimidation or leg-breaking as having brought about their own trouble as if they didn't gamble, borrow what they can't pay or try to horn in on territory they aren't strong enough to hold they wouldn't become targets. Those he percieves as taking advantage of true victims will suddenly find themselves facing a rage unlike any they have seen, usually not for very long. This was ultimately what lead to his taking to the road. After witnessing a local pimp breaking the arm of on of his whores, Drus pounded his head into a wall until it was just a bloody smear. While the girl was greatful, the gang boss to whom the pimp had been paying protection money to was not and felt an example needed to be made of Drus, preferably a lengthy, graphic example. So with no real ties and a great big world out there Drus fled without looking back, seeking whatever glory and wealth he can grab with both of his bloody fists.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


How does this strike you for a start? He will need to be modified a bit for your creation rules, but I was just working on him as an exercise in character building and really want to play him.

Spoiler:

Drus
Male Half-Orc Fighter (Brawler) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
spiked chain +4 (2d4+4) and
unarmed strike +4 (1d3+3)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bloodthirsty, bully, veteran of battle
Skills Intimidate +6, Perception +1, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, pride
Other Gear studded leather, cestus, dagger, spiked chain, backpack, belt pouch, flint and steel, waterskin, 88 gp
--------------------
Special Abilities
--------------------
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
--------------------
All Drus knew of life was pain. His earliest memories only go back as far as scrabbling for survival in the brutal slums where his days were filled with desperately seeking the bare minimum to get by while avoiding the attentions of the more powerful denizens. On the good days, he made it through without incident with just enough in his belly to keep going; on the bad he was bullied, any scraps he had were taken and more often than not he was brutally beaten. For most, this harsh life was short, however Drus possessed a will that refused to lay down and die. He became hard and cruel and strong. His orc blood made him grow big and mean and he made a name for himself as a tough as nails brawler. He was able to rise above the rest of the gutter trash, becoming an enforcer for local gangs and loan sharks, taking a great deal of pleasure in inflicting some of the pain he had been forced to endure back upon the dregs and other scum.
While not clever by any means Drus does possess a certain low cunning and is rather self aware, knowing his natural position is not as a big boss, however he doesn't deal with authority well, prefering to be a hired gun and he is aware the price his skills can bring. For a half-orc Drus has a rugged handsomeness, however this is marred by his constanty radiating an aura of menace, his gaze and stance making it clear to all the brutal force he can bring to bear and leaving no mystery as to how readily he is willing to use it which is off putting and makes him hard to deal with, crippling him in most social interactions. This combines with an inherent paranoia and mistrust of others along with a strong mercenary streak constantly looking out for his own interests first that all together ensures he is always on the fringes.
The one surprising trait Drus has, one that he tries to hide at all costs as it is definitely a weakness that can be exploited, is that he has a soft spot for the bullied, those truely weaker and unabe to defend themselves. This may seem like hypocrasy at first considering his occupations, however he always looks on the victims of his intimidation or leg-breaking as having brought about their own trouble as if they didn't gamble, borrow what they can't pay or try to horn in on territory they aren't strong enough to hold they wouldn't become targets. Those he percieves as taking advantage of true victims will suddenly find themselves facing a rage unlike any they have seen, usually not for very long. This was ultimately what lead to his taking to the road. After witnessing a local pimp breaking the arm of on of his whores, Drus pounded his head into a wall until it was just a bloody smear. While the girl was greatful, the gang boss to whom the pimp had been paying protection money to was not and felt an example needed to be made of Drus, preferably a lengthy, graphic example. So with no real ties and a great big world out there Drus fled without looking back, seeking whatever glory and wealth he can grab with both of his bloody fists.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Tsiron Ragmar wrote:
Check out my Wrath of Baphomet thread. Try to coordinate with the other players to create an intertwining backstory once I've picked players. BTW; Are you interested in gaining a mythic tier-or 10? >:3

I'll check it out and see what's what. As far as mythic goes, I don't have the book so I have no idea about how those rules work at all, however if you're wanting to run your game with them I have no complaints.


Reynard_the_fox wrote:

Looks perfectly reasonable for a 1st-level character. I'd get some better armor as soon as is feasible, and you'd probably be better off taking the Con down to 14 so you can pump your Int and/or Wis a bit (failing Will saves sucks), but overall it looks good.

You also might want to check out the Unarmed Fighter archetype and see if that tickles your fancy. Getting Dragon Style at first level and charging over difficult terrain and through allies is pretty frickin' awesome.

Thanks for the tips :-) My thoughts on armor would be getting it buffed up with magic as soon as possible. It would probably be easier at first just to buy heavier stuff, but with this particular character I just can't see him doing what he does in a whole bunch of bulky metal, but I agree he will need better AC over the course of his career. I might just do as you say and dump some Con for Wis as a bit of buff for the will saves could be useful as well as it kind of fits a little into his back story as well, giving him a bit of cunning (which I think falls under the perview of Wis rather than Int). I did look at the unarmed fighter archetype and I just liked the brawler better. I wanted a close combatant, so fists, knives, clubs and I didn't want to be as limited to unarmed combat so the brawler archetype seemed a better fit over all.


I'm still getting used to building characters in Pathfinder so I thought I'd ask the community at large how this build stacks up. Just for the record, I like to build to a concept but I also don't want to be dead weight in any group I end up playing with. If anyone has any opinions or suggestions about the playability/survivability of this character, feel free to comment. Any help will be greatly appreciated.

Spoiler:

Drus
Male Half-Orc Fighter (Brawler) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
spiked chain +4 (2d4+4) and
unarmed strike +4 (1d3+3)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bloodthirsty, bully, veteran of battle
Skills Intimidate +6, Perception +1, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, pride
Other Gear studded leather, cestus, dagger, spiked chain, backpack, belt pouch, flint and steel, waterskin, 88 gp
--------------------
Special Abilities
--------------------
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
--------------------
All Drus knew of life was pain. His earliest memories only go back as far as scrabbling for survival in the brutal slums where his days were filled with desperately seeking the bare minimum to get by while avoiding the attentions of the more powerful denizens. On the good days, he made it through without incident with just enough in his belly to keep going; on the bad he was bullied, any scraps he had were taken and more often than not he was brutally beaten. For most, this harsh life was short, however Drus possessed a will that refused to lay down and die. He became hard and cruel and strong. His orc blood made him grow big and mean and he made a name for himself as a tough as nails brawler. He was able to rise above the rest of the gutter trash, becoming an enforcer for local gangs and loan sharks, taking a great deal of pleasure in inflicting some of the pain he had been forced to endure back upon the dregs and other scum.
While not clever by any means Drus does possess a certain low cunning and is rather self aware, knowing his natural position is not as a big boss, however he doesn't deal with authority well, prefering to be a hired gun and he is aware the price his skills can bring. For a half-orc Drus has a rugged handsomeness, however this is marred by his constanty radiating an aura of menace, his gaze and stance making it clear to all the brutal force he can bring to bear and leaving no mystery as to how readily he is willing to use it which is off putting and makes him hard to deal with, crippling him in most social interactions. This combines with an inherent paranoia and mistrust of others along with a strong mercenary streak constantly looking out for his own interests first that all together ensures he is always on the fringes.
The one surprising trait Drus has, one that he tries to hide at all costs as it is definitely a weakness that can be exploited, is that he has a soft spot for the bullied, those truely weaker and unabe to defend themselves. This may seem like hypocrasy at first considering his occupations, however he always looks on the victims of his intimidation or leg-breaking as having brought about their own trouble as if they didn't gamble, borrow what they can't pay or try to horn in on territory they aren't strong enough to hold they wouldn't become targets. Those he percieves as taking advantage of true victims will suddenly find themselves facing a rage unlike any they have seen, usually not for very long. This was ultimately what lead to his taking to the road. After witnessing a local pimp breaking the arm of on of his whores, Drus pounded his head into a wall until it was just a bloody smear. While the girl was greatful, the gang boss to whom the pimp had been paying protection money to was not and felt an example needed to be made of Drus, preferably a lengthy, graphic example. So with no real ties and a great big world out there Drus fled without looking back, seeking whatever glory and wealth he can grab with both of his bloody fists.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Tsiron Ragmar wrote:
I'll be happy to play a game with you!

Cool, what kind of game are you setting up?


Hi there folks. I'm a long time RPGer, started playing when I was ten with basic dungeons and dragons (red box) and I'm just now trying to get into Pathfinder. I've been looking over the recruitment threads and I've been having a hard time getting involved in any of the games/finding some thing I want to play so I thought I'd just put this out there. I'm looking to get into a PbP game/online game of Pathfinder, preferably starting low level as I'm looking for a chance to build a character from the ground up and really get involved. If you're starting up a game and looking for players just let me know. Thanks in advance for taking the time to read this over. Cheers all.


I'm a 34 year old straight male. For most of my career in gaming I've been the DM and of the few times I've played as a PC they have all been male, just because, that's the only reason I have, just because. As far as sexuality is concerned, most of the games I was in as a player never really focused on romance at all and didn't run long enough for the characters to develop more of a personality than "I am a hero!!!". I wouldn't mind playing other genders or sexualities in a really involved roleplay heavy game but I just haven't had the opportunity.