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Updated Dashka to level 2.

Dashka: NG Sylph Oracle; wind mystery, deaf curse

Appearance:

Dashka is tall and slender, with pale skin and delicate features. Her hair is long and black and seems to flow by itself when it's not tied back. She has the swirling blue marks common to most Sylph, but hers have been accentuated and expanded by Shoanti tattoos.
She tends to wear simple but durable clothing, adorned with feathers that catch the faintest breeze.

Personality:

Dashka is tempestuous and impulsive, driven by her desire to explore the world and uncover its secrets. She has a strong sense of curiosity and a tendency to act first and think later, which often leads her into dangerous situations. Despite her wild and unpredictable nature, Dashka has a kind heart and a deep respect for the natural world and all living things.

Background:

Dashka was the product of a dalliance between her Shoanti mother and a djinni father. Despite her unusual heritage, she was raised in the traditional ways of her Shoanti tribe and grew up in the midst of the tribe's nomadic way of life. At the age of 15, whilst out hunting, she was caught in the middle of a freak thunderstorm. There was a giant crack of thunder that seemed to be centred on her - one that left her permanently deaf, but also seemed to grant her a spark of magic. After examining her, the tribe's shaman concluded it was a blessing from Gozreh, and helped her to develop her emerging powers.
When she came of age, she left her tribe in order to learn more about the world. She soon came across a member of the Pathfinder Society, and after travelling with him for a time, ended up in Magnimar where she decided to join up.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 13 = Base: 11; Racial: (+2) Sylph
CON: 10 = Base: 12; Racial: (-2) Sylph
INT: 12 = Base: 10; Racial: (+2) Sylph
WIS: 10 = Base: 10
CHA: 16 = Base: 16

Fort: +1 = Base: +0; CON: +0; Misc: (+1) User Modifier
Ref: +2 = Base: +0; DEX: +1; Misc: (+1) User Modifier
Will: +5 = Base: +3; WIS: +0; Trait: (+1) Indomitable Faith; Misc: (+1) User Modifier

AC: 17 = Base: (+10); Dexterity: (+1); Armor: (+5) Scale Mail; Dodge: (+1) User Modifier
Touch: 12
FF: 15

BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 15 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1); Dodge: (+1) User Modifier

Init: -3 = Dexterity: +1; Misc: (-4) Deaf Curse
Speed: 20ft
HP: 15
Languages: Auran, Common, Aquan, Lipreading

Attacks

Melee
Spear +3 (1d8+3, x3)
Club +3 (1d6+3, x2)
Touch +3 (Varies, x2)
Ranged
Sling +2 (1d4+2, x2)
Ranged Touch +2 (Varies, x2)

Skills

Acrobatics: 1 = +1 rank; +1 DEX; Misc: (+3) Class Skill, (-4) ACP
Appraise: 1 = +1 INT
Bluff: 3 = +3 CHA
Climb: -2 = +2 STR; Misc: (-4) ACP
Diplomacy: 8 = +2 ranks; +3 CHA; Misc: (+3) Class Skill
Disguise: 3 = +3 CHA
Escape Artist: -3 = +1 DEX; Misc: (-4) ACP
Fly: -3 = +1 DEX; Misc: (-4) ACP
Heal: 0 = +0 WIS
Intimidate: 3 = +3 CHA
Knowledge (geography): 2 = +1 rank; +1 INT
Knowledge (history): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Knowledge (planes): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Knowledge (religion): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Linguistics: 2 = +1 rank; +1 INT
Perception: 0 = +0 WIS
Ride: -3 = +1 DEX; Misc: (-4) ACP
Sense Motive: 5 = +2 ranks; +0 WIS; Misc: (+3) Class Skill
Stealth: -3 = +1 DEX; Misc: (-4) ACP
Survival: 1 = +1 rank; +0 WIS
Swim: -2 = +2 STR; Misc: (-4) ACP

Race Features
Type (ARG 157): You are an outside with the native subtype.
Darkvision (ARG 157): You have darkvision to a range of 60ft.
Energy Resistance (ARG 157): You have electricity resistance 5.*
Feather Fall (ARG 157): You can use feather fall once per day as a spell-like ability.
Storm in the Blood (ARG 157): You gain fast healing 2 for 1 round anytime you are subject to electricity damage. You can heal up to 4 hit points per day.

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons.
Oracles Curse (Ex) [Deaf] (APG 44): You are deaf and suffer the following penalties: a -4 penalty on initiative checks*, automatic failure on sound-based Perception checks and -4 penalty on opposed Perception checks. You cast all your spells as if modified by the Silent Spell feat without increasing casting level or time.
Revelation: You have discovered a secret to your abilities. (DC 14 unless otherwise stated)

  • Touch of Electricity (Su) (APG 54) (6 /day): As a standard action, you can perform a melee touch attack that deals 1d6+1 points of electricity damage. You can use this ability 6 times a day.
  • Lightning Breath (Su) (APG 53) (1 /day): As a standard action, you can breathe a 30-foot line of electricity. This line deals 2d4 points of electricity damage. A Reflex save halves this damage. You can use this ability 1 time per day.

Traits
Nontraditional Native (Shoanti) (APShS 4): You gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.
Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.

Feats
Extra Revelation (APG 160): You gain one additional revelation.

Equipment
Scale Mail, Spear, Club, Sling, 5 x Bullets, Sling, Backpack, Bedroll, 2 x Waterskin, 5 x Rations, trail (per day), Flint and Steel, 5 x Chalk, 1 piece, Chalkboard, Rope, silk (50 ft), Pouch, belt, Holy Symbol, Wooden
Spells

Oracle
0th (DC 13): Guidance, Resistance, Spark, Stabilize, Virtue
1st (5/day) (DC 14): Alter Winds, Bless, Cure Light Wounds, Divine Favor


Had a character in the original recruitment, so I'll resubmit them.

Dashka - NG Female Sylph Oracle of Wind, with the Deaf curse.

Based on the current party, she'll be plain oracle, so there will be some minor stat adjustments (and I need to level her up to 2)


dot.

Rough idea is Metal Oracle with Wasting curse, flavoured as body becoming metal.

Might do archetype on Fighter side, maybe Tower Shield Spec


Llewela Oakfield: Half-Elf Warpriest of Milani 1
She works as a barrelmaker in Kintargo with her father, but has been secretly training under a priest of Milani, who has recently disappeared.

Appearance:

Standing at 5'7", Llewela has a solid build from years of hard work. Her grey eyes reflect a steely resolve, while her chestnut brown hair is usually tied back in a braid or tucked under a scarf. She wears practical, sturdy clothing—thick linen tunic and pants, and leather shoes. When expecting trouble, she dons simple leather armor. Various cooper tools hang from her belt, cleverly balanced to serve as weapons if needed.

Personality:

Llewela is determined and resilient, driven by her faith in Milani and a burning desire for justice. She is cautious around those whose loyalties she does not trust, but fiercely protective of her friends. Her righteousness ignites when confronting enemies of freedom, and she does not shy away from combat when necessary.

Background:

Llewela Oakfield was born and raised in Kintargo, a city under the shadow of Cheliax's oppressive regime. Her father, Haldir, a skilled half-elven cooper, and her mother, Elaria, an elven herbalist, instilled in her a strong work ethic and an appreciation for nature's healing arts. Despite their modest livelihoods, they ensured Llewela grew up understanding the importance of resilience and self-sufficiency.

From a young age, Llewela felt a sense of dissatisfaction with the world around her. This dissatisfaction grew as she witnessed the injustices perpetrated by House Thrune. She found solace and purpose in her father's workshop, learning the cooper's trade and discovering her own strength.

As a young adult, Llewela's path took a pivotal turn when she met Garren, an elderly priest of Milani, the goddess of hope, devotion, and uprisings. Garren recognized a kindred spirit in Llewela and began secretly training her in the ways of Milani. Under the guise of making deliveries for her father's business, Llewela learned combat, divine magic, the history of rebellions and tales of the Silver Ravens from Garren.

When the new Lord Mayor imposed martial law, Llewela's world grew even darker. Garren disappeared suddenly, and with no knowledge of any other worshippers of Milani in the city, she's been left feeling isolated and vulnerable. But she has just received a mysterious letter telling her to go to the protests, so she is holding on to hope.

Questions:

1. What is your character’s name?
Llewela Oakfield
2. How old is your character?
23
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Half-elf; 5ft 7; solidly built; grey eyes, chestnut hair tied back; Practical clothes, tools/weapons on belt, looks like a woodworker.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Llewela speaks with determination and clarity, often watching others closely. She has a cautious demeanor but warms up to those she trusts. When deep in though she has a habit of tapping her fingers on any nearby wooden surface.
5. Where was your character born? Where were you raised? By who?
Born and raised in Kintago by her parents.
6. Who are your parents? Are they alive? What do they do for a living?
Haldir (half-elf) and Elaria (elf) are both still alive. Haldir is a cooper, Elaria is a herbalist.
7. Do you have any other family or friends?
Garren - Human cleric of Milani (missing);
Dorin - Dwarven blacksmith who supplies metal components to her father's business.
She occasionally has drinks with fellow artisans whose workshops are near hers.
8. What is your character’s marital status? Kids?
Single, no kids
9. What is your character’s alignment?
CG
10. What is your character’s moral code?
She is guided by Milani's teachings to protect the downtrodden and inspire hope.
11. Does your character have goals?
To find out what happened to the Silver Ravens, continue Garren's work, and ultimately see Kintargo free from House Thrune's tyranny.
12. Is your character religious?
She follows Milani
13. What are your character’s personal beliefs?
She believes in hard work, the power of rebellion against oppressive forces, the importance of hope, and the need for justice and freedom.
14. Does your character have any personality quirks?
Llewela is idealistic, but also naturally secretive. She is cautious about revealing too much of herself to others.
15. Why does your character adventure? Why would you join the rebellion?
She wants to fight against oppression. The rebellion is how she can do that.
16. How does your character view his/her role as an adventurer?
She is a protector and liberator.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She has a scar on one hand from a work accident when a blade slipped.
18. How does your character get along with others?
Polite, but generally cautious and reserved to strangers. Protective and loyal to friends.
19. Is there anything that your character hates?
She hates betrayal, arrogance, and overly spicy foods.
20. Is there anything that your character fears?
Not being able to find allies, losing her loved ones. She also is a bit wary of snakes after an unfortunate incident when she was a young girl.

Crunch:

Statistics

STR: 16 = Base: 14; Racial: (+2) Half-elf
DEX: 12 = Base: 12
CON: 12 = Base: 12
INT: 12 = Base: 12
WIS: 15 = Base: 15
CHA: 12 = Base: 12

Fort: +3 = Base: +2; CON: +1
Ref: +1 = Base: +0; DEX: +1
Will: +4 = Base: +2; WIS: +2

AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+4) Chain shirt; Shield: (+1) Shield, light wooden
Touch: 11
FF: 15

BAB: 0
CMB: 3 = BAB: (+0); Strength: (+3)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+3); Dexterity: (+1)

Init: +5 = Dexterity: +1; Misc: (+4) Improved Initiative
Speed: 30ft
HP: 9
Languages: Elven, Common

Attacks

Melee
Handaxe +4 (1d6+3, x3)
Dagger +3 (1d4+3, 19-20/x2)
Morningstar +3 (1d8+3, x2)

Skills

Acrobatics: -2 = +1 DEX; Misc: (-3) ACP
Appraise: 1 = +1 INT
Bluff: 1 = +1 CHA
Climb: 0 = +3 STR; Misc: (-3) ACP
Diplomacy: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Disguise: 1 = +1 CHA
Escape Artist: -2 = +1 DEX; Misc: (-3) ACP
Fly: -2 = +1 DEX; Misc: (-3) ACP
Heal: 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill
Intimidate: 1 = +1 CHA
Knowledge (history): 2 = +1 rank; +1 INT
Knowledge (religion): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Perception: 4 = +2 WIS; Racial: (+2) Keen Senses
Profession (Cooper): 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill
Ride: -2 = +1 DEX; Misc: (-3) ACP
Sense Motive: 2 = +2 WIS
Stealth: 3 = +1 rank; +1 DEX; Trait: (+1) Historian of the Rebellion; Misc: (+3) Class Skill, (-3) ACP
Survival: 2 = +2 WIS
Swim: 0 = +3 STR; Misc: (-3) ACP

Race Features

Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Adaptability (CRB 24): You receive Skill Focus as a bonus feat.*
Elf Blood (CRB 24): You are a humanoid with human and elf subtypes and count as both an elf and human for any effect related to race.
Elven Immunities (CRB 24): You are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (CRB 24): You receive a +2 racial bonus on Perception skill checks.*
Multitalented (CRB 24): You choose two favored classes at first level.

Class Features

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.
Blessings (Su) (ACG 60) (3 /day): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)

  • Powerful Healer (ACG 66): As a swift action, you can treat any cure spell as if it were empowered, causing it to heal 50% more damage. This does not stack with the Empower Spell feat.
  • Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.*
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*
Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Traits

Historian of the Rebellion (APHR 11): You gain a +1 trait bonus on Stealth checks* and Stealth is a class skill for you.* You can grant a +2 bonus on an Organization check of your choice once you reestablish the Silver Ravens. You can change who gets this bonus at the start of the Upkeep phase.
Split-Second Defense (ISG 222): When you are the target of an attack by an opponent that is flanking you, as an immediate action once per day you can foil that opponent’s attack. For that attack, the opponent does not gain any of the bonuses or effects that are associated with flanking.
Veiled Disciple (UCa 61): You gain a +1 trait bonus on Bluff checks made to pass secret messages and a +1 trait bonus on saving throws against charm and compulsion effects.

Feats

Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Weapon Focus (Handaxe) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*

Equipment

Chain shirt, Light wooden shield, Handaxe, Dagger, Morningstar
Spells

Warpriest
0th (DC 12): Mending, Create Water, Guidance
1st (DC 13): Bless, Shield of Faith


dotting.

Vague ideas of a cleric/warpriest, or maybe an illusionist wizard. Gotta percolate.


Doot. making a witchhunter.
That is to say, a witch/hunter


I'm withdrawing, can't quite figure out some fluff that I like. Have fun!


Working on gnomish monk with Kata master archetype from ACG.
An acrobat who learned how to fight.


Switched class to Alchemist, got rid of fancy magic stuff, just kept MW main weapon.

Morgash Skullcrusher: CN Orc Alchemist 4

Background:

Morgash Skullcrusher was born into the savage Skullcrusher tribe, a clan of naval orcs who plundered ships up and down the coast. Raised amidst the tempest of battle, his keen mind distinguished him early on. In the middle of battle he was able to find patterns, predicting enemy movements and exploting weaknesses. His talents did not go unnoticed, catching the eye of Borgak, a seasoned half-orc elder within the tribe, who recognized the potential in young Morgash and took him under his wing. Under Borgak's guidance, Morgash began to learn the mysteries of alchemy.

However, the Skullcrusher tribe's reign of terror eventually drew unwanted attention. One fateful day, their ships fell prey to a well-coordinated ambush by the warships of a nearby city-port. Outmatched and outnumbered, the tribe faced annihilation. As the tide of battle turned against them and their vessels began to splinter beneath the onslaught, Morgash plunged into the icy waters, where he remained hidden amidst the wreckage, avoiding detection until the warships had left.
After making his way to shore, Morgash found himself adrift in the world, and has since been on his own.


Appearance:

Morgash is tall and broad-shouldered. His skin is weathered from a lifetime battling the elements and his enemies. His hands and lower arms bear the marks from various alchemical experiments gone awry, but further up his arm the scars are more deliberate, forming a pattern of orcish symbols and mystical runes.

Beneath his armour he wears plain nautical gear and his attire is complemented by a many-pocketed belt containing his various alchemical components. A greataxe is strapped to his back.


Personality:

Beneath his scars and imposing appearance, Morgash is a calculated strategist and always analyses whatever situation he is in with a careful eye. While he holds physical strength in high regard, he recognizes the value of diverse skills and the importance of cooperation within a crew in order to achieve greater things than could be done separately.

Crunch:

Statistics
STR: 18 = Base: 14; Racial: (+4) Orc
DEX: 14 = Base: 14
CON: 10 = Base: 10
INT: 16 = Base: 17; Racial: (-2) Orc; Misc: (+1) Ability Modifier (Level 4)
WIS: 10 = Base: 12; Racial: (-2) Orc
CHA: 8 = Base: 10; Racial: (-2) Orc

Fort: +4 = Base: +4; CON: +0
Ref: +6 = Base: +4; DEX: +2
Will: +1 = Base: +1; WIS: +0

AC: 15 = Base: (+10); Dexterity: (+2); Armor: (+3) Studded Leather
Touch: 12
FF: 13

BAB: 3
CMB: 7 = BAB: (+3); Strength: (+4)
CMD: 19 = Base: (+10); BAB: (+3); Strength: (+4); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 25
Languages: Orc, Common, Giant, Dwarven, Goblin

Attacks

Melee
Masterwork Greataxe +8 (1d12+6, x3)
Dagger +7 (1d4+4, 19-20/x2)
Touch +7 (Varies, x2)
Masterwork Greataxe +7 (1d12+9, x3) (Power Attack)
Ranged
Alchemist Bomb +6 (2d6+3, x2)
Shortbow +1 (1d6, x3)

Skills

Acrobatics: 1 = +2 DEX; Misc: (-1) ACP
Appraise: 3 = +3 INT
Bluff: -1 = -1 CHA
Climb: 3 = +4 STR; Misc: (-1) ACP
Craft (Alchemy): 10 = +4 ranks; +3 INT; Misc: (+3) Class Skill
Diplomacy: -1 = -1 CHA
Disable Device: 8 = +4 ranks; +2 DEX; Misc: (+3) Class Skill, (-1) ACP
Disguise: -1 = -1 CHA
Escape Artist: 1 = +2 DEX; Misc: (-1) ACP
Fly: 1 = +2 DEX; Misc: (-1) ACP
Heal: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Intimidate: -1 = -1 CHA
Knowledge (arcana): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (nature): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Perception: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Profession (Sailor): 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Ride: 1 = +2 DEX; Misc: (-1) ACP
Sense Motive: 0 = +0 WIS
Spellcraft: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Stealth: 1 = +2 DEX; Misc: (-1) ACP
Survival: 0 = +0 WIS
Swim: 11 = +4 ranks; +4 STR; Trait: (+1) Touched by the Sea; Misc: (+3) Class Skill, (-1) ACP

Race Features
Type (ARG 139): You are a humanoid with the orc subtype.
Ferocity (ARG 139): You remain conscious and continue fighting even if your hit point totals fall below 0. You are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity (ARG 139): You are always proficient with greataxes* and falchions*, and treat any orcish weapon as a martial weapon.*
Darkvision (ARG 139): You can see perfectly in the dark up to 60 feet.*
Light Sensitivity (ARG 139): You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Class Features
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. You are proficient with bombs. Additionally you are proficient with the following weapons: Falchion; Greataxe
Alchemy (Su) (APG 26): When creating alchemical items, you gain a +4 competence bonus on the Craft (Alchemy) check. You may also use Craft (Alchemy) to identify potions as if using detect magic.
Brew Potion (Ex) (APG 27): You gain Brew Potion as a bonus feat.
Bomb (Su) (APG 28) (7 /day): As a standard action you can make and throw a bomb. Thrown bombs have a range of 20 feet. The damage for a direct hit of a bomb is 2d6+3 points of damage. Splash damage for your bombs is 5 (Reflex save DC 15 for half damage). You can make up to 7 per day.
Throw Anything (Ex) (APG 28): You gain Throw Anything as bonus feat*. You add +3 to damage with splash weapons.*
Discoveries (APG 29): You have made the following alchemical discoveries:

  • Mutagen (UM 16): You can create a mutagen to increase your physical prowess at the cost of your personality. A mutagen takes one hour to brew and you can maintain one dose at a time - if you brew a second then any existing mutagen becomes inert. When you brew a mutagen, you choose a physical ability score to enhance. When you imbibe the mutagen you gain a +2 natural armor bonus, a +4 alchemical bonus to your selected ability (STR, DEX or CON), and a -2 penalty to the corresponding mental ability (INT, WIS or CHA respectively). This effect lasts 40 minutes. A non-alchemist who drinks your mutagen does not gain the benefit, but must make a DC 15 Fort save or become nauseated for one hour.
  • Infusion (APG 31): Your created extracts now persist even after you set them down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
  • Explosive bomb (APG 30): The splash radius of your bombs increases to 10 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished.
Poison Resistance (Ex) (APG 31): You gain a +2 bonus on all saving throws against poison.
Poison Use (Ex) (APG 31): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Swift Alchemy (Ex) (APG 31): It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Traits
Touched by the Sea (APSkS 7): You gain a +1 trait bonus on Swim checks* and Swim is a class skill* for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats
Extra Inspiration (ACG 147): You gain three extra uses of inspiration per day.*
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Brew Potion (Core 119): You can create a potion of any 3rd-level or lower spell that you know
Throw Anything (Core 135): You do not suffer any penalties for using an improvised ranged weapon*. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.*

Equipment
Studded Leather, Masterwork Greataxe, Dagger, Shortbow, 10 x Arrows, Alchemy crafting kit, Thieves' tools, masterwork, Formula Book
Spells

Alchemist (Formula Book)
1st (DC 14): Cure Light Wounds, Enlarge Person, Firebelly, Heightened Awareness, Shield, Touch of the Sea
2nd (DC 15): Bull's Strength
Alchemist
1st (DC 14): Cure Light Wounds x2, Shield, Firebelly
2nd (DC 15): Bull's Strength x2


Yeah, dropping the magic gear is no problem. Underground Chemist is pretty similar though, I kind of just skimmed the existing characters. hmm...

Could switch to Alchemist which'd let me keep most of the fluff. Or something completely different. Gotta think.


Here's an orc investigator. I'm assuming standard gold for 4th level? Can adjust equipment if necessary.

Morgash Skullcrusher: CN Orc Investigator 4

Background:

Morgash Skullcrusher was born into the savage Skullcrusher tribe, a clan of naval orcs who plundered ships up and down the coast. Raised amidst the tempest of battle, his keen mind distinguished him early on. In the middle of battle he was able to find patterns, predicting enemy movements and exploting weaknesses. His talents did not go unnoticed, catching the eye of Borgak, a seasoned half-orc elder within the tribe, who recognized the potential in young Morgash and took him under his wing. Under Borgak's guidance, Morgash began to learn the mysteries of alchemy.

However, the Skullcrusher tribe's reign of terror eventually drew unwanted attention. One fateful day, their ships fell prey to a well-coordinated ambush by the warships of a nearby city-port. Outmatched and outnumbered, the tribe faced annihilation. As the tide of battle turned against them and their vessels began to splinter beneath the onslaught, Morgash plunged into the icy waters, where he remained hidden amidst the wreckage, avoiding detection until the warships had left.
After making his way to shore, Morgash found himself adrift in the world, and has since been on his own.

Appearance:

Morgash is tall and broad-shouldered. His skins is weathered from a lifetime battling the elements and his enemies. His hands and lower arms bear the marks from various alchemical experiments gone awry, but further up his arm the scars are more deliberate, forming a pattern of orcish symbols and mystical runes.

Beneath his armour he wears plain nautical gear and his attire is complemented by a many-pocketed belt containing his various alchemical components. A greataxe is strapped to his back.

Personality:

Beneath his scars and imposing appearance, Morgash is a calculated strategist and always analyses whatever situation with a careful eye. While he holds physical strength in high regard, he recognizes the value of diverse skills and the importance of cooperation within a crew in order to achieve greater things than could be done separately.

Crunch:

Statistics
STR: 18 = Base: 13; Racial: (+4) Orc; Misc: (+1) Ability Modifier (Level 4)
DEX: 13 = Base: 13
CON: 10 = Base: 10
INT: 16 = Base: 18; Racial: (-2) Orc
WIS: 10 = Base: 12; Racial: (-2) Orc
CHA: 8 = Base: 10; Racial: (-2) Orc

Fort: +1 = Base: +1; CON: +0
Ref: +5 = Base: +4; DEX: +1
Will: +4 = Base: +4; WIS: +0

AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+4) +1 Studded Leather; Natural Armor (Enhancement): (+1) Amulet of Natural Armor +1
Touch: 11
FF: 15

BAB: 3
CMB: 7 = BAB: (+3); Strength: (+4)
CMD: 18 = Base: (+10); BAB: (+3); Strength: (+4); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 25
Languages: Orc, Common, Giant, Dwarven, Goblin, Gnome

Attacks

Melee
+1 Greataxe +8 (1d12+7, x3)
Masterwork Dagger +8 (1d4+4, 19-20/x2)
Touch +7 (Varies, x2)
Ranged
Masterwork Dagger +3 (1d4+4, 19-20/x2)
Shortbow +2 (1d6, x3)

Skills

Acrobatics: 7 = +3 ranks; +1 DEX; Misc: (+3) Class Skill
Appraise: 3 = +3 INT
Bluff: -1 = -1 CHA
Climb: 9 = +2 ranks; +4 STR; Misc: (+3) Class Skill
Craft (Alchemy): 10 = +4 ranks; +3 INT; Misc: (+3) Class Skill
Diplomacy: -1 = -1 CHA
Disable Device: 10 = +4 ranks; +1 DEX; Misc: (+2) Trapfinding, (+3) Class Skill
Disguise: -1 = -1 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Heal: 0 = +0 WIS
Intimidate: 3 = +1 rank; -1 CHA; Misc: (+3) Class Skill
Knowledge (arcana): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (dungeoneering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (engineering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (geography): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (history): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (local): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (nature): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (nobility): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (planes): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (religion): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Perception: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Stealth: 1 = +1 DEX
Survival: 0 = +0 WIS
Swim: 12 = +4 ranks; +4 STR; Trait: (+1) Touched by the Sea; Misc: (+3) Class Skill

Race Features
Type (ARG 139): You are a humanoid with the orc subtype.
Ferocity (ARG 139): You remain conscious and continue fighting even if your hit point totals fall below 0. You are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity (ARG 139): You are always proficient with greataxes* and falchions*, and treat any orcish weapon as a martial weapon.*
Darkvision (ARG 139): You can see perfectly in the dark up to 60 feet.*
Dayrunner (ARG 139): You take a -2 penalty on all ranged attack rolls.*

Class Features
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Falchion; Greataxe; Rapier; Sap; Shortbow; Sword, short; Sword cane
Alchemy (Su) (ACG 30): When using Craft (alchemy) to create an alchemical item, you gain a +4 competence bonus. You can use Craft (alchemy) to identify potions as if using detect magic. You can cast spells like an alchemist.
Inspiration (Ex) (ACG 31) (8 /day): You begin each day with 8 inspiration points in your pool. You can expend one use of inspiration to add 1d6 to the result of an ability or skill check (including taking 10 or 20). This choice is made after the check is rolled and before the results are revealed. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided you are trained in the skill. You can also use inspiration on saving throws (as an immediate instead of free action) and attack rolls, but doing so expends two uses of inspiration from your pool.
Trapfinding (ACG 31): You add +2 to Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps.
Poison Lore (Ex) (ACG 31): You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison.
Poison Resistance (Ex) (ACG 31): You gain a +2 bonus on all saving throws against poison.
Investigator Talent (ACG 32): You have selected the following talents:

  • Expanded Inspiration (Ex) (ACG 32): You can use inspiration on Diplomacy, Heal, Perception, and Sense Motive checks without expending inspiration provided you are trained in the skill.
Alchemist Discoveries (Ex) (ACG 32): You have made the following alchemical discoveries:
  • Infusion (APG 31): Your created extracts now persist even after you set them down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Keen Recollection (ACG 34): You can attempt all Knowledge skill checks untrained.*
Trap Sense (Ex) (ACG 34): You gain an intuitive sense that alerts you to danger from traps, granting you a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Studied Combat (Ex) (ACG 34): You can use a move action to study a single enemy that you can see. Upon doing so, you add +2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike. You can only have one target of studied combat at a time, and once a creature has become the target of your studied combat, it cannot become the target of your studied combat again for 24 hours unless you expend one use of inspiration when taking the action to use this ability.
Studied Strike (Ex) (ACG 34): You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal 1d6 additional damage. The damage of studied strike is precision damage
Swift Alchemy (Ex) (ACG 34): It takes you half the normal amount of time to create alchemical items. You can also apply poison to a weapon as a move action instead of a standard action.

Traits
Touched by the Sea (APSkS 7): You gain a +1 trait bonus on Swim checks* and Swim is a class skill* for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats
Extra Inspiration (ACG 147): You gain three extra uses of inspiration per day.*
Extra Investigator Talent (ACG 147): You gain an additional investigator talent.*

Equipment
+1 Studded Leather, +1 Greataxe, Masterwork Dagger, Shortbow, 10 x Arrows, Alchemy crafting kit, Thieves' tools, masterwork, Formula Book, Amulet of Natural Armor +1
Spells

Investigator (Formula Book)
1st (DC 14): Cure Light Wounds, Enlarge Person, Firebelly, Heightened Awareness, Shield, Touch of the Sea
2nd (DC 15): Bull's Strength


Here is my submission. I read that a bunch of ships in Korvosa are crewed by halflings (because less space for crew = more space for cargo), so that's how she's made a living so far. She's a swashbuckler, but not the flashy kind, more wait-for-the-right-moment-then-act kind.
Still got to flesh out the background a bit and have to work out basic equipment.

Marigold Silverleaf

NG Halfling Swashbuckler 5

Description:

At first glance, Marigold embodies the essence of a seasoned sailor, her demeanor unassuming and her attire practical. Beneath a weathered poncho, she wears armor worn smooth by salt and sea spray. Her tanned face is shaded beneath a brown sou'wester hat that mostly conceals curly chestnut hair. The rest of her clothes are simple sailor garb, apart from a pair of red fingerless gloves, which, though faded, still catch the eye with their bright colour. Her movements are measured and deliberate, and she's often found reclining in her chair and puffing contentedly on her pipe.

Upon closer inspection, faint remnants of a scar can be seen across her jawline, and the rapier at her hip is sharp and well-cared for, and behind her languid demeanor her eyes remain sharp and vigilant, ever scanning her surroundings for potential threats.

Background:

* Many of the ships in Korvosa are crewed by halflings - Marigold has spent most of her adult life working on these ships.
* She had a bad experience in a fight at some point, which made her more cautious.
* She is currently between ships.

Crunch:

"Statistics
STR: 12 = Base: 14; Racial: (-2) Halfling
DEX: 16 = Base: 14; Racial: (+2) Halfling
CON: 10 = Base: 10
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 18 = Base: 15; Racial: (+2) Halfling; Misc: (+1) Ability Modifier (Level 4)

Fort: +3 = Base: +1; CON: +0; Racial: (+1) Halfling Luck; Resistance: (+1) Automatic Bonus Progression - Resistance
Ref: +9 = Base: +4; DEX: +3; Racial: (+1) Halfling Luck; Resistance: (+1) Automatic Bonus Progression - Resistance
Will: +4 = Base: +1; WIS: +1; Racial: (+1) Halfling Luck; Resistance: (+1) Automatic Bonus Progression - Resistance

AC: 23 = Base: (+10); Dexterity: (+3); Armor: (+3) +1 Leather; Shield: (+3) +2 Buckler; Deflection: (+1) Ring of Protection +1, (+1) Automatic Bonus Progression - Deflection; Size: (+1) Small; Dodge: (+1) Dodge, (+1) Nimble
Touch: 17
FF: 18

BAB: 5
CMB: 5 = BAB: (+5); Strength: (+1); Size: (-1) Small
CMD: 21 = Base: (+10); BAB: (+5); Strength: (+1); Dexterity: (+3); Deflection: (+1) Ring of Protection +1, (+1) Automatic Bonus Progression - Deflection; Size: (-1) Small; Dodge: (+1) Dodge, (+1) Nimble

Init: +3 = Dexterity: +3
Speed: 20ft
HP: 15
Languages: Halfling, Common

Attacks

Melee
+1 Rapier (Small) +12 (1d4+7, 15-20)
+1 Rapier (Small) +10 (1d4+11, 15-20) (Power Attack)
Sap (Small) +7 (1d4+1, x2)
Dagger (Small) +10 (1d3+2, 17-20)
+1 Rapier (Small) +10 (1d4+7, 15-20) (Combat Expertise)
Ranged
Dagger (Small) +9 (1d3+1, 19-20/x2)

Skills

Acrobatics: 13 = +5 ranks; +3 DEX; Misc: (+3) Class Skill; Racial: (+2) Sure-Footed
Appraise: 2 = +2 ranks; +0 INT
Bluff: 12 = +5 ranks; +4 CHA; Misc: (+3) Class Skill
Climb: 11 = +5 ranks; +1 STR; Misc: (+3) Class Skill; Racial: (+2) Sure-Footed
Diplomacy: 4 = +4 CHA
Disguise: 4 = +4 CHA
Escape Artist: 7 = +1 rank; +3 DEX; Misc: (+3) Class Skill
Fly: 5 = +3 DEX; Size: (+2) Size Modifier
Heal: 1 = +1 WIS
Intimidate: 4 = +4 CHA
Knowledge (geography): 1 = +1 rank; +0 INT
Knowledge (local): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Perception: 7 = +1 rank; +1 WIS; Misc: (+3) Class Skill; Racial: (+2) Keen Senses
Profession (Sailor): 9 = +5 ranks; +1 WIS; Misc: (+3) Class Skill
Ride: 3 = +3 DEX
Sense Motive: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Sleight of Hand: 8 = +2 ranks; +3 DEX; Misc: (+3) Class Skill
Stealth: 7 = +3 DEX; Size: (+4) Size Modifier
Survival: 1 = +1 WIS
Swim: 5 = +1 rank; +1 STR; Misc: (+3) Class Skill

Race Features
Type (CRB 26): You are a humanoid with the halfling subtype.
Fearless (CRB 26): You receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck (CRB 26): You receive a +1 racial bonus on all saving throws.*
Keen Senses (CRB 26): You receive a +2 racial bonus on Perception skill checks.*
Sure-Footed (CRB 26): You receive a +2 racial bonus on Acrobatics and Climb skill checks.*
Weapon Familiarity (CRB 26): You are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*

Class Features
Armor Proficiency: You are proficient in Light Armor. You are proficient with bucklers. *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Swashbuckler Weapons (ACG 56): Your preferred weapons are light or one-handed piercing weapons. Many of your panache and deed abilities require using these weapons.
Panache (Ex) (ACG 56) (4 panache points): At the start of each day, you gain a pool of 4 panache points that you can spend to accomplish deeds. You can regain panache by confirming a critical hit or reducing a target to 0 or fewer hit points with a swashbuckler weapon, as long as the target is not helpless or unaware and has at least 2HD.
Deeds (ACG 56): You have the following deeds:

  • Derring-Do (Ex) (ACG 56): When you make an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, you can spend one panache to roll 1d6 and add the result to the check. You can do this after you make the check but before the result is revealed. If the d6 is a natural 6, you can roll another 1d6 and add it to the check. You can keep doing this as long as you keep rolling 6s, up to 3 additional dice.
  • Dodging Panache (Ex) (ACG 57): When an opponent attempts a melee attack against you, as an immediate action you may spend 1 panache to move 5 feet. This does not negate the attack, which resolves as if you had not moved, but grants you a +4 dodge bonus to AC against the attack. This is not a 5ft step and can provoke attacks of opportunity from other enemies. You may do this only while wearing light or no armor and only carrying a light load.
  • Opportune Parry and Riposte (Ex) (ACG 57): When an opponent attempts a melee attack against you, before they make their attack roll you can spend 1 panache and expend an attack of opportunity to attempt to parry the attack. Make an attack roll as if you were making an attack of opportunity, with a -2 penalty for each size category the attacker is larger than you. If your attack roll is more than the attacker's, you successfully parry the blow. If you parrry and still have at least 1 panache, you can make an attack against the creature as an immediate action, if it is within your reach. This deed's panache cost cannot be reduced by any ability or effect.
  • Kip-Up (Ex) (ACG 57): While you have at least 1 panache, you can kip-up from prone as a move action without provoking an attack of opportunity. You can kip-up as a swift action by spending a panache.
  • Menacing Swordplay (Ex) (ACG 57): While you have at least 1 panache, when you hit an opponent with a swashbuckler weapon you can choose to use Intimidate to demoralize them as a swift action.
  • Precise Strike (Ex) (ACG 57): While you have at least 1 panache, you gain the ability to strike precisely with a swashbuckler weapon, adding +5 to the damage. You must not attack with a weapon in your other hand, or use a shield other than a buckler. This also applies to a thrown swashbuckler weapon if the target is within 30ft. Targets with protection against sneak attacks or critical hits are not affected by the additional damage. The extra damage is precision damage and not multiplied on a critical hit. As a swift action, you can spend 1 panache to double this damage bonus on your next attack, as long as it is before the end of your next turn. You cannot reduce the cost of this deed with any other ability.
  • Swashbuckler Initiative (Ex) (ACG 58): While you have at least 1 panache, you gain a +2 bonus on initiative.
Swashbuckler Finesse (Ex) (ACG 59): You gain the benefit of Weapon Finesse with swashbuckler weapons* and can use your Charisma in place of Intelligence as a prerequisite for combat feats.* You count as having Weapon Finesse for meeting feat prerequisites.*
Charmed Life (Ex) (ACG 59) (3 /day): 3 times per day, as an immediate action before attempting to make a saving throw, you can choose to add your Charisma modifier (+4) to the result.
Nimble (Ex) (ACG 59): While wearing light or no armor, you gain a +1 dodge bonus to AC*. Anything that causes you to lost your DEX bonus to AC also causes you to lose this bonus.
Swashbuckler Weapon Training (Ex) (ACG 59): You gain a +1 bonus on attack and damage rolls with swashbuckler weapons*, and gain the benefits of Improved Critical while wielding these weapons.*

Traits
Careful Combatant (CoP 11): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.
Helpful (Halfling) (HoG 30): Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Feats
Weapon Focus (Rapier) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Weapon Specialization (Rapier) (Core 137): You gain a +2 bonus on all damage rolls you make using this weapon.*
Fencing Grace (ACO 27): When wielding an appropriately sized rapier one-handed, you can add your Dexterity modifier instead of Strength modifier to that weapon's damage.* If you have at least 1 panache point, you gain a +2 bonus to CMD against attempts to disarm you.
Combat Expertise (Core 119): You can choose to take a -2 penalty on melee attack rolls and combat maneuver checks to gain a +2 to your Armor Class.
Power Attack (Core 131): You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased to +6 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +2 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.

Equipment
+2 Buckler, +1 Leather, +1 Rapier, Masterwork Alchemical Silver Dagger, Sap, Dagger, Ring of Protection +1


Got an idea for a languid halfling swashbuckler, of it's not too late will whip something up soon.


Ooh, I wouldn't mind playing a kobold. I have a bard that I'd need to rework for the campaign (although I may end up switching classes depending on prestige)


Cavaliers can share their teamwork feat with their allies for a couple of rounds with the Tactician ability, so everyone can benefit.

Inquisitors with Solo Tactics can pretend that their allies have their teamwork feat, so they get the benefit (but not their allies).

Hunters with Hunter Tactics share their teamwork feats with their companion.

Hunters and Inquisitors also get to swap their most recent teamwork feat around a bit if they want.


dot. Done a bit of RotR some years ago, but if that's not a problem I'd like to give it another go.

Currently have some vague thoughts of a Cleric, maybe of Gozreh.


dot

Have a couple of vague ideas of druid/witch or bard/cleric. Will try to flesh one out


Reposting properly...

Kisarra Sandstrider: Half-Orc Desert Druid 2

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 13 = Base: 13
CON: 10 = Base: 10
INT: 10 = Base: 10
WIS: 16 = Base: 14; Racial: (+2) Half-orc
CHA: 12 = Base: 12

Fort: +3 = Base: +3; CON: +0
Ref: +1 = Base: +0; DEX: +1
Will: +7 = Base: +3; WIS: +3; Trait: (+1) Indomitable Faith

AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Masterwork Leather
Touch: 11
FF: 12

BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 15
Languages: Orc, Common, Druidic

Attacks
Melee
Masterwork Scimitar +4 (1d6+3, 18-20/x2)
Touch +3 (Varies, x2)
Ranged
Masterwork Sling +3 (1d4+2, x2)
Ranged Touch +2 (Varies, x2)

Skills
Acrobatics: 1 = +1 DEX
Appraise: 0 = +0 INT
Bluff: 1 = +1 CHA
Climb: 2 = +2 STR
Diplomacy: 1 = +1 CHA
Disguise: 1 = +1 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Handle Animal: 6 = +2 ranks; +1 CHA; Misc: (+3) Class Skill
Heal: 8 = +2 ranks; +3 WIS; Misc: (+3) Class Skill
Intimidate: 3 = +1 CHA; Racial: (+2) Intimidating
Knowledge (geography): 5 = +2 ranks; +0 INT; Misc: (+3) Class Skill
Knowledge (nature): 7 = +2 ranks; +0 INT; Competence: (+2) Nature Sense; Misc: (+3) Class Skill
Perception: 8 = +2 ranks; +3 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 3 = +3 WIS
Stealth: 1 = +1 DEX
Survival: 10 = +2 ranks; +3 WIS; Competence: (+2) Nature Sense; Misc: (+3) Class Skill
Swim: 2 = +2 STR

Race Features
Darkvision (CRB 25): You can see in the dark up to 60ft.
Intimidating (CRB 25): You receive a +2 racial bonus on Intimidate skill checks.*
Orc Blood (CRB 25): You are a humanoid with the human and orc subtypes. You count as both human and orc for any effect related to race.
Orc Ferocity (CRB 25): Once per day, when you are brought below 0 hit points but not killed, you can fight on for one more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately falls unconscious and begin dying.
Weapon Familiarity (CRB 25): You are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.*

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with the following weapons: Club; Dagger; Dart; Falchion; Greataxe; Quarterstaff; Scimitar; Scythe; Shortspear; Sickle; Sling; Spear
Nature Bond (Core 50): You are bonded to an animal companion: a Giant Beetle
Nature Sense (Core 50): You get a +2 to Knowledge (nature) and Survival checks.*
Spontaneous Casting (Core 49): You can channel stored spell energy into Summon Nature's Ally spells that you haven't prepared ahead of time.
Wild Empathy (Ex) (Core 50): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 +3.
Desert Native (Ex) (APG 99): You gain a +1 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in desert terrain, and you cannot be tracked in such environments.

Traits
Undead Crusader (APMM 10): You gain a +1 trait bonus on damage rolls against undead creatures.You gain a +1 trait bonus on Knowledge (religion) checks*, and that skill is a class skill.*
Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.

EquipmentMasterwork Leather, Masterwork Scimitar, Masterwork Sling
Spells
Druid
0th (DC 13): Create Water, Resistance, Stabilize, Guidance
1st (DC 14): Cure Light Wounds, Endure Elements, Expeditious Excavation

Appearance:

Kisara is a tall and sinewy half-orc. Her pale green skin, weathered by countless hours beneath the unforgiving sun, tells the story of her life in the harsh desert. A cascade of coarse, dusty black hair falls freely down her back, adorned with an assortment of trinkets and bone ornaments she's gathered on her travels.

Standing at an imposing height, Kisara possesses a muscular frame that speaks of her physical prowess, and she moves with a grace that belies her rugged exterior. She has piercing green eyes, which reflect a blend of determination and fierce curiosity.

By her side, Kisara is always accompanied by Taraxa, a giant scarab beetle. Massive compared to its smaller kin, it has imposing, horned mandibles and a glossy exoskeleton that shimmers with an iridescent blend of deep emerald and obsidian.

Personality:

Kisara burns with an unwavering passion to safeguard the living from the relentless encroachment of the undead. The origins of this fervor trace back to her childhood, when a horde of the undead mercilessly overran her family's desert settlement, leaving her as one of the few survivors. She was taken in by the circle of druids who managed to push back the undead, and under their guidance she gound her calling as a druid. Over the years, she has honed her druidic skills to better understand and vanquish the undead that threaten the living world.

Tomb Exploration: She believes that by venturing into the ancient crypts and necropolises of Osirion, she can not only destroy undead at the source, but also discover forgotten secrets and magical relics that can aid her in her quest.

Immediate Background:

Although not a native of Wati, her circle of druids often passes close by there as they travel throughout the desert. When she heard the news of the decree to open the city's necropolis, she knew this was the opportunity to access both the hidden knowledge and potential allies for furthering her cause. When the circle moved on, she made her farewells to her friends and elders and made her way into the city to enter the lottery.


Rabscuttle wrote:

Kisara Dunestrider: Half-Orc Desert Druid 2

** spoiler omitted **...

I have a druid from about 10 posts up. I'll have to get home to repost her properly


brvheart wrote:
Rabscuttle wrote:

Yarrr, here's a Dwarven Bloodrager who wants to fill his ancestor's piratical boots

Detlev Greenbeard: CN Dwarven Bloodrager 1

I only have room for one meat shield at the moment and I have to go with the monk at the moment. Again, can I keep you as reserve?

No worries, also I don't mind adjusting alignment, I normally just make them match the deity.


Yarrr, here's a Dwarven Bloodrager who wants to fill his ancestor's piratical boots

Detlev Greenbeard: CN Dwarven Bloodrager 1

Background:

Detlev is a distant descendent of Sarnar Greenbeard, one of the most famous dwarven pirates to ever sail the seas. As well as taking on ships of all sorts, Sarnar also fought numerous sea monsters and other aquatic denizens in pursuit of treasure and glory, overcoming all manner of curses and magical attacks. When she finally retired and (somewhat) settled down, it seemed the sea had made its mark on her, as many of her children, grandchildren and descendents found they had magical aquatic aptitude.

Detlev's branch of the family turned away from piratical pursuits and became simple fisherfolk, heading out on to the ocean each day to trawl for fish. Tales of Sarnar were intended to scare young dwarven children into line, but Detlev found them fascinating and resolved to follow in her footsteps. Sailors in the local tavern always talked of the Shackles as the place for pirates, so Detlev has made his way there to join a pirate crew.

Appearance and Personality:

Detlev's magical influence ties him to the sea, and his appearance reflects that: his beard, when not wet from the ocean spray is usually crusted with salt. Though he tries to keep it neat, it seems to follow the tides, fluffing out at high tide, then hanging down limply as the sea descends.

Detlev is cheerful and outgoing, if a little naive. He left home with only a vague plan of what to do, but is trusting that things will work out.

Crunch:

Statistics
STR: 15 = Base: 15
DEX: 12 = Base: 12
CON: 14 = Base: 12; Racial: (+2) Dwarf
INT: 12 = Base: 12
WIS: 12 = Base: 10; Racial: (+2) Dwarf
CHA: 13 = Base: 15; Racial: (-2) Dwarf

Fort: +4 = Base: +2; CON: +2
Ref: +1 = Base: +0; DEX: +1
Will: +1 = Base: +0; WIS: +1

AC: 14 = Base: (+10); Dexterity: (+1); Armor: (+3) Studded Leather
Touch: 11
FF: 13

BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 12
Languages: Dwarven, Common, Giant

Attacks
Melee
Battleaxe +3 (1d8+3, x3)
Battleaxe +2 (1d8+6, x3) (Power Attack)
Axe, Boarding +2 (1d6+4, x3) (Power Attack)
Axe, Boarding +2 (1d6+4, x3) (Power Attack)
Dagger +3 (1d4+2, 19-20/x2)
Dagger +2 (1d4+4, 19-20/x2) (Power Attack)
Ranged
Crossbow, heavy +2 (1d10, 19-20/x2)

Skills
Acrobatics: 0 = +1 DEX; Misc: (-1) ACP
Appraise: 2 = +1 rank; +1 INT
Bluff: 1 = +1 CHA
Climb: 5 = +1 rank; +2 STR; Misc: (-1) ACP, (+3) Class Skill
Diplomacy: 1 = +1 CHA
Disguise: 1 = +1 CHA
Escape Artist: 0 = +1 DEX; Misc: (-1) ACP
Fly: 0 = +1 DEX; Misc: (-1) ACP
Heal: 1 = +1 WIS
Intimidate: 6 = +1 rank; +1 CHA; Trait: (+1) Buccaneer’s Blood; Misc: (+3) Class Skill
Knowledge (planes): 2 = +1 rank; +1 INT
Perception: 1 = +1 WIS
Profession (Sailor): 5 = +1 rank; +1 WIS; Trait: (+1) Buccaneer’s Blood; Misc: (+2) Saltbeard
Ride: 0 = +1 DEX; Misc: (-1) ACP
Sense Motive: 1 = +1 WIS
Stealth: 0 = +1 DEX; Misc: (-1) ACP
Survival: 1 = +1 WIS
Swim: 5 = +1 rank; +2 STR; Misc: (+3) Class Skill, (-1) ACP

Race Features
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aquatic Bloodline: The anger in your blood rises from the ocean depths, seeded by descent from undersea empires, creeping ichthyic infiltrators into remote seaside villages, or something deeper still.
Bloodrage (Su) (ACG 15) (6 /day): Your source of internal power grants you the ability to bloodrage. You can bloodrage for 6 rounds per day. You can enter a bloodrage as a free action. While in a bloodrage you get a +4 morale bonus to Strength, a +4 morale bonus to Constitution and a +2 morale bonus to Will saves, but take a -2 penalty to AC. You can end a bloodrage as a free action - when you do so you are fatigued for twice the number of rounds as you spent in the bloodrage. You cannot enter a bloodrage while fatigued or exhausted.
Bloodrage Powers (ACG 15): When you enter a bloodrage, you take on a physical transformation influenced and powered by your bloodline. Unless otherwise specified, you gain the effects of these bloodline powers only while in a bloodrage; once the bloodrage ends, all powers and physical changes cease and you revert to normal.

  • Underwater Attacks (Su)Your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties

Fast Movement (Ex) (ACG 16): Your land speed is increased by 10ft*. This only applies when you are wearing medium or lighter armor and not carrying a heavy load.

Traits
Buccaneer’s Blood (APSkS 5): You gain a +1 trait bonus on Intimidate* and Profession (sailor)* checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores
Storm-Touched (UCa 58): You gain DR 1/— against creatures and attacks with the electricity type.

Feats
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.

Equipment
Studded Leather, Battleaxe, Dagger, Heavy crossbow, Boarding axe, 10 x Bolts, crossbow, Backpack, Bedroll, Fishing Kit, Mess kit, Rope, silk (50 ft), Scroll case, Waterskin, 5 x Rations, trail (per day)


What would you recommend for making a wood elf? I'm thinking standard swap out elven magic for woodcraft, and then for stats +2 DEX, -2 INT and either +2 STR or +2 WIS?


Dot. Considering a wood elf monk.


Habillus "the Hale" Sabinus - NG Male Human Brawler

Background:

Habillus was born to an upper-middle class family - his parents are tailors who designed clothing for some of the minor noble families (as well as other less fancy work) After a somewhat wild and rambunctious childhood, he discovered boxing at school and was able to focus his energy into something with a purpose. It turns out he had a knack for it and with some training he lead his school to several victories in bouts against other schools.

When it came time to learn a trade, he apprenticed with one of the better known barbers in Taldor - and was soon part of preparing various nobles to look their best for public (and private) events. It was in this capacity he first came into contant with Lady Lotheed - at first her interest was merely as a source of information - someone in Habillus's position did have the opportunity to overhear various tidbits of information.

Habillus had continued his interest in boxing and regularly competed in various competitions. He recently had a successful bout against Marbellan "Lanky" Logthorn, breaking Lanky's fifty-plus match undefeated streak, and this has thrust Habillus into the public eye. Lady Lotheed decided to change her plans for Habillus to a more public role.

Personality and Appearance:

Habillus strives to be an honorable and upright gentleman. Like many athletes, he follows Kurgess and believes in fair fights and performing good deeds - while most of his fighting has been in the ring, he has on occasion assisted in sorting out barroom brawls and the like. He is proud to be a Taldan, although he disagrees with some of the current policies. He is looking to see if he can use some his sudden fame into changing things for the better.

Habillus is taller than average and broad-shouldered. He dresses smartly, whether he is cutting hair or in the ring. He is well groomed and particularly proud of his broad moustache that he takes care to keep waxed to a point - after all, who would want to trust their hair to a stylist who could keep their own hair neat.

Crunch:

Statistics
STR: 16 = Base: 14; Racial: (+2) Human
DEX: 13 = Base: 13
CON: 12 = Base: 12
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 12 = Base: 12

Fort: +3 = Base: +2; CON: +1
Ref: +3 = Base: +2; DEX: +1
Will: +1 = Base: +0; WIS: +1

AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Leather
Touch: 11
FF: 12

BAB: 1
CMB: 4 = BAB: (+1); Strength: (+3)
CMD: 15 = Base: (+10); BAB: (+1); Strength: (+3); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 11
Languages: Common

Attacks
Melee
Unarmed Strike +4 (1d6+3, x2)
Unarmed Strike +3 (1d6+5, x2) (Power Attack)
Dagger +4 (1d4+3, 19-20/x2)
Ranged
Sling +2 (1d4+3, x2)
Dagger +2 (1d4+3, 19-20/x2)

Skills
Acrobatics: 5 = +1 rank; +1 DEX; Misc: (+3) Class Skill
Appraise: 0 = +0 INT
Bluff: 1 = +1 CHA
Climb: 7 = +1 rank; +3 STR; Misc: (+3) Class Skill
Diplomacy: 6 = +1 rank; +1 CHA; Trait: (+1) Athletic Champion; Misc: (+3) Class Skill
Disguise: 1 = +1 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Heal: 1 = +1 WIS
Intimidate: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Knowledge (nobility): 1 = +1 rank; +0 INT
Perception: 6 = +1 rank; +1 WIS; Trait: (+1) Athletic Champion; Misc: (+3) Class Skill
Profession (barber): 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Stealth: 1 = +1 DEX
Survival: 1 = +1 WIS
Swim: 3 = +3 STR

Race Features
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*

Class Features
Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. You are proficient with weapons from the close fighter weapon group. Additionally you are proficient with the following weapons: Handaxe; Sword, short
Brawler's Cunning (Ex) (ACG 23): Your Intelligence counts as at least 13 for the purpose of qualifying for combat feats.*
Martial Flexibility (Ex) (ACG 23) (3 /day): You can gain the benefit of a combat feat you don't have for one minute. You can select one feat as a move action. If you use this ability again before the duration expires, you can replace a previous feat with another choice. You must meet the prerequisites of each feat gained. Each individual feat selected counts towards the daily uses of this ability.
Martial Training (Ex) (ACG 23): Your brawler levels count as both monk and fighter levels for the purpose of qualifying for feats.* You count as both a Fighter and Monk for the effects of feats* and magic items.
Unarmed Strike (ACG 23): You gain Improved Unarmed Strike as a bonus feat.* Your unarmed strike does 1d6 damage*. It can deal lethal or non-lethal damage and is treated as both manufactured and natural weapon for the purpose of spells and effects.

Traits
Athletic Champion (APWftC 8): You gain a +1 trait bonus on Diplomacy and Perception checks and these are class skills for you.* You gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bullrush, drag and reposition combat maneuvers.
Strength’s Fanfare (ISG 222): When you are the subject of any sonic effect that grants a morale bonus on attack or damage rolls, you also gain a +1 trait bonus on Strength based skill checks; on combat maneuver checks to bull rush, grapple, and reposition; and to your CMD against those combat maneuvers.

Feats
Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Improved Unarmed Strike (Core 128): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Equipment
Leather, Dagger, Sling, Artisan's Tools, common, Mirror, small steel

Me:

In my 40s, in Melbourne, Australia
First played pathfinder 12 years ago, been on the boards a bit after that. Played in a few games a few years ago, then took a break when kids were born, been back now a year or so, currently in one active game.


Dotting. I've got a brawler gentleman boxer/barber that didn't get into a previous WftC, will just need to make some adjustments.


Dotting.

I played a little bit of this a few years ago with a robot hating half-orc fighter and I'd like to give it another go. Not sure yet if I'll keep the character or think up something different.


I always leave these things until the last minute. I hope I'm not too late.

Here's my character submission and answers to questions.

Kisara Dunestrider: Half-Orc Desert Druid 2

Crunch:

StatisticsSTR: 14 = Base: 14
DEX: 13 = Base: 13
CON: 10 = Base: 10
INT: 10 = Base: 10
WIS: 16 = Base: 14; Racial: (+2) Half-orc
CHA: 12 = Base: 12

Fort: +3 = Base: +3; CON: +0
Ref: +1 = Base: +0; DEX: +1
Will: +7 = Base: +3; WIS: +3; Trait: (+1) Indomitable Faith

AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Masterwork Leather
Touch: 11
FF: 12

BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 15
Languages: Orc, Common, Druidic

Attacks
Melee
Masterwork Scimitar +4 (1d6+3, 18-20/x2)
Touch +3 (Varies, x2)
Ranged
Masterwork Sling +3 (1d4+2, x2)
Ranged Touch +2 (Varies, x2)

Skills
Acrobatics: 1 = +1 DEX
Appraise: 0 = +0 INT
Bluff: 1 = +1 CHA
Climb: 2 = +2 STR
Diplomacy: 1 = +1 CHA
Disguise: 1 = +1 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Handle Animal: 6 = +2 ranks; +1 CHA; Misc: (+3) Class Skill
Heal: 8 = +2 ranks; +3 WIS; Misc: (+3) Class Skill
Intimidate: 3 = +1 CHA; Racial: (+2) Intimidating
Knowledge (geography): 5 = +2 ranks; +0 INT; Misc: (+3) Class Skill
Knowledge (nature): 7 = +2 ranks; +0 INT; Competence: (+2) Nature Sense; Misc: (+3) Class Skill
Perception: 8 = +2 ranks; +3 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 3 = +3 WIS
Stealth: 1 = +1 DEX
Survival: 10 = +2 ranks; +3 WIS; Competence: (+2) Nature Sense; Misc: (+3) Class Skill
Swim: 2 = +2 STR

Race Features
Darkvision (CRB 25): You can see in the dark up to 60ft.
Intimidating (CRB 25): You receive a +2 racial bonus on Intimidate skill checks.*
Orc Blood (CRB 25): You are a humanoid with the human and orc subtypes. You count as both human and orc for any effect related to race.
Orc Ferocity (CRB 25): Once per day, when you are brought below 0 hit points but not killed, you can fight on for one more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately falls unconscious and begin dying.
Weapon Familiarity (CRB 25): You are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.*

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with the following weapons: Club; Dagger; Dart; Falchion; Greataxe; Quarterstaff; Scimitar; Scythe; Shortspear; Sickle; Sling; Spear
Nature Bond (Core 50): You are bonded to an animal companion: a Giant Beetle
Nature Sense (Core 50): You get a +2 to Knowledge (nature) and Survival checks.*
Spontaneous Casting (Core 49): You can channel stored spell energy into Summon Nature's Ally spells that you haven't prepared ahead of time.
Wild Empathy (Ex) (Core 50): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 +3.
Desert Native (Ex) (APG 99): You gain a +1 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in desert terrain, and you cannot be tracked in such environments.

Traits
Undead Crusader (APMM 10): You gain a +1 trait bonus on damage rolls against undead creatures.You gain a +1 trait bonus on Knowledge (religion) checks*, and that skill is a class skill.*
Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.

EquipmentMasterwork Leather, Masterwork Scimitar, Masterwork Sling
Spells
Druid
0th (DC 13): Create Water, Resistance, Stabilize, Guidance
1st (DC 14): Cure Light Wounds, Endure Elements, Expeditious Excavation

Description:

Kisara is a tall and sinewy half-orc. Her pale green skin, weathered by countless hours beneath the unforgiving sun, tells the story of her life in the harsh desert. A cascade of coarse, dusty black hair falls freely down her back, adorned with an assortment of trinkets and bone ornaments she's gathered on her travels.

Standing at an imposing height, Kisara possesses a muscular frame that speaks of her physical prowess, and she moves with a grace that belies her rugged exterior. She has piercing green eyes, which reflect a blend of determination and fierce curiosity.

By her side, Kisara is always accompanied by Taraxa, a giant scarab beetle. Massive compared to its smaller kin, it has imposing, horned mandibles and a glossy exoskeleton that shimmers with an iridescent blend of deep emerald and obsidian.

Personality:

Kisara burns with an unwavering passion to safeguard the living from the relentless encroachment of the undead. The origins of this fervor trace back to her childhood, when a horde of the undead mercilessly overran her family's desert settlement, leaving her as one of the few survivors. She was taken in by the circle of druids who managed to push back the undead, and under their guidance she gound her calling as a druid. Over the years, she has honed her druidic skills to better understand and vanquish the undead that threaten the living world.

Tomb Exploration: She believes that by venturing into the ancient crypts and necropolises of Osirion, she can not only destroy undead at the source, but also discover forgotten secrets and magical relics that can aid her in her quest.

Immediate Background:

Although not a native of Wati, her circle of druids often passes close by there as they travel throughout the desert. When she heard the news of the decree to open the city's necropolis, she knew this was the opportunity to access both the hidden knowledge and potential allies for furthering her cause. When the circle moved on, she made her farewells to her friends and elders and made her way into the city to enter the lottery.


dot

I've got some vague ideas of a desert druid, will try to work something out


Sounds fun, I've no objection to core rules.


Hi, here's a late submission :) Need to work out equipment and maybe some other minor crunch adjustments, but won't be any major changes.

Drystan Oakshroud: Male Human Oracle; Wood Mystery, Clouded Vision Curse

Appearance:
His rugged appearance is marked by a shabby attire, predominantly fashioned from rough hides and earth-toned fabrics that seamlessly blend with the woods he lives in. His most distinctive feature is his hair - strands of matted hair are intertwined with thick vines, their roots seemingly stemming from his scalp. These hang down over his face, hiding his eyes that seem to be a solid oak-brown

Personality/Background:
: A hermit at heart, Drystan has long made the woods his santuary and home for as far back as he can remember. On occasion, he ventures into Falcon's Hollow for supplies, or to do some work with the logging company. He also acts as an occasionaly guide or guard for travellers who want to venture into the nearby forests.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 15 = Base: 15
CON: 11 = Base: 11
INT: 10 = Base: 10
WIS: 10 = Base: 10
CHA: 17 = Base: 15; Racial: (+2) Human

Fort: +1 = Base: +0; CON: +0; Trait: (+1) Resilient
Ref: +2 = Base: +0; DEX: +2
Will: +2 = Base: +2; WIS: +0

AC: 16 = Base: (+10); Dexterity: (+2); Armor: (+4) Hide
Touch: 12
FF: 14

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 20ft
HP: 9
Languages: Common

Attacks
Melee
Quarterstaff +1 (1d6+2, x2) / Quarterstaff +1 (1d6+1, x2)
Quarterstaff +3 (1d6+3, x2)
Touch +2 (Varies, x2)
Ranged
Ranged Touch +2 (Varies, x2)

Skills
Acrobatics: -1 = +2 DEX; Misc: (-3) ACP
Appraise: 0 = +0 INT
Bluff: 3 = +3 CHA
Climb: 3 = +1 rank; +2 STR; Misc: (+3) Class Skill, (-3) ACP
Diplomacy: 3 = +3 CHA
Disguise: 3 = +3 CHA
Escape Artist: -1 = +2 DEX; Misc: (-3) ACP
Fly: -1 = +2 DEX; Misc: (-3) ACP
Heal: 4 = +1 rank; +0 WIS; Misc: (+3) Class Skill
Intimidate: 3 = +3 CHA
Knowledge (engineering): 1 = +1 rank; +0 INT
Knowledge (geography): 1 = +1 rank; +0 INT
Knowledge (nature): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Perception: 0 = +0 WIS
Ride: -1 = +2 DEX; Misc: (-3) ACP
Sense Motive: 0 = +0 WIS
Stealth: 3 = +1 rank; +2 DEX; Misc: (+3) Class Skill, (-3) ACP
Survival: 5 = +1 rank; +0 WIS; Trait: (+1) Poverty-Stricken; Misc: (+3) Class Skill
Swim: -1 = +2 STR; Misc: (-3) ACP

Race Features
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons.
Oracles Curse (Ex) [Clouded Vision] (APG 43): You cannot see anything beyond 30 feet, but you can see as if you had darkvision.*
Revelation: You have discovered a secret to your abilities. (DC 13 unless otherwise stated)

  • Wood Bond (Ex) (UM 57): You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood.
  • Thorn Burst (Su) (UM 57) (1 /day): As a swift action, you can cause sharp splinters of wood to explode outward from your body. These splinters deal 1d6 points of piercing damage to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the sharp splinters count as caltrops in the area until your next turn. You can use this ability 1 time per day.

Traits
Poverty-Stricken (APG 330): You gain a +1 bonus to Survival checks*, and Survival is always a class skill for you*.
Resilient (APG 328): You gain a +1 trait bonus on Fortitude saves*.

FeatsTwo-Weapon Fighting (Core 136): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.*
Extra Revelation (APG 160): You gain one additional revelation.

Equipment
Hide Armor, Quarterstaff
Spells
Oracle
0th (DC 13): Create Water, Guidance, Resistance, Stabilize
1st (DC 14): Bless, Cure Light Wounds, Divine Favor

Oracle Wealth: 3d6 ⇒ (1, 2, 3) = 6 doesn't matter, not a rich character


Halvarg Fersen: NG Half-Orc Brawler

select a stat array equivalent to 15-point buy;
Str: 15 (+2 racial = 17) / Dex: 13 / Con: 10 / Int: 10 / Wis: 13 / Cha: 12

pick a class from among the Core classes, the Base classes excepting Summoner, the Hybrid classes, and Unchained Summoner (starting HP is maximized, starting wealth is average);
Brawler

pick a race;
Half-Orc

pick a campaign trait from the Hell's Rebels Player's Guide, but it will not have any mechanical effect;
Pattern Seeker

pick a reason to protest from the Hell's Rebels Player's Guide;
Meeting a contact/Staying up on current events.
Halvarg worked at a tavern that was popular with the radical set in Kintargo, but it was one of the places that burned down in the recent fires. He is concerned about what happened and is hoping to see some of the tavern regulars.

set forth how you learned about the Aria Park demonstration (i.e., through word of mouth, from a handbill, from a poster, etc.);
Word of mouth. Halvarg has been trying to find out what happened since the fires and soon heard about the protests.

summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit - the factions represented at Aria Park will include at least, in no particular order, liberals, radicals, anarchists, and Ravounel nationalists (these terms to have roughly the meanings they had in about 1850 in Europe - if you would like further explanation, please feel free to ask).
Halvarg's politics have bene influenced by where he works. He started with vaguely liberal views, but now he is more radical. He would know some of the radical faction by sight or reputation.

Background:

Halvarg was born in a small half-orc village outside of the city, the son of the village shaman and wisewoman. He grew up fighting and roughhouseing with the other children, and although he didn't get any magical talent from his mother, he did learn how to watch the world (when not in a brawl).

After leaving his village to seek his fortune in the city, Halvarg bounced away between various security jobs before finding permanent work as a guard at a local tavern, one that was a regular handout for the more radical set of citizens, and Halvarg was about to hear much philosophising and arguing about Kintargo, Cheliax and what ought to be done. Occasionally arguments would get particularly heated and he would have to step in to calm things down, one way or another. But generally it was fairly quiet and he could people watch and listen to the sounds of the city.

All this changed recently when a series of fires swept through Kintargo, and the tavern was one of the places that burned to the ground. Halvarg was not on that night, but the tavern owners, a gnome husband and wife, haven't been heard from since, are assumed to have died in the fire. Many of the regulars are missing as well, Halvarg doesn't know if they were also killed or are just in hiding. After asking around the other guards, he learnt that there was a protest happening recently, and has decided to go, to see if he can work out more about what is happening, or hopefully find some of the regulars.

Appearance:

Halvarg is a stocky half-orc with broad shoulders and a rugged build. He keeps his thick black hair cropped short and has dark green eyes that seem to watch everything. He has square jawline with small tusks. He has a few prominent scars from when he was less experienced in not getting hit. Despite his intimidating appearance, he is a thoughtful and contemplative individual when with those he trusts.


dot.

I have a rough idea for a half-orc brawler.
Works as a bouncer at a tavern somewhere in Kintargo, spends a lot of time thinking at his job when he's needed to be active.
Campaign trait would be either Pattern Seeker or Urban Sleuth, reason for attending protest would be Staying up on Current Events.
Haven't decided on political views, but it would probably be influenced by what he's overheard at his job - this is also how he would have heard about the protest.
Will think on it and flesh it out.


Worked out some crunch. This is the version that could go to Rage Prophet. Straight Oracle only would only swap some CON for CHA (and have an oracle FCO)

Dashka: NG Sylph Oracle

Appearance:

Dashka is tall and slender, with pale skin and delicate features. Her hair is long and black and seems to flow by itself when it's not tied back. She has the swirling blue marks common to most Sylph, but hers have been accentuated and expanded by Shoanti tattoos.
She tends to wear simple but durable clothing, adorned with feathers that catch the faintest breeze.

Personality:

Dashka is a tempestuous and impulsive woman, driven by her desire to explore the world and uncover its secrets. She has a strong sense of curiosity and a tendency to act first and think later, which often leads her into dangerous situations. Despite her wild and unpredictable nature, Dashka has a kind heart and a deep respect for the natural world and all living things.

Background:

Dashka was the product of a dalliance between her Shoanti mother and a djinni father. Despite her unusual heritage, she was raised in the traditional ways of her Shoanti tribe and grew up in the midst of the tribe's nomadic way of life. At the age of 15, whilst out hunting, she was caught in the middle of a freak thunderstorm. There was a giant crack of thunder that seemed to be centred on her - one that left her permanently deaf, but also seemed to grant her a spark of magic. After examining her, the tribe's shaman concluded it was a blessing from Gozreh, and helped her to develop her emerging powers.
When she came of age, she left her tribe in order to learn more about the world. She soon came across a member of the Pathfinder Society, and after travelling with him for a time, ended up in Magnimar where she decided to join up.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 13 = Base: 11; Racial: (+2) Sylph
CON: 13 = Base: 15; Racial: (-2) Sylph
INT: 12 = Base: 10; Racial: (+2) Sylph
WIS: 10 = Base: 10
CHA: 14 = Base: 14

Fort: +1 = Base: +0; CON: +1
Ref: +1 = Base: +0; DEX: +1
Will: +3 = Base: +2; WIS: +0; Trait: (+1) Indomitable Faith

AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+5) Scale Mail
Touch: 11
FF: 15

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 13 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+1)

Init: -3 = Dexterity: +1; Misc: (-4) Deaf Curse
Speed: 20ft
HP: 15
Languages: Auran, Common, Aquan, Lipreading

Attacks
Melee
Spear +2 (1d8+3, x3)
Club +2 (1d6+3, x2)
Touch +2 (Varies, x2)
Ranged
Sling +1 (1d4+2, x2)
Ranged Touch +1 (Varies, x2)

Skills
Acrobatics: -3 = +1 DEX; Misc: (-4) ACP
Appraise: 1 = +1 INT
Bluff: 2 = +2 CHA
Climb: -2 = +2 STR; Misc: (-4) ACP
Diplomacy: 6 = +1 rank; +2 CHA; Misc: (+3) Class Skill
Disguise: 2 = +2 CHA
Escape Artist: -3 = +1 DEX; Misc: (-4) ACP
Fly: -3 = +1 DEX; Misc: (-4) ACP
Heal: 0 = +0 WIS
Intimidate: 2 = +2 CHA
Knowledge (history): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Knowledge (planes): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Knowledge (religion): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Linguistics: 2 = +1 rank; +1 INT
Perception: 0 = +0 WIS
Ride: -3 = +1 DEX; Misc: (-4) ACP
Sense Motive: 4 = +1 rank; +0 WIS; Misc: (+3) Class Skill
Stealth: -3 = +1 DEX; Misc: (-4) ACP
Survival: 1 = +1 rank; +0 WIS
Swim: -2 = +2 STR; Misc: (-4) ACP

Race Features
Type (ARG 157): You are an outside with the native subtype.
Darkvision (ARG 157): You have darkvision to a range of 60ft.
Energy Resistance (ARG 157): You have electricity resistance 5.*
Feather Fall (ARG 157): You can use feather fall once per day as a spell-like ability.
Storm in the Blood (ARG 157): You gain fast healing 2 for 1 round anytime you are subject to electricity damage. You can heal up to 2 hit points per day.

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons.
Oracles Curse (Ex) [Deaf] (APG 44): You are deaf and suffer the following penalties: a -4 penalty on initiative checks*, automatic failure on sound-based Perception checks and -4 penalty on opposed Perception checks. You cast all your spells as if modified by the Silent Spell feat without increasing casting level or time.
Revelation: You have discovered a secret to your abilities. (DC 12 unless otherwise stated)

  • Touch of Electricity (Su) (APG 54) (5 /day): As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage. You can use this ability 5 times a day.
  • Lightning Breath (Su) (APG 53) (1 /day): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage. A Reflex save halves this damage. You can use this ability 1 time per day.

Traits
Nontraditional Native (Shoanti) (APShS 4): You gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.
Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.

FeatsExtra Revelation (APG 160): You gain one additional revelation.

EquipmentScale Mail, Spear, Club, Sling, 5 x Bullets, Sling, Backpack, Bedroll, 2 x Waterskin, 5 x Rations, trail (per day), Flint and Steel, 5 x Chalk, 1 piece, Chalkboard, Rope, silk (50 ft), Pouch, belt, Holy Symbol, Wooden
Spells
Oracle
0th (DC 12): Guidance, Resistance, Spark, Virtue
1st (DC 13): Bless, Cure Light Wounds, Divine Favor


Dashka: NG Female Sylph Oracle of Wind, with the Deaf curse.

Would be taking Non-Traditional Native (Shoanti) campaign trait.

Still working on crunch. Half considering multiclassing into Barbarian & Rage Prophet, stats be damned :)

Appearance:

Dashka is tall and slender, with pale skin and delicate features. Her hair is long and black and seems to flow by itself when it's not tied back. She has the swirling blue marks common to most Sylph, but hers have been accentuated and expanded by Shoanti tattoos.
She tends to wear simple but durable clothing, adorned with feathers that catch the faintest breeze.

Personality:

Dashka is a tempestuous and impulsive woman, driven by her desire to explore the world and uncover its secrets. She has a strong sense of curiosity and a tendency to act first and think later, which often leads her into dangerous situations. Despite her wild and unpredictable nature, Dashka has a kind heart and a deep respect for the natural world and all living things.

Background:

Dashka was the product of a dalliance between her Shoanti mother and a djinni father. Despite her unusual heritage, she was raised in the traditional ways of her Shoanti tribe and grew up in the midst of the tribe's nomadic way of life. At the age of 15, whilst out hunting, she was caught in the middle of a freak thunderstorm. There was a giant crack of thunder that seemed to be centred on her - one that left her permanently deaf, but also seemed to grant her a spark of magic. After examining her, the tribe's shaman concluded it was a blessing from Gozreh, and helped her to develop her emerging powers.
When she came of age, she left her tribe in order to learn more about the world. She soon came across a member of the Pathfinder Society, and after travelling with him for a time, ended up in Magnimar where she decided to join up.


Dot. Had a half-orc somewhere for this campaign, but looks like that's a no-go. Haven't made a sylph before, so will probably go with that.


1 person marked this as a favorite.

dot. Considering a piratical bloodrager, or an investigator of some kind.


just in time maybe :)

Miron Belodor: Male Human Boreal Sorcerer

mentor: Moltus Vargidan

Background:

Miron was born to simple farmers and had fate not intervened would have grown up to be a simple farmer too. But during the harsh winter of <a few years ago>, the worst that any one could remember seeing, Miron disappeared while walking home one night from the town proper. Due to the severe blizzard, a search party could not even be organised until a few days later, and it wasn't until a week and a half after he disappeared that he staggered home, shivering, but seemingly unscathed. Miron himself could not say where he had been - all that he knew was that he had lost his way in the snow, collapsed under a tree and fallen unconscious. He had no memory of the lost time, and did not know who or what had enabled him to survive - all he knew was that he felt cold.

As winter turned to spring, and spring to summer, still Miron felt cold. At midsummer he was still rugged up in his winter gear, shivering despite the sweat. The town healers were unable to help, what was affecting Miron was not natural - it must be some strange magical affliction. He was bounced around between a few of the smart residents, until at one point old Moltus Vargidan got a look at him, who, in a rare moment of lucidity and frankness told Miron, "Don't know who put it in you, but the ice is part of you now, boy. You can let it out, but you can't get rid of it - you'd be getting rid of yourself." He offered to watch over Miron, then promptly forgot about it. Still, Miron found he was welcome at the Vargidan grounds, and found out - through hanging around with Moltus's various children - how to produce some magical effects. Producing magic finally gave Miron some brief respite from the constant cold he feels, but it is brief, and the terrible chill returns each time.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 14 = Base: 14
CON: 10 = Base: 10
INT: 10 = Base: 10
WIS: 8 = Base: 8
CHA: 15 = Base: 15

Fort: +0 = Base: +0; CON: +0
Ref: +2 = Base: +0; DEX: +2
Will: +1 = Base: +2; WIS: -1

AC: 12 = Base: (+10); Dexterity: (+2)
Touch: 12
FF: 10

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+2)

Init: +6 = Dexterity: +2; Misc: (+4) Improved Initiative
Speed: 30ft
HP: 7
Languages: Common

Attacks
Melee
Shortspear +2 (1d6+2, x2)
Touch +2 (Varies, x2)
Dagger +2 (1d4+2, 19-20/x2)
Ranged
Ranged Touch +2 (Varies, x2)
Crossbow, light +2 (1d8, 19-20/x2)

Skills
Acrobatics: 2 = +2 DEX
Appraise: 0 = +0 INT
Bluff: 2 = +2 CHA
Climb: 2 = +2 STR
Diplomacy: 3 = +1 rank; +2 CHA
Disguise: 2 = +2 CHA
Escape Artist: 2 = +2 DEX
Fly: 2 = +2 DEX
Heal: -1 = -1 WIS
Intimidate: 2 = +2 CHA
Perception: -1 = -1 WIS
Ride: 2 = +2 DEX
Sense Motive: -1 = -1 WIS
Spellcraft: 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Stealth: 2 = +2 DEX
Survival: 3 = +1 rank; -1 WIS; Misc: (+3) Class Skill
Swim: 2 = +2 STR

Race FeaturesType (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*

Class FeaturesWeapon Proficiency: You are proficient with all Simple weapons.
Eschew Materials (Core 71): You gain Eschew Materials as a bonus feat.*
Boreal Bloodline (APG 136): You are descended from the land of ice and snow.

  • Bloodline Arcana (APG 136): Whenever you cast a spell with the cold descriptor, you increase the spell’s save DC by 1.*
  • Cold Steel (Sp) (APG 136) (5 /day): You can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 1 rounds. You can use this ability 5 times a day.

FeatsArcane Strike (Core 118): As a swift action, for 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction.
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Eschew Materials (Core 123): You can cast many spells without needing to utilize minor material components.

EquipmentShortspear, Light crossbow, Dagger, 10 x Bolts, crossbow, Backpack, Waterskin, 5 x Rations, trail (per day), Bedroll, Cold-weather outfit
Spells
Sorcerer
0th (DC 12): Daze, Detect Magic, Light, Ray of Frost
1st (DC 13): Grease, Mage Armor

option 1 preferred, but I don't really mind.


Last minute dot.
Looking at the untaken classes. Sorcerer or Monk.
or Sorcerer/Monk?!?! (...probably not)

Does the <1% other contain any gnomes, or are they off the table?


dot. Thinking of a warpriest, probably of Milani but will take a look to see if another deity will be a better fit.


dot


Looks like it depends on which version of the rules. Latest(?) version replaces Agile Maneuvers with Agile Combatant, which states that normally you can use DEX & finesse for Trip, Disarm, Sunder. But I think first version just had it for all maneuvers. Probably a moot point as I'm not going to be using maneuvers much anyway.


name/alignment/background added

Norie "Ma" Hanklethorn: LN Gnome Abjuration Wizard

Background:

Norie's parents were not the most careful of gnomes. As experimental alchemists, they were always messing around with dangerous compounds that inevitably resulted in mysterious fires, acid eating through furniture and floorboards, and the occasional mild explosion. They soon found their young daughter was insisting on various safety rules around their house (which they started following after a less mild explosion that took out a wall or two)

As Norie grew up, she took to wizardry as it seemed a lot more structured than the chaos of her homelife. Her experience with fashioning makeshift helmets and shields led her into the business of crafting armor and she soon found employment in a smithy, where her craftsmanship was appreciated enough to outweight her insistance on pointing out the dangers inherent in nearly every conversation.

Crunch:

Statistics
STR: 8 = Base: 10; Racial: (-2) Gnome
DEX: 14 = Base: 14
CON: 12 = Base: 10; Racial: (+2) Gnome
INT: 17 = Base: 17
WIS: 12 = Base: 12
CHA: 12 = Base: 10; Racial: (+2) Gnome

Fort: +1 = Base: +0; CON: +1
Ref: +2 = Base: +0; DEX: +2
Will: +3 = Base: +2; WIS: +1

AC: 15 = Base: (+10); Dexterity: (+2); Natural Armor: (+1) Familiar (Armadillo); Size: (+1) Small; Dodge: (+1) Dodge
Touch: 14
FF: 12

BAB: 0
CMB: -2 = BAB: (+0); Strength: (-1); Size: (-1) Small
CMD: 11 = Base: (+10); BAB: (+0); Strength: (-1); Dexterity: (+2); Size: (-1) Small; Dodge: (+1) Dodge

Init: +4 = Dexterity: +2; Trait: (+2) Excitable
Speed: 20ft
HP: 7
Languages: Gnome, Sylvan, Common, Draconic, Orc, Goblin, Aquan

Attacks

Melee
Touch +0 (Varies, x2)
Dagger (Small) +0 (1d3-1, 19-20/x2)
Ranged
Ranged Touch +3 (Varies, x2)
Crossbow, light (Small) +3 (1d6, 19-20/x2)

Skills

Acrobatics: 2 = +2 DEX
Appraise: 3 = +3 INT
Bluff: 1 = +1 CHA
Climb: -1 = -1 STR
Craft (Armor): 11 = +1 rank; +3 INT; Trait: (+2) Artisan (Armor); Misc: (+3) Class Skill; Racial: (+2) Obsessive
Diplomacy: 1 = +1 CHA
Disguise: 1 = +1 CHA
Escape Artist: 2 = +2 DEX
Fly: 4 = +2 DEX; Size: (+2) Size Modifier
Heal: 1 = +1 WIS
Intimidate: 1 = +1 CHA
Knowledge (arcana): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (dungeoneering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (engineering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (history): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (planes): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Linguistics: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Perception: 5 = +1 WIS; Misc: (+2) Alertness; Racial: (+2) Keen Senses
Ride: 2 = +2 DEX
Sense Motive: 3 = +1 WIS; Misc: (+2) Alertness
Spellcraft: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Stealth: 6 = +2 DEX; Size: (+4) Size Modifier
Survival: 1 = +1 WIS
Swim: -1 = -1 STR

Race Features
Type (CRB 23): You are a humanoid with the gnome subtype.
Low-Light Vision (CRB 23): You can see twice as far in conditions of dim light.
Defensive Training (CRB 23): You get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic (CRB 23): You add +1 to the DC of any saving throws against illusion spells that you cast.* You gain the following spell-like abilities: 1/day—dancing lights, ghost sound (DC 11), prestidigitation, and speak with animals. The caster level for these effects is 1.
Hatred (CRB 23): You receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (CRB 23): You get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (CRB 23): You receive a +2 racial bonus on Perception skill checks.*
Obsessive (CRB 23): You receive a +2 racial bonus on Craft (Armor) checks.*
Weapon Familiarity (CRB 23): You treat any weapon with the word “gnome” in its name as a martial weapon.*

Class Features
Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Crossbow, Underwater, Heavy; Crossbow, Underwater, Light
Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Armadillo)
Arcane School (Core 79): You are a specialist in arcane spells of the Abjuration spell school. Your prohibited schools are: Evocation Enchantment

  • Resistance (Ex) (Core 79): You gain resistance 5 to an energy type of your choice. You can change the energy type when you prepare spells.
  • Protective Ward (Su) (Core 80) (6 /day): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for 3 rounds. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. You can use this ability 6 times a day.""

Traits
Artisan (Armor) (UCa 59): You gain a +2 trait bonus on Craft (Armor) checks.
Excitable (GnoG 14): You gain a +2 trait bonus on all Initiative checks*.

Feats
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*
Scribe Scroll (Core 132): You can create a scroll of any spell you know.

Equipment
Dagger, Light crossbow

Spells

Wizard (Spellbook)
0th (DC 13): Acid Splash, Detect Magic, Disrupt Undead, Ghost Sound (DC 14), Message, Prestidigitation, Read Magic, Resistance
1st (DC 14): Enlarge Person, Grease, Mage Armor, Ray of Enfeeblement, Shield, Vanish (DC 15)


Quick abjuration wizard I whipped up. Still need to figure out equipment/backstory/name/alignment, and will probably want to fiddle around with spells/skills based on party.

Gnomish Abjuration Wizard

Personality:

Bit of a worrywart. Says they'd rather be at home where you can lock your doors and be safe, but if people are out adventuring, they suppose they'd better go out and keep an eye on things.

Crunch:

Statistics
STR: 8 = Base: 10; Racial: (-2) Gnome
DEX: 14 = Base: 14
CON: 12 = Base: 10; Racial: (+2) Gnome
INT: 17 = Base: 17
WIS: 12 = Base: 12
CHA: 12 = Base: 10; Racial: (+2) Gnome

Fort: +1 = Base: +0; CON: +1
Ref: +2 = Base: +0; DEX: +2
Will: +3 = Base: +2; WIS: +1

AC: 15 = Base: (+10); Dexterity: (+2); Natural Armor: (+1) Familiar (Armadillo); Size: (+1) Small; Dodge: (+1) Dodge
Touch: 14
FF: 12

BAB: 0
CMB: -2 = BAB: (+0); Strength: (-1); Size: (-1) Small
CMD: 11 = Base: (+10); BAB: (+0); Strength: (-1); Dexterity: (+2); Size: (-1) Small; Dodge: (+1) Dodge

Init: +4 = Dexterity: +2; Trait: (+2) Excitable
Speed: 20ft
HP: 7
Languages: Gnome, Sylvan, Common, Draconic, Orc, Goblin, Aquan

Attacks

Melee
Touch +0 (Varies, x2)
Dagger (Small) +0 (1d3-1, 19-20/x2)
Ranged
Ranged Touch +3 (Varies, x2)
Crossbow, light (Small) +3 (1d6, 19-20/x2)

Skills

Acrobatics: 2 = +2 DEX
Appraise: 3 = +3 INT
Bluff: 1 = +1 CHA
Climb: -1 = -1 STR
Craft (Armor): 11 = +1 rank; +3 INT; Trait: (+2) Artisan (Armor); Misc: (+3) Class Skill; Racial: (+2) Obsessive
Diplomacy: 1 = +1 CHA
Disguise: 1 = +1 CHA
Escape Artist: 2 = +2 DEX
Fly: 4 = +2 DEX; Size: (+2) Size Modifier
Heal: 1 = +1 WIS
Intimidate: 1 = +1 CHA
Knowledge (arcana): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (dungeoneering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (engineering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (history): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (planes): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Linguistics: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Perception: 5 = +1 WIS; Misc: (+2) Alertness; Racial: (+2) Keen Senses
Ride: 2 = +2 DEX
Sense Motive: 3 = +1 WIS; Misc: (+2) Alertness
Spellcraft: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Stealth: 6 = +2 DEX; Size: (+4) Size Modifier
Survival: 1 = +1 WIS
Swim: -1 = -1 STR

Race Features
Type (CRB 23): You are a humanoid with the gnome subtype.
Low-Light Vision (CRB 23): You can see twice as far in conditions of dim light.
Defensive Training (CRB 23): You get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic (CRB 23): You add +1 to the DC of any saving throws against illusion spells that you cast.* You gain the following spell-like abilities: 1/day—dancing lights, ghost sound (DC 11), prestidigitation, and speak with animals. The caster level for these effects is 1.
Hatred (CRB 23): You receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (CRB 23): You get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (CRB 23): You receive a +2 racial bonus on Perception skill checks.*
Obsessive (CRB 23): You receive a +2 racial bonus on Craft (Armor) checks.*
Weapon Familiarity (CRB 23): You treat any weapon with the word “gnome” in its name as a martial weapon.*

Class Features
Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Crossbow, Underwater, Heavy; Crossbow, Underwater, Light
Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Armadillo)
Arcane School (Core 79): You are a specialist in arcane spells of the Abjuration spell school. Your prohibited schools are: Evocation Enchantment

  • Resistance (Ex) (Core 79): You gain resistance 5 to an energy type of your choice. You can change the energy type when you prepare spells.
  • Protective Ward (Su) (Core 80) (6 /day): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for 3 rounds. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. You can use this ability 6 times a day.""

Traits
Artisan (Armor) (UCa 59): You gain a +2 trait bonus on Craft (Armor) checks.
Excitable (GnoG 14): You gain a +2 trait bonus on all Initiative checks*.

Feats
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*
Scribe Scroll (Core 132): You can create a scroll of any spell you know.

Equipment
Dagger, Light crossbow

Spells

Wizard (Spellbook)
0th (DC 13): Acid Splash, Detect Magic, Disrupt Undead, Ghost Sound (DC 14), Message, Prestidigitation, Read Magic, Resistance
1st (DC 14): Enlarge Person, Grease, Mage Armor, Ray of Enfeeblement, Shield, Vanish (DC 15)


2d6 ⇒ (5, 6) = 11

woo!


Habillus "the Hale" Sabinus - Gentleman Pugilist - NG Human Brawler

Background:

Habillus was born to an upper-middle class family - his parents are tailors who designed clothing for some of the minor noble families (as well as other less fancy work) After a somewhat wild and rambunctious childhood, he discovered boxing at school and was able to focus his energy into something with a purpose. It turns out he had a knack for it and with some training he lead his school to several victories in bouts against other schools.

When it came time to learn a trade, he apprenticed with one of the better known barbers in Taldor - and was soon part of preparing various nobles to look their best for public (and private) events. It was in this capacity he first came into contant with Lady Lotheed - at first her interest was merely as a source of information - someone in Habillus's position did have the opportunity to overhear various tidbits of information.

Habillus had continued his interest in boxing and regularly competed in various competitions. He recently had a successful bout against Marbellan "Lanky" Logthorn, breaking Lanky's fifty-plus match undefeated streak, and this has thrust Habillus into the public eye. Lady Lotheed decided to change her plans for Habillus to a more public role.

Personality and Appearance:

Habillus strives to be an honorable and upright gentleman. Like many athletes, he follows Kurgess and believes in fair fights and performing good deeds - while most of his fighting has been in the ring, he has on occasion assisted in sorting out barroom brawls and the like. He is proud to be a Taldan, although he disagrees with some of the current policies. He is looking to see if he can use some his sudden fame into changing things for the better.

Habillus is taller than average and broad-shouldered. He dresses smartly, whether he is cutting hair or in the ring. He is well groomed and particularly proud of his broad moustache that he takes care to keep waxed to a point - after all, who would want to trust their hair to a stylist who could keep their own hair neat.

Crunch:

Statistics
STR: 16 = Base: 14; Racial: (+2) Human
DEX: 14 = Base: 14
CON: 12 = Base: 12
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 14 = Base: 14

Fort: +3 = Base: +2; CON: +1
Ref: +4 = Base: +2; DEX: +2
Will: +1 = Base: +0; WIS: +1

AC: 14 = Base: (+10); Dexterity: (+2); Armor: (+2) Leather
Touch: 12
FF: 12

BAB: 1
CMB: 4 = BAB: (+1); Strength: (+3)
CMD: 16 = Base: (+10); BAB: (+1); Strength: (+3); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 11
Languages: Common

Attacks

Melee
Unarmed Strike +5 (1d6+3, x2)
Unarmed Strike +4 (1d6+5, x2) (Power Attack)
Dagger +4 (1d4+3, 19-20/x2)
Ranged
Sling +3 (1d4+3, x2)
Dagger +3 (1d4+3, 19-20/x2)

Skills

Acrobatics: 6 = +1 rank; +2 DEX; Misc: (+3) Class Skill
Appraise: 0 = +0 INT
Bluff: 2 = +2 CHA
Climb: 7 = +1 rank; +3 STR; Misc: (+3) Class Skill
Diplomacy: 7 = +1 rank; +2 CHA; Trait: (+1) Athletic Champion; Misc: (+3) Class Skill
Disguise: 2 = +2 CHA
Escape Artist: 2 = +2 DEX
Fly: 2 = +2 DEX
Heal: 1 = +1 WIS
Intimidate: 6 = +1 rank; +2 CHA; Misc: (+3) Class Skill
Knowledge (nobility): 1 = +1 rank; +0 INT
Perception: 6 = +1 rank; +1 WIS; Trait: (+1) Athletic Champion; Misc: (+3) Class Skill
Profession (barber): 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Ride: 2 = +2 DEX
Sense Motive: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Stealth: 2 = +2 DEX
Survival: 1 = +1 WIS
Swim: 3 = +3 STR

Race Features
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*

Class Features
Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. You are proficient with weapons from the close fighter weapon group. Additionally you are proficient with the following weapons: Handaxe; Sword, short
Brawler's Cunning (Ex) (ACG 23): Your Intelligence counts as at least 13 for the purpose of qualifying for combat feats.*
Martial Flexibility (Ex) (ACG 23) (3 /day): You can gain the benefit of a combat feat you don't have for one minute. You can select one feat as a move action. If you use this ability again before the duration expires, you can replace a previous feat with another choice. You must meet the prerequisites of each feat gained. Each individual feat selected counts towards the daily uses of this ability.
Martial Training (Ex) (ACG 23): Your brawler levels count as both monk and fighter levels for the purpose of qualifying for feats.* You count as both a Fighter and Monk for the effects of feats* and magic items.
Unarmed Strike (ACG 23): You gain Improved Unarmed Strike as a bonus feat.* Your unarmed strike does 1d6 damage*. It can deal lethal or non-lethal damage and is treated as both manufactured and natural weapon for the purpose of spells and effects.

Traits
Athletic Champion (APWftC 8): You gain a +1 trait bonus on Diplomacy and Perception checks and these are class skills for you.* You gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bullrush, drag and reposition combat maneuvers.
Strength’s Fanfare (ISG 222): When you are the subject of any sonic effect that grants a morale bonus on attack or damage rolls, you also gain a +1 trait bonus on Strength based skill checks; on combat maneuver checks to bull rush, grapple, and reposition; and to your CMD against those combat maneuvers.

Feats
Deft Maneuvers (Custom): You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you
Weapon Focus (Unarmed Strike) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Unarmed Combatant (Custom): You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike (Core 128): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Equipment
Leather, Dagger, Sling

Botting:

Take Dodge as martial flexibility.
Weak opponents: power attack punch
Strong opponents: one trip attempt (if trippable), then power attack punch


Tamala Belvan : CG Half-Orc Oracle of Battle

Background:

Tamala was born in captivity. Her powers manifested one night after a failed escape attempt and a brutal beating - while praying furiously, she suddenly felt a fierce fire burning within her and the burst of sudden knowledge of how heal the wounds of others or inspire them to fight. Over the next week, she rallied her fellow slaves and led a successful coup to overcome their masters. The price of this knowledge and her freedom were the scars from that final beating - she found herself unable to heal them and they slowly got worse over the years.

In the years since, she made her way down to Magnimar, where she found some success in combat in Serpent's Run, with her appearance only increasing her appeal. But lately she has become disillusioned with that role - the safe nature of the fights was becoming unfulfilling; she disagreed with talk of her losing deliberately "for the show"; and she was increasingly uncomfortable with her appearance being part of the show.

Having heard of the Pathfinder Society a fellow combatant - she joined up and was able put her skills towards something more fulfilling.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 14 = Base: 14
CON: 12 = Base: 12
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 18 = Base: 16; Racial: (+2) Half-orc

Fort: +1 = Base: +0; CON: +1
Ref: +2 = Base: +0; DEX: +2
Will: +3 = Base: +2; WIS: +1

AC: 20 = Base: (+10); Dexterity: (+2); Armor: (+6) Chainmail; Shield: (+2) Shield, heavy steel
Touch: 12
FF: 18

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 20ft
HP: 10
Languages: Orc, Common, Giant

Attacks

Melee
Flail +3 (1d8+2, x2)

Ranged
Sling +2 (1d4+2, x2)

Skills

Acrobatics: -5 = +2 DEX; Misc: (-7) ACP
Appraise: 0 = +0 INT
Bluff: 0 = +4 CHA; Misc: (-4) Oracles Curse (Wasted)
Climb: -5 = +2 STR; Misc: (-7) ACP
Diplomacy: 4 = +1 rank; +4 CHA; Misc: (-4) Oracles Curse (Wasted), (+3) Class Skill
Disguise: 0 = +4 CHA; Misc: (-4) Oracles Curse (Wasted)
Escape Artist: -5 = +2 DEX; Misc: (-7) ACP
Fly: -5 = +2 DEX; Misc: (-7) ACP
Heal: 1 = +1 WIS
Intimidate: 10 = +1 rank; +4 CHA; Misc: (+3) Class Skill; Racial: (+2) Intimidating
Knowledge (dungeoneering): 2 = +2 ranks; +0 INT
Knowledge (engineering): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Knowledge (religion): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Linguistics: 1 = +1 rank; +0 INT
Perception: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Ride: -5 = +2 DEX; Misc: (-7) ACP
Sense Motive: 1 = +1 WIS
Stealth: -5 = +2 DEX; Misc: (-7) ACP
Survival: 1 = +1 WIS
Swim: -5 = +2 STR; Misc: (-7) ACP

Race Features
Darkvision (CRB 25): You can see in the dark up to 60ft.
Intimidating (CRB 25): You receive a +2 racial bonus on Intimidate skill checks.*
Orc Blood (CRB 25): You are a humanoid with the human and orc subtypes. You count as both human and orc for any effect related to race.
Orc Ferocity (CRB 25): Once per day, when you are brought below 0 hit points but not killed, you can fight on for one more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately falls unconscious and begin dying.
Chain Fighter (APG 19): You are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons.*

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Flail; Flail, heavy
Oracles Curse (Ex) [Wasting] (APG 44): Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate.* You gain a +4 competence bonus on saves made against disease. .
Revelation: You have discovered a secret to your abilities. (DC 14 unless otherwise stated)

  • Weapon Mastery (Ex) (APG 46): You gain Weapon Focus (Flail)

Traits
Serpent Runner (Intimidate) (APShS 5): You gain a +2 trait bonus on Intimidate checks to demoralize opponents.
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats
Combat Casting (Core 119): You get a +4 bonus on concentration checks when casting on the defensive or while grappled
Weapon Focus (Flail) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*

Equipment
Chainmail, Heavy steel shield, Flail, Sling

Spells

Oracle
0th (DC 14): Guidance, Resistance, Stabilize, Virtue
1st (DC 15): Bless, Compel Hostility, Cure Light Wounds

Post:

Tamala doesn't hesitate to answer the Pathfinder's question. "Well, I can fight, as Gunthor probably told you. Been fighting at the Serpent's Run for the past year or so, and winning more than I lose. But there isn't any risk there, but I hear you lot get out and get into real fights with all sorts of critters. I've got some gifts to help out anyone else who's fighting - I can patch them up if they've taken a hit, and get them more fired up when they re-enter the fray!" She starts to grin at the thought of her team taking on some large ferocious beast, but then catches herself and adjusts her hood of her cloak to keep it from falling back.


What are the laws on moustaches?


dot. Considering some sort of melee type, with the Serpent Runner campaign trait.


dot. Considering a brawler, rough character: gentleman pugilist


Character updated. Added Planar Savant as 3rd trait. Also changed campaign trait from Buccaneer's Blood to Touched by The Sea, as either fits.

Detlev Greenbeard: CN Dwarven Seaborn Sorcerer

Background:

Detlev is a distant descendent of Sarnar Greenbeard, one of the most famous dwarven pirates to ever sail the seas. As well as taking on ships of all sorts, Sarnar also fought numerous sea monsters and other aquatic denizens in pursuit of treasure and glory, overcoming all manner of curses and magical attacks. When she finally retired and (somewhat) settled down, it seemed the sea had made its mark on her, as many of her children, grandchildren and descendants found they had magical aquatic aptitude.

Detlev's branch of the family turned away from piratical pursuits and became simple fisherfolk, heading out on to the ocean each day to trawl for fish. Tales of Sarnar were intended to scare young dwarven children into line, but Detlev found them fascinating and resolved to follow in her footsteps. Sailors in the local tavern always talked of the Shackles as the place for pirates, so Detlev has made his way there to join a pirate crew.

Appearance and Personality:

Detlev's magic ties him to the sea, and his appearance reflects that: his beard, when not wet from the ocean spray is usually crusted with salt. Though he tries to keep it neat, it seems to follow the tides, fluffing out at high tide, then hanging down limply as the sea descends.

Detlev is cheerful and outgoing, if a little naive. He left home with only a vague plan of what to do, but is trusting that things will work out.

Crunch:

Statistics
STR: 10 = Base: 10
DEX: 14 = Base: 14
CON: 12 = Base: 10; Racial: (+2) Dwarf
INT: 12 = Base: 12
WIS: 13 = Base: 11; Racial: (+2) Dwarf
CHA: 16 = Base: 18; Racial: (-2) Dwarf

Fort: +1 = Base: +0; CON: +1
Ref: +2 = Base: +0; DEX: +2
Will: +3 = Base: +2; WIS: +1

AC: 12 = Base: (+10); Dexterity: (+2)
Touch: 12
FF: 10

BAB: 0
CMB: 0 = BAB: (+0); Strength: (+0)
CMD: 12 = Base: (+10); BAB: (+0); Strength: (+0); Dexterity: (+2)

Init: +6 = Dexterity: +2; Misc: (+4) Improved Initiative
Speed: 20ft
HP: 7
Languages: Dwarven, Common, Giant

Attacks

Melee
Touch +0 (Varies, x2)
Dagger +0 (1d4, 19-20/x2)
Ranged
Ranged Touch +2 (Varies, x2)
Crossbow, heavy +2 (1d10, 19-20/x2)

Skills

Acrobatics: 2 = +2 DEX
Appraise: 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Bluff: 3 = +3 CHA
Climb: 0 = +0 STR
Diplomacy: 3 = +3 CHA
Disguise: 3 = +3 CHA
Escape Artist: 2 = +2 DEX
Fly: 2 = +2 DEX
Heal: 1 = +1 WIS
Intimidate: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Knowledge (planes): 4 = +1 rank; +3 CHA
Perception: 1 = +1 WIS
Profession (Sailor): 7 = +1 rank; +1 WIS; Misc: (+2) Saltbeard, (+3) Class Skill
Ride: 2 = +2 DEX
Sense Motive: 1 = +1 WIS
Spellcraft: 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Stealth: 2 = +2 DEX
Survival: 1 = +1 WIS
Swim: 5 = +1 rank; +0 STR; Trait: (+1) Touched by the Sea; Misc: (+3) Class Skill

Race Features
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of treasure found in or under the water.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones

Class Features
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer
Eschew Materials (Core 71): You gain Eschew Materials as a bonus feat.*
Seaborn Bloodline (UM 72): Your powers rise like the tides.

  • Bloodline Arcana (UM 72): When you are in a body of water large enough to float in, your effective caster level is increased by 1.
  • Water Blast (Sp) (UM 72) (6 /day): As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability 6 times a day.

Traits
Touched by the Sea (APSkS 7): You gain a +1 trait bonus on Swim checks* and Swim is a class skill* for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Storm-Touched (UCa 58): You gain DR 1/— against creatures and attacks with the electricity type.
Planar Savant (UCa 55): You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.*

Feats
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Eschew Materials (Core 123): You can cast many spells without needing to utilize minor material components.

Equipment
Dagger, Heavy crossbow, 10 x Bolts, crossbow, Backpack, masterwork, Bedroll, Fishing Kit, Mess kit, Rope, silk (50 ft), Scroll case, Waterskin, 5 x Rations, trail (per day)

Spells

Sorcerer
0th (DC 13): Acid Splash, Detect Magic, Mending, Resistance
1st (DC 14): Ear-Piercing Scream, Lock Gaze

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