Smaar Janderfut

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Organized Play Member. 166 posts (9,300 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 37 aliases.


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Male Human

Also still here, there isn't much to say when acting out as a bodyguard.


Also looking forward to it.


Here's my submission, Ewan, the Lore Warden/Learned Duelist Fighter, waiting on making an alias if I make the cut. When I read the first adventure though my mind immediately went to the videogame: Return of the Obra Dinn.

As to my experience on and off PbP. On PbP, I've had a lot of different characters I've liked, played in several campaigns, alas most of them bled to death, so the only one that was truly played to its end was a Falcon's Hollow campaign with a great group of players. Started somewhere late 2012, early 2013 on these forums, with a few years in between for a break.

Realtime, I've played and DM-ed several campaigns of Pathfinder, Mage the Awakening, World of Darkness and Pendragon, starting around 2011 or so. I've had a close group of friends at university to get me started and with whom I still play on and off for one-shots.

Ewan:

Male Human Fighter (Lore Warden/Learned Duelist
TN Medium Humanoid (Human)
Init +4; Senses: Perception +0,

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DEFENSE
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AC 19, touch 15, flat-footed 14 . . (+4 Dex +4 Armor +1 Dodge)
HP 12 (10+1+1)
Fort +4, Ref +4, Will +0

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OFFENSE
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mwrk Rapier +8, 1d6 (18/20)

Speed 30 ft. (Light Armour)
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STATISTICS
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Str 10, Dex 18(16+2), Con 12, Int 14 , Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 16 (10 +0 Str +2 BAB +4 Dex)(+1 vs Disarm and Grapple)
Feats: Weapon Finesse, Weapon Focus (Rapier).
Traits:
Magical Talent: Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based. → Mage Hand

Cautious Warrior: Benefit(s): You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Drawback:

Self-doubting: Effect The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.

Skills: Acrobatics 2 ranks (+6), Linguistics 2 ranks (+7), Knowledge Nature 2 ranks (+7), Knowledge Dungeoneering 2 ranks (+6), Profession Purser 2 rank (+5), Survival 1 rank (+4), Swim 1 rank (+4), Knowledge Engineering 2 rank (+7), Knowledge Arcana 2 ranks (+7)
Languages: Common,
Combat Gear: mwrk Rapier, mwrk Chain Shirt
Other Gear: 10sheets of Paper (4gp), 3x inkpen (3sp), 2 inkwells one ¼ full(16gp), 2x Journal book (One filled up (named Silent Stride) and one relatively unwritten)(20gp), Book of Puzzles (50gp) mwrk Backpack (50gp) Compass (10gp), Scrivener's Kit (2gp), Fighter's Kit (Without the Iron Pot and only two torches)(9 gp)
Encumbrance: lbs; Light Load (53lbs), (Light Load up to 76lbs, Medium up to 153lbs, Heavy up to 230)
Money Left:
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SPECIAL ABILITIES

FCB: +1 HP, +1 Skill +1 to CMD vs Grapple and Disarm

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Racial Traits

Feat and Skill Racial Traits

Class Abilities

Scholastic (Ex)
A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.
This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.
Skill Over Strength (Ex)
At 2nd level, a lore warden qualifies for feats and other abilities as though she had the Combat Expertise feat.
At 6th level, she gains Combat Expertise as a bonus feat, even if she would not normally qualify for the feat. If she already has Combat Expertise, she instead gains any one combat feat that includes Combat Expertise as a prerequisite (and for which she otherwise qualifies).
At 10th level, she can treat her base attack bonus as though it were 2 higher for the purpose of calculating the effects of Combat Expertise.
This ability replaces bravery and the fighter bonus feat gained at 2nd level.

Duelist Stance (Ex)
At 1st level, a Learned duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a maximum of +5 at 20th level.
This ability replaces the fighter’s 1st-level bonus feat.

Background:
Ewan has aspired to become a mage or wizard, wanting to be able to study in the famed academy of the Black Tower and be granted access to the wizard's guild: The Sagacious Masters of the Eldritch Nexus. An high honour to be sure. It is something Ewan and his parents, Linus and Keera, have worked towards all of his life.

Ewan had always been a promising student, achieving good grades and praise from his teachers for his letters, numbers and able to grasp many a subject like geography, engineering and botany. As a son of two scribes, these talents were not too surprising. Even basic wizardry he grasped pretty quickly. Alas, Ewan was born with a bad case of stuttering that pops up when he feels under pressure or stressed. What happens to be, in his case, almost every moment as his stutter has made him very aware of himself.

During his entrance test, Ewan passed the initial tests to separate the wheat from the chaff, the good from the average. He could have made one of the best students of his year, though when the basic spell trial was held, to demonstrate the initial grasp of easy to use spells. Ewan easily picked up the words and gestures, but knowing and pronouncing the words were two very different things. A simple attack spell fizzled, a message spell came in like almost a different language, A light spell didn't produce even the faintest of candle light.

Ever since, in his eyes, this failure, Ewan had after a year or two, taken his study to be more economically focused. Working as an accountant first and then eventually wanting to leave Languard and Ashlar behind him for a while. He had chosen to work as an apprentice purser upon several merchant vessels that had docked in Languard and were sea-bound shortly thereafter.
It is on such a vessel, The Silent Stride, he met a new tutor: Lyria, an auburn-haired woman in her late thirties with a quick mind and an even quicker blade. She taught him a version of light-footed swordplay that was more fitting on the ever-moving and ever-shifting deck of a ship. It has helped him through several difficult challenges like a pirate attack, fellow new crewmembers thinking him easy to bully due to his soft-spoken mannerisms, even helping him sometimes get over his stutter.

It is now after several years that Ewan finds himself back in the port of Languard, having just completed his most recent trip.

Personality:
Ewan is a soft-spoken individual, not necessarily unsocial or quiet, but trying to be careful in speaking his mind before he knows what to say. His stutter isn't helping him in that regard as it hinders him in social gatherings. He's actually quite social when he lets new people inside his inner circle.

He is quite self-aware of himself and what he's able to and what he can't do. New things and situations do give him trouble though, as he's unfamiliar as to what to do.
Violence isn't his first resort, if he can avoid a fight he will try to, though if cornered, he's quite a difficult opponent to beat, even if he might not look like it.
During combat one could hear him mutter to himself the steps, parries and observations he makes. It keeps his mind focused and even drowns out his stutter in the heat of the moment.

Lyria has called Ewan, 'Little Inkhand' as a nickname for him, due to most of the time he could be found with his nose in the ledgers and books. She has been the only one who has called him that.

Ewan's training session:

Ewan was going through the motions of the previous sessions, practising the motions, the steps, the bladework. Lyria was sitting on a barrel of salted fish looking at her new pupil, sharpening her own blade again.

Step out, dodge, lean sideways, parry, parry, lunge His thoughts raced through his mind.

”You're doing well enough for only having three lessons so far.” His auburn-haired mentor called out from her perch.
”Tha' what you call a sailor?!” a shout came from the other side of the deck. ”Tha boy can't even speak proper, let alone beat a man in a fight.”

Lyria pointed her blade towards the black-bearded man and leered over her blade. ”Ah so you think you could best me is that it?” The man quickly held up his hands shaking his head. ”Meant no disrespec' to yus, Lyria. Tha boy is a liability though.”

Ewan had stopped practising for a moment as the shouts kept him unfocused.
”I c-ca-can f-fight if I h-h-have to. My s-s-peech h-has nothing to do w-with it.” Ewan's face became red from being the sudden focus of the attention and also from a little anger welling up.

Lyria jumped off from her seat at the barrel, still pointing at the bearded man. ”If it is proper fighting they want to see and proper words let's give em that. Ewan? Just follow my lead. Speak your mind as you go through the motions. Follow the steps and let your voice guide you.”

She stood next to him and the pair of tutor en pupil followed the same set. The words becoming louder and louder as they both shouted the moves.
”St-step ou-out. D-d-dodge. Wait for the f-fol-follow-up. P-parry. Str-Strike. St-trike. L-lunge. P-parry! Dodge. S-sidestep! Dodge! Step out! Step in! Strike! Strike! PARRY!”

Appearance


I still need to read up on the game play but as far as crunch is concerned I am either looking toward a swashbuckling accountant who has been making voyages on a ship. Fighter (Learned Duelist/Lorewarden) could have been a great student of magic, were it not for his stutter.
He has learned swordplay, but isn't overtly confident in it. Speaking up what he needs to everytime to remind himself.

Other idea is a virtuos bravo paladin of the merchant guild


Here is Scyllaes's background, her appearance will be that of a four-lined snake. I've added a bit of personality in the background.

Scyllaes's Background:

Scyllaes was brought up from an egg by a young boy named Anton. The boy aspired to be a ranger and hunter in the surrounding Darkmoon Vale. Though Anton's family was poor and couldn't afford a trained dog, cat or raptor, so Anton's father Edmund (a lumberjack in employ of the Consortium) stole a few eggs out of a snake's nest.

Eventually Scyllaes's hatched as the only one from the stolen eggs.
Being brought up as a favoured pet by Anton and his family, meant quite some perks. Free reign to hunt mice in the house, a warm and comfortable nest, a lot of attention from Anton and a purpose in life.

Unfortunately, things did not last. As Scyllaes's and Anton were hunting for small game in the woods, the duo found a bear cub, it's mother died of her wounds in a bear trap. Anton never doubted to take it with them, though Scyllaes's instincts went haywire. This could be a rival, this could be a rival. The thought or instinct never left her mind.

It turned out to be true. Anton took more notice for the caring and training of the cub, instead of Scyllaes. Eventually Anton took both of them hunting and left Scyllaes behind when they caught their prey. Exiling Scyllaes to the Darkmoon Vale woods from whence she came.

Scyllaes's training had put her somewhat above the intelligence of other snakes and animals in the woods. Easily able to hunt and maneuver around than most of her peers.
Though it has always gnawed at her, the feeling she was only second best, not enough for Anton, discarded as soon as he found a better replacement. It has haunted her and set her mind on proving that she's not to be trifled with. If she could get payback on Anton, that would also be nice. But for now, it's surviving on her own.


dot for interest, I would need to read up on the gameplay to see what the world is about up till now, to actually make an interesting character.

Seeing the current make-up of the party, I can imagine what could fill roles currently missing.

Initial idea, seeing the fiefdom and the region, would be a sailor type. Either a muscular pirate type or a more swashbuckling kind normally travelling on merchant ships.

Is there some information you can tell me/us in regards to the various organizations? Primarily for me about the Worshipful Company of Freetraders (merchant’s guild)?


Of course people would be interested. I myself have played in a few Kingmaker campaigns, though never able to finish one of them.

What are you envisioning for a possible run?


Scyllaes:

Female Noble Constrictor Snake (1 level Noble Constrictor)
LN Small Animal (Reptile, Noble Constrictor)
Init +4; Senses: Perception +11, Low-Light Vision 60 ft

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DEFENSE
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AC 15, touch 14, flat-footed 11 . . (+1 NA, +4 Dex)
HP 12 (8+3+1)
Fort +3, Ref +6, Will +3

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OFFENSE
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Bite: +4; 1d3+4

Speed: 20 ft, Climb: 20 feet, Swim: 20 ft
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STATISTICS
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Str 18 (14+2+2) , Dex 18 (14+2+2), Con 13, Int 11 (13-2) , Wis 16(14+2), Cha 7 (9-2)
Base Atk +0; CMB +4; CMD 18 (10 +3 Str +0 BAB +3 Dex)
Feats: Toughness
Traits:

Skills: Perception 1 rank (+11), Survival 1 rank (+7), acrobatics no ranks (+11), Stealth no ranks (+7)
Languages: Serpent, High Fauna
Combat Gear:
Other Gear:
Encumbrance: lbs; Light Load (53lbs), (Light Load up to 100lbs, Medium up to 200lbs, Heavy up to 330)
Money Left:
--------------------
SPECIAL ABILITIES
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Racial Traits

Ability Score Modifiers: +2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma.
Size: Small.
Base Speed: 20 feet, Climb: 20 feet, Swim: 20 ft.
Natural Weapons: bite (1d3).
Diminished Profile (Ex): A noble constrictor can pass through any space large enough for a creature three size categories smaller than itself.
Senses: Low-light vision (Ex).
Natural Talent Track: Skill Focus (Perception), Toughness.
Skills: +4 racial bonus on Perception and Stealth checks. +8 racial bonus on Acrobatics checks.
Family: Reptile.
Noble Animal Type: Noble constrictors have the noble animal type except where superseded by other species traits and features.

Class Abilities

At 1st, 3rd, and 6th levels your Strength score increases by 2. Your Dexterity score increases by 2 at 1st and 2nd levels. At 3rd and 4th levels your Constitution score increases by 2.
Natural Armor

At 1st level you gain a Natural Armor bonus of +1. This increases to +2 at 3rd level, and +3 at 5th level.

Are traits still an option? Else I think Scyllaes is done, apart from the background.


Okay I'm thinking a constrictor snake (Aesculapian snake or Four-lined Snake, eventually going Monk (perhaps Perfect Scholar archetype).

The idea is that she'll become a sort of wise one of the woods, sought out by those who seek answers. Though as all snakes are want to be, they're feared by those that are smaller than they are, and perhaps even by larger individuals. She will use said fear and awe to her advantage to scare off individuals that come seeking trivial answers.

Cold and calculating, she'll ponder the answers she gives others and will plot to set plans in motion she deems worthy or interesting.
Though if push comes to shove, her powerful body will be even more dangerous than her mind.

She's neither truly good nor evil, but will have her own agenda among the forest creatures. To be revered and in high standing is her aim.
She could be a discarded/ left for dead animal companion of a beginning druid/ranger, hence the feeling of inadequacy and need for reverence.


It seems like we're lacking a bit of a tank/damage dealer. I would take a constrictor snake then, to go into grapple focus. Probably taking monk.

Question GM, as this is core classes only, are archetypes and unchained versions of core classes permitted?


Typical ideas as such are a Thrush/Bard, Constrictor Snake/Monk, Boar/Barbarian or Squirrel/Ranger.

It would be nice to play a different kind of animal than the usual bears and big cats in my opinion.

I do have a question though, some noble animals are listed as setting their strength score to 2,3 or 4. I take it that a 20 point buy system is only applicable to the other ability scores then?


Dot for interest, there are so many possibilities here.
First idea would be a majestic deer, but I have so many different ideas for this. Would have to look up the Special species classes if they hold any inspiraton.


Let's see what we can get for a Kellid barbarian.

Roll 1: 3d6 + 6 ⇒ (6, 6, 2) + 6 = 20 so 18
Roll 2: 3d6 + 6 ⇒ (5, 6, 6) + 6 = 23 so 18 as well...
Roll 3: 3d6 + 6 ⇒ (4, 2, 6) + 6 = 18 so 16
Roll 4: 3d6 + 6 ⇒ (6, 3, 4) + 6 = 19 so 16
Roll 5: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18 so 17
Roll 6: 3d6 + 6 ⇒ (1, 4, 2) + 6 = 13 so 12

Holy Smokes! That's a great bunch of rolls.
I'll have a character up by this weekend.


I would say High Fantasy first and Heroic second.


I've had a barbarian(Titan Mauler) in a solo-run of WotR, he was a blast to play, had just got my first mythic rank when the GM couldn't maintain the campaign for IRL reasons.

His backstory and traits still fit the criteria of this interest check, so I would throw his hat in the ring as well.

Otherwise if the need for a paladin would arise, I've got a halfling paladin(divine hunter) with lucky halfling feat to share his tremendous saves with the the rest of the party.


Dot for interest


Dot for interest.


Heh, forgot the EitR feat rules, Borgan would take Cleave then on 1st level if he's picked as Power Attack is already assumed.

Well let's see who of the Thrune group gets picked.


If it's helping the human settlements cope, I'd reckon an Inquisitor/Warpriest of Avacyn from Gavony (White/Green) would work great or ranger/slayer from Kessig (Red/Green)


Okay, I think it was just too nice of an idea to not try to answer these questions as a “What if Borgan turned out good” scenario.
He turned to Shelyn after his past with his foster father, letting works of beauty like art and song lift his weary spirit. It is his coping mechanism of dealing with the past.

Hell's Rebels Questions, Borgan the Paladin of Shelyn:

1. What drove you against the current rulership of Kintargo?
Kintargo was supposed to be a city where there was more place for arts, theatre. People more able to express themselves away from the influence of the teachings and brutality of the enforcers of Asmodeus. It is why I came to this city myself. Better to stay accustomed to the evil you know, even when it is slightly lesser. Now? It seems like more of the same as the rest of Cheliax. Oppression and brutality. I will follow the law when it makes sense, these new laws do not.
2. What stops you from simply leaving for a better nation like Absalom, Andoran or Varisia?
I've had my fair share of captures and sentences, I know what happens with those who speak up or want the freedom to do so. My foster father drilled that into my head the hard way. I managed to break away where I could have run away or become like him. I wish for others to not to have to make that choice at all. I'll fight for them to have an opportunity.
3. A loved one has been captured. You were promised their safe return in exchange for betraying your comrades. What form will your betrayal take?
I managed to keep my mind under duress, but not everyone may manage the same. I would do anything to keep a loved one out of those conditions. Rescue attempt, kill them if they asked it of me and even give up information about the latest mission.
4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
Convince the two fine gentlemen that I'm just a carter working for the temple of Asmodeus and that my goods need to arrive in time. If that doesn't work I'll cross their hands with silver or gold if needed.
5. Someone you fancy has finally agreed on a day out on the town just you and them. However an important meeting in your organization is being held at the same time and you found out after the date was set. What do you do?
Try to reschedule the date to an earlier time. If she likes me enough, she won't mind. Though if we hit it off well enough, I might drop a question to see if she's also interested in the ideals of the organization itself.
6. Your lifes nemesis is at your mercy. But his close family nearby begs for his life. Do you spare him? Or is some other outcome more favorable?
My first nemesis is miles away, though I would reckon I've picked up a few more in Kintargo. I would spare him, let him see what righteousness can really be. Though I would send him off with a warning:” This is a mercy to your daughter. Not to you. If you waste this gift of mine, the next time we meet like this, there will be no-one that can vouch for you.”
7. Without describing their job, name, or appearance tell me who you're character is.
A man with deep emotional scars, trying to lift them from his own mind and keep others from experiencing the same. A protector with a troubled past.


Hell's Vengeance submission
I've made some adjustments as well, after mulling over my character, I already felt the need to tinker with it. I now have at least a name and a better background story in mind for him.
I don't see him as the completely blood-crazed hulking combatant anymore, but more of a calculated man, that uses pain to get what he wants, be it favours or pleasure.

His name is Bargon, he's an half-orc from Longacre itself. Growing up in a foster home under the supervision of a retired Maralictor there, punishment would be flaying with a 5-tailed lash. And Bargon would have had many a transgression to atone for, not at the very least atone for his parents sins and transgressions, according to the Maralictor.
Bargon could definitely have turned out differently if fate wanted it so. The coin of his personality could have fallen the other way around and he could have been a person that swears off the violent, torturous punishment he had gotten in his youth. Turning out as a Paladin/Scarseeker instead

I've updated the questions to fit my new view, the idea of pain-loving barbarian is still the same.

Questions:

1. What is your opinion of the Order of the Godclaws failure at Isger?
Hah, serves them right, their perverted tenets of righteousness through obedience, obedience through force serve hem only so far. The Godclaw lost because they thought they were righteous. The Iomedeans believe they are righteous because Iomedea grants them her blessing. That's why the Godclaw lost. They are weak because they don't have faith, only their five false idols.

Me? I've taken their lessons to heart (and body and mind). Obedience through punishment. There's one difference, I enjoy punishing the ones in my way.

2. Where do you see yourself in the high echelons of Cheliax's tangled web of government?
I am not so sure one such as myself immediately qualifies for such a thing. I am no lord or politician. Granting an hereditary title to one such as myself, seems out of the question, though if I would be made a Paracount or someone in charge of a fighting force, there's much I could put my mind to.

3. You have captured the loved one of a hero. What do you make them do in exchange for their safe return? Will you keep their word or feast on the tears of absolute sadness?
Safe return is such a broad term, heroes always seem to imply no harm is done, I'd rather think of it as returning them alive, I would never promise unharmed. What's the fun in that? Watching a so-called hero be thrown into a fighting pit to fight in a series of cruel adversaries for others amusement, I might be more merciful then. There is always obedience through punishment though. What if I have already broken the mind of their loved ones? Then the hero is merely a few steps away of working for me as well.

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
I'm not much of a talker, if I would have a cartload of contraband with me, I would make sure it is covered in something they would not want to touch. Manure from the stables off towards the fields, trash or refuse with sharp edges or dead bodies. Laugh at the guards if they still try search through and cut themselves on something sharp or pointy.

5. Someone powerful you fancy has invited you into their bedchambers. However there are many unpleasant rumors to the fate of their partners. What do you do?
Kinky, I like that. Naturally I would go. There's not much anyone could do to me that I don't already have scars for. If it's something new, well that means a new experience, a new scar and a good story to tell. I do have a high resistance to pain, so if she or he can't crack that, then I'm just bored.

6. Your lifes nemesis is at your mercy. Give me your villain speech.
"Well, sir... Seems finally the tables have turned.", the spiked chain rinkles heavily as it's released from my grasp. "You put up a good fight, even for an old man, your experience still shows. I'll give you credit for that. Are you ready for what's to come? What's that? You don't fear death? Aww, that's cute, whoever said anything about death, Maralictor?"

7. Without describing their job, name, or appearance tell me who your character is.
A lover of fights, collector of scars and dealer in pain. Some say pain is so close to pleasure, for him both terms are often the same thing.

Borgan stats:

Male Half-Orc Unchained Barbarian (Invulnerable Rager)
NE Medium Humanoid (Human)
Init +2; Senses: Perception +5,

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DEFENSE
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AC 16, touch 16, flat-footed 11 . . (+0 Armor, +2 Dex)
HP 15 (12+2+1)
Fort +4, Ref +2, Will +1

--------------------
OFFENSE
--------------------
Falchion: +5 2d4+4

Speed 40 ft. (Light Armour)
--------------------
STATISTICS
--------------------

Str 18 (16+2) , Dex 14, Con 14, Int 10 , Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17 (10 +4 Str +1 BAB +2 Dex)
Feats: Power Attack (-1,+2)
Traits: Vengeful (+1 damage vs one who has damaged you within the last 24 hours),

Local Tough: You were born and raised in the town of Longacre on the southwestern fringes of the Whisperwood, or at least have lived there long enough that you’re considered a native. You’ve never been one for the quiet life, and have been considered a miscreant and reprobate since you were a child. As an adult, you’ve made something of a name for yourself as a thug, enforcer, and petty thief in town, hiring yourself out to anybody who needs muscle in exchange for a few coins. In the course of such employment, you’ve worked with another local troublemaker named Cimri Staelish and have become friends. Cimri has recently gotten involved with some shadowy, though powerful, characters, and as Hell’s Vengeance begins, you and a group of other ne’erdo-wells have agreed to help Cimri burgle a tannery just outside town. With luck, this could be the start of bigger and better things than just working as hired muscle. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. In addition, you gain a +1 trait bonus on weapon damage rolls when you are flanking a foe with an ally.

Skills: Acrobatics 1 rank (+6), Climb 1 rank (+8), Perception (+5), Swim 1 rank (8)
Languages: Common/Chelaxian, Orcish
Combat Gear: Falchion, Studded Leather
Other Gear:
Encumbrance: lbs; Light Load, (Light Load up to 100lbs, Medium up to 200lbs)
Money Left: 5 gp
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits

Feat and Skill Racial Traits

Pain Tolerance: Some half-orcs have an increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the pain descriptor. This racial trait replaces intimidating and orc ferocity.

Weapon Familiarity: Proficient with greataxes and falchions, as well as weapons with orc in its name.

Darkvision: Half-Orcs see perfectly in the dark up to 60 feet.

Class Abilities

Movement + 10 feet

Rage 6 rounds/day


I believe it was the story of Liliana Vess breaking the Helvault, releasing Griselbrand and Avacyn.

But I'm glad it doesn't involve the Eldrazi.


I'd be game for something like that. Though I would like to know what time are we talking about? Around the events of the original Innistrad or during the Rise of Emrakul?


Although I don't have a name for my barbarian/pain taster yet, I think he'll be either a Kellid human or a half-orc from Kellid origin.

Still thinking for a better background for his youth, but he has lived his adult years the way of the mercenary. He had 4 followed the ways of Gorum, or at least the Kellids way of Gorum that his tribe maintained.

Rumors:
Sometimes the brute who lives for battle, blood and carnage, other times the meticulous planning and execution of a sadistic killer. What makes a man like him? What has given him his drive for pain?

Rumors aplenty. Some say he was tortured into madness, with glimpses of his normal self mixed in there. Though which part is the more sane then? The killer or the brute? The answer might be even more terrifying.

Others say he was already a sadist as a child. Or perhaps experimented on in his childhood by one of the gnomish inventors residing in Cheliax.

Perhaps something in his heritage that drives his love of pain? Demon-blood that can't be seen? Influenced by Zon-Kuthon himself?

Though one loon says he got the thirst for painbecause his first lover was a porcupine. No-one believes that though.


Hell's Vengeance submission
Initially thought up as a tiefling resembling This Character

But to be honest, I could envision him also an half-orc or burly human.
Starting as a barbarian following Zun-Kuthon in his way and would work up to a Pain Taster.

Questions:

1. What is your opinion of the Order of the Godclaws failure at Isger?
Their perverted tenets of law through force have been taken down a peg. They have zeal, I'll grant them that, but it only carries them so far. Now enjoyment of battle, pain and battlelust, the thrill of joining battle in his name, that's the drive I seek. Those Iomedeans know the power of that and winning that sword back makes 'em even more so aware. That could make them dangerous opponents, but also thrilling ones to face.

2. Where do you see yourself in the high echelons of Cheliax's tangled web of government?
The higher circles hmm? I am not so sure one such as myself immediately qualifies for such a thing. I am no lord or politician. Never have been or will be, though pressuring someone through force or fear, that is right up my alley. A strongarm or hitman to do dirty deeds for an upcoming noble? Count me in.

3. You have captured the loved one of a hero. What do you make them do in exchange for their safe return? Will you keep their word or feast on the tears of absolute sadness?
Safe return is such a broad term, heroes always seem to imply no harm is done, I'd rather think of it as returning them alive, I would never promise unharmed. What's the fun in that? Though watching a so-called hero be thrown into a fighting pit to fight in a series of cruel adversaries for others amusement, I might be more merciful then.

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
I'm not much of a talker, if I would have a cartload of contraband with me, I would make sure it is covered in something they would not want to touch. Manure from the stables off towards the fields, trash or refuse with sharp edges or dead bodies.

5. Someone powerful you fancy has invited you into their bedchambers. However there are many unpleasant rumors to the fate of their partners. What do you do?
Kinky, I like that. Naturally I would go. There's not much anyone could do to me that I don't already have scars for. If it's something new, well that means a new experience, a new scar and a good story to tell. Hah!

6. Your lifes nemesis is at your mercy. Give me your villain speech.
"So... Finally we got to this point huh?", the spiked chain rinkles heavily as it's released from my grasp. "You put up a good fight, but you lost, regardless of the power of your faith. What's that? You don't fear death? Aww, that's cute, whoever said anything about death?"

7. Without describing their job, name, or appearance tell me who your character is.
A lover of fights, collector of scars and dealer in pain. Some say pain is so close to pleasure, for him both terms are often the same thing.

Samples of roleplay:
Here are two samples of a few of my favourite chars I've played.
Burahl's trick is one of my greatest moments in roleplaying.
Mavor Asku
Burahl Narnec


Dotting for interest, I think I have a character in mind that might fit well with the Hell's Vengeance AP.

I'll mull over these questions.


After looking at the crunch, I would have to shift things around, whips aren't an option alas, unless picking up Exotic Weapon Proficiency.

Tiefling does give me more options to write up an interesting character arc. I have some ideas, but it may take some time to write.

For now, here's the initial idea.

Ocarona Rion:

TN Medium Tiefling (Native Outsider & Humanoid (Human)),
Transmuter (Enhancement) Wizard 1

Init +2; Senses ; Perception +0, Darkvision 60 feet
DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex, +0 armour)
hp 9 (6 + 0d6 + 3)
Fort +2, Ref +2, Will +1;
Defensive Abilities ;
cold resistance 5, electricity resistance 5, and fire resistance 5.

OFFENSE
Speed 30 ft.,
Melee Light Flail: + 4 (1d8+3/x2)
Ranged Light Crossbow: + 2 (1d8/x3)

STATISTICS
Str 16 (15+1) , Dex 15 (13+2), Con 14, Int 18 (16+2), Wis 10, Cha 8 (10-2);

Base Atk +0; CMB +7 ( +4 to Disarm when wielding the Light Flail) ; CMD 19 (BAB +0, Str +3+4 Int+2 Dex)

Feats: Arcane Discovery (Knowledge is Power (1st)
Skills: Linguistics 1 ranks (+8), Knowledge (Arcana) 1 ranks (+8), Knowledge (History) 1 ranks (+8), Spellcraft 1 ranks (+8), Appraise 1 ranks (+8), Knowledge (Local) 1 ranks (+8)
Languages: Common, Elven, Dwarven, Infernal, Abyssal, Celestial

Combat Gear: Light Flail (Heirloom weapon/Bonded Item), Light Crossbow with 20 bolts
Other Gear: spellbook, journal of her grandfather: professor Rion
Encumbrance: lbs; Light Load, (Light Load up to 76lbs, Medium up to 153lbs, heavy up to 230 lbs)
Carrying capacity: 15 lbs Light Load
Money Left: 28 gp

Traits:
Heirloom Weapon: Light Flail, proficiency with light flail, +2 to Disarm with weapon +1 bonus to attack
Riftwarden Orphan:
You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.
Special Abilities
Arcane School: Transmutation
Opposition schools: Necromancy & Enchantment
Physical Enhancement (Su) (+1 Str)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Arcane bond → Bonded Item: Grandfather (Professor) Rion's Light Flail
Racial Traits:
Base Speed 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Light from the Darkness: Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait. Source PZO9280
Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. Source PZO9280
Bullying: Tieflings are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces skilled. Source PZO9280

Favored Class Bonus (hp)
[spoiler=Spells:]
Level 0: Detect Magic, Mage Hand, Read Magic, Prestidigitation, Message
Level 1: Enlarge Person, Magic Weapon, Alter Winds, Shocking Grasp, Comprehend Languages, Mage Armor, Shield


Dotting for interest, I have played in a solo-game of Wrath of the Righteous before with a barbarian I really liked, sadly it stranded at around book 3. Seeing as how there are many more melee builds around, I might want to change into another character concept I haven't been able to try yet.

Concept is a transmuter (whip)wizard. Spells are a good thing to have, though what if you run out of them? She uses a whip to great effect to disarm or trip when her spells are not effective.

Likewise her later spells will include things that focus on certain combat maneuvers. Previously it was a human, I'll see if I can make this work with a tiefling or aasimar.


I have an idea in mind for a character, it's a bit strange, but I would think it's hilarious.

Rayme, the Goblin:

Rayme is one of the goblins of the Bumblebrashers. A strange one at that, he is a resident healer and pool of knowledge of the gods, this keeps him well-respected enough by other sgoblin within the tribe. Though the strange thing about him is... he keeps talking about a strange god that has been giving him visions and ideas. It is this reason that most goblins shirk away from him, when he starts talking about his Great God in the Sky. Though the food he cooks is suprisingly good for a goblin. With humans and other folk bringing in trade goods, this was a good place for Rayme as he could fabricate his new food-invention(s) and offer them up. He actively tries to persuade others to follow his own god as well, as most of his meals are considered his blessings.

Now with the Call of Heroes coming soon, Rayme is friendily urged by some of the other goblins to participate and perhaps travel abroad. To Rayme, this feels also like a good opportunity to spread the word, learn more cooking skills and learn more about his deity.

So Rayme is a Goblin Cleric, a sort of evangelist for a God I would tell/flesh out together with the GM. I would need to do the crunch later this week, but he would be good at cooking Lore, scribing (recipes), Religion, Medicine

I'm thinking about another character now I'm reading the Player's Guide, but I need to think about that a bit more.


Dot for interest had a shifter monk in a irl game. Worked wonders then.


Yeah, but the archetype I've taken bonds with his weapon instead of taking a mount. I'm a ranged Paladin archetype, Divine Hunter.

Still, if we've got another face of the party, I can see Sonas dropping his 1 rank in Diplomacy instead to take Perform.


Sonas's Background expanded:

Sonas is good-natured, merry and trusting, quite alike the stereotype people have of halflings. Though Sonas might have it maybe even more exaggerated. He does not fight for the glory or the kill, more he fights to protect and to free. He doesn't boast of his kills or assistance, he knows it always is a group's effort.

Having never been a servant to others, but grew up in freedom among the Varisian traders, who actually were given him in Korvosa by his mother when he was just born. The group acepted him as one of their own, especially because having a halfling more along would be considered lucky. They were heading a caravan down the Dawn Shadow Path towards Kaer Maga. During this time Sonas grew up, listening to the joy and hardship that befell the caravan, music and song, teamwork and struggle. Eventually he was given his name at the age of two as his adoptive parents wanted a fitting name for him. He began to hum and softly sing as the music seemed to start at nights when the violins came out and the dancing began. Laughter and joy seemed to radiate within the little halfling boy as well as among the caravan travellers. They called him Sonas, referencing to the Varisian word for sound, indeed a fitting name.

Eventually the caravan made their way to the Cinder Road, travelling up and down the road from Wartle to Riddleport. There were dangers there as well, more giants, more goblins, but even so, through comradery the caravan survived. Sonas learned to contribute at an early age, helping others first before seeking shelter himself when the caravan was under attack or when storms were blowing overhead. It was no wonder that Sonas became a paladin in service to Shelyn, protecting the wonder of song and music. Halflings were considered a good luck charm, but none more so as Sonas himself. When he was around, accidents along the way tended to have less disastrous consequences. Someone was able to barely jump aside from a sudden mudslide before he got carried away. A sick person miraculously didn't get worse from a serious disease.

Though he has loved the years of travel and belonging to a group and family, something tugs at him now they were getting close to Wartle again. Perhaps the news coming from Sandpoint about the cathedral being completed, the option of hearing other people perform or the need for protection for travellers there. To Sonas, it seemed like perhaps it was now time to leave the caravan, to help others. Truth be told, the caravan did grow since he grew up, so they might not miss him that much.

As you see I've come back on my original build a bit. Sonas is no longer a paladin of Sarenrae, but of Shelyn. Depending on what is needed, he will probably change his 1 rank of Ride into 1 rank of Perform (Violin). His Campaign trait will probably change into either Eager Performer or Student of Faith as it's more fitting for his story.


Lakota's Background:

Lakota Jonas her father was a known dungeon delving man, known for his vast knowledge of old cultures, customs and mythology. His expertise was sought out across the region of Varisia. Not particularly strong, he was very charming and attractive, albeit in a rough way. A master in quick and innovative thinking, he often used everything in his surroundings to get any treasures or lore he wanted or needed.
His tools of the trade were a whip and a handcrossbow.

For Lakota, her father was an amazing dad when he was home. Telling incredible stories of his adventures, of the people he met, the friends he made. He left out the situations of being in tight spots or almost death, but Lakota knew he was sparing her.

Growing up Lakota followed in her father's footsteps, just like her older brother Tyke. Though where Tyke was as headstrong and arrogant at some times like his father, Lakota was more careful, knowing that she wouldn't want to take as many risks as they were. Preferring to lend her skills to adventuring groups rather than try to go dungeon delving or ruins exploring alone.
About a year and a half ago, a lean and dextrous woman with a long dark-brown braid of hair and two ingenously made repeating handcrossbows came to the Jonas' house. Alas she came bearing bad news and put a familiar looking whip into Lakota's hands.

"I've come across this whip on my journey into the Temple of Anko Whart in the Mwangi Expanse. Everyone knows who this whip belongs to. I'm sorry."

"How.. How did he die?" Lakota replied.

"An unforeseen Spike Trap I imagine, at least that's where I found him. Just after a snake pit."

"Figures,", Lakota sighed "He's always hated snakes. Made him careless. Thank you for delivering this back to me."

Lakota kept her father's whip close to her heart as she finished her magical academy studies. Now she's the one that some people talk about, mostly adventuring groups. "Do you see her? That woman with the massive arms? She's actually a wizard!"
She wants to be prepared, if that means transforming her physical abilities to do so, then fine. No one at first glance would say she is a wizard and that's good. Surprising a foe by disarmming them on one occasion and blasting them with lightning next is sure to make an impression if they live to tell the tale.


Heya GM Fuzzfoot, here's my crunch for my Whip Wizard, Lakota Jonas, a human woman with a penchant for uncovering and investigating old lore and myths. She quite takes after her father who has unfortunately passed on.
I know much of her backstory already, but I'll put that up tomorrow.
If you have already a wild guess about what it might be, there's hints in the crunch.
I'm not sure if I take more hitpoints or more skills as FCB.

BTW: Are you okay with me having a minor Ioun Stone (and a Wayfinder) from the beginning? It's a simple one to help me survive longer when at negative hitpoints.

Lakota Jonas:
Lakota Jonas
TN Medium Humanoid (Human), Transmuter (Enhancement) Wizard 3
Init +0; Senses ; Perception +0
DEFENSE AC 10, touch 10, flat-footed 10 (+0 Dex, +0 armour)
hp 20 (6 + 2d6 + 6)
Fort +4, Ref +2, Will +4;
Defensive Abilities ;
OFFENSE
Speed 30 ft.,
Melee Dagger + 4 (1d4+3/20)
Melee mwrk Whip + 5 (1d2+3/20) (+2 to Disarm and Trip)
Ranged Heavy Crossbow → + 1 (1d10/x3)

STATISTICS
Str 16 (15+1) , Dex 10, Con 14, Int 18 (16+2), Wis 10, Cha 8;
Base Atk +1; CMB +8 (+2 to Disarm) ; CMD 18 (BAB +1, Str +3, Int +4)(+2 vs Disarm)
Feats: Arcane Discovery (1st)(Knowledge is Power), Combat Expertise (1st Human), Improved Disarm
Skills: Linguistics 3 ranks (+10), Knowledge (Arcana) 3 ranks (+11), Knowledge (History) 3 ranks (+11), Spellcraft 3 ranks (+10), Appraise 3 ranks (+10), Knowledge (Local) 3 ranks (+10)
Languages: Common, Thassilon, Elven, Halfling, Gnome, Dwarven, Infernal, Abyssal, Celestial, Giant, Goblin, Undercommon

Combat Gear: Dagger, mwrk whip (Ancestral weapon/Bonded Item)
Other Gear: spellbook, journal of her father: professor Jonas, Cloak of Resistance +1, Tourmaline Sphere (+2 Con when Dying, 1000gp)
Encumbrance: lbs; Light Load, (Light Load up to 76lbs, Medium up to 153lbs, heavy up to 230 lbs)
Carrying capacity: 15 lbs Light Load
Money Left: 1000 gp

Traits:
Heirloom Weapon: Whip proficiency
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Special Abilities
Arcane School: Transmutation
Opposition schools: Necromancy & Enchantment
Physical Enhancement (Su) (+1 Str)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Arcane bond → Bonded Item: Professor Jonas's Whip
Racial Traits:
Base Speed 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Favored Class Bonus ()
Spells
Level 0: Detect Magic, Mage Hand, Read Magic, Prestidigitation, Message
Level 1: Enlarge Person, Magic Weapon, Alter Winds, Shocking Grasp, Comprehend Languages, Mage Armor, Shield
Level 2: Bull's Strength, Pilfering Hand


Dotting for interest.
I've never finished RotR, stranded somewhere at end of book 2, but that was so long ago.

There's another RotR recruitment thread going on, for which I had many other ideas to play with.

One is a Wizard with a Focus on Combat Maneuvers, using a whip to disarm (or trip) enemies when he's not casting spells. Or using spells to perform those combat maneuvers.

If you don't mind this idea GM, I can have the crunch up this weekend.


Unsure about what system this would be or if I should make an avatar. but here goes.

Cook-Cook is one of the (if not the only) goblin in Sanctuary. At first Cook-Cook came out of the dark forest, wandering in search of something, skittish, mumbling about some great revelation he needed. At first the townsfolk of Sanctuary chased him away, Cook-Cook driven to close-by, in hiding. Living on the edge of town, he got what food scraps he could, roasting them on an open fire.

When he found a broken iron pot among some thrown away gear, he made sure to fix it and start cooking more proper. To be honest, it smelled pretty good. Late in the evenings Cook-Cook could be heard talking to something or someone, calling out a weird name.

Eventually some of the children with a curious father came around as Cook-Cook was preparing his meal.
"Ah! Ah! Oi! You! You taste great meal? Great Meal of Cook-Cook? I share! Share much!"

The smell coming from the pot and the 3-quarter bowls he had scrounged up was delicious and looked quite good. "Sure I'll take a bite. Not any of you just yet." the man told the kids.
Some strange strings of dough with herbs and spices on it, the man took a careful bite and loved it. "This tastes delicious! What is it?"

Cook-Cook jumped up and down gleefully, happy that someone liked his food. "Ah yes! Special recipe! Given to Cook-Cook by the God himself! He say... called it... Noodles! That's it!"

The word spread around town about the meek goblin's cooking was great, eventually leading Cook-Cook to get his own Noodles stall and a place in the Cliffside Lookout Tavern to stay if he wanted. Cook-Cook his food is good, hearty and tasty, but people often question where he gets his ingredients from.


Here is the number crunch for my Halfling Paladin, I've only got to play him one long session and I know he still has a lot of play in him. The concept was just too good.

Sonas his character in short is this: Honest, Good- and Light-hearted and Naive.
He tries to care for all he comes across, especially for the ones that join him to combat greater evils. He is a great teamplayer and looks out in more than one way for his companions. (As any player would find out if you ever play in the same game.)
He doesn't think someone is evil or has evil intentions the first time he meets them, he has to find out the hard way. But, that said, point him towards a target and he'll do his darndest to take it out.

Sonas Adhello, Divine Hunter:

Sonas Adhello
LG Small Humanoid (Halfling), Paladin of Sarenrae level 1 (Divine Hunter)
Init +3; Senses low-light vision; Perception +0

DEFENSE AC 18, touch 13, flat-footed 15 (+3 Dex, +5 armour)
hp 12 (10 + 2)
Fort +5, Ref +4, Will +3; +2 vs Fear
Defensive Abilities ;
OFFENSE
Speed 20 ft.,
Melee Longsword + 0 (1d6-1/19-20)
Ranged Longbow → + 4 (1d6/x3)

STATISTICS
Str 8 (10-2), Dex 16 (14+2), Con 14, Int 10, Wis 10, Cha 16 (14+2);
Base Atk +1; CMB +0 ; CMD 13 (BAB +1, Str -1, Dex +3)
Feats: Lucky Halfling (1st), Precise Shot (1st Bonus)
Skills: Diplomacy 1 ranks (+7), Ride 1 rank (+7)
Languages: Common, Halfling

Combat Gear: Longbow, Scale Mail
Other Gear:
Encumbrance: lbs; Light Load, (Light Load up to 26lbs, Medium up to 53lbs)
Carrying capacity: 15 lbs Light Load
Money Left: 50 gp

Traits: Monster Hunter:
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Special Abilities

Smite Evil: 1/day: +3 att +1 damage, +3 AC vs target

Racial Traits:
Base Speed 30 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Favored Class Bonus (1x ½ lay on hands/day)
Spells:

@GM Super Runelords
I'm unsure about a second trait though, seems to me that all those traits come from books outside of the ones you mentioned in your OP. Else I would have taken Purity of Faith or Honest as that falls in line with Sonas's character.


Dotting for interest.
I've played a RotR a long time back, I think we came to level 7-8, with a sorcerer with tripping Magic Missile. Too long ago to properly remember everything that happened though.

Been brainstorming about what character I should make, doubting between survivability and utility.

Two ideas for a Divine Hunter and one for a wizarding type.

Question for you DM, seeing as this campaign would be quite a challenge, are there things you deem too powerful or too wacky?

For example my earlier sorcerer with Toppling spell Magic Missiles tripping 3 to 4 opponents and making them provoke AoO's.Is that too out of the way?


Let's see what rolls I have. See what I could make with those.

4d6 ⇒ (2, 4, 2, 4) = 12
4d6 ⇒ (2, 1, 1, 2) = 6
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (2, 6, 6, 1) = 15
4d6 ⇒ (5, 5, 2, 6) = 18

reroll 2: 2d6 ⇒ (2, 3) = 5
reroll 3: 1d6 ⇒ 5
reroll 4: 1d6 ⇒ 6
reroll 5: 1d6 ⇒ 5

Ok that should make the following:
Stat 1: 10
Stat 2: 7
Stat 3: 14
Stat 4: 16
Stat 5: 17
Stat 6: 16

I can work with this. Was thinking about an engineer of sorts as well before, maybe a dwarven ranger that makes crossbows and arbalests. (Something needs to be able to pierce that battle armour)
Dwarven Cleric (Forgemaster) might also work.


Dotting for interest. Could you imagine finding a Goa'Uld impersonating one of your Gods of Golarion? Perhaps after he travelled off his own plane.

Or finding your (new) God of Worship among the ruling class there.


I have always been a blue player at heart. So a Naga or Aven caster looks fitting for me. Maybe even an unchained aven monk might be fun.


Awesome idea bigrig, I've played Amonkhet a lot during the prereleases and drafts. I'll think of something tomorrow.

I assume Naga's might be represented by Nagaji instead for PC characters?


Character Sheet:

Ellovir Vidaran
Male Elven Forester 2/Wizard (Universalist School, Arcane Crafter Subschool) 3
LN Medium Humanoid (Human, Elf)
Init +4; Senses: Perception +12, Low-light vision

--------------------
DEFENSE
--------------------

AC 18, touch 14, flat-footed 14. .
HP 36 (8+1d8+3d6+3+10)
Fort +3, Ref +8, Will +8 (+2 vs enchantments, immune to sleep effects)

--------------------
OFFENSE
--------------------

Speed 40 ft. (Light Armor)
Melee:
Ranged:

--------------------
STATISTICS
--------------------

Str 12, Dex 18 (16+2), Con 14 (16-2), Int 20 (17+2+1), Wis 14, Cha 15
Base Atk +2; CMB +3; CMD 17
Feats: Spell Focus (Evocation, Racial), Silent Spell (Metamagic, free 3rd level wizard), Scribe Scroll (1st level wizard), Craft Magic Arms and Armour (5th), Greater Spell Focus (Evocation)(1st), Craft Wondrous Item (3rd), Point-Blank shot (2nd level Forester)
Traits: Magical Lineage (Magic): Metamagic on this spell is 1 level lower than usual. (Burning Arc)
Wild Stride (Forest)(Race): No hindrance from naturally occurring difficult terrain in forests.
Skills: Knowledge Arcana 5 ranks (+13), Spellcraft 5 ranks (+13), Perception 5 ranks (+10), Stealth 5 ranks (+12), Climb 2 ranks (+6), Acrobatics 2 ranks (+9), Knowledge Nature 2 ranks (+10), Survival 2 ranks (+7), Linguistics 5 ranks (+13), Craft (Bows) 5 ranks (+13), Knowledge Planes 5 ranks (+13)
Languages: Common, Elven, Sylvan, Draconic, Celestial, Gnome, Orc, Aklo, Giant, Terran, Infernal, Abyssal
Combat Gear:
Other Gear:

Money: ? gp, 0 sp , 0 cp
Carrying Capacity: Light Load 43 lbs, Medium Load 86 lbs, Heavy Load, 130 lbs
Encumbrance:
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SPECIAL ABILITIES
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Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
Skirmish (Ex): Whenever the forester moves at least 10 feet on her turn all of her attacks that turn do an extra 1d6 damage and gain a +2 bonus to armor class. At 3rd level that damage increases to 2d6 and increase by a d6 every other level from there on. Wearing medium or heavy armor interferes with the forester’s mobility and prevents her from using her Skirmish ability.
Fast Movement (Ex): Starting at 2nd level the forester adds 10 feet to her base movement so long as she is wearing no armor or light armor. At 10th level the speed increases by an additional +10 feet.
Archery Master (Ex): At 2nd level the forester gets Point Blank Shot as a bonus feat.

Spells:

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SPELLS Wizard
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0-level spells DC 15
Detect Magic
Read Magic
Acid Splash
Prestidigitation

1-level spells DC 16 4/day
Magic Missile
Shield
Burning Hands DC 18
Shadow Trap
Feather Fall
Enlarge Person
Crafter's Fortune

2-level spells DC 17 2/day
Burning Arc (Silent) DC 19
Blindness/Deafness

Spells Forester

1-level spells DC 13 3/day
Vanish
Animal Messenger
Summon Monster I

Ok so here's my crunch. I think everything is in order. Still need to know what kind of gear I'd get, but that's about it.

My idea for this elven wizard is that he has spoken to Varian Jeggare, the half-elven wizard that re-invented the riffle scrolls and that resides about half a year in Kyonin, every year. Through meeting him he has decided to take up the art of using riffle scrolls himself as well as it is a craft rarely seen and therefore worthwhile to pursue.
Ellovir is from a minor noble descent, perhaps a noble house that is somewhat scoffed at nowadays as they pride themselves not on art but on manual crafts. Not only a student of the magical arts, Ellovir also has a broad interest in other subjects, though at the moment it is still mostly focused on nature and being multilingual.
As it is his family's pride to fashion items themselves, he is quite versed already in crafting his own tools, bows, arrows but also minor magical items. Given time, wealth and experience he might turn out a very powerful craftsman indeed.


Great to hear that, think I've got my stats already figured out. Now to decide on either a wizard or a sorcerer.

Wizard might be the best since I get Scribe Scroll immediately, though Sorcerers get all sorts of handy arcana. Decisions, decisions...


Dot for interest.

As I read, the elves are pretty much on their own. Would Craft Feats help us out in that case?

Also do we roll for stats in order or just 6 times 4d6 drop the lowest and rerolling 1s and 2s?

Rolls:

4d6 ⇒ (4, 2, 3, 1) = 10
Reroll 2d6: 2d6 ⇒ (1, 6) = 7 Reroll 1: 1d6 ⇒ 1 Reroll 1: 1d6 ⇒ 5 15

4d6 ⇒ (5, 2, 6, 2) = 15 Reroll 2d6: 2d6 ⇒ (5, 3) = 8 16

4d6 ⇒ (3, 1, 3, 3) = 10 Reroll 1: 1d6 ⇒ 6 12

4d6 ⇒ (4, 2, 2, 6) = 14 Reroll 2: 2d6 ⇒ (6, 4) = 10 16

4d6 ⇒ (6, 1, 3, 6) = 16 Reroll 1: 1d6 ⇒ 5 17

4d6 ⇒ (3, 6, 3, 3) = 15 12

Would you allow the scribing of Riffle Scrolls? Basically they are scrolls with the Silent Metamagic Feat imbued on them so you make no noise when casting the spell from the scroll.


Background Michelle Arguiz:

Background
About 7 years ago, when Michelle was 13, she and her parents moved from New Mexico to New Hampshire and settled in Romney.
Before that her greatgrandparents from her mother's side came from Mexico as immigrants. In New Mexico, she and her family led a pretty great and enjoyable life, family being almost the most important thing to her.
One night when she was out late playing outside of the house in her neighbourhood she saw a most peculiar thing; a red-eyed creature stalking a stray dog from behind some bushes. Inquisitive as she was at the time, she didn't scream or run away, only up until the creature struck the dog with its mouth and kept it still with its paws or claws. Then it looked directly at her as she tried to stifle a scream. Before she knew it, she had run into the house and locked the door, yelling for her parents to keep out the strange creature.
But when they looked outside, nothing was to be seen. Her old grandma who stayed with them only said one word after hearing her story: Chupacabra!
Superstitious as her family was, they didn't want to stay much longer in that neighbourhood. As soon as her father found work elsewhere they moved to Romney.
At Romney, her father found a job as a carpenter and part-time mechanic in the surrounding area and towns. Her mother also works a job as a Spanish teacher in the evenings, so her grandma is usually the one that makes dinner and greets her when she comes home from college.
She holds her grandma in high esteem, listening to all the old stories she tells and also because of the strange but intriguing set of tarot cards she uses. When she had a bad nightmare, usually about the glowing red eyes that followed her, her grandma would be there beside her bed, waking her up and calming her down. To her suggestion, Michelle took up arts and crafts as an outlet, making beautiful things to forget about the 'demons' troubling her in her sleep. Sometimes, alas for her, the 'demons' come forth in her drawings, her scribbles and paintings, she doesn't even know she is drawing them until she is distracted by something or someone.

Easy-going and sociable, Michelle is quite popular. Though not a cheerleader or sporting-type she is quite the looker and head-turner. Though she holds back her fears about the red-eyed creature and seems a little closed from time to time, people asking about it too much might get a bad and fierce reaction.

Aspirations
Her grandma is still keeping the art of making charms and protective amulets alive and Michelle wants to work on her own special one together with her.
She is in need of a job herself and would like to get a job in the local arts café and coffee shop. She has been there multiple times and the atmosphere is really good.

Long-term: She admires other artwork and would love for her own work to be part of those that others look up to. She'd like to have a drawing or painting up for display either in the art café or in a gallery.

Worst thing she has ever done She has once stolen a moneytin meant for charity from the local church to buy art supplies. She couldn't get anything good to paper after it.

Worst thing she could imagine herself doing
She can be quite fierce, but that is also what scares her in herself. She knows she could scratch someone's eyes out if it meant to save herself.

Worst thing she can imagine someone else doing
Keep hitting someone who is already out of a fight just out of spite or rage and taking it too far.
Things she has forgotten
The thing that her grandma has called a Chupacabra is often depictd as a dog-like being or devil. However what Michelle has pushed back into her mind, was that the figure was more humanoid in shape than she now remembers. And fast, very fast. The scratching and grinding sound its claws made on the door and porch that fateful night, her father shouting, her mother sheltering her from the noise and her grandma screaming Spanish protective charms and incantations. And after that the silence... and the restless sleep.

The most traumatic thing that has happened
After her grandma explained to her how the tarot cards worked, Michelle gave it a try herself. The first attempt was all fun and games, but the second one predicted a troubling future. A good friend or family member would encounter an obstacle that spelt Death. Her grandma tried to ensure her that nothing was going to happen and eventually she believed it. But then her mother died on her way back from teaching the evening Spanish class after losing the control of the wheel and crashing into a wall. After that Michelle didn't dare to touch the cards again, although she might have the gift as well according to her grandma.

How she knows Ricky Thompson
Ricky was a good friend of Michelle's, he was one of the first to welcome her to Romney when she arrived as he lived in the same street but several houses further down the road. The two of them have hit it off quite well and he was one of the few she trusted with what she had seen once before in New Mexico. The two of them have never really dated as romantic interests, but they were close as friends and did a lot of stuff together, like grabbing coffee, talking through the night, go to museums. He was quite interested in Michelle's family and their customs, especially the same old stories that Michelle loved from her grandma. His disappearance promptly resulted in Michelle's dreaming about the red-eyed creature again, something that has only quite recently stopped.

Quite a large piece of text. In a nutshell, Michelle is a sociable, spiritual and crafty young woman. Quite intelligent, lean and highly charismatic.


I guess you mean 4th of November GM.

Dotting for interest, have played World of Darkness twice, now in a Mage the Awakening tabletop campaign.


Male Human

Checking in, will be making a profile in a minute. Thanks for selecting me Maeve.

Yup, but I guess I'll need the portable grower for travelling though, else we will have to wait until we've settled some and I can get my garden/farm going.


In my opinion I'd say you need one or the other. They look like separate prerequisites to me. Also both of them have a great investment in them, in terms of edges, features or training.

The Ace Trainer route seems the lightests and easiest way to go through.


I think it looks good Gilthanis, any particular reasons to want an Abra or Eevee?

Are they just your favourite pokemon or do you have any plans for them?

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