Activation Cube

Revolving Door Alternate's page

1,060 posts. Alias of Kydeem de'Morcaine.


About Revolving Door Alternate

Blackwing, "Hmmm. I am torn between indignant outrage and giddy anticipation."
Vaaruuvisus, "No, I won't sit on your shoulder and pretend that I am your familiar."
Blackwing, "Outrage it is, then!"

point buy:

18 cost 17
17 cost 13
16 cost 10
15 cost 07
14 cost 05
13 cost 03
12 cost 02
11 cost 01
10 cost 00
09 cost -1
08 cost -2
07 cost -4

20 point arrays:

18, 18, 8, 7, 7, 7
18, 16, 14, 7, 7, 7
18, 17, 12, 7, 7, 7
18, 14, 12, 12, 8, 7
18, 14, 12, 10, 10, 7
18, 14, 12, 10, 8, 8
18, 14, 10, 10, 10, 8

17, 16, 14, 10, 7, 7
17, 14, 12, 12, 10, 8

16, 16, 16, 8, 7, 7
16, 16, 12, 12, 10, 7
16, 16, 12, 10, 10, 8
16, 14, 14, 12, 12, 7
16, 14, 14, 12, 10, 8
16, 14, 14, 10, 10, 10
16, 12, 12, 12, 12, 12

14, 14, 14, 14, 12, 8
14, 14, 14, 14, 10, 10

books available:

Core Rule Book
Game Mastery Guide
Bestiary 1, 2, 3, 4
Advanced Players Guide
Advance Class Guide
Advanced Race Guide
Ultimate Magic
Ultimate Combat
Ultimate Campaign
Ultimate Equipment
Unchained
Inner Sea World Guide
Inner Sea Magic
Adventurer's Armory
Animal Archive
Alchemy Manual
Blood of Angels
Blood of Fiends
Familiar Folio

build questions:

1) What are the house rules restrictions from the GM/group? This is a big one that people almost never tell me.
2) What is your primary combat role? Do you want to kill/incapacitate the bad guys (hammer)? Do you want to interfere with what the bad guys can do (anvil)? Do you want to assist you allies (arm)?
3) What is your secondary combat role when the primary doesn’t work or isn’t applicable? I always recommend someone have a secondary role, but some people don’t want that. They will only maybe take a second method of fulfilling the primary role.
4) What is your primary non-combat role? Scout, face, lie detector, fact guy, tracking, etc…
5) What is your secondary non-combat role? I always recommend someone have a secondary role, but some people don’t want that.
6) Any other build requirements? Do you have a particular hook or theme you want to base the build upon? Mounted combatant, archer, gish, undine, divine caster, illusion specialist, elven curved blade, dex based melee, acid spells, martial only, etc…
7) Any other build restrictions? Don’t want human, no spellbook caster, not low skills, not a pet class, not charisma casting stat, not primary caster, etc…
8) Do you already have a backstory, history, or personality that you want me to try and match with the build?

items to consider buying:

* Adventurer's Chronicle 50gp - Numerous volumes and editions of the Adventurer's Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same.
* First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand.
* Vial of Acid and Alchemical Ice - Focus for +1 damage to Acid Splash and Ray of Frost
* Spellguard Bracers 5k gp - Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat. The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.
* Spring load wrist sheaths
* Skeleton Key 85 gp - Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.
* Mirror 10 gp -
* Periscope 20 gp - This 2-foot-long metal tube has right angles at each end with mirrors inside; if you look in one end, you can see out the other end, allowing you safely peer over obstacles, around corners, or into small spaces your head wouldn't fit. When using a periscope, the end of the tube counts as a Diminutive object, making it much less likely an observed creature notices you; if you have total concealment from the creature except for the end of the periscope, use the tube's Diminutive size modifier for your Stealth instead of your own size modifier. Distortion from the mirrors gives you a –4 penalty on Perception checks while looking through the periscope. Though the tube is fairly sturdy (hardness 5, 2 hit points), the mirrors inside are fragile (hardness 1, 1 hit point), and any damage that gets through the tube's hardness applies to the tube and the mirrors.
* Earplugs 3 cp - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing but also cause a –5 penalty on hearing-based Perception checks.
* Gloves of Reconnaissance 2k gp - Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
* Adamantine Wire Saw 150 gp - This flexible saw consists of an abrasive wire hooked to two metal rings. By feeding the wire around a deadbolt or small door bar, you can use the rings to quietly saw through the obstruction. The saw takes 10 minutes to cut through a 2-inch piece of wood or a 1-inch iron bar. A wire saw can cut through items with hardness 10 or less. After five uses, the abrasive wire is worn smooth and must be replaced (costing 25 gp). Adamantine Wire Saw: This works twice as fast as a normal saw when cutting materials with hardness 10 or less, or at normal speed when cutting materials with hardness 11–20. Replacing an adamantine wire saw's wire costs 145 gp.
* Boots of the Cat 1k gp - These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
* Scroll of Residual Tracking 25 gp - ranger 1, By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.
* Mask of Stony Demeanor 500 gp - When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a –5 penalty on Bluff checks made to pass a hidden message.
* Unfettered Shirt 10k gp - This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer's movement. Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes.
* Crowbar ?
* Portable Ram ?
* Determination armor enhancement 30k gp - A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.
* Hosteling armor enhancement 7.5k gp - A suit of armor or shield with this special ability hides living animals within its iconography to keep it safe. The wearer can speak a command word to magically store an animal to which he is bonded, such as an animal companion, a familiar, or mount. The stored animal appears as a symbol emblazoned upon the armor or shield, either one that mimics the appearance of the animal or that is more symbolic and abstract.
While stored, the animal is sleeping and provides the wearer no benefit (such as a familiar's skill bonus). The size of animal that can be stored depends on the type of armor or shield. A suit of light armor, medium armor, or a light shield or heavy shield can store one animal up to the wearer's size. A suit of heavy armor or a tower shield can store one animal up to one size category larger than the wearer. A second command word releases the stored animal from the hosteling armor or shield. A released animal immediately awakens, appears in a space adjacent to the wearer, and can take actions on the round it appears.
Because the stored animal is sleeping rather than in suspended animation (or even hibernating), it ages and gets hungry at the normal rate while stored. A hosteling armor or shield automatically releases a stored animal 24 hours after it was stored inside.
This armor special ability still works on bonded magical beasts that were once animals, but not outsiders, oozes, or other exotic companion creatures.
* Buoyant Balloon 10 gp - This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.
* Jingasa of the Fortunate Soldier 5k gp - This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
* Sleeves of Many Garments 200 gp - These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
* Pathfinder Pouch ? gp - ?
* Clearear 15 gp - Gives a +2 to perception and all knowledge skills for something like 6 hours, with the down side that it gives a -2 to CHA skills.
* Pyxes of Redirected Focus 1k gp - This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared burning hands domain spell to true strike. The pyxes has no effect on creatures with no domain spells or only one domain.
* Channel Foci ? gp - ?
* potion of reduce person (or scroll) - ?
* Discovery Torch - ?

new player builds:

hero point two-handed fighter:
Str 18(16+2), Dex 12, Con 14, Wis 10, Int 14, Cha 8 (sounds like we will already have 3 other 'face characters and while will saves hurts ain't great, I should usually have a +4 or reroll to any really dangerous will saves)
Human
Alternate race trait – Heroic (more hero points)
Neutral Neutral
Fighter (Unbreakable, Two_handed Fighter, or Lore Warden
Traits: Classically Schooled (spellcraft to know which attack spells are worth a hero point to save against), Eyes and Ears of the City (perception as a class skill)

1 Hero’s Fortune (can have more hero points)
1 ftr bonus power attack
2 ftr bonus exotic weapon prof: testubo (or flying blade)
3 Blood of Hero’s (gain more hero points at level advance)
4 str +1
4 ftr bonus weapon focus
5 Luck of Hero’s (might not lose the hero point when used)
6 ftr bonus weapon spec
7 improved overrun
8 str +1
8 ftr bonus improved critical
9 lunge
10 ftr bonus greater overrun
11 ?
12 str +1
12 ftr bonus ?
13 siege engineer
14 ftr bonus siege commander
15 siege gunner
16 str +1
16 ftr bonus master siege engineer
hero point thw ftr discussion

hero point witch:
20 Point Buy
Str 7, Dex 14, Con 16, Wis 7, Int 20(18+2), Cha 7 {{ No I probably won’t really dump that much, but I’m trying to see if it would be a problem if I did. }}
Human
Alternate race trait – Heroic (more hero points)
Chaotic Good
Beast-Bonded Witch
Familiar Compsognathus
Patron Vengeance

1 Hero’s Fortune (can have more hero points)
1 witch Evil Eye
2 witch Cackle
3 Blood of Hero’s (gain more hero points at level advance)
4 int +1
4 witch enhanced familiar
5 Luck of Hero’s
6 witch Misfortune
7 Improved Familiar (Celestial Compsognathus) - maybe extra hex instead
8 int +1
8 witch familiar form
9 feat Accursed Hex (can try to affect them again)
10 witch twin soul
11 feat Extra Hex - Hoarfrost
12 int +1
12 witch Beast Eye
13 feat Split Hex
14 witch major Agony
15 feat Extra Hex - Prehensile Hair
16 int +1
16 witch major Waxen Image
hero point witch discussion

eldritch lore wardenfighter:
Human
Lore Warden (I will work on another later to use with the savage warrior archtype)
Str 18(16+2), Dex 12, Con 12, Int 12 Wis 7 Cha 14
Alternate racial trait: Focus Study
Traits: dangerously curious and {is there one that gives perception as class skill?}

1 human bonus Skill Focus: Know Nature, Iron Will, and ftr bonus Power Attack
2 ftr bonus Weapon Focus: Lucerne Hammer
3 Eldritch Heritage: Storm Born (frost property to weapon)
4 Cha+1 and ftr bonus Weapon Specialization: Lucerne Hammer
5 Eldritch Heritage: Fey (laughing touch hopefully soon have conductive weapon)
6 ftr bonus Furious Focus
7 Improved Iron Will
8 Cha+1, Human bonus Skill Focus: Perception, and ftr bonus Blind Fight
9 Eldritch heritage: Accursed (horrific visage)
10 ftr bonus Improved Critical: Lucerne Hammer
11 Improved Eldritch Heritage: Fey (fleeting glance – greater invis)
12 Cha+1 and ftr bonus Vital Strike
13 Improved Eldritch Heritage: Stormborn (resist elec & sonic OR lightning bolt)
14 ftr bonus Improved Vital Strike
15 Improved Eldritch Heritage: Accursed (dread gaze)
16 Cha+1, human bonus Skill Focus: UMD, ftr bonus Greater Vital Strike
17 Greater Eldritch Heritage: Stormborn (ride the lightning)
18 ftr bonus Devastating Strike
19 greater Eldritch Heritage: Accursed (dream walking OR + sv vs cold, fire, fear, & sleep)
20 ftr bonus Impaling Critical
eldritch lore warden discussion

versatile channel cleric:
Aasimar
Alternate racial traits: considering deathless spirit (resistance 5 vs negative energy and +2 save vs necromancy) or exalted resistance SR=5+level vs evil descriptor or cast by evil outsiders
Str: 8, Dex: 10, Con: 12, Int: 12, Wis: 16(14+2), Cha: 19(17+2)
Cleric (maybe the cloistered or theologian archtype)
Pharasma
Domains death and repose (although resurrection and thought seem kinda worthwhile)
Channel negative energy and either the death or fate variant channeling ability
PFS Faction Silver Crusade
Trait: Beneficent Touch (healing reroll 1’s) and Birthmark (DF and +2 save vs charm and compulsion)

1 feat: selective channel
2
3 feat: versatile channeler
4 charisma +1
5 feat: channel force (push/pull single target 5’ for each 2d6 of damage)
6
7 feat: improved channel force (30’ cone or 60 line)
8 charisma +1
9 improved channel (+2 DC) OR feat: quick channel
10
11 feat: greater channel force (30’ burst)
versatile channel cleric discussion

afflicted by magic:
Ok, so I thinking cross blooded sorcerer. With the Aberrant and Destined bloodlines. The 1st and 3rd abilities from destined and the 9th and 15th ability from aberrant
Human for some extra spells and skill points (the rest of the character should be odd enough to not get bored with vanilla human).
Str 7, Dex 12, Con 14, Int 12, Wis 8, Cha 20(18+2)

Spells Known Selection – Going for thematic or spells I’ve not seen used much. Haven’t narrowed down the selection or picked the order of learning yet. Will definitely have at least 1 defensive and 1 offensive spell of each level.

0 - dancing lights, ghost sound, haunted fey aspect
1 - air bubble, detect secret doors, ear piercing scream, memory lapse, polypurpose panacea, shock shield, stumble gap, touch of gracelessness, vanish
2 - animal aspect, burning gaze, dust of twilight, glide, hideous laughter, mad hallucination, skin send, spectral hand (or may just buy a wand of this), spontaneous immolation, touch of idiocy, unnatural lust
3 - ablative barrier, arcane sight, eruptive pustules, hostile levitation, mad monkeys, shifting sands, wind wall
Feats
01 - skill focus, know (dungeoneering or nature) and bouncing spell
03 - eldritch heritage (arcane familiar scorpion +4 init)
05 - eldritch heritage (deep earth OR verdant)
07 - piercing spell OR leadership (not sure what but some bizarre aberration cohort)
09 - improved familiar (maybe homonuculous)
11 - improved eldritch heritage (arcane)
13 - improved eldritch heritage (deep earth OR verdant)
aflicted by magic discussion

biosuit summoner:
Synthesist Summoner using the eidolon as a biosuit so he can dump all the physical stats and pump all the mental stats. Then function as a primary caster and either secondary melee or secondary missile fire.
With a 20 point buy you could go as extreme as 18, 16, 14, 7, 7, 7 before racial modifiers. At first level level, he could have physical stats of Str 18, Dex 12, and Con 13 with 13 hitpoints (7 from the eidolon) which isn’t bad for a secondary combatant.
The eidolon would then be mostly just defensive and physical ability increases.
Summoner doesn’t have all that many spells each day, but probably would not need to use as many defensive buffs as usual.
Minor fights just operate in secondary martial mode.
Significant fight use maybe a single spell then go into the secondary martial mode.
Major fight you could nova your remaining spells as a primary caster.
Though it by no means has the best offensive spells in the game, the summoner does have a few of the most popular ones. For example: grease, the pit line, glitterdust, black tentacles, etc…
If those don’t seem sufficient, you could use a Samsaran with the mystic past life to cherry pick the best arcane attack spell of each of the first 5 levels.
Well, that's kinda what I'm thinking. The bio-suit makes it so you don't have nearly as much need for things like toughness, dodge, improved initiative. So you have the build space for things like improved spell focus, bouncing spell, and/or persistent spell.
---------------------------------------------------------
Ok, if I were to go Samsaran with Mystic Past Life (with the max 18 charisma) I would be able to add any 5 arcane spells to my allowed list to be learned.
What do you think would be the very best ones to learn?
Not absolutely required, but if they have a save, it would be better if they are the same school to get the most out of Spell Focus.
Hmm... Or should I be going for no save spells like magic missile and acid arrow?
Some of the ones that come to my mind are:
1
Magic missile (evoc) – basic boring attack spell
Ear piercing scream (sorc) – evoc, damage target and stun, fort save half and no stun
Vanish (sorc) - illus, rnd/level, invis
2
Create treasure map (sorc) – div, find treasure of dead foe
Versatile weapon (bard) – trans, bypass DR
3
Malicious spite (bard) – ench, day/level, make someone work against another, will neg, probably not worth a known spell, but it could sure be fun sometimes
Force punch (sorc) – evoc, force damage and push back if fail fort save, try to get out of melee
4
Echolocation (bard) – trans blind sight 40’, 10 min/level
Dragon’s breathe (sorc) – evoc, line or cone d6/level elemental damage, reflex half
biosuit summoner discussion

small summoner:
Race: Halfling with the Outrider alternate racial trait replacing surefooted (+2 bonus on Handle Animal and Ride checks)
Ability Scores: Str 5(7-2), Dex 16(14+2), Con 14, Int 12, Wis 12, Cha 16
Class/Archtype: Summoner/Evolutionist
Alignment: Neutral Neutral
Faction: Grand Lodge
Traits: GL-Obervant (perception +1 and class skill) and either history of heresy (+1 save vs divine spells) or gifted adept (+1 caster level for 1 spell maybe haste)
Favored class bonus will always be the +1 skill point for the edilon
Feats:
1 spell focus conjuration
3 augment summoning
5 defending eidolon
7 superior summoning
9 combat casting
11 uncanny concentration
small summoner discussion

wayang evol summoner:
Wayang
Neutral Neutral
Summoner
Evolutionist
S 7, Dex 16(14+2), Con 14, Int 14(12+2) Wis 10(12-2), Cha 16
Small:
+1 armor class and attack rolls
-1 CMB and CMD
+4 stealth size bonus
Move 20’
Darkvision
+2 percption and stealth race bonus
Shadow magic: (unless take dissolution’s child)
+1 DC shadow spells
Ghost sound, pass without trace, and ventriloquism 1 each day
Faction Shadow Lodge (duh)
Traits: fortified
and ? (wasn’t there one that made stealth a class skill)

Feats:
1 spell focus conjuration
3 augment summoning
5 superior summoning
7 summoner’s call
9 greater spell focus conjuration
11 improved share spells
wayang evol summoner discussion

wayang shadow wiz:
Wayang
Neutral Neutral
Wizard (unsure on bonded object or familiar since I like both)
Shadow school
S 7, Dex 16(14+2), Con 14, Int 18(16+2) Wis 10(12-2), Cha 12
or Dissolution’s Child racial trait and S 10, Dex 14(12+2), Con 14, Int 20(18+2) Wis 8(10-2), Cha 7
Small:
+1 armor class and attack rolls
-1 CMB and CMD
+4 stealth size bonus
Move 20’
Darkvision
+2 percption and stealth race bonus
Shadow magic: (unless take dissolution’s child)
+1 DC shadow spells
Ghost sound, pass without trace, and ventriloquism 1 each day
Faction Shadow Lodge (duh)
Traits: fortified, shadow diplomat, or watchdog
and ?

Feats:
1 spell focus illusion
3 combat casting or shadowy dash
5 fast study and persistent spell (maybe bouncing?)
7 greater spell focus illusion
9 spell penetration
10 arcane blast (maybe spell specialization?)
11 greater spell penetration
wayang shadow wiz discussion

sunder expert:
Human (I really prefer Half-Orc for this concept but I also really like having both feats at first level)
Alternat race traits: ?Any good ones for this nebulous build?
Faction: don't know yet, maybe Sczarni
Str: 20 (18+2), Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 8
Traits:
Bad Reputation, Sczarni (+2 intimidate)
History of Heresy (+1 save vs divine spells)
Barbarian, archtype ?!? or none

1 feats: power attack & improved sunder
2 rage power: ?
3 feat: improved bull rush
4 rage power: ?
5 feat: weapon focus: earthbreaker
6 rage power: ?
7 feat: greater sunder
8 rage power: ?
9 feat: greater bull rush
10 rage power: ?
11 feat: ?
sunder expert discussion

CRB cleric dip then barbarian:
Nebdel Melfcane
Male Half-Elf Cleric 1 of Desna
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash -1 (1d4+3/×2) and
. . dagger +3 (1d4+3/19-20/×2) and
. . morningstar +3 (1d8+3/×2)
Ranged sling +2 (1d4+3/×2)
Special Attacks agile feet, channel energy, touch of chaos
Spell-Like Abilities
. . 4/day—touch of chaos
Cleric Spells Prepared (CL 1st; concentration +2):
1st (2/day)—longstrider, hide from undead (DC 12), protection from evil
0 (at will)—stabilize, detect magic, light
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +0; CMB +3; CMD 15
Feats Improved Initiative, Skill Focus (Perception)
Story Feat vengeance
Traits indomitable faith, magical knack
Drawback paranoid
Skills Knowledge (local) +2, Knowledge (religion) +5, Perception +6, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ aura, domains (chaos, travel), elf blood, spontaneous casting
Combat Gear Acid; Other Gear Hide armor, Heavy wooden shield, Dagger, Morningstar, Sling, Backpack (8 @ 13.5 lbs), Bedroll, Belt pouch (6 @ 3.32 lbs), Fishhook, Flint and steel, Holy symbol, wooden (Desna), Signal whistle, Soap, Spell component pouch, Trail rations (3), Waterskin, Whetstone, 1 PP, 4 GP, 4 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/1
Agile Feet (4/day) (Su) - 0/4
Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) - 0/1
Dagger - 0/1
Touch of Chaos (4/day) (Sp) - 0/4
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Agile Feet (4/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (4/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Nebdel probably didn't start off as a good looking man. Now he's much worse. The many scars on the red haired half elf and his barely leashed anger tend to put people off. But well card for equipment is always ready to hand as he peers around for the next attempt of fate to deal him low.

"What? Yes of course I'm trying to help the people of Falcon's Hollow. Why wouldn't I."
"But I'll be honest, I'm really not much of a healer and didn't know about the problem before I got here. I'm really trying to find my brother Robelar. Well really my half brother." He mutters to himself"Even though I get the taunts, he's the real bastard."
Incredulously, "Missing my family!" With a sneer he hisses, "Well I guess you could say that. Missing the opportunity to end him! I've missed him several times you see. But he managed to flee town before I caught him."
"What happpened? I'll tell you what happened. See there where 2 half brothers in the little town of Liberthane in the River Kingdoms. One the widow had out of wedlock late in her life. Obviously, he would inherit nothing. The only thing to do with him was give him to the church. Oddly enough, the child wasn't too bitter about that. As he got older he actually understood that was the best she could manage for him. And the church was a peaceful place where people mostly left him alone and just forgot about him. The taunting children wouldn't follow him into the church so it was a relief of sorts."
"But see, there was still the first legitimate son. Even though he would inherit his father's business and everything else, he still couldn't get past that is mother had born a half-breed. He did everything he could to make their lives miserable."
"Then one day, he just couldn't take it anymore. Some unknown 'friends' had gavin him some drugs. When he found that the mother was visiting her second son in the church the he had the drugs added to their lunch. When both were delirious he snuck in to kill them both and make it look like a drunken brawl gone bad. After the proper son slashed his own mother's throat, he tried to do the same with his half brother."
"But the other wasn't quite as helpless he was a big young man and the drugs had not affected him as much and he's strong as a bear. They struggled over the blade. The noise of their crashing around brought others. And the legitimate son fled in fear."
"The greedy priest of the small church saw an opportunity. Since no one wanted to see the bastard inherit and there was the 'question' of drugs. It was decided that the second son was at least partially to blame. After all what can be expected of an uncivilized half-breed like that. He was thrown out of the church. In sorrow, the church took possesion of all that the family had."
"I really don't care about that though. I knew nothing about the carravan business and had never really been meant to sit in a corrupt little church moldering away the years."
"Fate has it in for me and a body can't trust no one but himself. If the priest thought I was uncivilized before, he should see me now. But Robelar will not get away with what he did. In some of his notes he mentioned the 'friends in Darkmoon' who had given him the drugs. Plus he fled town in this general direction. So I came to the area for a pleasant old family reunion. I mean to meet out punishment to my dear brother for our mother's cruel murder."

Currently intending Barbarain for all further levels.
Feats and rage powers:
2 superstition
3 power attack
4 no escape, +1 str
5 improved bull rush

CRB barbarian discussion