Roy Greenhilt

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I noticed that in the Adventure Path Hell's Rebel part 6 Breaking the Bones of Hell that Aldressa and Lurokore Min stay in their own room. I was wondering if they are sisters or a couple.


I'm in for a chance for another run at it.


Dotting for interest.


Voted for Skull & Shackles, Iron Gods and War for the Crown


Name: Kelvin Parritis
Race/Class: Human Illusionist
Role: Will likely support the group by providing magical support in the form of misdirection and avoiding damage as much a possible thanks to illusions.
Personality: A bit of a coward, but with his heart in the right place

Backstory;

Spoiler:
Born of Cheliaxian descent, Kelvin did not stay in his homeland for long. On a long voyage with his parents, their ship was lead astray in a storm and was shipwrecked in Mediogalti Island. He was the only one in his family to survive.

He and the few remaining crew members lived off their remaining supplies for a few months, but they were ultimately captured by the Red Mantis. They indoctrinated those with potential, leaving the rest to fend for themselves in the capital city of Ilizmagorti.

After many close encounters with death, he stumbled upon a small wizard's guile. It was there where he discovered a proficiency with magic. As with all organizations, they were associated with the Red Mantis and were all expected to serve them as such. Yet in secret, he had been saving enough money for a chance to return home.

Those plans were expedited when he was tasked with offing a dissident of the guile. Instead, he decided to disappear and use what money he had left to bargain for any ship that was leaving the place. It just so happened that the Jenivere were willing to accept his money. At the very least, he hoped that it would be a first step in returning home...


Question. Would our chaacters be candidates for the campaign? Also, would this RP test be in the same setting as War for the Crown?


Here's my character:

Colee Dike

Spoiler:

Female Human Cleric or Irori
LG Medium Humanoid (Human)
Init +2; Perception +3
--------------------
Defense
--------------------
AC 13, Touch 12, Flat-footed 13 (+2 Dex, +3 Armor)
hp 9 (1d8+1 Favored class)
Fort +2, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike (1d3+1)
Ranged Light Crossbow +2 (1d8)
Special Attacks channel positive energy 3/day (DC 13, 1d6)
Cleric Spells Prepared(CL 1st; concentration +3)
1st: Divine Favor, Jump D (DC 13), Shield of Faith
0 (at will): Detect Magic, Light, Stabilize
D domain spell; Domain Competition, Restoration
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 11, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Improved Unarmed Strike, Scorpion Style
Traits Urban Acolyte, Student of the Faith
Skills Acrobatics +2, Heal +7, Knowledge (history, religion) +5, Linguistics +5
Languages Common, Polygot, Minkaian
Equipment: Light crossbow with 50 arrows, Potion of Protection of Evil, potion of Cure Light Wounds, Potion of Vanish, Deluxe Essentials Kit

Backstory:

Spoiler:
Colee was born in Sandpoint and had lived there for much of her life. With no knowledge of the whereabouts of her parents, that distinction was given to Enderaki Sorn on the House of Blue Stones. It was there that she trained in martial arts in the hope of using that dedication to find meaning in life. When she was not adequate in skill to become a monk, she instead turned to the scriptures and healing techniques. It wasn't long before she tuned herself to become a talented healer and a fierce warrior.

His was a rather depressing moment for her, and it showed when she recited the funeral for him. Father Tobyn was impressed and the two began to converse the nature of their religions. It was with that hope that she would one day become the next priest to congregate at the chapel.

Sadly, that dream was cut short with his death and the temple's destruction. Distraught with losing two father figures in a short period of time, she set foot to stay in Magmimar for the time being.

The faith there was only just blossoming there as well, but there were enough of the faithful to help her further improve on her skills. Time proved to be the best healer of her psyche, and after five years she decided to return to her birthplace.

It was only shortly after she arrived that the Swallowtail Festival had begun. To her, it was the perfect time to reconnect with close friends.

Crystal is a Mwangi woman with braided hair that extends to her neck. Her preferred manner of humor is dry and pessimistic, but she secretly cares for others and does everything she can to help others. This is due to her bad luck with parental figures.

My experience with RotRL

Spoiler:
Quite a lot actually. It was the first AP I started and we made it all the way to the end of the 4th module. Then we tried it a second time, this time in 5e with a few more twists to spice things up. It only lasted halfway to the 1st module. I played an oracle the first time and a sword-wielding fighter the second time. I would like to have the chance to try out Pathfinder again since that was what got me into tabletop gaming.


My character will either use the Marshal or Champion path. As for the change, I will then go with a regular Paladin dipping in 3 levels of Brawler.


Okay, here is the backstory:

Spoiler:
Jirak Regillus can date back his history to a rather unusual group of crusaders: Rahadoum.

His ancestors were one of the many sects of Azir who sought to overthrow the godless nation, albeit in less violent terms. As followers of the God of humanity, they hoped to unite the nation under the guise of Aroden. With that said, they had away been fond of the inheritor Iomedae. Thus, the transition to the Inheritor was easier for his great grandparents than most with Aroden's death.

His great-grandparents thought their work would be to grerator use taking up the crusade against the demon horde, and they were one of the first to leave Azir on route to Mendev. There, they have been a part of every crusade since. Many of his ancestors have lost their lives to the cause, but losing their lives for the hope of a better future for the region was worth it for him.

Jirak is a fourth generation crusader who has a rather unusual way of fighting. While most members of his family are familiar with the longsword, Jirak prefers to hone his physical body for close-range combat. Rergardlss, he is seen as noble as any Iomedaean with a surprising sense of humor. All he hopes is that he can bring an end to the crusade once and for all. For him, fixing at least one consequence of the Age of Lost Omens could bring hope for a better tomorrow...


I'm going to go with a human male Enlightened Paladin build throughout with unarmed strikes and a bow and arrow for ranged.

Str: 16
Dex: 15
Con: 12
Int: 10
Wis: 10
Cha: 14

Feats: Two Weapon Fighting, Weapon Focus (unarmed strike)

Skills Diplomacy, Knowledge (religion), , Linguistics, Knowledge (history)

Traits: Child of the Crusade, Reacrionary

I will have a backstory up pretty soon.


How does the reproductive system of cecalia work?


I'm reserving to play a boisterous Kellid human male Bloodrager who loves Kurgess.


I'd like to join in as well.


Can I at least be put on the waiting list? I wanted to make a human male Air Elemental Sorcerer.


My place still has people around. I wish they took it more seriously.


Got it. Finally got my profile pic up.


Oddly enough, Krystal was more content with the lack of security. She would relax as she laid both arms behind her back. It was clear she had issues with authority.

Alistar Riven wrote:
"So Krystal, how did you find yourself a pathfinder and why are you looking for Natylia?"

Krystal looked over to the Alchemist's eyes with a smile. "Don't you know that taverns can reveal all? You just need to get your patrons drunk enough.

With a chuckle, she continued. "I never met her before, but I know she does spy work on the Tower Girls. I've been through that crap before. They got me out of a jam and I've been returnin' the favor ever since. Turns out thievin' just as valuable for Pathfinders.


1 person marked this as a favorite.

In Siege of Stone, I saw in an excerpt that the dwarf Karburtin is a romantic interest though not into physical relationships. So is he a romantic asexual?


stats:
Lauren Crus
Male human fighter (Unarmed fighter)
LG Medium humanoid (human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 15 (1d12+3)
Fort +3, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike (1d3+3/×2) or
greatsword (2d6+3/19-20/×2)

--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16

FEATS

Improved Unarmed Strike, Improved Initiative, Iron Will, Pummelling Style

TRAITS
Hard To Kill: Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle.

Benefit(s): When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Reformed Criminal: You’ve given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You’ve told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Skills: +4 Diplomacy, +4 Intimidate, +4 Knowledge (dungeoneering)

Languages Common

Items: Chainmail, short sword
--------------------
Special Abilities
--------------------
Unarmed Style

At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat.


Here's my character.

Spoiler:
Shaun Varus
Male human brawler/antipaladin (tyrant)
LE Medium humanoid (human)
Init +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike (1d6+4/×2)
Ranged dagger: (1d4/19-20/x2)

--------------------
Statistics
--------------------
Str 18, Dex 13, Con 13, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +5; CMD 16

FEATS

Improved Unarmed Strike, Improved Initiative, Combat Expertise

TRAITS
Deft Dodger

Chelish Noble: You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charisma-based checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Skills: +3 Diplomacy, +6 Intimidate, +5 Knowledge (local), +6 Knowledge (nobility), +4 Perception, +4 Sense Motive

Languages Common, Infernal

Items: Lamellar Leather Armor, Backpack,
--------------------
Special Abilities
--------------------
Brawler’s Cunning (Ex)

If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)

A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training (Ex)

At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike

At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Aura of Evil (Ex)

The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp)

At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)

Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

Background:
In an ironic twist of faith, his parents were devout worshipers of Iomadae. While they had their misgivings with the Archdevil, they did their best to help out their community. Sadly, it would not last.

No one knows how it happened. Many suspect foul play. Either way, their carriage would lose control and crash. Shaun was the only one who survive and he was subsequently sent to his uncle's care. It was there where he was indoctrinated into the worship of Asmodeus.

With his connections, Shaun transitioned smoothly into noble society, learning how to mingle with the folks there. In private, he trained in martial arts, learning how to make his body a deadly weapon as well as to defend himself.

When his old faith was seeking independence, he was disgusted at the chaos such a revolt would wrought. He wasn't content to sit in the sidelines; he wanted to make help bring the dissenters back under the heel of Cheliax. As such, he set off to find anyone to come under employment.

Cimri:

Sitting off the pathway on a rock shielded by trees was a blonde male dressed in clean, smooth clothing... or what he thought as such. Regardless of looking common, he at least wanted to make a good impression.

Yet at this point he was looking slightly annoyed, a face that didn't diminish when his contact finally arrived.

You're 3 minutes late.

Oh pipe down, I had last minute errands to wrap up. Apparently the woman was just as annoyed with the predicament, but both shook it off when she peered closer. Funny, you don't look like a mercenary to me.

Shaun deflected with a sideways smirk. "Who's to say you need one? I can do any job some low-ranked grunt can do and talk my way out of them as well. I'm multifaceted after all."

Apparently, that didn't convince the woman as she narrowed her eyes with a frown. "It's not that. I just don't need some pretty noble boy who will flake on me at the first sign of danger. I've seen your type. Claiming to be the lifeblood of Cheliax yet squeamish at getting what needs to be done. This isn't the cushy city life you grew up in. Now give me one good reason why I shouldn't kick your pampered ass out back to your mama..."

It may have been a routine for her or genuine distrust of nobles. But whatever she said got his face progressively angry. He didn't even give her the time to finish her sentence before his right fist shot out... ending right beside her. She tried to pull her head back, but she knew she would have gotten hit if he wanted to.

His face hardly changed its malice as he spoke in quiet yet seething fury. "Let that fist show you I'm just as capable of Say... kicking your ass. I've been trained in fighting for 10 years. I've learned to tear apart wooden blocks with my bare hands. I've read the Disciples several times over. And I'm just as capable of resorting to intimidation to get what I want. So believe me when I say I have he qualms in doing what's needed to save my country."

The woman sat there dumbfounded for a few seconds... only to smile as she stood up. "Didn't think you had it in ya. Put some of that in your work and you're hired." She let out a hand of gratitude. "I'm Cimri by the way.

Satisfied that his show of force worked, Shaun grinned in return before shaking her hand. Shawn for me. Now then. He adjusted the chaff on his shirt before continuing. "So what's the job...?


Stats:

Troy Shimuraoka
Male human barbarian (Invulnerable Rager)
N Medium humanoid (human)
Init +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +0;
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike (1d3+4/×2)

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15

FEATS

Improved Unarmed Strike, Power Attack

TRAITS
Deft Dodger

Boarded in the Mwangi Expanse: You boarded the Jeniverein the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Skills: +3 Intimidate, +5 Knowledge (nature), +4 Perception, +4 Survival, +7 Swim

Languages Common, Polygot

Items: Lamellar Leather Armor, Backpack,
--------------------
Special Abilities
--------------------
Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Background:

1. Troy is up most a quiet character, one who would prefer his actions to say more than his words.

2. Despite being a barbarian, he is actually pretty contemplative and willing to help. That all changes when people bother him too much.

3. Often meditates when given the chance, as taught from his father.

4. His entire fighting style is to surprise and intimidate, relying on explosive movement, quick strikes, and throwing people to the ground.

5. His father has gone missing recently and part of his reasoning for joining the ship was to find him.

Goals
He hopes to reunite with his father some day. Unknown to him, he actually does like companionship and the secondary goal for him is to be more comfortable with hanging out with others.

Secrets

1. Is actually a decent singer... or he at least tries too. Yet that's a something he would rather keep to himself.

2. His father is indeed still alive.

His relations
His Mwangi mother Pemba, a woman who raised him he best she could. He has a loving relationship with her and it one of the few people he initially cares about.

His Tian-Min father Mori Shimuraoka, explorer for the Pathfinder Society who settled down with his mother for a while. Troy has a bit of resentment for him due to going away on trips on multiple occasions.

His fighting mentor Rahidi, a man who taught him how to fight and use his rage as a weapon. A strict man, he ultimately cares about Troy. Troy sees him as a surrogate father.

Memories
1. A couple of Sarvagans berated his biracial upbringing. He responded by punching said man in the face.

2. Troy learns to meditate for the first time by his father. It quickly becomes the main way he calms down.

3. He bids his mother goodbye as he sets off on a journey to find his father. He later cries after he sees her off at the port.


3d6 ⇒ (5, 3, 2) = 10 x 10 = 100 gp

Working on an Invulnerable Rager Barbarian with one level in brawler.


Second chance. I'll bring up my build soon.


Alistar Riven wrote:
"Here is the thing, I know you are all interested in doing what is right and none of us want to find a body when a person could be found. Do we all agree?" Alista waits just long enough to see acknowledgement then continues, "So if there is anything you know even the slightest bit of information you could save a girl and it would be of no cost to the city."

That's... moch more elegantly than what she would have said. She showed her approval by gesturing both her palms at his direction.

"Last I heard, you guys cared about people's lives."


I'll be able to post in a few hours.


I'm dotting for interest.


So, are we waiting on someone?


Okay, here is my character: Padma Uppali Human (Vudrani) investigator 1

Stats

Spoiler:
Neutral Evil Human Investigator (Empiricist) 1;
Init +2;

DEFENSE
AC 16, touch 13, flat-footed 13
hp 10
Fort 1, Ref +4, Will +2

OFFENSE
Speed 30 ft.
Melee: Rapier +4 (1d6 18-20x2)
Ranged: Light Crossbow (1d8 19-20/x2)
Investigator extracts known (CL 1)
1st (2/day)- Cure Light Wounds, True Strike (DC 12);

STATISTICS
Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 12

Languages: Common, Infernal, Celestial, Halfling

Feats: Persuasive, Dodge

SQ Alchemy, Inspiration, Trapfinding,

Trait: Seeker, Thrune Informant

Skills: Acrobatics +6; Bluff +7; Craft (alchemy) +9, Diplomacy
+6; Disable Device +7; Intimidate +7; Knowledge (local) +9; Knowledge (nobility) +8; Knowledge (planes) +8; Knowledge (religion) +8; Perception +5; Sense Motive +6; Stealth +6;

Equipment: Studded leather, rapier, light crossbow, 10 bolts

Questions:

Spoiler:

1. What is your character's connection to Longacre? Why is she here?
She has worked in Longgare on a number of occasions, whether it's the the recovery of lost slaves, finding blackmail or the occasional dressing down of a mark.
2. Who is one NPC your character thinks of as a friend or ally? (Can be made up and not from AP or official source material.)
Mr. Ingoes needed help to recovery some lost merchandise from the docks. It took a number of days, but she managed to track down the perpetrators and steal back the items. Not that she likes him any more than anyone else in town.
3. What is one goal for your PC other than the one provided in your campaign trait?
Coin and reputation are admirable goals for the detective, but her biggest motivation is to prove to Cheliax that she is the very best the kingdom has to offer.
4. If your character is anything other than a human Chelaxian, explain how she fits in to Longacre.
As stated before, Longacre is one of the many locations in Cheliax where she has worked in, but it is one of a few places in the kingdom where family has emigrated from. Yet she's just as proud of Cheliax as any loyal Cheliaxian.


Posted. Unfortunately, I can't get an avatar for her at the time.


1 person marked this as a favorite.

Thanks all. It took a while, but I'm excited about getting to try an AP on this site.


Thank you for the consideration.


I'd like to try it out.


Reposting my rep

Appearance

Spoiler:

Krystal is a Mwangi woman who has nevertheless dresses in accordance to Magnimar rogue. She is of average height with curly hair, brown eyes and a rectangular face. In her Pathfinder attire, she wears clothing that allows for acrobatic movement with flexible pants and a tank top. In her day job, she dresses more conservative in a typical bar maid dress that extends to her ankles.

Personality

Spoiler:

As one would expect from a follower of Calistria, Krystal is a friendly flirt who likes to live life to the fullest. In the later case, it helps her to forget the various rough periods of her life. She is cocky in her abilities but isn't above fighting dirty if things don't go her way. As expected from a thief she prefers to use stealth or charm her way out of situations over a straight up fight.

background

Spoiler:

Krystal never knew where her parents were from. All she knew was that Magnimar was her home.

Her earliest memories come from an orphanage, and they were by far her most painful. The headmistress was cruelly strict on her children which sprouted Krystal's disdain with authority. She made due of her time by playing Sleight of Hand tricks at passerbys, a trick that eventually evolved into picking pockets.

Eventually she put her hands in the pocket of one of the Sczarni who took notice. When they caught her, she managed to convince them to let her join their group. Thus, she was adopted out of the orphanage and into the loving arms of the thieving guild.

There, Krystal discovered that she was also apt at climbing, picking locks and contorting her body through tight spots. She also learned her to sweet talk her way out of jail. It was one such interest that caught the attention of the Pathfinders.

With the job becoming increasingly difficult to pull off, the thieves were forced to work on increasingly risky work. One job involving stealing an artifact recently found by Pathfinders ended in disaster. Krystal managed to open the lock, but failed to notice the alarm spell. Instead of helping her escape, she was tossed into the hands of her victims. Bitter about her betrayal, she through hers into the hands of the Pathfinders.

Turns out that the Pathfinders allowed for far more flexibility, provided that she makes notes on her discoveries. In order to further fund her adventures, she works at a bar maid in one of the various taverns in the city. With some luck, she hopes to have an adventure of a lifetime...

Stats

Spoiler:
Krystal Popescu 
Female human rogue (unchained) 1 
CG Medium humanoid (human) 
Init +4 
-------------------- 
Defense 
-------------------- 
AC 18, touch 15, flat-footed 13 (+4 Dex, +3 armor, +1 dodge) 
hp 9 (1d8+1) 
Fort +1, Ref +6, Will +0; 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee rapier +4 (1d8+1/18/20×2) or 
Ranged shortbow +4 (1d6+1/x3)

-------------------- 
Statistics 
-------------------- 
Str 12, Dex 18, Con 13, Int 14, Wis 10, Cha 14 
Base Atk +0; CMB +1; CMD 15

FEATS

Deft Maneuvers, Persuasive, Dodge

TRAITS 
Seasoned Climber:

Your time on the slopes has improved your ability to surmount great peaks.

Benefit: You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.

Ex-Sczarni: Though you were raised as a member of 
one of Magnimar’s various Sczarni gangs, you never fit 
in with the rest of your settled, metropolitan brethren. 
The Pathfinder Society in particular recognized your 
wanderlust and potential as an agent, and on more 
than one occasion you impressed or bamboozled 
their agents with your street smarts and finesse. Over 
the years, you fell out of favor with the Sczarni, and 
eventually left to pursue interests outside of simple 
banditry, though you still remember the lessons your 
criminal relations taught you. You gain a +2 trait bonus

on Bluff checks to pass hidden messages. Also, anytime 
you deliver a coup de grace, you deal an additional 1d6 
points of damage.

Skills +8 Acrobatics, +6 Appraise, +6 Bluff, +4 Climb, +8 Diplomacy, +8 Disable Device, +7 Escape Artist, +8 Intimidate, +6 Knowledge (dungeoneering), +6 Knowledge (local/Magnimar), +6 Linguistics, +4 Perception, +6 Perform (dance), +4 Sense Motive, +7 Sleight of Hand, +7 Stealth

Languages Common, Elven, Varisian, Celestial

Items: studded leather, rapier, shortbow, arrows (100), incendiary arrows (20), 1 potion of cure light wounds 
-------------------- 
Special Abilities 
-------------------- 
Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. 
Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)

At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.


ALLENDM wrote:
Patrickthekid wrote:
I would like to officially resubmit my unchained rouge into the fray. I am willing and able to fulfill the posting requirement.

Thanks Patrick. Did you get my note a few days ago?

Jack

Just did.


I would like to officially resubmit my unchained rouge into the fray. I am willing and able to fulfill the posting requirement.


Dotting for interest.


1. I've not nothing to lose. I've been itching for a chance at RPing on this site for a while now, and I won't throw away my shot. BTW, I'm at CST.

2. I love to get into my character's head and play them out. I have played beings such as a relunctant oracle of lore, a war-ready cleric of Gorurm and an Ulfen spy working for the Lion Guard.

3. I've read the House rules and will adhere to everything that has been stated.


I got the character right here.

Stats:
Krystal Popescu
Female human rogue (unchained) 1
CG Medium humanoid (human)
Init +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+4 Dex, +3 armor, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d8+1/18/20×2) or
Ranged shortbow +4 (1d6+1/x3)

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 15

FEATS
Iron Will, Weapon Finesse, Dodge

TRAITS
Seasoned Climber:

Your time on the slopes has improved your ability to surmount great peaks.

Benefit: You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.

9PLAYER’S GUIDEruinsof azlantcamPaiGn traitsWhen the Bountiful Venture Company announced this expedition to lost Azlant, many people were excited and came to Almas from all around Avistan and Garund in hopes of being selected for the colony. Competition was fierce, especially for the founding journey. Many who were in the running for that first trip but weren’t selected were automatically slated for the second outing. Others had to compete with plentiful applicants to get a spot on the Peregrine. For one reason or another, you either didn’t apply weren’t selected for the first trip and now you have to stand out among a large crowd of qualified applicants.The following campaign traits represent an element of your character or ability that edged out other applicants and led to the Bountiful Venture Company choosing you as one of their colonists.Athletic: You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony.You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait.

Skills: +8 Acrobatics, +6 Bluff, +4 Climb, +8 Diplomacy, +8 Disable Device, +7 Escape Artist, +8 Intimidate, +4 Perception, +4 Sense Motive, +7 Stealth

Languages Common, Elven, Varisian, Celestial

Items: studded leather, rapier, shortbow, arrows (100), incendiary arrows (20), 1 potion of cure light wounds
--------------------
Special Abilities
--------------------
Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)

At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.

Krystal will be an easy-going former criminal who's looking for a new lease of life. She's good at both range and close quarters, can pick locks and pretty good as a face as well.


Dotting for interest. Is there room for one more?


I would like to know people's favorite character presented in that AP as well as any interesting stories involving them.

I personally like Vadoma Gall the best. She seems like a great fool for the party.


Have fun you guys.


Here's my submission.

Hera Hyder
NG female ranger 2

Stats:
Init +4
Speed 30 ft

Defense
AC: 17 = (+3 armor, +4 Dex)
HP: 17
Fort +3
Ref +7
Will +2
CMD : 15

Offense
Melee: Scimitar 1d8 +1
Ranged: Composite Longbow +1, 1d10+3
BAB : +2
CMB : +3

Stats
Str 12
Dex 18
Con 10
Int 14
Wis 14
Cha 10

Feats : Point Blank Shot, Precise Shot, Focused Shot
Traits : Trap Finder, Indomitable Faith
Skills
Diplomacy +2, Stealth +7, Survival +7, Disable Device +10, Climb +6, Handle Animal +5, Knowledge (dungeoneering) +7, Knowledge (georgraphy)+7, Perception +7
Languages : Common, Orisioni, Kelish
Special Abilities :
Favored Enemy (Ex) (humans)
Track (Ex)
Wild Empathy (Ex)
Combat Style Feat (Ex)


Background::
Hera is a Keleshite woman of slight yet toned stature. Not that it is easily seen as she covers herself up with a flowing dress overlapping loose pants. She occasionally wears a scarf over her head in excessively hot days.

Hera is first and foremost a professional. She prefers to take her job as seriously as need be. She may not be born in Wati, but she has been there long enough to help newcomers with the lay of the land. Her piercing gaze depicts a woman one doesn't want to cross. But once she knows her companions enough, she feels free enough to relax. A follower of Sarenrae , she firmly believes her faith helped to straighten her path from her previous role as a delinquent. As such, he is surprisingly fond of those willing to atone for their past behaviors.


Here's my submission.

Lily Le

CG female Tian-Shu psychic 2

Stats

Spoiler:

hp:13

AC: 11

STR 8
DEX 12
CON 10
INT 19
WIS 10
CHA 14

Melee: Quarterstaff (1d6-1)
Ranged: Light crossbow (1d8/19x20)

Spells:
1st level: Charm Person, Magic Missile, Mage Armor
0th level: Daze, Light, Detect magic, Mending, Telekinetic projectile

Skills: Appraise +8, Bluff +5, Diplomacy +8, Intimidate +7, Sense Motive +4, Perception +4, Knowledge (arcana) +7 Knowledge (history) +7

Traits: Sensitive Mind, Honeyed Tongue, Deft Dodger

Feats: Toughness, Persuasive

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Rapport discipline

Emotional Bond (Su)

You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

5 Memories::

1. Visiting the city of Amanandar. Seems to be familiar with the place as she know Common.

2. Trying her best to learn etiquette in her home would of Quain. She liked meeting people, but felt tradition to be restrictive.

3. Observing martial artists from a distance.

4. Attending a church of Sun Wukong, who seemed to be her preferred religion at the time.

5. Stowing away on a caravan on its way to Avistan. She felt more liberated that way.

Personality::

Her previous life seemed to allude that she was bubbly, sweet and preppy. This is no where near who she is now. She is brash, impetuous yet ultimately remains caring towards others. She's not afraid of her enemies and will take them head on, almost to the extreme. The one thing she is afraid of is what exactly did she do in the past. She would rather use this blank slate as a clean slate to live her life.

Trigger Warning:

Spoiler:
Not much that I think us. Just don't be too ridiculously cruel to the characters


I had always been interested in the nature of clergy within Golarion. I wanted to see whether head priests in a local church could be someone other than a cleric. Oracles can apply for any religion, though they may never know their true patron.

Iomadae Seems like the clergy would usually defer rank to clerics, though paladins, inquisitors and warpriests may take over

Torag Same as above, though there could be an argument for a fighter take that role

Erastil I can see rangers and hunters having a high priest rank if a cleric isn't available.

Sarenrae She doesn't seem to mind anyone taking that role as long as said person follows her beliefs.

Shelyn Definitely see bards having equal say as they are most associated with love and the arts.

Cayden Cailean Probably the god with the least regard with anyone taking the high priest role... so as long they adhere to his teachings.

Desna This one's difficult. She doesn't have much of a hierarchy due to the nomadic nature of her followers.

Abadar Most likely to only have clerics as the high priest role. Maybe an inquisitor, but that's it.

Irori Monks have an equal chance as clerics, perhaps brawlers and unarmed fighters as well.

Pharasma I can definitely see inquisitors and good necromancers getting high ranks within the clergy

Gozreh Druids and Hunters definitely get as much say here as clerics

Nethys Basically any arcane caster can get high ranks, though wizards, witches and arcanist would receive the lion share of that.

Calistria Interestingly, rank here depends on their persuasion skills, so theoretically anyone could achieve this, though rogues, bards and sorcerers would have the greatest advantage

Gorum This seems to be based on physical prowess, so any martial class can qualify

Asmodeus, like Abadar, the clergy would likely defer to clerics

Zon-Kuthon Clerics probably have high priority here, but I can see anyone adept in torture getting a role here

Urgathoa Necromancers, witches and inquisitors would probably get as high a ranking here

Norgorber Rouges, alchemists and slayers seemed apt for this role.

Lamashtu I'm not sure here in this case.

Rovagug Can definitely see fighters, barbarians and bloodrager take up that role


Congrats on getting picked.


Alright, I'll go with the oracle class.


First off, here's a bit about myself. I'm a 26 year old research technician living in Central Standard Time (UTC/GMT −6). This would be my first PbP on this site. Despite this, I have done roleplaying online since 2012, first of the site pjj and then on discord and roll20. I started using Pathfinder 1e in 2017 and has been hooked ever since. I started on campaigns in 5e and Pathfinder 2e. Therefore, I have plenty of experience roleplaying characters. Destinie is a character I roleplayed for Rise of the Runelords, originally as an oracle. I have been applying for the past few recruitment sites with no luck. With luck, you will give me a chance.

Anyways, here's my sheets:

Info

Spoiler:
Destinie Nicholae

Female human oracle (lore) 1
NG Medium humanoid (human)
Init +1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Cha, +3 armor)
hp 12 (1d8+1)
Fort +1, Ref +4, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6/×2) o

--------------------
Spells
--------------------
1st: Shield of Faith, Bless
0th: Stabilize, Detect Magic, Enhanced Diplomacy, Guidance
Mystery: Lore
Curse: Tounges
--------------------
Statistics
--------------------
Str 10, Dex 9, Con 13, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 9

FEATS

Toughness, Improved Initiative

TRAITS
Blessed Orphan:

Once per day, you gain a +1 trait bonus on any saving throw. You must use this ability after the roll is made but before the result is revealed.

Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Skills: +5 Bluff, +7 Diplomacy, +5 Heal, Knowledge (local), +6 Knowledge (religion), +2 Perception, +6 Profession (sailor), +5 Sense Motive, +1 Swim
Languages Common, Elven, Varisian, Celestial

Items: studded leather, quarterstaff
--------------------
Special Abilities
--------------------
Revelations

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

Curses

Tongues

In times of stress or unease, you speak in tongues.

Effect

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Destinie Nicholae
Female human mesmerist 1
NG Medium humanoid (human)
Init +1
--------------------
Defense
--------------------
AC 12, touch 9, flat-footed 13 (-1 Dex, +3 armor)
hp 12 (1d8+1)
Fort +1, Ref +1, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6/×2) o

--------------------
Spells
--------------------
1st: Bane, Command
0th: Touch of Fatique, Daze, Decect Magic, Light
--------------------
Statistics
--------------------
Str 10, Dex 9, Con 13, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 9

FEATS
Toughness, Improved Initiative

TRAITS
Mediator:

You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community.

Benefit(s): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Skills: +6 Appraise, +9 Bluff, +9 Diplomacy, +2 Heal, +6 Knowledge (arcana), +5 Knowledge (local), +6 Knowledge (religion), +5 Perception, +6 Profession (sailor), +5 Sense Motive, +1 Swim

Languages Common, Varisian, Celestial

Items: studded leather, quarterstaff
--------------------
Special Abilities
--------------------
Consummate Liar

A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare (Su)

A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks (Su)

Telepathic Link: The subject can communicate telepathically with the mesmerist during a crisis. The mesmerist can trigger this trick when the subject and her allies are outnumbered in combat. For 1 minute per mesmerist level, the subject and the mesmerist can communicate telepathically. If the subject and the mesmerist are more than a medium distance (100 feet + 10 feet per level) apart, the telepathic connection is severed and cannot be regained unless the trick is implanted again. The mesmerist and the subject must share a language to be able to communicate.

Painful Stare (Su)

When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Note: There are special “stare” feats that modify the painful stare class ability. Stare feats allow a mesmerist to apply additional effects to his painful stare ability. Characters without the Compounded Pain feat can apply the effects of only one stare feat to an individual attack; a mesmerist with multiple stare feats must choose which to apply before the damage roll is made.

Background

Spoiler:
The circumstances of her birth are new to her, yet she is certain that she was born somewhere in a port in Riddleport on the account that she was taken to a group of Varisian couple shortly after her birth. The couple saw her striking white hair as a sign. Unfortunately for her, this couple was in the scheming business.

She grew up learning the trade of the grift, learning how to transfer contraband, distract marks for pickpocking and negotiating with fellow grifters. Her recently formed powers only cemented that. Yet it was a fleeting life for her. She couldn't help but look out to the sea, believing that she had a calling for something greater.

After a falling out from a scheme that went terribly wrong, she stowed away on a ship that set said to a place she had no idea where. As it turns out, it was Port Peril. It was there that she had her suspicions that her patron may be Besmara herself.

Destinie is unsure herself whether the life of a pirate is the right thing for her. She knows how to make friends when she needs to, but is hesitant to let someone get more personal with her. With how her adopted parents treated her, she has a bit of trust issues. The entire thing is frightening to her despite showing a brave face. Yet over time, she will come to terms with the fact that this is the life for her. Anyone friendly, honest and willing to teach her in the way of piracy will likely get her attached to the person.

Destinie is a woman who has had striking white hair that reaches down the middle of her back from birth. Her green eyes gather information about a person, allowing her to deliver judgement. Despite the resentment to her parents, she prefers Varisian garmets with a skirt that reaches just above the ankles.

Her role depends on which class is chosen. If she's an oracle, she will be a healer that focuses on supporting the party with buffs and area control while delivering knowledge checks with the Lore Mystery. Her mesmerist self will focus on debuffing enemies and controlling the battle with charm spells and feints. Both can serve as a face with a good diplomacy score. She would likely work best as a quartermaster (definitely not a rigger though).

Anyways, this has been the AP I have always wanted to try out. I went through the Building a Better Doomed Hero and it's been enlghtening. I hope to learn more about the role of PbP in general.


Alright, here is my background:

Appearance

Spoiler:
Krystal is a Mwangi woman who has nevertheless dresses in accordance to Magnimar rogue. She is of average height with curly hair, brown eyes and a rectangular face. In her Pathfinder attire, she wears clothing that allows for acrobatic movement with flexible pants and a tank top. In her day job, she dresses more conservative in a typical bar maid dress that extends to her ankles.

Personality

Spoiler:
As one would expect from a follower of Calistria, Krystal is a friendly flirt who likes to live life to the fullest. In the later case, it helps her to forget the various rough periods of her life. She is cocky in her abilities but isn't above fighting dirty if things don't go her way. As expected from a thief she prefers to use stealth or charm her way out of situations over a straight up fight.

background

Spoiler:
Krystal never knew where her parents were from. All she knew was that Magnimar was her home.

Her earliest memories come from an orphanage, and they were by far her most painful. The headmistress was cruelly strict on her children which sprouted Krystal's disdain with authority. She made due of her time by playing Sleight of Hand tricks at passerbys, a trick that eventually evolved into picking pockets.

Eventually she put her hands in the pocket of one of the Sczarni who took notice. When they caught her, she managed to convince them to let her join their group. Thus, she was adopted out of the orphanage and into the loving arms of the thieving guild.

There, Krystal discovered that she was also apt at climbing, picking locks and contorting her body through tight spots. She also learned her to sweet talk her way out of jail. It was one such interest that caught the attention of the Pathfinders.

With the job becoming increasingly difficult to pull off, the thieves were forced to work on increasingly risky work. One job involving stealing an artifact recently found by Pathfinders ended in disaster. Krystal managed to open the lock, but failed to notice the alarm spell. Instead of helping her escape, she was tossed into the hands of her victims. Bitter about her betrayal, she through hers into the hands of the Pathfinders.

Turns out that the Pathfinders allowed for far more flexibility, provided that she makes notes on her discoveries. In order to further fund her adventures, she works at a bar maid in one of the various taverns in the city. With some luck, she hopes to have an adventure of a lifetime...


I got a character I played before. I had her initially as an oracle of lore, but she can also be a mesmerist. I'll have noth profiles up soon.


Got my character done. He's an human sorcerer of the air elemental bloodline.

stats

Spoiler:
Joas Alveron
Male human sorceror 1
CG Medium humanoid (human)
Init +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4 19/20 x2) or

--------------------
Spells
--------------------

1st: Magic Missile, Mage Armor
0th: Acid Splash, Light, Detect Magic, Prestidigitation
bloodline:elemental (air)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 14

FEATS

Eschew Materials, Dodge, Improved Initiative

TRAITS

Seeker:
You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Skills +7 Bluff, +6 Knowledge (arcana), +2 Linguistics, +1 Perception, +6 Spellcraft

Languages Common, Hallit, Skald

Items: dagger, potion of cure light wounds
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Special Abilities
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Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Background:

Spoiler:
Joas is a relatively short man with brown hair that is cut short and a round face. He wears vests over his shirts and puts on brown pants with matching shoes. He does not look like someone who does physical activities, but is light on his feet. He also has a knack getting into hairy situations, though he's just as adept at talking his way out of them.

Joas is a human with the unusual gift of magic coursing through his veins. This is credited with his grandmother being a sylph. While he gained powerful magic without the need for spell components, this made the majority of folks suspicious. His Ulfen ancestors were much small than than counterparts and their unique magic made them targets for the winter witches. They successfully fled to Taldor, where they stay to this day. His parents currently live in nearby Zimar, where he left to strike it out on his own. An unfortunate run in with bandits left him stranded in Heldren. He hopes to earn his money back through various meager jobs. Little did he know that certain circumstances would being him back to his old home.

Joas is rather skittish and nervous around strangers, but opens up once he gets to know people more. Rather talented with the arcane, he ultimately wishes to live a life where he is accepted.

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