I am interested. Used to play a fair bit in person before kids came along, been playing online off and on since then. I tend to prefer characters that had some sort of life before getting roped into the adventure, at least I normally start a character by class + day job and flesh it out from there. E.g. last character I made for a WftC recruitment was a brawler/barber
4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
not too shabby As evil's ok, I did make a halfling antipaladin of Besmara for a previous S&S recruitment that I might dig up. Although I'm not sure it'll add anything that the party needs, so I'll think about other options.
Here's my submission. Smarter and less scary than he looks. Dromaz, LN Male Orc Investigator 1 Crunch:
Statistics
Fort: +0 = Base: +0; CON: +0
AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Leather
BAB: 0
Init: +1 = Dexterity: +1
Attacks
Skills
Race Features
Class Features
Traits
Feats
Equipment
Extracts
Description:
Dromaz cuts an imposing figure, standing at a 6'7'' with broad shoulders, prominent tusks and coarse black hair pulled back into a rough ponytail. Amber eyes continually scan his surroundings, taking everything in. His skin is a deep greyish green and his hands have numerous scars and blemishes from alchemical spills. Further up his arms the scars become more deliberate and form geometric patterns and intricate runes. He generally wears simple but functional leather armor, with a travelling coat over the top with the pockets stuffed with an eclectic collection of vials, papers and tools. A broad brimmed hat shadows his face and a greataxe with runes carved on the shaft hangs across his back. Background:
Dromaz was born into the fighting pits, and his formative years were ones of blood and violence. Despite his size, he lacked the hunger for fighting and he never thrived there. The turning point in his life came when Brolgir Stonearm, a dwarven archeologist came looking for muscle to act as guard/porter for a dig. Dromaz jumped at the chance to leave and signed on. The work was simple enough, but Brolgir was a talker and muttered endlessly while examining the the tombs. Dromaz couldn't help but listen and when he started asking questions, Brolgir was delighted to have a sounding board and started teaching Dromaz in earnest. Dromaz learned quickly - how to read the faded Thassilonian runes, how to spot and counteract the traps that guarded the old tombs, even basic alchemy to create the right compounds that could restore stone tablets without damaging their inscriptions. Over the years, the two became partners until Brolgir eventually retired to Magnimar. Now on his own, Dromaz is travelling across Varisia investigating various Thassalonian ruins. Personality: Dromaz speaks plainly, and knows the value of listening. He is aware of his size and knows that people often underestimate him and assume he's just a dumb brute, but if people are less careful about talking in front of him, then that's fine by him. With those who know him, he will let down his guard, especially if the conversation is on one of his interests. Curiosity is currently the driving force in his life and he'll always be keen to explore something ancient that has been forgotten.
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
AC: 17 = Base: (+10); Dexterity: (+1); Armor: (+5) Scale Mail; Dodge: (+1) User Modifier
BAB: 1
Init: -3 = Dexterity: +1; Misc: (-4) Deaf Curse
Attacks Melee
Skills Acrobatics: 1 = +1 rank; +1 DEX; Misc: (+3) Class Skill, (-4) ACP
Race Features
Class Features
Traits
Feats
Equipment
Oracle
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)
Llewela Oakfield: Half-Elf Warpriest of Milani 1
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
Fort: +3 = Base: +2; CON: +1
AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+4) Chain shirt; Shield: (+1) Shield, light wooden
BAB: 0
Init: +5 = Dexterity: +1; Misc: (+4) Improved Initiative
Attacks Melee
Skills Acrobatics: -2 = +1 DEX; Misc: (-3) ACP
Race Features Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Class Features Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
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.
Feats Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Equipment Chain shirt, Light wooden shield, Handaxe, Dagger, Morningstar
Warpriest
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.
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
AC: 15 = Base: (+10); Dexterity: (+2); Armor: (+3) Studded Leather
BAB: 3
Init: +2 = Dexterity: +2
Attacks Melee
Skills Acrobatics: 1 = +2 DEX; Misc: (-1) ACP
Race Features
Class Features
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
Feats
Equipment
Alchemist (Formula Book)
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.
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
AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+4) +1 Studded Leather; Natural Armor (Enhancement): (+1) Amulet of Natural Armor +1
BAB: 3
Init: +1 = Dexterity: +1
Attacks Melee
Skills Acrobatics: 7 = +3 ranks; +1 DEX; Misc: (+3) Class Skill
Race Features
Class Features
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
Feats
Equipment
Investigator (Formula Book)
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.
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
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
BAB: 5
Init: +3 = Dexterity: +3
Attacks Melee
Skills Acrobatics: 13 = +5 ranks; +3 DEX; Misc: (+3) Class Skill; Racial: (+2) Sure-Footed
Race Features
Class Features
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
Feats
Equipment
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.
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
AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Masterwork Leather
BAB: 1
Init: +1 = Dexterity: +1
Attacks
Skills
Race Features
Class Features
Traits
EquipmentMasterwork Leather, Masterwork Scimitar, Masterwork Sling
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.
brvheart wrote:
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
AC: 14 = Base: (+10); Dexterity: (+1); Armor: (+3) Studded Leather
BAB: 1
Init: +1 = Dexterity: +1
Attacks
Skills
Race Features
Class Features
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
Feats
Equipment
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
AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Leather
BAB: 1
Init: +1 = Dexterity: +1
Attacks
Skills
Race Features
Class Features
Traits
Feats
Equipment
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.
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
AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Masterwork Leather
BAB: 1
Init: +1 = Dexterity: +1
Attacks
Skills
Race Features
Class Features
Traits
EquipmentMasterwork Leather, Masterwork Scimitar, Masterwork Sling
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.
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
AC: 16 = Base: (+10); Dexterity: (+2); Armor: (+4) Hide
BAB: 0
Init: +2 = Dexterity: +2
Attacks
Skills
Race Features
Class Features
Traits
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.*
Equipment
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;
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);
pick a race;
pick a campaign trait from the Hell's Rebels Player's Guide, but it will not have any mechanical effect;
pick a reason to protest from the Hell's Rebels Player's Guide;
set forth how you learned about the Aria Park demonstration (i.e., through word of mouth, from a handbill, from a poster, etc.);
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).
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.
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
AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+5) Scale Mail
BAB: 0
Init: -3 = Dexterity: +1; Misc: (-4) Deaf Curse
Attacks
Skills
Race Features
Class Features
Traits
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
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.
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
AC: 12 = Base: (+10); Dexterity: (+2)
BAB: 0
Init: +6 = Dexterity: +2; Misc: (+4) Improved Initiative
Attacks
Skills
Race FeaturesType (CRB 27): You are a humanoid with the human subtype.
Class FeaturesWeapon Proficiency: You are proficient with all Simple weapons.
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.
EquipmentShortspear, Light crossbow, Dagger, 10 x Bolts, crossbow, Backpack, Waterskin, 5 x Rations, trail (per day), Bedroll, Cold-weather outfit
option 1 preferred, but I don't really mind.
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
AC: 15 = Base: (+10); Dexterity: (+2); Natural Armor: (+1) Familiar (Armadillo); Size: (+1) Small; Dodge: (+1) Dodge
BAB: 0
Init: +4 = Dexterity: +2; Trait: (+2) Excitable
Attacks Melee
Skills Acrobatics: 2 = +2 DEX
Race Features
Class Features
Traits
Feats
Equipment
Spells Wizard (Spellbook)
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