Spring-Heeled Jack

Nidoran Duran's page

Organized Play Member. 236 posts (2,262 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 14 aliases.


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Dotting for interest. I have a Dark Tapestry Black-Blooded Oracle I could tweak and de-gestalt from a previous collapsed CC campaign who I'd be interested in running. Very dark mysteries and eldritch-ey stuff. I'll see about changing things around on her and post back hopefully not too late.

Got accepted into another WotW game, and I'd rather not be a dick and vie for a spot in here, so I'm going to bow out. Good luck, everyone.

Er, yeah, whoops, Antipaladin. Made the mistake on that post, not on my character.

Relieved to see the deadline isn't in fact today as while I have my backstory finished, I haven't yet gotten down to the gritty details of making a 10th level gestalt, which is usually kinda time-consuming. I've settled on Dragon Sorc/Paladin going into Dragon Disciple, and will hopefully have that all completed some time this weekend.

Think I've finally settled on a Tiefling Sorcerer/Dragon Disciple//Antipaladin for some absurd gish h~$!$$%!+. Or maybe a Crossblooded Sage/Dragon bloodline Sorc paired with some manner of Magus.
Edit: Or a Bladebound Kensai/Wizard. Damn okay never mind I am far from settled now, back to square one. Gestalt has way too many juicy options.

Interesting. What kind of other things could be used in one?

With build rules like those I think I might have to give it a spin in some capacity. Out of curiosity, which templates would be allowed, and what are we looking at for modifications to them?

Very interested in the idea, always dug the gothic horror genre and any excuse to play in a game with it. I'm kicking around a few ideas right now, perhaps something in the divine branch. Is there a specific weapon as far as the Saraten faith is concerned (Clerics and Inquisitors usually rely on that for weapon choice), and also does the whole Book of Sin thing preclude an Inquisitor from using Bluff?

Edit: And, for that matter, are there any domains attached to it?

Not sure yet, trying to juggle around a few ideas. Considering Fey to tie vaguely into certain other elements of what I'm cooking around, but then I caught eye of the Sylvan variant and that's hard to turn down.

In the process of readying my character, just checking in on a rule matter to see where you stand on using the Edlritch Heritage feat in combination with Wildblooded Bloodlines.

Not having the vamp feats is good to know, but for usable books, I was actually asking less for the outline's explanations as far as classes/races, and more about stuff like feats and equipment. There's more than a few good things in assorted recent Companion books, and I don't know if they're all on the table or if I should stick to the core book and the assorted Ultimate (X) books.

Dotting. Very intrigued, but not sure if I should gestalt up a Dragon Sorc I've been using on and off for a few years now that keeps finding her way into games that fizzle out, or to whip up something different entirely.

Out of curiosity, how do you stand on the vampire feat chain listed in the fifth book, as far as using it to take the Vampire template without level adjustment, and also just in general what sort of material is on the table as far as books to raid for the good stuff?

Very interested, will kick about an idea, potentially with the boon taken into consideration.

2d30 ⇒ (17, 9) = 26

Not sure I would be inclinded to do anything with guns in an official AP where that doesn't tend to be a factor, or if I'd want to go evil, but we'll see there it goes.

Very intrigued by your features list, and your influences are all things that pique my interest, so dotting. I'll wait on some more fluff info before I start getting too attached to any ideas.

Dotting with extreme interest, will kick some ideas around.

I don't see that much in common; your classes look like something much more directly gish-ey with Magus, whereas my magic is oriented much more on support and buffs/debuffs to continue the idea of someone riding into war who has a big impact on the others around them. And then thematically, I don't know where the destruction is going for you, but with for my character, war is a lot more on the glory and dogmatic "conquer and achieve through bloodshed" side than necessarily seeking to destroy everything. The differences ought to become pretty clear once our fluffs come out because I definitely don't see the links you're seeing, but if nothing else then yeah, two tables ought to do it.

What I have down so far for the Fallen of War is an Antipaladin/Bard (Arcane Duelist)/Oracle of Battle with a quadrupedal Eidolon form and arms to make them more of a centaur kind of thing. Between natural attacks, their weapon, and Pounce, the emphasis on attacking will be to have someone highly mobile, tanky, and capable of unleashing a lot of hard-hitting attacks at once, while backing it all up with assorted support spells and abilities. I currently have them fluff-wise as the steed-but-also-a-warrior to the standard bearer of Iomedae (or her non-union Mexican equivalent) who went kind of rogue on the matter of meddling in mortal wars and was cast down for it.

Also, are we able to spend any of our starting funds on the legendary items we begin with, or would I be taking a legendary non-magical weapon?

I'm fine with either version of hell; if it's not Golarion, I'll just replace Iomedae with some vague, undefined god of similar nature.

And I'm not sure, but what was the "Eidolon form stuff" an answer to my question about buying the Large mutation and the stat boosts that came with that?

I know that we can't use EP to buy ability score modifiers, but what about the Large evolution? It comes with adjustments that are more related to the change in size than about buying the specific bonuses, so I wanted to see if that was a different case. Also, I'm unsure what you mean by "Legacy item"; was Legendary what you meant?

@thunderbeard: That's fair, my concern is just in wanting to get something down that isn't stepping too much on somebody else's feet, and having a punchy title to point to is good for not only that, but for helping new applicants who didn't follow the previous thread see what people are already working with.

Dotting and going to start on this soon, although I have a convention this weekend and it might take a while to get my character all finished; I'm guessing with the very intense and complicated crunch on the table, recruitment's going to be a while? You didn't specify that.

Also, conceptually shifting a little from zealotry to a somewhat broader war, but with the zealotry aspect still very heavily at the forefront of their idea. I guess "war and Zealotry"? I'll tighten the focus and try to get it back to punchy and one word as I work on the fluff. Speaking of. is this nominally set in Golarion, deity-wise? My concept hinges on a fallen who served under Iomedae, and I want to make sure that's still on the table before I put pen to paper on their background.

Actually, Deception and Wrath didn't work out very well--and are a little too overlappey with some of the other ideas around--so I've instead decided to go with zealotry as a theme. An angel who used to serve under Iomedae, and whose concepts of glory and battle have been significantly warped to become something brutal and dogmatic. I'm currently thinking Antipaladin/Bard/Oracle of Battle; lots of buffs/debuffs and combat-oriented magic on top of being very heavily martial.

Still kicking around ideas and I'll wait for the full build rules to see which of them pan out best, but right now deception and wrath are the forerunners, conceptually.

This looks absolutely insane and I don't think I can sit out giving this ago. Very eager for the proper thread with all the info to go.

Dotting and rolling. I have a Paladin of Iomedae to apply with, and I'll retool her for the new rolls once I'm done with my school day. But as someone who often writes weird crunch detail justifications into backstories, I like the cut of your jib.

4d6 ⇒ (4, 1, 5, 5) = 15 14
4d6 ⇒ (3, 1, 3, 5) = 12 11
4d6 ⇒ (6, 3, 4, 6) = 19 16
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (1, 6, 4, 4) = 15 14
4d6 ⇒ (3, 6, 3, 5) = 17 14

Not bad.

Okay cool, I'll replace the vamp feat on her sheet with something else when the time comes. Probably grab Somatic Weapon on her after all and go for a two-handed weapon. If it's all the same to you, I'll wait until until selection is done for that change since it's only a little crunch tweaking, not worth reposting the whole app for.

My Bard/Rogue wasn't panning out as much as I'd have liked, but I went in a different direction and gestalted up a Dragon Bloodline Sorcerer I was playing in a game up until a couple weeks ago, where some life stuff made me have to duck out while it got cleared up, which it now is. Here is Ariana Ddraig, Human Sorcerer/Antipaladin. Like the Bard I asked about before, she also has the first vampire feat.

For Ariana Khail, nothing was more important than magic. Neither of her parents fostered their gifts; her father was a hedge wizard who sold small magical trinkets and offered spellcasting services, while her mother always concerned herself more with theory and scholarly pursuits than her own abilities. Their daughter, however, not only showed magical affinity from an early age, but ambition and intellectual curiosity. She wanted to learn everything she could, oftentimes not even about magic. Any knowledge she could get her hands on, she consumed. It wasn't a problem, until she dug a bit too deep into years-untouched books belonging to her father, at which point she came across a book detailing various prayers and rites for the worship of Asmodeus. It was fortunate she went to her father in concern, and not to anyone else with the information. Her parents were both worshippers of Asmodeus, going back many generations on both sides. Their practice became hidden as Talingarde became a much more fanatically Mitran kingdom, eventually not even continuing their worship in practice when she was born, out of the fear they would be discovered and their newborn put to death. In the two decades since, their faith had waned heavily, and neither really held any passion or devotion left for the Dark Prince, and forbade their daughter from ever following in their footsteps or asking questions.

He also warned her about her heritage; there was a reason her father never developped his magic very far, and it was for fear of his lineage. Their family line held some kind of draconic affair many generations prior, and those who fully embraced magic found themselves at risk of coming upon it. Her great grandfather became a hermit after he pushed himself to the degree where his flesh began to turn to scales. He told her to slow down her rapid pace of discovery and experimentation, lest it draw eyes and fear.

She couldn't not heed their warnings for even a week. She tried as subtly as she could to find information about Asmodeus, all of it Mitran propaganda, distorting and lying about the things she had read in her father's book. If the Mitrans were supressing the worship of other gods, they may have also been hiding away other things. Knowledge that was a threat or affront to them. Magic, perhaps. She'd already come into her gifts by then, working tirelessly to hone her magic in hopes of finding a tutor who could help her exceed what her parents had accomplished, and the thought of knowledge and magic that the Mitrans kept hidden slowly became an obssession for her.

But nobody would teach her if she began to sprout scales. She'd already begun to grow claws for short periods every day, and she knew it would only worsen from there. No reputable mage would indulge her curiosities. So instead she turned to devils. Lowly devils, who couldn't sate her thirst for knowledge, but she was still a fledging mage, and feared what would happen if she tried to summon something beyond her abilities.

Leaving home, both because of the restrictions of her parents on the advancement of her craft and fear for the consequences of a open devil worshipper growing scales upon her family, she continued to chase knowledge. In secret, she had taken with her the book about Asmodeus, keeping it private as she worshipped and continued along her path. She took on the assumed surname Ddraig, both as embrace of her heritage, and to ensure her family cold not be held responsible for her actions. Like her father, she offered spells for coin, but at night, she sought the means by which to begin undoing the Mitran control of Talingarde. Looking for evidence of others who still revered Asmodeus, or even just revolutionaries whose cause she could feign support for if it meant furthering her own goals. Petty criminals mostly, but she would have to make do with what she had. One person desperate for her magic but without any money to their name traded her a beautiful longsword that had been in their family for generations, and she gladly put some of her own money toward learning how to use it for the occasions where people sought to take advantage of the young, seemingly weak sorceress.

As she grew stronger, she realized that her draconic heritage wasn't what she'd expected. Rather than bearing proud scales of a fearsome chromatic dragon, her physical transformation brought gold. It was a delicious irony to her, a legacy of Asmodean worship bearing the blood of the noble metallic dragons, and she longed for the day she could lord such righteous heritage over her victims. Eventually, her prayers were answered, and the studious mage found herself bearing the beginnings of profane power. Hoping that abilities bestowed upon her by the Prince of Darkness himself was a sign, she prepared a ritual to invoke a devil, bind it to her will, and seek guidance and secrets from it.

Not a major devil. Merely an imp. A harmless little creature who surely a sorceress of her abilities could control. To aid in her tempting of the evil creature, she sought a few 'ingredients', hearts from animals and pints of blood to woo it into her service and string it along for as long as she could. In the seedy corner of the city she'd found herself in, the seller was a vampire, keeping a low profile and feeding off of live animals, selling their parts and carcasses for meagre profits. While it may have disturbed or brought discomfort to some, Ariana saw only opportunity in the turn of events, gladly offering spellcasting and a pile of gold to the vampire in exchange for being turned into one herself. She could think only of the opportunities that becoming a vampire could present, the further shedding of mortality's limits and opening of new doors of knowledge. Not to mention, becoming something vile, bringing her closer to Asmodeus where her heritage pulled her away. She insisted and forced, eventually threatening the vampire with her sword, until he relented and bit her. Only to run away in a panic within seconds, leaving her with a slow-setting form of undeath that would creep slowly through her in an agonizing, slow conversion, rather than claiming her right there.

She was furious, but could do little to follow him or make a scene, especially when she had a ritual to perform. She gathered up the other materials and settled down into the room of the dingy inn she'd been staying at, spreading out everything she needed and beginning. But it didn't work as intended, and somehow, she was compromised. Perhaps she had been too overt about the ritual items when she procured them. Whatever it was, it led Sir Balin to her, and though she had grown fearsome with her spells and her sword, she stood no chance against the witch hunter. She was taken prisoner and carried off to Branderscar, screaming oaths of revenge. She never gave her real family name to them, and in her failure she could at least rest safe in her family's secret being one she would take to an unmarked grave.

Perhaps it was the unwavering loyalty to Asmodeus that had caught his eye, or merely her anger awakening within her latent powers she'd never realized before, but it was on the carriage taking her to Branderscar when she something change within her. A feeling, as though her body had become an instrument of evil and wickedness. The righteousness of the guards taking her away became something tangible that she could sense, an affront to what she was that made her strain against the chains, her claws glimmering with profane energy that cascaded off her draconic weapons in black and red sparks. She prayed that this was Asmodeus giving her the means with which to eventually make an escape and become his loyal servant, rather than the unlocking of something she'd always had inside of her only days before her fated death.

Ariana is prideful to a fault. Haughty and self-absorbed, believing herself superior in all manners. Once the Mitrans have been overthrown, she intends to lead the kingdom's magical development and education, pushing the boundaries further, and sees herself as the template by which others should follow, both in her great potential and in her lust for knowledge above all else. She believes herself the pinnacle of intellectual pursuit and, once she comes into her powers, the greatest mage of her generation; if she fights for it, why is such a seat not rightfully hers?

With that pride comes arrogance. She does not suffer fools, very loose with her sharp tongue, and though she tries to present a cool demeanour it can fall apart very quickly as a passionate fire lies beneath the icy surface, and it takes little to flare it up. Her conflicting natures certainly do not help, her draconic instincts becoming greater and at odds with her own, while her grown undeath complicates matters further, leaving her torn and a little inconsistent, prone to mood swings. Prone to outbursts and offense as she is, she is no coward, and will back whatever she says in a rage up to the fullest extent she can.

She cares deeply for her family and her faith, very devout in her worship of Asmodeus and much more amicable to those who share her experiences and the worship of evil gods. So much of her life has been spent in opposition and hiding her truths that her biting wit has grown to be the standard to keep people away, both protecting her secret and venting her fury at a society that would loathe her if it knew. Those sympathetic to her cause and her faith would find not the cruel descendant of a dragon, but a fierce ally and loyal friend, devoted to the undoing of Talingarde's self-righteousness and to keeping those she can truly call 'her people' closer than she's let most people before.

Character Sheet:
Ariana Ddraig- Sorcerer 1 (Draconic Bloodline)/Antipaladin of Asmodeus 1
Lawful Evil Medium Humanoid (Human)
Init +5; Perception +6
AC 12, touch 12, flatfooted 10 ( +2 Dex +0 Armor)
HP 11 (1d10 (10) + 0 Con +1 Class)
Fort +2, Ref +3, Will +2
Speed 30 ft.
-2 Claws +3 (1d4+3)
Spells Known
0th (infinite) DC 14: Detect Magic, Dancing Lights, Ghost Sound, Read Magic
1st (4/day) DC 15: Burning Touch, Grease
Str 16, Dex 16, Con 10 (12-2), Int 14, Wis 10, Cha 18 (16 +2 racial)
Base Attack +1; CMB 4; CMD 17
Feats: Alterness (bonus from The Bitten), Eschew Materials (bonus from Sorcerer level 1), Power Attack, The Bitten, Weapon Focus (Longsword)
Traits: Consorting with the Dark Powers, Magical Knack, Reactionary
Favoured Class: Antipaladin (1 HP)
Bluff +8 (1 rank +3 class +4 Cha)
Diplomacy +5 (1 rank +4 Cha)
Intimidate +8 (1 rank +3 class +4 Cha)
Knowledge (Arcana) +7 (1 rank +1 trait +2 Int +3 class)
Knowledge (Planes) +7 (1 rank +1 trait +2 Int +3 class)
Perception +6 (1 rank +2 feat +3 class)
Languages: Common, Draconic, Infernal
Equipment: Nothing
Current encumberance: 0 lbs
Money: None
Carrying capacity: 76 lbs, 77-153 lbs, 154-230 lbs
-Sorcerer Abilities-
Bloodline: Draconic
Bloodline Arcana: +1 damage per die rolled on fire spells
Claws 7 rounds/day

-Antipaladin Abilities-
Aura of Evil
Detec Good
Smite Evil 1/day: +3 to attack, +1 to damage.

Equipment currently not on her person:
Masterwork Longsword, Sorcerer's Kit Sorcerer's Kit (Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, 10 torches, 5 days of trail rations, waterskin), Silver Unholy Symbol Flash (loaded with Unholy Water), Dagger, Spring-Loaded Wrist Sheath, Peasant's Outfit, Masterwork Backpack, 3 Potions of Mage Armor, 2 Potions of Magic Weapon, 2 Scrolls of Charm Person, 2 Scrolls of Thunderstome, 2 Scrolls of Feather Fall, 2 Scrolls of Bungle, 2 Scrolls of Sleep, 2 Scrolls of Summon Monster I, 2 Scrolls of Expeditious Retreat, 140 gp

Plans/party role:
On the Sorcerer side, Ariana will class into Dragon Disciple, which will sacrifice a few levels of spellcasting, but along with everything off of Antipaladin, will turn her into a pretty fearsome gish. Her spell selection will be a mix of utility and buffs, and straightforward blasty stuff, with a heavy emphasis on fire considering her bloodline arcana, but spreading out into a few alternate backup elements here and there for those enemies resistant to fire. This will give her a fair amount of versatility, and a lot of options where actions are concerned. High Charisma means she can serve as party face if we don't have any Bards present, and a few Knowledges will help round out her non-combat uses.

Noting it more for fluff purposes, but she'll continue along the vampire feat chain through to the end of the line at 9th, at which point she'll become a fully-fledged vampire. As she hits her bloodline power milestones like natural armor and such, she'll also take on a gradually more draconic appearance.

The part about sort of "being chosen" for Antipaladinhood on her way to meet her death is pending your approval; I can change it to be earlier in her life if you're not keen on the way it went.

Interested, and have a character from a gestalt game that got chosen for a game that never actually got a first post. She'sa Bard/Rogue, taking a dip on the Rogue side into Sorcerer and then into Arcane Trickster from there. Two questions about allowable content first:

1) The third-party Somatic Weapon feat.
2) The feats in the fifth Way of the Wicked book that allow a PC to become a vampire.

Interested. I have an Oracle of Dark Tapestry from a game whose DM bailed that I'd need to retool pretty heavily to un-gestalt her and such. Are heavy Lovecraftian/Dark Tapestry themes and such along the sort of horror elements/dark secret fodder lines you'd be open to? Because if they aren't I could go with something else, I just want to make sure, since horror is a pretty broad net and that might not be the kind of horror you're into.

Interesting. Lots of ideas brewing; a Naginata-based Paladin, Bladebound Kensai Magus, something ninja-ey, perhaps a trickster Kitsune. Dotting, but gonna take a bit to narrow down my ideas a little.

There's also Mythic Arcane Armor Training, which might be a good option if you do go that route, because it'll make the effect permanent; Mythic rules make swift actions much more important to manage and have free. Consistently spend them every round on dropping spell failure and you lose out on a lot of stuff.

Can't speak for the GM's preferences, but it sounds like a pretty bad investment. 15% ASF is bound to come up when a spell is needed most, and there's a 1st level path ability for Archmage that basically gives you infinite Mage Armor equal to 3 + your tier. You'd be much better off taking Mage Armor, grabbing the path ability, and swapping the spell out down the line, than blowing a feat and eating spell feature chance through the whole campaign.

Interested, have a Paladin of Iomedae I need to do a heavy retooling of so I'll hold off on posting her application or anything, for now I'll roll. Probably going for Champion.

5d6 ⇒ (2, 4, 5, 5, 2) = 18 16
5d6 ⇒ (4, 3, 4, 6, 5) = 22 19
5d6 ⇒ (6, 6, 5, 2, 6) = 25 23
5d6 ⇒ (2, 6, 3, 2, 3) = 16 14
5d6 ⇒ (5, 4, 1, 4, 2) = 16 15
5d6 ⇒ (4, 4, 5, 2, 6) = 21 19

Wow. This will make for quite the spectacle of a character.

Dotting. Thinking of a bard, because the party as it's laid out could use some charisma, and someone to sing sea shanties hardly seems remiss. Is the Slayer building ranged? Might go archer Bard if not, but in my mind pirate equals swashbuckling, which means rapiers. Full disclosure though, I DMed a meatspace group through the first book and know roughly the first book and a half worth of the game, but I'm a grown-ass adult and wouldn't abuse that fact.

It could be neat, but seconding Nohwear; it's the meat of the idea and the plot that would be the deciding factor of interest.

Here's Faerdorcha "Freddy" Maercair, human bard.

Faerdorcha had a thirst for adventure from the time he was born. As the scion of a noble family, he was tutored by only the best teachers in Absalom for whatever field he sought to chase. Magic, swordplay, academia, and music were all filled into his itinerary, his parents eager to watch him succeed at anything he set out to do so that he could bring glory to the family. And for a child, he was oddly okay with spending so much time in private lessons, enjoying what he was learning and spending much of his free time reading anything he could find. In his teens, he won archery competitions between the young nobility of Absalom, but the trophies didn't make up for the fact his magical talent, while certainly potent, was not enough to be considered for the city's prestigious academies, and no lesser establishment would do. There were still doors open, but they pressed him harder on his other pursuits as a result.

As he grew, he began to realize that his parents' push for him to excell at whatever he attempted was for their own benefit more than his. They were grooming him to become great so that their name could work better, and had already arranged a marriage for him with the daughter of another noble family. What in his childhood he believed to be their pride in him for each thing he learned, each report about being ahead of his age in his areas of study, was in fact self-congratulatory. He was a tool for them and little else. Far from the first rebellious teenage noble, he nonetheless began sneaking out at night, taking eager advantage of everything he'd learned to help him escape into the night, where he would sing in grimy taverns for a few coins. He didn't need the money at all, but to him it was a rejection of his upbringing, singing in the worst-reputed alehouses in town for pocket change.

In adulthood, he began to hire himself out for small jobs in the city, usually protection or retrieval. While not an intimidating beast of a man, he was shrewd and clever, using his magic and weapons in concert with his wits to get the job done. If anything, his lean build worked to his advantage, his opponents underestimating him and ending up flat on their face because of it. His magic may have been disappointingly little in his parents' eyes, but it was perfect for trickery and aiding his allies, which quickly seemed like a more and more lucrative way to take jobs; lifting others with his song, due to his mixed education leaving his spells and swordplay both a little on the lighter end of matters. There were plenty of warriors plying their trade, but few who could provide his variety, which proved to be his greatest strength.

When he wasn't taking work, he was living the carefree life of a barely-adult noble, throwing money around, drinking and partying. At least until the wedding plans were set for his 20th birthday and his parents began to more rigorously push him into deciding his fate. He had no affections for the woman, who was kind and fair but not somebody he could connect with, and he'd grown resentful of his parents' plans for him and own political machinations. His work had earned him connections, and a spot as caravan guard that would let him see the world and escape his family, to depart the day of his wedding. The night before his birthday he gathered up his weapons, armor, tools, and a pair of adventurer's clothes--signaling his departure from a life of luxury and hopefully earning him a little more time to escape.

Leaving his family and the life he knew behind, he moved aimlessly where work took him, getting hired for adventuring parties in need of his skills or support. In major cities he often lingered a while and soaked in as much work as he could before hopping onto another well-paying caravan job and moving on again. Even when they weren't fighting, he would often sit on the egdes of wagons, singing road songs when his companions could bear to listen to music for days on end. It let him see the world and experience life in a way that finally sated his wanderlust. Experiences he couldn't even fathom in his high-society comfort gave him stories to tell and songs to sing, and let him further hone his skills in a real, productive setting.

His latest job involved escorting a caravan along the Coast Road. It certainly sounded interesting enough, and he'd yet to see Geb, but was very eager to see it for himself. So, picking up his bow, he took the job and set off.

Realizing his wits and charm are his greatest asset, Faerdorcha plays up his charm as much as he can. He insists the most distant of acquaintances call him 'Freddy', acts foppish and jovial whenever possible, and keeps spirits high. It not only plays up his role, but often leads to his opponents not taking him seriously as a threat, which is precisely what he wants. Despite seeming like he takes little seriously, even when in danger, beneath that smile is a clever man who will press any underhanded advantage he can take, and who takes threats very seriously. He just won't show it.

A little crude and fairly uncomposed, he acts in a way he knows is unbefitting of his upbringing, to distance himself as far from it as possible. For as open as he is to telling stories of his adventures, he keeps his childhood vague or lied about entirely, wanting to put it out of sight and out of mind. It's a time of his life he's past and fully ready to pretend didn't happen. Especially with a few years on the road under his belt.

Character Sheet:
Faerdorcha Maercar - Human Bard 3
Neutral Good Medium Humanoid (Human)
Init +2; Perception +5
AC 10, touch 10, flatfooted 10 ( +0 Dex +0 Armor)
HP 27 (3d8 (24) + 3 Con)
Fort +2, Ref +5, Will +2
Speed 30 ft.
Masterwork Rapier +5 (1d6+2) 18-20/x2, P
Masterwork Shortbow +5 (1d6) x3, P/B
Spells Known
1st (4/day) DC 15: Grease, Ear-Piercing Scream, Expeditious Retreat, Feather Fall
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic
Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 18 (16 +2 racial)
Base Attack +2; CMB 4; CMD 16
Feats: Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Traits: Criminal (Disable Device), Historian
Favoured Class: Bard (3 Skill points)
Acrobatics +6 (1 rank +3 class +2 Dex)
Diplomacy +10 (3 ranks +3 class +4 Cha)
Disable Device +11 (3 ranks +3 class +2 Dex +1 trait +2 tools)
Knowledge (Arcana) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Dungeoneering) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Engineering) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Geography) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (History) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Local) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Nature) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Nobility) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Planes) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Knowledge (Religion) +8 (1 rank +3 Class +2 Int +1 Bardic Knowledge +1 Trait)
Intimidate +10 (3 ranks +3 class +4 Cha)
Perception +5 (3 ranks + 3 class -1 Wis)
Perform (Sing) +10 (3 ranks +3 class +4 Cha)
Stealth +8 (3 ranks +3 class +2 Dex)
Use Magic Device +8 (1 rank +3 class +4 Cha)
Languages: Common, Elvish, Orcish
Equipment: Mithral Chain Shirt, Masterwork Shortbow, Masterwork Rapier, 20 arrows (common, 20 arrows (blunt), masterwork backpack, masterwork thieves' tools, traveler's outfit, wand of cure lights wounds, belt pouch, spell components pouch, bedroll, waterskin, silk rope, signal whistle, 10 empty sacks, 5 sunrods, 5 smokesticks
Current encumbrance: 59 lbs
Money: 217.1 gp
Carrying capacity: 66, 67-133, 134-200
-Class Abilities-
Bardic Performances: Countersong, Distraction, Fascinate, Inspire Courage +1, Inspire Competence +2
Versatile Performance: Sing (Bluff, Sense Motive)

Party role:
Freddy plays his versatility to the hilt, playing the roles of buffer, debuffer, skill/knowledge monkey, ranged combatant, backup healer, and melee combatant to various degrees as the situation requires. While the only role he'll ever truly excel at is buffer/debuffer, he will be able to hold his own in most any common dungeon crawl scenario.

It's still a pretty rough draft that I have some money, skill points, spellbook expanding, and tidying up to do, plus a backstory, but 20th level characters are a pretty exhausting process I've been working on for a few days, and I wanted to mostly just get the core idea out there. The build is generally referred to as the "Eldritch Archer" and is a pretty fearsome beast that can cast swift action Disintegrate when one of its arrow attacks crit, but is also a self-sufficient buffing machine that can pump itself up to heights generally beyond what a full Fighter or Ranger could. Probably still won't be able to keep up with Ashe's character unless he gets really lucky, but still pretty nasty.

Alain Connel - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 10/Arcane Archer 4
Lawful Good Medium Humanoid (Human)
Init +12; Senses; darkvision 60, arcane sight, see invisibility; Perception +26
AC 33, touch 23, flatfooted 25 ( +8 Dex +5 Armor +5 Natural +5 Deflection)
HP 174
Fort +14, Ref +14, Will +11; SR 25, DR 10/evil, resist cold 15 acid 15 electricity 15
Speed 30 ft., Fly 60 ft.
+1 Greatsword +23/+18/+13/+8 (1d10+6) 19-20/x2
Deadeye's Fury (+5 Thunderous Corrosive Burst Adaptive Greenwood Longbow of Endless Ammunition) +35/+30/+25/+20 (1d8+1d6 corrosive+16) 19-20/x3
-On Critical, deal 2d8 sonic and 2d10 corrosive damage
-Rapid Shot: When full attacking, first attack hits twice
-Manyshot: Gain an extra attack at Full Bab with a -2 penalty to all attacks
-Point-Blank Shot: +1 to attack and damage roles within 30 feet
-Deadly Aim: -5/+10
-Adamantine, Holy and Axiomatic Arrows available when needed
-Gravity Bow: Arrow damage dice become 2d6.
0th: All schools except Divination and Necromancy
1st: Burning Hands, Enlarge Person,Expeditious Retreat, Gravity Bow, Grease, Long Arm, Mage Armor, Vanish
2nd: Acid Arrow, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Flaming Sphere, Mirror Image, Owl's Wisdom
3rd: Dispel Magic, Daylight, Fireball, Haste, Lightning Bolt
4th: Ball Lightning, Globe of Invulnerability (Lesser), Minor Creation, Ice Storm
5th: Lightning Arc
6th: Chain Lightning, Chains of Fire, Disintegrate, Flesh to Stone, Heroism (Greater), Stone to Flesh
7th: Etheral Jaunt, Mage's Sword, Prismatic Spray
8th: Frightful Aspect, Stormbolts
9th: Etheralness, Meteor Swarm, Time Stop, Winds of Vengeance
Spells Prepared (CL 20th, Concentration +31, +24 to overcome SR))
9th, DC 28: Time Stop, Etherealness
8th, DC 27: Frightful Aspect, Stormbolts x2
7th, DC 26: Ethereal Jaunt, Mage's Sword, Prismatic Spray x2
6th, DC 25: Chains of Fire, Chain Lightning, Disintegrate x2, Heroism (Greater)
5th, DC 24: Lightning Arc x2, Dazing Burning Hands x4
4th, DC 23: Lesser Globe of Invulnerability x2, Ball Lightning x2, Ice Storm x2
3rd, DC 22: Dispel Magic, Haste x2, Lightning Bolt x2, Fireball
2nd, DC 21: Mirror Image x4, Flaming Sphere x2
1st, DC 20: Enlarge Person, Expeditious Retreat, Gravity Bow x3, Grease, Vanish
0th (infinite) DC 19: Dancing Lights, Mage Hand, Message, Prestidigitation
Str 20 (13 +6 enhancement, +2 racial, +1 at 20), Dex 26 (16 +6 enhancement, +2 racial, +2 from Transmutation School, +1 at 4 and 8), Con 18 (10 +6 enhancement, +2 racial), Int 28 (16 +4 racial, +6 enhancement, +1 at 12 and 16), Wis 16 (10 +6 enhancement), Cha 14 (10 -2 racial, +6 enhancement)
Base Attack +17; CMB 23; CMD 39
Special qualities: Permanent effects of Arcane Sight, Comprehend Languages, See Invisibility, Tongues
Feats: Craft Wondrous Item, Clustered Shots, Dazing Spell, Deadly Aim, Dramatic Display, Greater Weapon Focus (Longbow), Hero's Display, Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Point-Blank Master, Precise Shot, Rapid Shot, Scribe Scroll, Snap Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow),
Traits: Magical Knack
Favoured Class: Wizard (5 HP)
Acrobatics: +31 (20 ranks +3 class +8 Dex)
Appraise: +31 (20 ranks +3 class +9 Int)
Fly: +36 (20 ranks +3 class +8 Dex +5 competence)
Intimidate +25 (20 ranks +3 class +2 Cha)
Knowledge (Arcana) +22 (10 ranks +3 class +9 Int)
Knowledge (Dungeoneering) +22 (10 ranks +3 class +9 Int)
Knowledge (Loca) +22 (10 ranks +3 class +9 Int)
Knowledge (Nature) +22 (10 ranks +3 class +9 Int)
Knowledge (Planes) +22 (10 ranks +3 class +9 Int)
Knowledge (Religion) +22 (10 ranks +3 class +9 Int)
Perception: 26 (20 ranks +3 Wis +3 competence)
Perform (Dance) +22 (20 ranks +2 Cha)
Spellcraft: +31 (20 ranks +3 class +9 Int)
Stealth: +31 (20 ranks +3 class +8 dex)
Use Magical Device: +25 (20 ranks +3 class +2 Cha)
Languages: All
Equipment: Deadeye's Fury (+5 Thunderous Corrosive Burst Adaptive Greenwood Longbow of Endless Ammunition), +1 Greatsword, Belt of Physical Perfection +6, Headband of Mental Superiority +6, Robe of the Archmagi, Tunic of careful Casting, Bracers of Falcon's Aim, Annihilation Spectacles, Boots of Teleportation and Speed, Glove of Storing, Amulet of Natural Armor +5, Wings of Flying, Handy Haversack, Bag of Holding Type 4, Efficient Quiver, Ring of Wizardry Type 4, Ring of Protection +5, Spellbook, Lesser Rod of Quicken Spell, 100 +1 Holy Arrows, 100 +1 Axiomatic Arrows, 100 Adamantine Arrows, 3x Potion Sponge of Water Breathing, 1x Potion Sponge of Water Walk, 5x Potion of Remove Blindness/Deafness, 5x Potion of Remove Curse, 5x Potion of Remove Disease, 2x Potion of Resist Energy (for each type), 5x Potion of Neutralize Poision, 5x Potion of Flame Arrow, Orange Prism Ioun Stone
Current encumberance: ????
Money: 74,392
Carrying capacity:
-Class Abilities-
Arcane Bond: Bow.
Arcane School: Transmutation. Opposed schools are Divination and Necromancy.
Physical Enhancement: +2 to Dexterity.

Arcane Archer:
Enhance Arrows: Every non-magical arrow fired by an arcane archer gains +1 and one of the following elemental themed weapon qualities: flaming, frost, or shock.
Imbue Arrow: At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Seeker Arrow: At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Eldritch Knight:
- Spell Critical: At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.

Modified Human Race:

Base human (9 RP) + Advanced Ability Score Modifiers (+2 Physical +4 Int -2 Cha) (4 RP) + Defensive Training, Greater (4 RP) + Lucky, Lesser (1 RP) = 18 RP

Character will be the chosen of Erastil; backstory can wait until tomorrow.

Yeah, I figured as much; it more comes down to "do I want to do pretty much the same thing as someone else and hope I do it better".

Dotting, but the first idea that jumped out at me would be a Divine Hunter Paladin, and someone else has archer Paladin already, so I'm not sure yet if I'd rather go into direct competition for a specific niche or think up something else.

Just realize I haven't dotted, so doing that. Finishing up a bard I've been working on and off on through the weekend.

GM Dak:
Alright, cool. I'd definitely be going through the thread, especially to note how they interact with her, since that would probably be the deciding factor as to whether I go for that or not. But by this point in the campaign she has indeed been rescued and I won't be on the sidelines until such time as she's introduced?

Dotting. I'll have to think about whether I want to lean more toward ranged or full arcane and how to work them in backstory-wise, but interested. Just off the top of my head though, how you feel about

Ameiko--if she's been rescued yet--using the Bard and Rogue classes she has in the book to play an Archer bard/support character, maybe classing into Arcane Trickster? Obviously it depends on timing in terms of where the party is, and if it wouldn't really mesh with how things have worked out with the characters in relation to her, but that's the first thing to jump out at me.

Okay, my Ranger's done. Presenting Garidan Medvyed, who took Surveyor the Noble Born trait from the player's guide.

Raised away from the loftiness of his surname as a distant cousin two generations removed from the shortchanging of an inheritance, Garidan Medvyed was nonetheless taught to respect the wilderness and fear its dwellers as if he were a true scion of the line. His parents took him on camping trips in the deepest reaches of the wilderness around Brevoy, where he learned how to hunt for his own food and read the land. Schooled with bow and blade, he won a few archery competitions among the youth of Brevoy that emboldened him and left him with aspirations of achieving more. He bore the name of his line, and it certainly wasn't unheard of for distant relatives to achieve some degree of nobility by deed. Perhaps he could achieve much the same.

As a teen, he honed his skills harder, taking his own trips through the Gronzi forest where he could forage and intuit his way home without the aid of his parents. His goal was to become a storied bounty hunter. Not work usually deserving of high praise, but his adept tracking abilities could let him find notorious and long-gone convicts, perhaps earning his way into his family's appreciation through his abilities or by capturing one of their enemies. True to tradition, he particularly taught himself how to handle Fey creatures, learning how to speak and deal with the ones that didn't threaten him, and how to more easily put down the ones that did.

Becoming a surveyor was a complete accident. In tracking a wolf that had fled after trying to attack him, he came upon a streak of gold in the rock along an almost never-tread stretch of the Awzera river running just below the base of the Golushkin mountains. The gold vein continued along through to a small cave entrance a little deeper into the woods, too small and cramped to ever be a proper mine even by the standards of dwarves. Even the shortest of torchlit peeks at the walls revealed untapped lines of gold. He was standing on a literal gold mine. As a young man with no resources of his own, there was nothing he could do about it himself, but House Garess was a short walk from where he was, and they were willing to pay him rather well for the information, if he could prove it.

An accident, but a happy one. Word had gotten out to the right people of the Medvyed cousin who found a gold mine, and soon he was getting work for hire from nobles who owned vast stretches of land they often did little with beyond ride through. Often there was no mind to be found, and thus no hefty reward on top of the initial fee, but he could sometimes identify valuable trees or animals with exceedingly valuable pelts that had made their nests on the lord's owned land, for which he still received a nice bonus. When he did find a vein or some good signs of valuables beneath the earth, it always led to a nice flood of new work requests that kept busy until he could hit his next big payday. It all worked out rather well, getting him away from the low work of bounty hunting, which was unlikely to bring him any prestige, and into something far more respectable.

But the true success of his skills came when he was summoned before the Lord-Mayor of Restov, granted a charter to develop the stretch of land that would soon be a new fiefdom. He gladly accepted, his accidental career choice landing him a very coveted role that he would use to his benefit to truly make himself a respectable man worthy of his name.

Garidan is a fairly reserved man who wants to prove himself, above all else. The Medvyed name has always been heavy upon his shoulders, a burden most people believe him and his immediate family unworthy of. Whether in combat or in peace, he wants to prove that he more than deserves to carry the name proudly, which means succeededing in his new quest every way he can. True to owning up to his name, he affects a noble mien, which many say is driven by denial and posturing despite his status, but to him is merely accepting that he is by birthright a noble, and that it will do him no favours to carry himself otherwise. Spending much of his life in the wild, he is keen to nature, reverent and at peace. Despite not going down his planned path, he's still a skilled tracker and combatant, although his practice has mostly been relegated toward wild animals.

Garidan Medvyed - Ranger 3
Neutral Good Medium Humanoid (Human)
Init +2 (+4 in Forests); Perception +6
AC 18, touch 14, flatfooted 14 ( +4 Dex +4 Armor)
HP 28 (3d10 (10, 6, 6) +3 Con +3 Favored Class)
Fort +4, Ref +7, Will +3 (+4 vs. spells and supernatural effects of Fey)
Speed 30 ft.
-Spiked Guantlet +5 (1d4+2) x2, P
-Greastsword +5 (2d6+3) 19-20/x2, S
-Mwk Composite (+2) Longbow +8 (1d8+2) x3 P/B
--+1 to attack and damage within 30 feet
--Rapid Shot +6/+6
--Deadly Aim -1 to attack, +2 to damage
Str 14, Dex 18 (16 +2 racial), Con 12, Int 10, Wis 14, Cha 8
Base Attack +3; CMB 5; CMD 19
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Endurance
Traits: Noble Born (Medvyed), Surveyor
Favoured Class: Ranger (3 HP)
Climb +6 (1 rank +2 Str +3 class)
Diplomacy -1 (-1 Cha)
-+1 when dealing with Fey creatures
Handle Animal +2 (1 rank -1 Dex +3 class)
Knowledge (Geography) +4 (1 rank +3 class)
Knowledge (Nature) +5 (1 rank +3 class +1 trait)
Perception +6 (1 rank +2 Wis +3 class)
Stealth +8 (1 rank +4 Dex +3 class)
Survival +6 (1 rank +2 Wis +3 class)
-+7 to follow tracks
-+8 to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards, and predict weather
Languages: Common
Equipment: Mithral Shirt, Mwk Composite Longbow (+2), Greatsword, Spiked Gauntlet, Traveler's outfit, Muleback Cords, 40 common arrows, 20 blunt arrows, bakpack, mwk survival kit (flint and steel, mess kit, two waterskins, map, utility knife), spelunking kit (hammer, 8 pitons, 100 feet of silk rope, grappling hook, climber's kit), 100 pieces of chalk, 5 sunrods, 2 smokesticks, bedroll
Current encumberance: 79 lbs
Money: 73 gp, 8 sp
Carrying capacity: 173, 174-346, 347-520
-Class Abilities-
Favoured Enemy: Fey (+2)
Track: +1 Survival to follow tracks
Combat style (Archery) feats: Rapid Shot
Favoured Terrain: Forest (+2)

Dotting. Thinking about Ranger given all the explorationey stuff. Even with your changes, should I assume that the advice of the player's guide in terms of things like favoured enemy still hold?

Interested. I'm kicking around running a Fighter/Wizard/Eldritch Knight/Arcane Archer, since starting at 20 means being able to pull the build off without slugging behind twiddling my thumbs. Something else might take me though; I'll see what comes up as I think on it

Decided against a katana Magus just because earlygame she'd have been kind of unbearable, so went with a Bard instead, reappropriating an old alias I had from a homebrew whose GM went poof. Mostly because I felt the name sounded Celtic-ey enough to be on-theme.

Rhiannon Mableanbh:
For all the fears of a life spent growing up in Trunau, it was the hopelessness of mundanity that bothered Rhiannon the most. A life of farming and fear, where the best she could be was safe in the comfort of her family's small farm, making enough for her own children--and her parents certainly wanted their only daughter to produce heirs to the plot that the family had worked her generations. Or a soldier, dying to protect her home and her friends. But for as much as Rhiannon found herself taken by stories of great heroes, she did not find romance in death.

She exhibited a budding magical talent at an early age, but one neither parent, lifelong farmers, could foster, or afford to foster, leaving her to merely experiment and atrophy away her potential as she intuited a few simple spells from what she could muster within herself, and some dusty old books on the subject she could find. Hardly enough to satisfy her steadily increasing thirst for knowledge, straddled somewhere between scholarly drive and mere curiosity. Soon, she wasn't merely reading books about magic, but anything she could get her hands on, fascinated in particular by artifacts, mythical items lost to time or turning in the hoard of some ancient dragon. The stories fascinated her, filling her minds with ideas of heroism and bravery very beyond her capabilities as a farm girl.

A farm girl who hated farming, one should note. She didn't feel particularly cut out for field work, although she certainly wasn't above the physical exertion of self-teaching herself swordplay and archery. Her passion did a great deal toward making combat training enjoyable, explained away to her parents as curiosity and the consideration of becoming a soldier. An absolute lie, of course. She wanted to be a hero. Wander the earth in search of treasure and glory, to herself be immortalized in story and song.

Song quickly became another interest of hers, as her voice came through. Sweet and stirring, earning her quite a few silver pieces when she spent her free time in the Commons, singing for the soldiers as they trained. She was told her voice was inspiring, and not merely because there were young men eager to impress the sweet-voiced girl with their martial prowess. Even those with no intentions toward the girl claimed that courage and drive welled up in their hearts as they heard her song, which put ideas and hopes into the girl's head. Heroes whose performances could stir greatness in warriors were hardly unheard of in stories, and perhaps she could find a career in that. Wandering the land, a bard for hire who could earn her way with her voice as much as her blade.

A pipe dream her parents would never let her pursue, as she came into adulthood and still found herself toiling away at the farm, given more freedom than a child but still shackled to her life and to expectations. To take a husband when she instead wanted to take journies, to harvest crops instead of seeking treasure. A disappointing life, but one she could clearly do little about, at least until the opportunity somehow presented itself.

Rhiannon is a flighty, optimistic young woman who tries to find a lot to be joyful of. Her upbringing in such a dour city under constant danger has left her trying to make the most out of life and find happiness wherever she can, hoping that in being cheerful she can inspire the same in others. Beyond her youthful, unstamped-out optimism is a shrewd trickster, hiding her cleverness behind innocence and a smile. If given an opening, she will exploit it, likely teasing whomever her poor victim is while she does. Even in the midst of combat, she can find time for laughter and whimsy.

Rhiannon Mableanbh - Bard 1
Neutral Good Medium Humanoid (Human Female)
Init +6; Perception + 3
AC 14, touch 12, flatfooted 12 ( +2 Dex +2 Armor)
HP 9 (1d8 (8) + 1 Con)
Fort +2, Ref +4, Will +1
Speed 30 ft.
-Rapier +2 1d6+1, 18-20/x2, P
-Dagger +2 1d4+1 19-20/x2 P/S
-Shortbow +2 1d6 x3 P/B (+3 1d6+1 within 30 feet)
Spells Known
1st (2/day) DC 15: Cure Light Wounds, Grease
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Mage Hand, Prestidigtation
Str 13, Dex 14, Con 12, Int 12, Wis 8, Cha 18 (16+2 racial bonus)
Base Attack +0; CMB 1; CMD 13
Feats: Improved Initiative, Point-Blank Shot
Traits: Historian, Artifact Hunter
Favoured Class: Bard (1 Skill Point)
Acrobatics +6 (1 rank + 3 class skill +2 Dex)
Bluff +4 (+4 Cha)
Diplomacy +8 (1 rank + 3 class skill +4 Cha)
Climb +1 (+1 Str)
Disguise +4 (+4 Cha)
Escape Artist +2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate +8 (1 rank + 3 class skill +4 Cha)
Knowledge (Arcana) +7 (1 rank + 3 class skill +1 Trait +1 Int +1 Bard)
Knowledge (Dungeoneering) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Geography) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (History) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Local) +7 (1 Rank + 3 Class +1 Trait +1 Int +1 Bard)
Knowledge (Nature) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Nobility) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Planes) +3 ( +1 Trait +1 Int +1 Bard)
Knowledge (Religion) +3 (+1 Trait +1 Int +1 Bard)
Perception +3 (1 rank + 3 class skill -1 Wis)
Perform (Sing) +8 (1 rank + 3 class skill +4 Cha)
Ride +2 (+2 Dex)
Sense Motive -1 (-1 Wis)
Spellcraft +6 (1 rank +1 Trait +3 Class +1 Int)
Stealth +6 (1 rank + 3 class skill +2 Dex)
Swim +1 (+1 Str)
Survival -1 (-1 Wis)
Use Magic Device +5 (+1 Trait +4 Cha)
Languages: Common, Elven, Dwarven
Equipment: Leather Armor, Rapier, Shortbow, Dagger, Blunt Arrows (20), Masterwork Backpack, Hemp Rope, Thieves' Tools, Signal Whistle, Caltrops, Traveler's Outfit, Spell Component Pouch, Belt Pouch, Sack (4), Glass Vial (5)
Current encumberance: 56 1/2 lbs
Money: 22 gold, 5 silver
Carrying capacity: 58, 59-116, 117-175
-Class Abilities-
Bardic Performance: 8 rounds/day
Performances: Countersong, Distraction, Fascinate (DC 15), Inspire Courage +1
Bardic Knowledge +1

Very interested. Just reading the player's guide left me with a lot of different ideas to roll with off the kind of Celtic aesthetic I'm getting the vibe of. Problem is those ideas pretty much span every possible role, so I'm going to have a lot of trimming and light fleshing out to do on all of them to see what takes me. One in particular that might be a bit "out there" and heavily hinging on taste would be a Bladebound/Kensai Magus very, very influenced by Highlander (in the Celtic katana user sense, not the "space aliens lopping each others heads off" sense). I know some DMs aren't too fond of characters based heavily on other influences like that, or in eastern weapons, so figured I'd ask before I went anywhere with that one. If it cool--I've got other ideas--I just figured I'd give it a shot before I get too attached to it and get shot down.

@Jetty: Neat presentation; in terms of the game setting, it's all being kept too tight a secret that there would be reccomendation letters sent, but I won't make you rewrite it just because I'm picky. However, as it's generally a rundown of just what the character can offer, could you maybe write up some stuff about their personality and their past a little bit?

@Yossarin: At the moment, recruitment is only set to close probably Monday evening EST, maybe Sunday if everyone's got their characters put together. I don't know how long you usually take to get characters put together, but by all means, take what time you need to get the best you can do. Although frankly the fact your "quick rush job" is already that long? Wow. And you're pretty on-the-nose as far as knowledge rolls for cults go, save for maybe wanting to split some points between Dungeoneering (which won't do much good for monster identification, and I can promise any Lovecrafting cults won't be a main focus because that would turn things into cosmic horror story pretty quickly) and Nobility (plenty of secret socities have formed out of the upper crust of society being weird).

Can't make an alias for her yet, but here is Rosalind's application in its entirety, including the backstory bit from earlier. I decided to drop the Black-Blooded archetype, just because as likely the only healer in the group it seemed better to focus on positive energy instead of needing to keep both up to snuff so that she could hear herself and her ally. I kept the aesthetic qualities and general creepy kooky s#$# of it that I'd went with though, since I feel like it adds to her horror and the mystery (not be confused with Mystery, although that) of her powers.

Rosalind wasn't sure what began first; the voices, or the 'changes'. They likely came very quickly after one another, but she had pushed much of those memories aside, as it was a dark and confusing time that she had trouble being entirely certain the order of. All she knew was that in her early teens, something wicked manifested inside of her, something twisted and strange. Voices haunted her dreams, dozens if not thousands of writhing voices whispering in a vile tongue that she somehow understood with perfect clarity for someone who'd never spoken a word out of Common. When awake, magical energy surged within her, something inborn that her mage mother could make neither heads nor tails of in its sheer depth; she exhibited affinity for divine magic without a single prayer said. But with it came changes, flashes of intense emotion, temporary physical changes like the blackening of her flesh or coughing up ichor. Her blood had turned black and cold, but ran through her veins all the same.

She always knew she'd been adopted; the barren wizard, Roxanna, who'd given her a home made no secret of not having given birth to the girl, who she considered her own daughter nonetheless. But her changes invoked a fiercer line of questioning, and Rosalind soon learned that she had not been innocently adopted from an orphanage as a baby, but instead handed to the scholarly mage out of fear by a group of clerics who claimed the child was off ill birth and that no church could properly care for her. Roxanna had taken her in, given her a good life and a loving home but also kept a studious eye on her. For all the years she'd watched, all she could gather was that her daughter's heritage was some manner of aberrant, but unlike anything she'd seen before.

To the best of the wizard's ability, she trained her daughter in her inherent magic, fearful of what may happen if word of Rosalind's odd abilities got out. Few of the professors that Roxanna worked with were privy to Rosalind's sensitive situation, chief among them being Roxanna's dear friend Petros Lorrimor. Though he could provide little more information on her strange case than her mother could, he took an interest in it, their regular correspondence often including little notes about specific books that may contain some helpful information. It remained a curious case for the family friend, and as Rosalind grew older she began to correspond with the professor as well, even studying under him when she was of age to pursue a higher education (Campaign Trait: Teacher's Pet).

Roxanna's scholarly interest in her daughter's heritage soon rubbed off on the girl, who focused her study not only on expanding her talents whether it was a wise decision or not, but also in general academia. She didn't wish to remain the subject of others' study for her whole life, and hoped that by beginning down the path of scholarly interests herself, that she could uncover the secrets about her powers, understand herself and where she came from, and what it all meant. Perhaps even find her parents, wherever and whatever they were. There were mysteries to be solved, and she believed that the answer likely lay within the layered whispers that never ceased to haunt her dreams, if only she could tune into a single voice in the gibbering chorus.

When she became of age, Rosalind became an eager student at the University of Lepidstadt, where her mother taught. Her specializations were in magic and religion, hoping that some long-forgotten piece of arcane lore or dead faith may shine light on her heritage where merely studying what aberrations already existed would do her little good; perhaps the beings that called to her were more divine--or profane--than she realized, and that at least some of her magic had been granted by them. While her heritage could never be the subject of a proper paper due to Ustalav's fearful populace, Rosalind and her mother spent much of their time pouring together over any new tomes of forgotten lore they could in search of an answer. Someone had to have written something down, in the thousands of years since the written word's invention.

After a guest lecture in Caliphas, Roxanna sent word to her daughter that she was in possession of a book that she believed would finally have shed light on her secret and that she would return shortly. And she did, but with a blade in her back, body left carelessly in front of the University with all of her possessions on her person--but notably, no book--and no message left. Rosalind took it as a warning, vague and wordless, perhaps not even directed knowingly at a specific individual but left for her conspirator, whomever it was. It was enough to push her from her search, at least while she grieved her dead mother and put her into the ground.

It had only been a few weeks later when the magical letter appeared on her desk, telling her of her favorite professor's death. It was a much softer blow, but not easy for the young woman, already shaken by the death of her only family, to take. Still technically on bereavement leave from the university where she had become a research assistant without a professor to aid, she set out for Ravengro to pay yet another close to her farewell, with the hope that he had not encountered the same potential fate as her mother.

Personality, appearance, goals, etc.:
Rosalind stands tall and slender, a wiry frame that rarely ever seems to take on much fat regardless of her eating habits--something she's chalked up to another peculiarity of her likely-not-entirely-human heritage. Usually, she drapes herself in blacks and purples, covering as much of her body as she can. Her conservative manner of dress comes less from a sense of modesty, and more from a desire to hide as much of her pallid flesh as possible, to hide the black veins that run noticeably along her body, as well as to use dark colours to contrast the occasional 'shift'--the sudden and temporary darkening of a patch of her skin into a deep, dark black.

It's at its worst during combat or times of panic. When she reaches deep into her will to draw her magic, her usually purple eyes go completely black down to the sclera and her skin changes within a matter of seconds to a dark ashen shade. When she speaks in this state, she does so in a twisted, multi-layered chorus of voices, all speaking a slithering Aklo in unison as ichor drips freely from her mouth. It's what marks her in her eyes as some manner of a monster, and knows that however harshly she may judge it, the superstitious people of Ustalav would only think less of it, so she tries her best to avoid casting spells under stressful situations or getting into fights, lest she lose control in front of someone who panics and has her burnt at the stake.

Though a rather sheltered girl who grew up with few friends, she's incredibly charismatic and finds that talking to people comes easily, although it's often kept beneath a layer of acerbic wit, especially in cases of discomfort or panic. Other times, it's a convenient coping mechanism, keeping her firmly in acquaintance with people by seemig just sharp and sarcastic enough to not want to get particular close with, leaving a degree of isolation and distance from people so that her secrets are remain her own. Despite seeming outgoing, she often keeps her cards hidden, revealing little about herself or her desires. Thanks to her upbringing by a scholar and her pursuit of the same path as her mother, she is a very educated and intelligent woman, shrewd and clever, always willing to learn more or to discuss matters.

Above all else, the mystery of Rosalind's origns drive her toward knowledge and discovery. Becoming a proper scholar has only somewhat weathered this obsession, but it's also given renewed focus to her studies, allowed her mind to sharpen and more keenly take information in. So long as her dreams are wracked by the strange whispers and writhing, nightmarish scenes, she will never truly be able to push the need for answers from her mind. The death of her mother has only complicated this, adding a level of urgency and danger to her quest; while it may have been unrelated, there's a chance that somebody out there doesn't want her to know about her origin, and is willing to kill for it. However, it's only steeled her resolve as she's begun to look into that possibility, motivated in part by the desire to avenge her mother's death.

Whatever granted her the magic she is now fully capable of wielding is likealy a horrible source, but that doesn't mean it has to be used for nefarious purposes. Though healed by negative energy and able to wield it, she finds positive energy comes more easily to her, granting the ability to heal and help. If her magic truly is as dark as she fears, then it's all the more reason to hone it and channel it into something productive and helpful toward the greater good, to redeem her blighted powers and walk an ethical line, rather than abuse them for her own gain. In fact, it's of great importance to her that her magic be used to help people whenever the possibility arises. At least, in situations where she isn't in immediate danger and at risk of exposing her true nature.

Her mother left no will or final wishes in her unceremonious and unexpected death, merely a notarized declaration from years ago that her estate automatically bequeathed to her daughter, but a great deal of business left unfinished, leaving Rosalind feeling aimless in regards to what her mother would have wanted on certain matters. This has made her summons to Ravengro even more weighty; even if all he wanted was the girl's presence at his funeral, it was a wish, something to respect, and she feels that whatever the family friend wants in the wake of his death is something to be respected and listened to greatly, giving her some direction and perhaps a strange manner of closure.

At the moment, her closest friend is her pet raven, Tamerlane, who she's taken on as a familiar. Knowing her curse would complicate the situation, she taught the bird Aklo, the foul language she spouts when under duress, hoping that she could avoid some horrible communication disaster by doing so.

Secret she knows: That she is not entirely human, that her magic and the strange biological quirks of her body are of something alien and unknown to mainstream knowledge. Aberrant heritage is likely, but she cannot say for certain. Whatever it is, it haunts her dreams with screaming whispers and the ceaseless, maddening writhing of a thousand tendrils.
Secret she doesn't know: If she could manage to hear a single voice in the chorus of thousands that spoke to her nightly, she would understand that the voices are calling for her.

Rosalind Levitainn- Human Oracle/Sorceror 1
Chaotic Good Medium Humanoid (Human Female)
Init +7; Perception +3
AC 13, touch 13, flatfooted 10 (+3 Dex)
HP 11 (1d8 (8) + 2 Con + 1 favored class)
Fort +2, Ref +3, Will +1
Speed 30 ft.
Scythe +3 (2d4+3, x4, P/S)
Morningstar +2 (1d8+2, x2, B/P)
Oracle Spells Known
1st (4/day) DC 15: Bless, Cure Light Wounds, Weapon Against Evil
0th (infinite) DC 14: Create Water, Light, Read Magic, Purify Food and Drink
Sorcerer Spells Known
1st (4/day) DC 15: Mage Armor, Magic Missile
0th (infinite) DC 14: Dancing Lights, Disrupt Undead, Mage Hand, Prestidigtation
Str 15, Dex 16, Con 15, Int 14, Wis 8, Cha 18 (16+2 racial bonus)
Base Attack +0; CMB 2; CMD 15
Feats: Eschew Materials, Improved Initiative, Weapon Focus (Scythe)
Traits: Heirloom Weapon (Scythe), Teacher's Pet
Favoured Class: Oracle (1 HP)
Appraise +5 (3 familiar + 2 Int)
Bluff +8 (1 rank + 3 class + 4 Cha)
Diplomacy +8 (1 rank + 3 class + 4 Cha)
Knowledge (Arcana) +6 (1 rank + 3 class + 2 Int)
Knowledge (Planesa) +6 (1 rank + 3 class + 2 Int)
Knowledge (Religion) +8 (1 rank + 3 class + 2 trait + 2 Int)
Perception +3 (1 rank + 3 class - 1 Wis)
Sense Motive +3 (1 rank + 3 class - 1 Wis)
Languages: Common, Aklo, Elven
Equipment: Scythe, Morningstar, Scholar's Outfit, 2x Holy Water, Oracle's Kit (contains backpack, bedroll, belt pouch, 10 candles, flint and steel, iron pot, mess kit, rope, soap, 10 torches, 5 days of trail rations, waterskin)
Current encumberance: 53 lbs
Money: 20 gp
Carrying capacity: 58, 59-116, 117-175
-Sorcerer Abilities-
Arcane Bond: Familiar.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Eschew Materials: Gain Eschew Materials as a free bonus feat.
-Oracle Abilities-
Curse: Tongues (Aklo)
Mystery: Dark Tapestry
-Touch of the Void: As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your oracle level. This has no effect on a creature that is already fatigued. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Raven CR 1/6
XP 65
N Tiny animal
Init +2; Senses low-light vision; Perception +6


AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +1, Ref +4, Will +2


Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.


Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6

Familiar: The master of a raven familiar gains a +3 bonus on Appraise checks.
Improved Evasion : When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link : The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Language: Tamerlane can speak Aklo.

1d54 ⇒ 4

@JonGarrett: Racial Heritage requires you to be a human, and beyond that I'm honestly not too fond of the whole creepy child archetype, sorry.

@Yossarin: Amazing.

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