So, I saw a lot of people that were interested in playing a gestalt WoTR game, so here is me, throwing in my hat for ANOTHER Gestalt WoTR game. Mythic will be included, but that's because I love shenanigan, plus, y'all are supposed to be heroes!
1. Races: Any Race that is 20 RP or less.
2. Attributes: 20 point buy
3. Gold: 300 gp
4. Background skills in place
5. Alignment: Good preferred
6. HPs: Max at 1st level
7. Classes: All Paizo sources allowed as long as you can reasonably tie them to campaign.
8. Traits: 1 trait and 1 Campaign
9. Post your timezone if you want. I am PST, but tend to post more in the evenings.
10. Gestalt rules.
11. Looking for three characters, as I have a friend that requested I run the game.
Recruitment will last until September 30th so you can throw around ideas!
Just hit level 3 and started the two level Lore Warden dip for my build. When I hit level 4, because of the Lore Warden getting Combat Expertise for free, I'll be getting Butterfly's Sting for my extra fighter's feat. Currently, I am heading down the path to get Improved Critical to be an assist/support type character for the front liners. I'm also planning on taking the racial feat to fly later on for funsies.
I do realize that I'll have to be level 9 before improved crit can be taken, but still..... I'm thinking this'll be fun!
Auriea
Male Sylph Bard (Dervish Dancer) 2; Fighter (Lore Warden) 1
CN Medium Outsider (Native)
Init +3; Senses Darkvision 60ft; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 19 (2d8+1, 1d10+1)
Fort +2, Ref +6, Will +3
Defensive AbilitiesResist Sonic 5
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Offense
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Speed 30 ft.
Melee MWK Cold Iron Kukri +7 (1d4/18-20/x2) and
. . Mithral Kukri +7 (1d4/18-20/x2) or
. . Dual Kukris +5/+5 (1d4/18-20/x2)
Ranged MWK Darkwood Composite Shortbow +7 (1d6/x3)
Bard Spells Prepared (CL 2):
1 Cure Light Wounds, Sleep (DC 14), Unnatural Lust (DC 14)
0 (at will) Daze (DC 13), Detect Magic, Presdigitation, Read Magic, Resistance
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Statistics
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Str 11, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Airy Step, Two Weapon Fighting, Weapon Finesse
Traits Maestro of the Society, Anatomist
Skills Acrobatics +7, Climb +5, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics +7, Perception +5, Perform (Dance +10), Sleight of Hand +6, Spellcraft +7, Stealth +11, Use Magic Device +8
Languages Auran, Common, Elven, Gnome, Dwarf, Thassilonian
SQ Thunderous Resilience, Whispering Wind
Combat Gear Potion of cure light wounds, Wand of Cure Light Wounds, Antitoxin
Leather Armor +1, Arrows (10), Blunt Arrows (20), Masterwork Cold Iron Kukri, Mithral Kukri, Masterwork Darkwood Composite Shortbow
Other Gear Backpack, masterwork (1 @ 4 lbs), Bedroll, Elven Trail Rations (x1), Hot Weather Outfit, Waterskin
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Special Abilities
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Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action. Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Inspire Courage
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Thunderous Resilience
Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
Versatile Dance
At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.
Well Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Whispering Wind
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
A wispy, thin man, with short white hair, pale skin, and the looks of blue tattoos going up his neck and down his left arm, walks into the hall. His sleeveless shirt and cloak were vibrant blues, purples, and greens, as his pants were of violets, crimsons, and oranges; the man looked almost like a parading peacock. As he walked towards a table, there seemed to be a slight breeze about him, muffling his foot steps to almost silence.
"Umm, anybody here? I'm looking for a room to stay whilst I get some things sorted out..."
Auriea then sets his backpack on the floor by one of the large tables nearby and starts to stretch.
About Lilith the Blind
Lilith
Human Female Oracle (Dark Tapestry)/1
N Medium Humanoid
Init +1, Senses Darkvision 30’, +0
DEFENSE
AC 15 (+4 Armor, +1 Dex) touch 11, flat-footed 14
HP 9
Fort +1 Ref +1 Will +2
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
REVELATION
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Plot Friendly fluff:
Naturally, Lilith does not recall if she was born in Isarn, only that the Galtian capital is the only city she has ever known. Blind, and many whispered behind their hands, cursed as well, Lilith has always walked on the fringes of society. In Isarn, those fringes scarcely left the blood spattered streets. At any moment, a successful revolution could find the supporters in positions of power, for a day, or a week, perhaps even months. They would meet Madame Margery in the end, if they were lucky. Else, they might be placed in some dank corner of the Monolith, driven to madness, and compelled to served their peers to the new government.
The political and social climate of Isarn was perhaps the single greatest influence on Lilith's progress. In a chaotic environment, with the influence of merchants and the market itself rising and falling with various advisers and the very value of the coin, Lilith assumed the only trade with guaranteed stability to feed herself, prostitution. The currency Lilith was paid in, however, was secrets. A radiant beauty with clouded eyes, many assumed that she could see nothing, and as such was quite safe to indulge with, and so long as Lilith maintained a general air of complacency she was accounted simple as well.
What minor intrigues Lilith sold, at first, were of relatively minor consequence as she intelligently and methodically tested the market for such information. Lilith recognized that more often than not, a particular customer would purchase these amusing facts, and never once did Lilith hear what words passed from her lips into his ear on the streets. Her advances towards this man were spurned quite efficiently, quickening her desire to learn more about him. After a shoddily arranged rendezvous, Lilith blushes to recall her lunacy now, she followed her contact back to his den and discovered his true nature. The stary cloak she summoned to aide her ability to meld with the shadows was as child's play, unable to fool the sharp eyes of his subordinates, who trained their crossbows upon her from a distance she could not see.
]b]Appearance[/b]
Age: 22 Height: 5'3", Hair: Black, Eyes: Clouded
Lilith can be seen to sport last seasons imminent fashions. It is not as though she is not abreast of the current ones, but lacking attention to such details on account of her blindness, she cannot afford be seen to be in possession of the finest textiles, nor would she. Lilith keeps her hair cropped short at the base of her jaw in a naturally curled bob, and expertly cut bangs draw further attention to her sightless eyes.