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GM Peachbottom wrote:
OK, I added Tychus' image.

Appreciated. I can see about getting a more accurate picture. Paizo has very limited options haha.


Here is my submission for a Bolt Ace/Inquisitor of Abadar.

Crunch:

Male human (Taldan) gunslinger (bolt ace) 1
LN Medium humanoid (human)
Init: +4; Senses: Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp: 12 (1d10+2)
Fort: +3, Ref: +7, Will: +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee: dagger +2 (1d4+1/19-20) or
longsword +2 (1d8+1/19-20)
Ranged: mwk repeating heavy crossbow +6 (1d10/19-20)
Special Attacks: deeds (gunslinger's dodge, sharp shoot, vigilant loading), grit (2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 14, Cha 7
Base Atk: +1; CMB: +2; CMD: 16
Feats: Point-Blank Shot, Precise Shot
Traits: magical knack, young reformer
Skills: Climb +4, Knowledge (local) +5, Perception +6, Profession (gambler) +6, Profession (tinker) +6, Survival +6, Swim +4
Languages: Common
SQ: crossbow maven, heart of the streets
Other Gear: studded leather, dagger, dagger, longsword, mwk repeating heavy crossbow, masterwork backpack, 81 gp
--------------------
Special Abilities
--------------------
Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deeds: Use Grit to perform special abilities with your firearms.
Grit: Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Heart of the Streets: +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.

Background:
Tychus Marcaius traces his lineage back to the founding of Taldor, but you've probably never heard of them. Unimportant people doing uninteresting jobs. For generations the family has toiled underneath Taldor's glory, proud of their nation but invisible to most. The only thing of note was their venture out to Cheliax, and their inevitable return a few decades later.

Most of Tychus's early memories revolved around the constant feeling of hunger. The Narrows can be quite inhospitable to the weak, but the family was accustomed to it. They made do by skipping meals, performing menial labour for copper coins, gambling, or in the really hard months, theft.

Tychus's father, Albern, was a tinker of unusual talent, especially considering his family. He developed clocks and other tiny mechanisms for his shop in the Narrows, along with his gnomish colleagues. They didn't make much money after paying for the material costs, but at least it was something.

After some nobles happened upon his shop by accident, they were enthralled by the beauty and quality of his work, and offered to sponsor a workshop for him in Grandbridge. The family was ecstatic, finally seeing a light at the end of the tunnel. No longer would they have to scrape by, saving every copper for foods and necessities. For a while they thrived, living a comfortable life they were unaccustomed to.

This was short lived, however. As business started to boom, other merchants in the area started to take notice. At first it was just competing sales and aggressive counter-advertisement. But soon legal notices started appearing, accusing his father or copyright violations or other nonsense offences. Regardless of his obvious innocence, he was quickly inundated in legal proceedings and fines. The system that was supposed to be there to protect the people was being used to oppress it. And no one cared.

One fateful night, Tychus came home to find his father's workshop ablaze. Once the flames were put out, he discovered that his parents had perished inside, his father's remains sitting at his usual worktable. He couldn't prove it, but he had the awful nagging feeling that the arson was self-inflicted.

Thus, parent-less and homeless, he had no choice but to return to his family's ancestral grounds, the Narrows, with nothing but a few gears and gadgets left over from his father. Luckily his years there had hardened and honed his ability to stay alive.

A few years later, a merchant cart happened to get stuck in the mud near his hovel. He offered to help the old man leading the cart with getting the cart moving. Within the man's cloak he noticed and odd golden key hanging from his neck. Upon looking into the cart, he noticed several sacks bulging with what he assumed was gold. In a moment of weakness, he sneakily tucked one of the sacks into his clothes. Once the old man was on his way, he peeked inside the sack, and saw several silver pieces, and a single golden coin bearing the same odd key shape from the man's necklace.

With hunger gnawing at his thoughts, he started to head to the nearby market, when his attention was caught by some men huddling in an alley. He could hear the sound of dice clattering, and his heart started to race. If he managed to double (or even quadruple!) his money, he'd be eating nicely for the next little while.

So off he went. He emptied the entire contents of his newly acquired sack. The men eagerly accepted his wager and the game was off. But the gods had decreed that on this day, luck would not be on his side. With one fel swoop of the dice, his money was gone. He shuffled off dejectedly, and lay on the ground with his back against the wall as the rain started to pour.

His vision started to blur, and he raised his hand to the sky, rejecting his fate in life. As he lowered his hand, he noticed, sitting in his palm, the very same golden key coin from earlier, somehow still in his possession. A voice, as if coming from the coin, beseeched him on a deep level, to stand. Not only out of the mud he was wallowing in, but to stand against them. The corrupt. The greedy. Those misusing the law for their own benefits.Those who took his parents from him. And so Abadar bade him.

His legs, acting as if of their own mind, stood him up and started walking. He didn't stop until he found himself at the entrance of a cathedral. The doors bore a now familiar golden key. Inside he found the old man from before, bearing a knowing smile. He spread out both of his arms, in one he collected the golden coin, and the other, took Tychus by the hand.

His next few years were at least filled with meaningful work and a full belly. His fathers gears he managed to put to use in a wonderfully crafted crossbow, a reminder of what he was fighting for.

He spent his days at the church, but at night he sought to right the wrongs of Taldor. He wouldn't rest until the corrupt systems that propped up this rotting government were torn down. Whether through due process or through a bolt from his crossbow, he aimed to free his poor countrymen from years of oppression.

Through this, he gained the attention of Lady Lotheed.

Appearance:
Tychus has short sandy brown hair and poor complexion. A thin beard frames his face. He's of average height with a slim build. His piercing dark eyes barely detract from the eternal bags beneath them.

A large crossbow can usually be found strapped to his back, with several pommels sticking out of his clothes at odd angles.

While most Abadarans sport clean and bright clothes, his rarely stay that way for long. Grime and mud seem to cling to him, regardless of his efforts. His gold and silver vestments are covered by a dark cloak bearing Abadar's golden key symbol.

Personality:
Tychus's past on the streets has left a lasting impact on his demeanour. Growing up poor, he was taught to fend for himself and for those around him, for a man alone can't survive long in the Narrows. He isn't quick to warm up to people, but those that manage to stick around past his taciturn outside find a cold but loving inside.

While not conventionally charming, he still has a way with words, especially with those of lower standings. Upper-class families find him off-putting and awkward.

Oddly well learned for a kid from the streets, he uses his analytical mind to figure out the best course of action in all situations. He maintains an increasing knowledge of Taldor and her laws. Those who break these laws for personal gains are greeted with cold contempt.

About Me:
  • -30 years old
  • -I live in EST
  • -I've been playing PF for over a decade now
  • -Used to be in quite a few in-person groups, but due to the birth of my son I had to scale back to 1/month
  • -Finished several in-person APs, but have yet to finish a PBP AP

I'm still fiddling with a few things, but this is the gist of it.


I'm having trouble deciding between two different characters. I'll hopefully have my submission posted by tomorrow.


Dotting!


Hope this link works.

I'm still waffling back and forth a bit on which specific build, but the background is unchanging from here on out.

Build:

Male dwarf (Pahmet) paladin (stonelord) 2
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
--------------------
Defense
--------------------
AC: 18, touch 10, flat-footed 18 (+7 armor, +1 natural)
hp: 22 (2d10+6)
Fort: +5, Ref: +0, Will: +3; +1 trait bonus vs. divine magic., +3 vs. poison, spells, and spell-like abilities
DR 1/adamantine
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: mwk dwarven longaxe +6 (1d12+9/×3) or
dwarven boulder helmet +5 (1d4+6) or
dwarven maulaxe +5 (1d6+6/×3) or
dwarven war-shield +5 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork dwarven longaxe)
Special Attacks: Stonestrike
Paladin Spell-Like Abilities (CL 2nd; concentration -1)
At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 5
Base Atk +2; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats: Power Attack
Traits: Devotee of the Old Gods, Glory of Old
Skills: Acrobatics -5 (-9 to jump), Climb +1, Knowledge (history) +6 (+8 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +5, Knowledge (religion) +6, Linguistics +3, Perception +1 (+3 to notice unusual stonework); Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages: Ancient Osiriani, Common, Dwarven, Osiriani, Undercommon
SQ: barrow warden[HA], lay on hands 1/day (1d6)
Combat Gear: potion of enlarge person, holy water;
Other Gear: mwk banded mail, dagger, dwarven boulder helmet[ARG], dwarven maulaxe, dwarven war-shield, mwk dwarven longaxe[ARG], backpack, bedroll, belt pouch, candle (5), climber's kit, crowbar, flint and steel, iron holy symbol of Symbol of Magrim[UE], piton (5), signal whistle, silk rope (50 ft.), torch (5), waterskin, wrist sheath, spring loaded, 20 gp, 3 sp, 5 cp
--------------------
Special Abilities
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Barrow Warden: +1 to attack and AC vs. undead.
Damage Reduction (1/adamantine): You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet): You can see in the dark (black and white only).
Detect Evil (At will): You can use detect evil at will (as the spell).
Earth Variant Channeling (DR 1/adamantine or difficult terrain): Heal - Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm - All squares in the area are treated as difficult terrain for 1 minute.
Lay on Hands (1d6 hit points): As a standard action (swift on self), touch channels positive energy and applies mercies.
Lorekeeper: +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2: +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +1 (2 rounds/day): Gain bonus to att/dam/CMB, ignore 4 hardness & if on earth/stone add to CMD.

Background:
Ever since the dawn of the Pahmet, the dwarves have guarded the Pharaohs of Ancient Osirion, and their tombs, with duty and honour. It is the responsibility of each family to pass on the charge to their sons, and their sons to theirs. So it has been for generations, Zharr's family has kept to their oaths, acting as sentinels and bodyguards for many of Osirion's royal families.

Zharr's birth, which should have been a joyous affair, was besmirched by an unknown curse. For reasons only the gods know, Zharr was born with incapability of siring his own children. His parents sought the counsel of the Pahmet priests, but to no avail, none could understand what had happened. He would not be able to pass on his duty, and therefore was already a disgrace to his family name. His parents laid no blame upon him, but he could still see the sadness in their eyes when the thought crossed their minds.

Zharr's early life was otherwise quite uneventful. Calling the ancient necropolis of Erekrus home, he carried out his daily duties as best as he could. Guarding tombs is quite the boring job most days, but he took to his duty with fervour and zeal, modelling himself after his only sibling, his older brother Rekahn, whom he trained with regularly when not on duty.

A few days after his 75th nameday, his whole life would turn upside down. While at home during a period of respite, terrible news would come to greet him. His brother had been slain during duty. A grave-robber had gotten trapped in the tomb, and though duty would dictate otherwise, Rekahn sought to save the pour soul from his fate. Whether through malice, fear or some unknown compulsion, the would-be victim took this opportunity to slay him. Even worse, he grave-robber took from him most of his possessions, most notably his ceremonial family dagger.

The news hit his parents the hardest. This is where the family line ended. No longer would they be able to entrust their line with the oaths of old. His father quietly receded from everyday life until he was a husk of his former self. His mother kept the family together with a grim smile, but he suspected that behind closed doors she wasn't fairing much better.

Zharr decided to venture out, in search of something. He couldn't quite put his finger on it, but he sensed that something greater awaited him outside of Erekrus. Perhaps he would gain honour for his family through other deeds, or perhaps he would find a way to cure his curse. During this time, he has taken on the mantle of "Tomblade" in place of his clan name, until he is able to bring honour to his family. Regardless of the reasons, he eventually found his way to Wati. This is where his journey truly begins.

Personality:

Zharr is sombre and grim, but there is still part of him that longs for happiness and friendship. While most of his kin are isolationists, he is a bit more open minded when other races are concerned (in comparison).

He can be quite blunt, but not out of malice. Rarely one to lie, he is quite to the point.

Zharr takes every task seriously, and never gives his word without the full intent to carry it out.

He spends his downtime in prayer or training, while sometimes taking the time to carve runes of repose into small stone tablets, some of which he weaves into his hair, or ready to use in ceremonies to lay the dead to rest.

Although being a Magrimite, he holds in high regards the Osirion Gods of old. His family has revered them for generations in tandem with the dwarven pantheon. Zharr also has much respect for Pharasma and her followers due to her and Magrim's friendship.

Holding to Magrim's teachings, Zharr believes in seeing grudges through to their completion, for every grudge unfulfilled is an undead waiting to happen.

Appearance:
Zharr has bronze skin and obsidian black hair. His eyes are equally as dark. His gaze is piercing and his features angular, with perpetual dark lines below his eyes, but on the rare occasion when he breaks a smile, all that fades away.

His hair and beard are braided in typical dwarven fashion, with stone and gold interweaved into them.

He can usually be found in full battle regalia, armed to the teeth and covered in dark armour. His trusty longaxe is never out of reach. Magrim's holy symbol, a runic gateway, can always be found hanging from his neck.

When not in armour, his everyday clothes are quite plain and monochromatic. He isn't one to stick out in a crowd.

His torso and arms are covered in Ancient Osirian scripts detailing his family history, be it oaths, triumphs or failings.


Thinking of submitting a Pahmat Dwarf, either going Fighter into Living Monolith, or be a Stonelord Paladin. Seems like the submissions so far could use a chunky frontliner!


No occult? Darn, seems like the perfect AP to play an Occult Historian.

Dotting.


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People keep forgetting that dragons have Blindsense. Fog tricks usually don't work against them.


No. It only applies to the Bonus Feats.


willuwontu wrote:
Nonlethal damage is hit point damage, so yes, it would apply.

Non-lethal is not hit point damage.


Why would you cast Forbiddance on a shop??? You wouldn't stay on the Good spectrum for long if you knowingly decide to cast it on a place frequented by people of all alignments.

That's the opposite of what you are supposed to do if you want to conduct business.

Forbiddance is for those times you really want to keep people out at all costs. Like for your CE cult hideout.


It's a bit expensive, but the Brilliant Energy enhancement makes any weapon into a Lightsaber.

zza ni wrote:

and the Flame Blade Dervish feat - for increased speed, acrobatics, damage and ignoring some fire resistance.

now all i need is a druid archtype that uses cha for casting instead of wis

You're probably better off as a Paladin for Flame Blade Dervish.


You are still able to enhance the shields as weapons via traditional means. You just dont have the ability to do so on the fly like a regular Warpriest.

Firy'In T'sarran wrote:
The enhancements will hurt, but the damage for a large weapon will apply, the increased damage table is for a medium weapon, like the monk and brawler there is a small / large size table.

You don't seem to understand that the chart for Large and Small is for creature size, not weapon. So using a Gargantuan Warshield would have the same Focused Weapon damage dice as a Medium sized Warshield.


Firy'In T'sarran wrote:
Name Violation wrote:

bashing wont work with sacred weapon.

sacred weapon completely replaces the weapon damage with new damage based on the size of the character

bashing increases the size of the weapon damage, but doesnt work in conjunction with sacred weapon.

OK makes sense on the bashing and Sacred Weapon.

What about the Sacred Weapon Enhancements ie. Flaming or Brilliant Energy on a Dwarven War-Shield to be specific. Or Agile to be even more specific so I can utilize it with Weapon Finesse as it is intended.

Focused Weapon doesn't allow you to add enhancements to your weapon in combat like a Warpriest. All you get is the damage dice replacement.

On a side note, even if you take a Large weapon, you'll gain no benefits, because the damage dice is based on your size, not the weapon's.

Are you commited to using Fighter? I think a Brawler could be more beneficial for this type of build. You get TWF for free with Brawlers Flurry, letting you focus on STR instead of splitting between the two. It also scales up the damage of weapons from the Close Weapon Group, which is similar to Focused Weapon.


Dwarf Deep Marshal Magus. No STR or INT bonuses, but it's too cool to pass up.


I'm really tempted to put forward a Dwarven Deep Marshall Magus I've been wanting to play for a while. Obviously not as strong as Dex based/Scimitar/Shocking Grasp magi, but it could be fun anyway.

I wanted his background to be smithing, so it could work out really well with the downtime provided here.


Even Pharasma supports resurrections. So I don't see why this would be an issue.


The Enigma Mesmerist archetype kinda mixes both classes together. It gives you more invisibility options, stealth bonuses, Sneak Attack, etc.

Just have to make sure to pick up Accomplished Sneak Attack.


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No, they are considered to be a seperate class.


I'm assuming you're asking this because your character isn't wearing armour?

You can get the Ghost Touch enchantment added to Bracers of Armour.


The talent gives a Shield bonus to AC. Shields also give a Shield bonus to AC. These don't stack together.


Oxnard Kettlebeak wrote:

I'm not going to make the final decision yet, but I will say with this much competition anyone who hasn't already posted is highly unlikely to catch my attention.

Darnnit. I knew waiting too long to choose a character to submit would bite me in the butt.


Nathanael Love wrote:


occult martial class

People keep saying this like the Occultist doesn't exist.


VoodistMonk wrote:
Monster in a bottle Alchemist Summoner.

I mean... This has existed for a while.

Jhaosmire wrote:
...

Kineticists got most of what you are looking for. Other than that, just play the pre-errata Scarred Witch Doctor.


Dragon78 wrote:
bloodline focused mid caster(6th) class
Eldritch Scion Magus
Dragon78 wrote:
Psychic martial class, etc.

Occultist

But to answer your question, an arcane version of Warpriest. The Magus is fun and all, but is more focused on spell strike. Swift action buffs are fun.


The only way to really make an old age character work (bar full casters) is either an Aasimar with the Age Resistance spell like ability, or a Barbarian with the Spring rage power. I've actually played the latter (went for Rage Prophet), it was really fun and flavourful.

Like others have said, it really hurts Kineticists because you lose a lot from lower Con, and nothing from the bonuses.


The Storm of Blades feat kinda does what you are asking for.


Ryan Freire wrote:
How do you get the 5 perception for blinded blade style at level 1?

I made this thread years ago.


Ryan Freire wrote:
Orodhen wrote:
Gorbacz wrote:
Yep, if somebody wants to play Rutger Hauer's character in Blind Fury just ... let them do so without requiring them to pick 13 feats, 2 magic items and 1 archetype. Whenever Pathfinder tries to simulate reality, it falls apart far faster than when it just tries to be a fun game.

To be fair, it's only like 3 feats, a trait, and a level in Unarmed Fighter (and accomplishable at 1st or 2nd level). Seems like a fair trade off to make a blind character useable.

Why have spells like Regenerate if we just hand wave all penalties for limb loss?

yknow outside of bonus feats 3 feats is actually almost 1/3 of the total feats a character gets throughout their entire adventuring career and a shade under half the feats they have by the time most campaigns peter out.

You can get Blind Fight, Improved Blind Fight, Blinded Blade Style, and Blinded Competence all at level 1. Its really not that big of an investment.


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In the Phantom's description, they make it clear that it is no longer alive. Therefore I don't see why it would need to breathe or eat.


Since it says "initial and your secondary attacks", I don't see why it wouldn't work. Otherwise they wouldn't have pluralised "attacks".

Seems kinda silly that Great Cleave would be a downgrade to regular Cleave. And Cleave was never a top tier feat line to start with.


Gorbacz wrote:
Yep, if somebody wants to play Rutger Hauer's character in Blind Fury just ... let them do so without requiring them to pick 13 feats, 2 magic items and 1 archetype. Whenever Pathfinder tries to simulate reality, it falls apart far faster than when it just tries to be a fun game.

To be fair, it's only like 3 feats, a trait, and a level in Unarmed Fighter (and accomplishable at 1st or 2nd level). Seems like a fair trade off to make a blind character useable.

Why have spells like Regenerate if we just hand wave all penalties for limb loss?


Scott Wilhelm wrote:
You can't get Dimensional Dervish at Level 8. You need Dimensional Agility and Dimensional Assault, and none of those are Combat Feats, and that means you can only take them every other level. You need to be able to cast Dimension Door before you take any of those.

Going full Fighter (Gloomblade for the flavour) with Flickering Steps turns them into Combat Feats.

Flickering Step wrote:
A fighter with this feat treats Dimensional Agility and any feat that lists it as a prerequisite as though they were combat feats when selecting fighter bonus feats.


Flickering Step can bypass the need for spell casting.


Cleanse already exists. It's also 5th level.


Devils are lawful by their very nature. As part of the spell, the devil states it's name and it's intent on defeating the opponent alone. It would be anathema for it to go back on it's word.


Does it have to be a physical item?

You can achieve a similar effect by using Floating Disk and the Magic Trick feat for it, allowing you to fly around on the disk (which could be refluffed into a surfboard shape), and do other things should you have the prereqs described in the feat.


Scavion wrote:
Villahion wrote:


Can you name a Few?

Also, since it's an immediate action, it means that the enemy hits first (or not) and only then he will get the bonus thereafter?

Correct, it requires you to actually get hit first and only then do you get to apply either your Hatred or Defensive training bonus but not both.

It's pretty weak imo for a 3 feat chain.

In addition, you can only apply it to 1 enemy every round (if they hit you). You can maintain multiple with the last feat, but it's still only once a round.


DM Trawets wrote:
Orodhen wrote:
A Shining Knight mounted Paladin could be fun. There seems to be decent mythic content to support mounted combat. And other than the Archetype, most of the stuff is Core.
I will tell you what I told someone else in a PM, I've run the first two books of this before and a lot of it takes place indoors. A good deal of the later books do as well. If you want a mount I would highly recommend one that is medium at it's largest.

Fair enough. Never played the AP, so no clue what's in store. Never mind that idea then.


A Shining Knight mounted Paladin could be fun. There seems to be decent mythic content to support mounted combat. And other than the Archetype, most of the stuff is Core.


DM Trawets wrote:
Orodhen wrote:
I know it originally said Core only, but is a Virtuoso Bravo Paladin of Shelyn using the Bladed Brush feat ok?
Since the feat is specific to your deity and doesn't allow dex to damage I'll allow it.

That's what Mythic Weapon Finesse is for.


I know it originally said Core only, but is a Virtuoso Bravo Paladin of Shelyn using the Bladed Brush feat ok?


Flying Blade Swashbuckler might also be worth considering.


Considering the amount of Paladins already submitted, I might have to retract my Paladin submission. Work also got really busy, so I didn't have much time to work on a background. I'll have to settle with just Dengmar.


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They did release some new mythic stuff near the end of PF1. I know Kineticists got some stuff.


Orodhen here again. Couldn't edit my first post to add in the fluff, so I'm just gonna do it in a seperate post. Here is the fluff for Dengmar.

I'll probably have my fluff for my other submission up either tomorrow or the day after that.

Dengmar Hornflayer

Character Concepts and Intentions:
Dengmar is a dwarf trying to reclaim his ancestral home of Jormurdun (the Player's Guide made mention of a Sky Citadel lost within the Worldwound, and it's the only one I could find info on), while trying to strike a balance between maintaining the oaths his family made and exploring who he is as a person and what he wants to accomplish with his life.

In Combat
Frontline melee combatant, wielding dwarven weaponry forged by himself.
Focuses on the Cleave line of feats, which many people think are sub-optimal, but I think Mythic is the perfect place to make things like this shine.
Slayer isn't a Core class, but it is essentially a mix of Ranger and Rogue (Sneak Attacks and Talents from the latter, Combat Styles and tracking from the former).

Mythic Path
Champion

Magic Item Wishlist
- Dwarven double waraxe with the Culling enchantment
- If Stat bonuses are easy to obtain in Mythic, something fun to do with the belt slot? (Like belt of mighty hurling)
- Boots of Striding and Sprining to help with Speed issues

Fluff:

Origins
As the dwarven Quest for Sky finally came to a close for Dengmar's ancestors, the Sky Citadel of Jormurdun was founded. A magnificent metropolis/citadel that stood as a monument to the dwarves success and talent. For centuries, his clan had the honour of serving as blacksmiths to the royal family, with each branch of the clan focusing on different aspects of metalworking. The clan made oaths of honour, that regardless of the circumstances, they would always shape metal for the King and any of his descendants.

The Sky Citadel flourished for many centuries. That is until the treacherous duergar, evil cousins to the mighty dwarves, surfaced from the Darklands to besiege the Citadel. There is little records left of the mighty battle that took place, most of the lorekeepers either slain during the battle or scattered to different corners of northern Avistan as the Citadel fell. The survivors of the attack formed small dwarven enclaves within any human settlements that would agree to shelter them.

Several attempts had been made to recover what was lost, however, since the last King of Jormurdun, King Gutheran, shattered the Sky Key, little hope of reuniting and reclaiming the Citadel remains. Most of the expeditions never returned, and those that did make mention of deadly traps, and of duergar striking form the darkness. Still, the dwarves never gave up. One last expedition was scheduled to commence, but that was put on hold when a rend in reality formed in what was formally known as Sarkoris, and demons spewed out and claimed the land as their own. Since that day, the efforts of the local dwarves has been in helping the crusades in any way they could. They put their talent into smithing weapons for the crusaders, supplying them with anything they could make. For if they succeeded in stemming the flow of demons, they would one day also be able to reclaim their lost home.

Background
Born in Kenabres, Dengmar spent much of his childhood learning the ways of the smith and the lore of his people. Since they no longer have a sanctum in which to keep their knowledge, it's a duty for every dwarf to keep traditions and knowledge alive through oral recountings of the past.

Dengmar is a boy amongst a family of men, his parents never having had a girl. His father taught the boys the ways of the hammer, a tough tutelage by any standards. His mother on the other hand, taught him and his siblings of kindness and compassion. These teachings formed the cornerstones of his early life, and many of which he holds to this day. Even after pestering his father day and night, he would not teach Dengmar the way of the axe beyond a few simple stances and attacks. "It is not our way", his father would proclaim, handing him a smith's hammer instead.

Metalworking came easy to Dengmar, almost too easy, that eventually he lost interest in it. It never proved to be a challenge to him, for every blade he made was the same as the last; of exceptional make and with nary a flaw. What Dengmar truly desired was a challenge. Something to get his blood flowing and his heart racing. He should have been careful for what he wished.

Stolen Fury
One day when a group of local militia volunteered to do some recon near the borders of the Worldwound, Dengmar took this opportunity to stow away in one of their caravans, to maybe have a chance to see what the badlands everyone talked about really looked like. Unfortunately for him, he got that chance, when the militia were set upon by a small group of demons, commanded by none other than a band of duergar. When looting through their spoils, they happened upon the frightened dwarf boy. With glee in their eyes, they dragged him back to some small stronghold. There, they set to work on a demonic ritual, with him set up in the center of a nefarious looking circle of runes carved into the ground. He heard them chanting, but he also heard something else, a voice, but not of a tongue he could recognize. As the ritual climaxed, he went blind, but in his mind he could see something, some large and evil being, talking to him. The only word he could latch onto was "Shivaska". Just as he thought he would go mad, a sudden burst of light broke through his mental fog, and the connection between him and the infernal being was broken. As he recovered his sight, he saw only the corpses of his would be kidnappers, lay strewn about the room, somehow slain. Dengmar felt something in his chest, but it wasn't physical, almost as if the energy from the ritual now lay in him.

Disregarding this strange new feeling, he took this opportunity to escape, picking up a discarded axe and making his escape. With nothing but the axe and his wits, he somehow made it out alive, a little bloodied, but nonetheless whole.

This is how he knew he was meant for more. The adrenaline of combat is what he truly longed for. But he could not abandon the oaths his clan had made to the ancient kings of his race.

Appearance
As with all dwarves, Dengmar is of stocky build and sports a beautiful and well maintained beard. He has fiery orange hair, shaven but for a stripe running down the middle of his head.
People tend to think him ill-mannered due to his general appearance, but those that get to know him have learned that he can be quite amicable once they get past his gruff exterior.
He can always be found with weapon(s) in hand. His favourite being a wicked-looking, double sided waraxe, whose center piece is that of a angular face of an enraged dwarf.


Orodhen here, from the other thread, to present my characters for submission. I've always been quicker with the crunch than the fluff (thanks HeroLab), so I will update my post once the fluff has been fleshed out.

Cormac, Warbird of Shelyn - Paladin (Virtuoso Bravo/Oath of the Mendevian Crusade):

Dex based Paladin who fights with a glaive, and enjoys bounding through the battlefield, attacking foes from above. Might take a few levels to get up to speed damage wise.

Shelyn has called to him, leading him on a pilgrimage to Mendev, in order for him to help bolster the crusaders in their never-ending quest to secure the Worldwound.

Human paladin (oath of the mendevian crusade, virtuous bravo) 1
LG Medium humanoid (human)
Init: +4; Senses: Perception +0
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Defense
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AC: 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp: 13 (1d10+3)
Fort: +4, Ref: +4, Will: +2
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Offense
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Speed: 30 ft.
Melee: dagger +5 (1d4/19-20) or
glaive +6 (1d10/×3)
Space: 5 ft.; Reach: 5 ft. (10 ft. with glaive)
Special Attacks: smite evil 1/day (+2 attack, +0 AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats: Bladed Brush, Weapon Focus (glaive)
Traits: reckless, touched by divinity
Skills: Acrobatics +9, Craft (sculpture) +6, Diplomacy +6, Handle Animal +6, Knowledge (planes) +1
Languages: Common
SQ: bravo's finesse
Other Gear: leather armor, dagger, glaive, masterwork backpack[APG], masterwork sculpting tools, silver holy symbol of Shelyn, 175 gp
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Special Abilities
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Bladed Brush: Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Bravo's Finesse (Ex): Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Detect Evil (At will) (Sp): You can use detect evil at will (as the spell).
Smite Evil (1/day) (Su): +2 to hit, +1 to damage, +0 deflection bonus to AC when used.

Dengmar Hornflayer - Slayer (Spawn Slayer):

Dwarf on a mission to reclaim the lost Sky Hold lost to the Worldwound. Building around Cleave, mostly.

Dwarf slayer (spawn slayer) 1
NG Medium humanoid (dwarf)
Init: +0; Senses: darkvision 60 ft.; Perception: +4 (+6 vs. flying creatures)
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Defense
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AC: 15, touch 10, flat-footed 15 (+5 armor)
hp: 13 (1d10+3)
Fort: +4, Ref: +2, Will: +0; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
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Offense
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Speed: 20 ft.
Melee: dwarven boulder helmet +4 (1d4+6) or
dwarven double waraxe +4 (1d10+9/×3) or
dwarven longaxe +4 (1d12+9/×3) or
dwarven ram hammer +4 (1d8+6/×3) or
dwarven war-shield +4 (1d6+6)
Space: 5 ft.; Reach: 5 ft. (10 ft. with dwarven longaxe)
Special Attacks: studied target +1 (1st, move action)
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Statistics
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Str 18, Dex 11, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats: Power Attack
Traits: glory of old, stolen fury
Skills: Acrobatics +0 (-4 to jump), Climb +4, Craft (weapons) +7, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Perception +4 (+6 vs. flying creatures), Survival +4, Swim +4; Racial Modifiers: lorekeeper[APG]
Languages: Common, Dwarven, Terran
SQ: studied spawn, track +1
Other Gear: scale mail, dwarven boulder helmet[ARG], dwarven double waraxe[ARG], dwarven longaxe[ARG], dwarven ram hammer, dwarven war-shield, masterwork weaponsmithing tools, 40 gp
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Special Abilities
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Darkvision (60 feet): You can see in the dark (black and white only).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lorekeeper: +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Sky Sentinel: +1 to attack/+2 to AC Gain bonus to att/AC vs. flying foes. Foes gain no bonus for high ground, +2 Perception vs. flying.
Studied Spawn (Ex): Gain increased studied target bonuses against Large and larger targets.
Studied Target +1 (move action, 1 at a time) (Ex): Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.


Are you planning on using the Mythic rules as they are now or use some of the rebalanced stuff?

Answers to your questions:

GM Mioki wrote:
I prefer Core...

I suppose that's fair. Never been a fan of Core only stuff, so it's nice to know you are open to the other options if needed.

GM Mioki wrote:
PBP Posting History...

I like to think I'm able to write sufficiently good content. Had no issues with once a day in the past.

GM Mioki wrote:
How many games are you already in...

None at the moment. It's been several years since my last PBP.

GM Mioki wrote:
Do you support Paizo with a subscription...

I don't have a subscription, but I played PFS heavily in person, and therefore own most of the physical books to use as reference.


Delmoth wrote:
oyzar wrote:
I would love to play in WotR. Though personally I would much prefer if the enemies are buffed rather than the party nerfed.
That puts more work on the GM, who already has a disproportionately large work load compared to players. It's not unreasonable to house rule mythic or limit options as Papa-DRB suggested.

There are already some content out there that attempts to rebalance mythic stuff:

http://paizo.com/threads/rzs2q3x0?Mythic-Adventures-balance-concerns#24

https://paizo.com/products/btpy9ehv?Mythic-Solutions


Dotting for interest.

WotR is an interesting AP that seems to get dragged down due to the issues with mythic content.

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