Hellknight

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I have a female half elf courtly knight cavalier that I can submit. I have to edit her a bit since she was part of group that fell through before we hardly even began the campaign. Not a fan of 15 point buy but I like a challenge.

5d6 ⇒ (6, 3, 6, 3, 2) = 20 x 10 = 200

Are you okay with my cavalier's horse mount having draconic companion archetype?

And are you okay with my character having the alternate racial trait dragon soul but instead of giving up Adaptability I give up Multitalented?

Btw this is my character's picture here.


Pathfinder 1e: War for the Crown Gestalt (25 point Buy PLEASE!)

Pathfinder 1e: Jade Regent non Gestalt 20 point buy (this is the Adventure Path that introduced me to Pathfinder. Plus I want to play Kitsune samurai!


Congratulations to those who were picked and good luck in your adventure!


Male Human Fighter 20/Paladin 14/Books-A-Million Salebook Specialist 10/Aspiring Writer 13

I'm good to go too.


Congratulations to all those who got picked and I look forward to playing with those at Table 2!

There were a lot of interesting characters that were submitted. A lot of them gave me some ideas for a couple of new characters that I've been working on.


Congratulations to those picked.

Even though I didn't get picked, I thank you GM for the wonderful opportunity and consideration. Had a lot of fun designing my character.


Even though I didn't get picked, I thank you for the opportunity and consideration GM!

And to those who got picked, congratulations! And have fun adventuring!


Cool. Take your time and thank you for this opportunity!


I think I put down my time zone: I live in EST.


Yeah I just noticed that the avatar system is working again so I'll be able to make something for my character.


I forgot to mention that I took the average starting wealth for my character.


Here we go!

I know that people shy away from having elves be barbarians, but I find the concept of playing one to be an interesting and fun challenge. :D

Stats:
Sizara
Female Elf barbarian 1
NG Medium humanoid (elf)
Init +2, Senses low-light vision; Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, )
hp 16 ((1d12)+4)
Fort +3, Ref +2, Will +0, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft., Fast Movement
Melee greatsword +4 (2d6+4/19-20)
Melee throwing axe +4 (1d6+3)
Ranged throwing axe (thrown) +3 (1d6+3)
Melee handaxe +4 (1d6+3/x3)
Ranged javelin +3 (1d6+3)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)
Innate Spell-Like Abilities comprehend languages (DC ,1/day), detect magic (1/day), detect poison (1/day), read magic (DC ,1/day),

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TACTICS
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STATISTICS
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Str 16, Dex 15, Con 12, Int 12, Wis 10, Cha 12,
Base Atk +1; CMB +4; CMD 16
Feats Toughness
Skills Acrobatics +3, Climb +4, Diplomacy +2, Knowledge (Nature) +5, Knowledge (Nature/Jungle) +6, Perception +6, Survival +4,
Traits Boarded in the Mwangi Expanse, Jungle Fighter,
Languages Common, Elven, Polyglot, Sylvan
SQ elven immunities, envoy, fast movement, keen senses, low-light vision, rage, weapon familiarity,
Combat Gear elven trail rations (2), trail ration (4), sunrod,
Other Gear greatsword, outfit (hot weather), hide armor, backpack, common, bedroll, flint and steel, whetstone, belt pouch, waterskin, weapon cord, throwing axe (2), handaxe, javelin (2), dagger, 7 sp 8 cp
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SPECIAL ABILITIES
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Barbarian ~ Uncanny Dodge Tracker

Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Jungle Fighter You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Standard Rage

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Background:

Sizara grew up in the western parts of the Mwangi Expanse among the elves living there, the Ekujae. However, on the day she was born, a band of charau-ka attacked her people. Her mother had just given birth to her and was very weak and thus couldn’t move very quickly while carrying Sizara. When the charau-ka attacked, a sudden storm appeared out of nowhere. Suddenly, a ghostly cheetah appeared at the same time as the storm. In moments, the elves watched as the spirit animal slaughtered the charau-ka, leaving none of the evil monkeys alive. The cheetah spirit then disappeared along with the storm. The tribe’s shaman took this as a sign that the newborn elven girl had a strong bond with the cheetah, thus the newborn was named Sizara, which means ‘Cheetah of the Storms’ in Elven. A few of the tribe began to wonder if Shimye-Magalla and Ketephys had blessed the child that day.

Sizara learned about how to survive in the jungle, as well as training to fight and hunt. The fiery haired elf enjoyed running through the jungles, the wind racing through her hair. She felt alive running, like the cheetah she was named after. She also enjoyed storms, and while other children trembled in fear when lightning flashed and thunder boomed, Sizara marveled at it and was comforted by it. Later on in life, the barbaric elf soon encountered strangers to her people’s lands. Sizara was intrigued by these foreign visitors, especially the ones called Pathfinders. While she couldn’t understand their need to explore lost ruins, especially those that were better off lost she was amazed by their tales of other lands. She assisted the Pathfinders by guiding them through the jungle in exchange for stories of other lands along with money and equipment.

Like others of her tribe, Sizara worshiped the deity Shimye-Magalla, goddess of the seas, stars, and travel, but she also worshiped Ketephys, the elven god of the hunt and the animals, hoping her faith to the two deities would bring her closer to her animal spirit, since the cheetah was basically a travelling hunter. Many of her fellow tribal members would often say that she had a hunter's spirit and a love of travel, reflecting aspects from both deities. She would often count the stars at night, while also using them to help guide her way through the jungles.

Eventually, wanderlust took hold of Sizara, and after saying goodbye to her people, she journeyed in the hopes of seeing other lands, but the thing she hoped to do during her adventures was to strengthen the bond between her and her animal spirit, the cheetah. She hoped to deepen the connection. Sizara eventually made her way to Senghor, and it was there she discovered a ship that was willing to take her to new lands and the adventures that awaited her. This ship was called the Jenivere.

Description:

Sizara is a tall, athletic, ambidextrous, not to mention busty, female elf with striking green eyes and long red hair that looks like flames. She prefers to go barefoot as she enjoys feeling the earth beneath her feet. She usually keeps her hair braided. The elven barbarian has a few scars from both battles and explorations. She also wears a fang necklace and bone jewelry. She hopes that once her bond with her spirit animal is deepened, she plans on getting tattoos to symbolize her connection with the cheetah.

Personality:

Sizara is a friendly elf, filled with a fascination for new things and experiences. Living in a harsh jungle, she believes strongly in comradeship and friendship between companions and tries to act as mediator between arguing friends. She is quick with a laugh and is willing to join in any carousing that happens. However, she is no fool and knows that not everyone is friendly. Sizara is ready to stand up to those who try to harm others, especially her friends and loved ones. She also has great respect for nature and the jungle spirits, especially animal spirits. She has a strong love of traveling, thanking and praying to Shimye-Magalla. Sizara also prays to Ketephys, asking his assistance in protecting both her and her comrades in battle. The elf is open-minded and longs for adventures that will not only leave her mark in the world but also experience new things.

Other Facts about Sizara:

Goals
1: To further her bond with her spirit animal, the cheetah.
2: To one day rekindle her relationship with the half-green dragon sorcerer/druid of the Green Faith, Arkokrin. She wants to apologize for calling his mother a worthless bag of scales (she is, but only he gets to call her that!)

Secrets
Known Secret: Sizara can't hold her liquor.

Unknown Secret: Arkokrin is looking for Sizara as he wants to rekindle their relationship and apologize for being a complete jerk to her when they broke up.

Connections
1: Love: Arkokrin: NG Half-green dragon druid/green dragon bloodline sorcerer/mystic theurge of the Green Faith. The two are former lovers. They got into a huge argument when Arkokrin told her that she should stay with him and abandon her curiosity to explore; in return she insulted his mother. They broke up after that argument. They continue to hold a torch for each other and hope to one day restore the romance between the two of them.

2: Enemy: Ar-ak-Mu: CE Female charau-ka armored warrior: Ar-ak-Mu lost her right eye and left arm to Sizara when Sizara wounded the charau-ka while protecting a band of Pathfinders exploring some ruins. Ar-ak-Mu has never forgiven the elf for the wound (and the accompanying insult).

3: Enemy: Ghoulhand: NE A notorious dark druid who seeks to corrupt the Mwangi Jungles. His name Ghoulhand isn't really his name. In fact, he can't remember what his name is, but he's called Ghoulhand because he reeks of death.

4: Contact/Friend: Baron Phillips Aratho: LG Pathfinder explorer and Taldan nobleman, he's something of a windbag who has explored many parts of the world. Sizara loves to hear his tales of other lands, but doesn't care much for his obsession with manners and noble etiquette.

Key Points in Sizara's Life:

1: Meeting Pathfinders: This is an important part of her life as she became enamored with their pursuit of adventure and exploration and hopes to one day follow in their footsteps.

2: Meeting Arkokrin: She believes that he is a wonderful person (despite his fearsome appearance). If only she could get him to open up and be more adventurous like her!

3: Seeing the cheetah during her vision quest: When she went on a vision quest when she came of age, the cheetah spirit told her to continue to explore and adventure and that one day, their bond will become stronger.


Alright here we go!

Novennia Galonnica, Chelish noblewoman, draconic sorceress and oracle of Dahak (plus drop dead seductress)!

Stats:
Novennia Galonnica
Female Human (Chelaxian) sorcerer 1/oracle 1
NE Medium humanoid (human)
Init +3, Senses low-light vision; Perception +0
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural, )
hp 9 ((1d8)+1)
Fort +1, Ref +2, Will +2
Resistances fire 5

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OFFENSE
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Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
Melee claw +2/+2 (1d4+2)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20)
Melee morningstar, cold iron +2 (1d8+2)
Special Attacks Claws (2, 1d4+2, 6 rounds/day), Breath Weapon,

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-magic missile, shocking grasp
0th(at will)-acid splash, detect magic, ray of frost, read magic(DC )

Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, shield of faith(DC 14), cure light wounds(DC 14)
0th(at will)-mending(DC 13), read magic(DC ), resistance(DC 13), spark(DC 13)

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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 12, Int 14, Wis 11, Cha 17,
Base Atk +0; CMB +2; CMD 14
Feats Eschew Materials, Noble Scion, Persuasive, Extra Revelation, Dodge
Skills Craft (Tattoos) +3, Diplomacy +6, Diplomacy (Potentially Sexually Attracted) +7, Knowledge (Arcana) +6, Knowledge (History) +3, Knowledge (Nobility) +9, Perform (Wind Instruments) +4, Spellcraft +6, Use Magic Device +7, Appraise +3, Knowledge (History) +6, Knowledge (Religion) +6, Sense Motive +4,
Traits Blood of Dragons, Charming, Chelish Noble, Called
Languages Common, Draconic, Infernal
SQ bloodline arcana (fire spells deal +1 damage per die), bonus feat, cantrips, draconic bloodline, low-light vision, scion of war, skilled, spells, weapon and armor proficiency, covetous, draconic resistances, dragon mysteries, orisons,
Combat Gear bottle of fine wine, corentyn wine (bottle), trail ration (4),
Other Gear quarterstaff, claw, backpack, masterwork, artisan's tools, masterwork (tattoos), bedroll, courtesan's kit, flint and steel, grooming kit, waterskin, wolfberry wine, silver holy symbol, jeweled masterwork pan pipes, dagger, morningstar, cold iron, noble's outfit, signet ring, 166.8 gp
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SPECIAL ABILITIES
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Background Skill (Craft (Tattoos), Perform (Wind Instruments), Appraise, Knowledge (History))

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Breath Weapon (Su)

Breath Weapon The primal power of dragonkind seethes within you. You gain the use of a 30-ft.-cone breath weapon, usable 1/day. This breath weapon deals 1d6 points of fire damage.

Called Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Covetous You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp or more is taken from you against your will. Use Magic Device becomes a class skill for you. You add fabricate to your list of spells known.

Draconic Resistances (Ex) Like the great dragons, you are not easily harmed by common means of attack. You gain fire resistance 5 and a +1 natural armor bonus.

Dragon Mysteries Oracles who draw their power from the mysterious and primal might of dragons are usually solitary folk. They are deep thinkers and often quick of wit, but prideful and equally quick-tempered.

Bloodline Arcana

Bloodline Powers The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Chelish Noble ou had the fortune to be born into one of Cheliax's noble families, and even more importantly, your family is one of those loyal to House Thrune. Perhaps your family has been allied with Thrune since the Chelish Civil War, or maybe Thrune granted your family its title in exchange for its support during that conflict. In any case, your experience growing up among the nation's well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the nascent uprising of the Glorious Reclamation in Cheliax, there is much concern among the aristocracy, and House Thrune needs the support of loyal nobles now more then ever. This trait assumes you belong to a minor noble human family with a small manor or estate in some backwater of the empire. If you're not human, either you were adopted into a noble human family, or your family was recently granted a nonhereditary noble title (see the Chelish Nobility sidebar on page 15). You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charismabased checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble's outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for 6 rounds per day. These rounds do not need to be consecutive.

Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Draconic Bloodline ~ Bonus Spells

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Red The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. Red dragons are associated with the fire energy type and have a 30-foot cone breath shape.

Scion of War You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Background:

Novennia Galonnica was born in Cheliax’s capital of Egorian to House Galonnica, a small minor house of nobility. However, several weeks after her birth, her parents died in a boating accident. Her oldest brother died of food poisoning, while her other brother died falling out of a window. There were whispers that it had been Novennia’s uncle and aunt who had done away with Novennia’s family. This left her aunt and uncle along with her cousins in charge of the small manor. Still, they decided to raise Novennia as one of their own. They would soon realize she would never be theirs, especially when they saw her eyes: they weren’t human…they were the eyes of a dragon. Much to her uncle’s shock and dismay, his brother had married someone whose bloodline had the taint of a red dragon sitting somewhere in his sister-in-law’s family tree. As Novennia grew up, her aunt, uncle, and cousins soon found out that she had a fiery spirit, one that they could never hope to extinguish.

Novennia took to the life of a noblewoman, never mind a low-ranking one, with ease, enjoying the parties and balls. However, at one of these parties, a merchant made some boorish comment about her dress, which resulted in her clawing his face. It was at that moment, she realized her dragon heritage. She had always assumed it, given how her eyes looked, but she never had any other proof. Now, she did and she relished the feeling of power that her draconic blood gave her. She studied the art of magic, of sorcery, hoping to unlock her powers to their full potential.

Later, at another one of her fellow noble’s parties, she discovered the art of tattooing. Amazed by the beautiful designs that one could place on someone’s body, she immediately began enthralled and had to have her body tattooed. As she continued to grow up, she continued to have tattoos placed on her body, most of which involved dragons. One of her friends invited Novennia to join a local cult dedicated to Ardad Lili. Her aunt and uncle discovered the young Galonnica’s joining of the cult, but thought nothing of it, given the fact that as long as a religion didn’t jeopardize the rule of House Thrune and the Church of Asmodeus, it was allowed to be followed. This also led to her wearing clothes that can only be described as scantily and revealing in order to show her beauty and tattoos. To her, her body was a canvas. She used her charms to tempt men and women, leaving the former with broken and shattered hearts, and the latter wanting more. She was often times caught by her family bedding a tielfling servant or slave, as the young noblewoman desired lovers who were exotic and unique. She was even caught in bed once with the daughters of two of House Galonnica’s rivals, a tielfing peasant girl, and a half-blue dragon merchant! Novennia’s family was at its wit’s end dealing with her. Any attempt to restrain her met with failure as she would find some way to twist the rules to her advantage, regardless of how many people she had to manipulate or maim to do it! She had even bent her cousins to her will. Some say she seduced them, others say she broke their wills. It is best if the truth is left unknown.

Some of the other nobles thought that the young Galonnica might become a follower of the whore queens. However, one night, Novennia stumbled through the streets into an abandoned brothel after suffering a bout from some bad opium. To her eyes, the building changed, and looked as she was inside a dragon's den. Before her lay a massive red dragon on an even more massive treasure hoard, who grinned at her. The dragon seductively approached her, as it did, it looked like it was growing smaller to match her size! The dragon whispered into her ear, asking the young noble why she was tolerating her aunt and uncle when they were nothing compared to her, and that she should embrace her draconic heritage. She should shed her human nature and release the red dragoness inside of her! Novennia began to agree with the dragon as the dragon seductively ran its claw across her cheeks. The dragon promised her more power, in exchange for her devotion. Novennia always loved power, and she immediately agreed. She only asked that the dragon tell her his name. "My name...is...Dahak!"

Novennia awoke in her own bed the next day. The last thing she remembered was Dahak kissing her (although she noticed a lot of scratches over her body). She soon began to hear Dahak whispering into her ear at times, while she began to become covetous almost like a dragon. Novennia soon began to see herself as more of a dragon than a human. She soon began to pay only lip service to Ardad Lili, and even that wasn't often. No, her prayers were made to Dahak, a religion that wasn't particularly prohibited but at the same not really widely practiced either.

Eventually, Novennia's lust for power and growing draconic powers began to worry and anger her family. Angered at his niece’s disregard to the family name and almost bringing it down, her uncle gave her three choices: one she could give up her current lifestyle and act like she is supposed to; two she could sent to become a priestess of Asmodeus, whose church would straighten her out one way or another; or three she could move out. Novennia took the last option, but not before she forced her uncle to affirm what she suspected along (and Dahak had whispered that her uncle might have had something to do with her parents' deaths): he had murdered her parents and older siblings soon after she was born, mostly because her mother was a half-red dragon priestess of Dahak! His brother had dishonored the family and he had to restore it. Now, he wished he had killed Novennia as well. She took something that had belonged to her mother: jeweled panpipes decorated in fire and dragons. The young sorceress left that day packing what she could take as her fat cousins cowered in a corner while her uncle screamed in agony from his gorged out eyes and her aunt trying to stop her bleeding scalp where her gorgeous dark hair used to be. Novennia left Egorian and never looked back, smiling as she envisioned establishing a center of worship to Dahak, while seeking to unlock her red dragon bloodline in the hopes of pleasing her master, Dahak. Soon, she would show the world her draconic powers!

Description:

Novennia Galconnia is a tall, long haired woman with a curvy build barely in her twenties. Her body has a few tattoos of dragons and fire, and she plans on adding more in the future. Her hair is raven black which she keeps in a long ponytail, while her dragon like eyes are of different colors: her right is the color of molten lava and her left is a midnight blue. Novennia tends to wear scantily clad clothing to show off her red scaled body and tattoos, typically in orange, red, black, yellow, and dark green colors, and often with motifs and emblems of dragons and flames on them, in addition to the usual Chelaxian infernal styles. She bears a large scar on her right cheek, the result of a passionate night with a tiefling slave girl. As her draconic powers grow, she slowly begins to exhibit the physical characteristics of a red dragon....not that she's complaining though: she likes it.

She enjoys walking around barefoot.

Personality:

Novennia is a woman who can best be described as unique, especially among her fellow Chelaxians. She is hedonistic, manipulative, and power hungry. Since becoming aware of her draconic heritage, the Chelish noblewoman hungers for power and hopes to achieve great power by tapping into her draconic bloodline. Maybe one day she’ll gain enough power to transcend her human form and become a full-fledged dragon! Notoriously flirtatious, Novennia is well-known for her passions, and it shows especially considering her saying prayers to Ardad Lili, the whore queen of seduction, snakes, and women; although she only pays lip service to Ardad Lili. Novennia's true devotion is to the evil dragon god, Dahak. Preferring women over men, Novennia has been known to seek the company of female tieflings. The more exotic, the better is her philosophy when it comes to lovers. And if they're half-dragons, especially chromatic, she's going to be all over them! The young sorceress hopes to one day erect a mighty and impressive cathedral in Dahak's honor and glory!

However, she is a bit scatterbrain at times.

As Novennia Galconnia approached the woman named Cimri, she grinned. "So, I heard you were looking for some hired muscle."

The Chelish noblewoman posed in a seductive stance while she held up a perfectly manicured hand that slowly turned into a clawed hand! Her dragon-like eyes flashed with fiery power as she grinned even more, showing off her fangs. "I think I'm good for a good roughing up. But, afterwards, I have some bottles of wine that you and I could share...along with a passionate, rewarding evening under the sheets, sweetheart." Novennia winked at Cimri, hoping the other woman would get the idea of what Novennia's reward was to be...


Hold up: gestalt characters get how many feats!?


DM Mathpro wrote:
Hey SCKnightHero1 we have gamed together LONG ago lol glad to see you pop in and dot.

Same here. I've been on a hiatus myself and I'm trying to get back into Pathfinder.

Basically my elven barbarian is a wild elf who is curious about others and is excited about going on an adventure to further her bond with her spirit/totem animal the cheetah. She's mainly going to be a two handed weapon fighter who uses her strength and agility to send the baddies running for the hills. Also I've always wanted to play an elven barbarian. Her name is Sizara. Never got halfway through the first book with her. I know that I'll have to bring her back down to level one and double check her stats but shouldn't take too long.


Well now! This might be good for my elven barbarian!


Alright here we go!

My aasimar paladin of Shelyn, Diasana Brevelre!

Campaign trait: Touched by Divinity

Stats:
Diasana Brevelre
Female Aasimar (Angel-Blooded) paladin 1
LG Medium outsider (native)
Init +1, Senses darkvision (60 ft.); Perception +0
Aura aura of good,
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex, )
hp 12 ((1d10)+2)
Fort +4, Ref +1, Will +2
Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 20 ft.
Melee cold iron glaive +4 (1d10+4/x3)
Melee buckler +0 (1d3+3)
Special Attacks Smite Evil,
Innate Spell-Like Abilities alter self (DC ,1/day), protection from evil (DC 11,1/day),
Class Spell-Like Abilities detect evil (at will)

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TACTICS
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STATISTICS
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Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 15
Feats Persuasive
Skills Craft (Paintings) +5, Diplomacy +9, Heal +6, Knowledge (Religion) +5, Perform (Sing) +4, Sense Motive +4,
Traits Redeemer, Touched by Divinity,
Languages Celestial, Common, Draconic
SQ aura of good, celestial language, celestial resistance, detect evil, skilled, spell-like ability,
Combat Gear Healer's Kit (10 charges), trail ration (5), potion of cure moderate wounds, potion of cure light wounds (4),
Other Gear cold iron glaive, explorer's outfit, banded mail, backpack, masterwork, journal, masterwork painting kit, inkpen, ink (2), waterskin (filled), holy text (typical) of Shelyn, whetstone, healer's kit, silver holy symbol of Shelyn, signal horn, buckler, 23 gp, 3 sp, 8 cp
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SPECIAL ABILITIES
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Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.

Aura of Good (Ex) You project a faint good aura.

Aura of Good

Background Skill (Craft (Paintings), Perform (Sing))

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision See in the dark up to 60 ft.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Good

Redeemer You've always held the strong belief that morality is everyone's choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action-and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption (see page 18), your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Spell-Like Ability (Sp) Angel Blooded Aasimars can use alter self 1/day as a spell-like ability.

Touched by Divinity You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL 1).

Background:

Diasana Brevelre doesn’t remember much of her mother, but she was raised by her father, a kindhearted skilled artist who imparted to Diasana a love of painting and a sense of compassion towards others. It was only later on that as she got older, her celestial heritage began to appear. Living in Mendev, many people would turn and stare at her beautiful, graceful, yet well-muscled body, her unusually colored fingernails, her multicolored eyes, her muscled arms that looked like they were sculptured from pure marble (which was in contrast to the iridescent bronze skin of the rest of her body), her chestnut brown hair that had several streaks of all of the colors of the rainbow in it, and her prismatic shadow, among other things; these traits made her stand out. But many who lived in Mendev always wondered about her, wary that she was actually of fiendish blood and not celestial.

Still, Diasana always showed compassion to others no matter who they were….even if they weren’t human like her. She always believed that everyone has beauty in their hearts. Many who are evil are merely those whose hearts were caged, their beauty longing to be set free. One such person Diasana saw was a tiefling cutpurse named Iyla. At first, the tiefling hated the aasimar, not understanding why the celestial descended woman kept trying to be friendly to her of all people. Eventually, Diasana’s perseverance won out and the two became friends, and eventually lovers (after Diasana helped Iyla get over her kleptomania). Sadly, Diasana was about to see the ugliness and cruelty of the world. One day, when bringing her lover a gift, the aasimar saw a crowd outside Iyla’s hovel. The hovel was on fire and in front of it was Iyla being burned at the stake, already dead. The Inquisition believed that the tiefling was an agent of evil. Diasana knew that they were wrong and when she defended the tiefling’s innocence, she was scolded by the leader of the Inquisition that she was a traitor to her heavenly ancestors. Diasana punched the Inquisitor in the face. She went on a tirade on how everyone deserved a chance at being good.

This event made people wary of her, for how can you trust someone who believes that even tieflings are capable of goodness? Diasana worked hard to try to get people to see the truth: that everyone has the right to walk the path of good and be love. It was later on that she found another lover who helped healed her broken heart after losing Iyla: a half-black dragon mercenary named Dragosis. Diasana saw that deep down he was kind and gentle, despite the façade of his tough and brutal warrior appearance. She turned him to good and they fell in love, and eventually planned to marry, but he too became a victim of the discrimination and shortsightedness of others as he was stoned to death by a mob of bigots. And to make matters worse, her father became ill and passed away. He gave her a silver holy symbol of Shelyn, telling Diasana that she had her mother’s beauty with his last breath. It was strange though, Illirli always had dreams of the goddess; whenever she was scared by nightmares, the goddess would appear in her dreams and chased away the nightmares away and then comfort the aasimar. Diasana always felt…strangely connected to Shelyn. She felt like she understood the pain Shelyn went through when the goddess’s brother Zon-Kuthon broke the Eternal Rose’s heart. Sometimes, she would even dream about the goddess’s sacred animal. Not only that, she felt calm and at ease whenever she visited the Eternal Maiden's temples and shrines.

Her experiences in seeing the beauty of others no matter who they were, as well as the shortsightedness of others, taught her something: the whole world’s beauty was caged by evil. She sought to become a paladin of Shelyn, as she desired to bring the message of love and compassion to others, as well as protect those who had been persecuted by others so that all may embrace the love of each other, be they half-dragon, tiefling, human, aasimar, or half-orc or whatever race they were. She decided to help others, including those who others thought as being beyond help.
After her training had ended, she traveled to Kenabres, guarding Shelynite pilgrims on the way. As she passed through the city’s gate, she thought she saw a white bird with a multicolored tail perched on a nearby tree looking at her…and smiling at Diasana.

Personality:
Diasana is a kindhearted and compassionate young woman. Her experiences with bigotry not only against her but others has shown her that sometimes you have to fight, and even kill, to protect the ones who love and those who cannot protect themselves. The aasimar sees beauty in everyone, and the mere suggestion that one is better than someone else sends her into a fury. She will scold your ear off! But, her scolding is more sisterly than motherly. She also tends to flirt a bit, as she hopes to find someone before she fades away to fall in love with. She seems to be drawn to the bad boys and bad girls, especially tieflings and half-dragons as she feels that despite their fearsome appearances, deep down they are beautiful, gentle (at times), and kind lovers.

She is strongly devoted to the Shelyn and the Eternal Rose’s paladin’s code. She will often whisper or even sing the code while she draws, which she loves to do. To her art and music is an important way to open the hearts of others. She does get embarrass when people point out that she is quite busty a bit.

Appearance:
Diasana is beautiful and her celestial features are easily seen. Her bronze skin is iridescent, although her arms appeared to be sculptured from marble. Her chestnut brown hair has multiple streaks that are various different colors. She has a beautiful, graceful, yet well-muscled body, along with unusually colored fingernails, pointed ears, and her multicolored eyes. When she cries, her tears are multicolored as well. She casts a prismatic shadow as well. Other features that mark her as different are her musical voice, her beautiful face covered in freckles, and her clothing always billows even without wind.

You did say that we had to pick our variant abilities by rolling right?

Are we allowed to reroll (once I guess) if we don't like what we get?


I don't normally play evil but I'll give this a try. I'll work on a red draconic bloodline/cleric of Dahak sorceress. She does pay lip service to the whore queen Ardad Lili Never done gestalt before so this might be fun.

Are you okay with players taking the leadership feat later on?


How do gestalt work?


I tend to use PCGen to do my character sheets. Don't think it has gestalt on it.


Marik Whiterose wrote:
SCKnightHero1 wrote:

I have an aasimar paladin of Shelyn with an interesting backstory. I'll have to check some stuff on her to make sure the rules and guidelines have been met.

But I hope playing an aasimar is okay.

Aasimar's are okay but as I said I'm biased toward core races. If it came down choosing between your Aasimar and another mechanically similar core race I would probably go core.

Well I have a human fighter who might work. I'm using the armor master archetype. So I'll use him. He was a level 4 at the time but he'll work. Just have to readjust a lot of things for him.


I have an aasimar paladin of Shelyn with an interesting backstory. I'll have to check some stuff on her to make sure the rules and guidelines have been met.

But I hope playing an aasimar is okay.


Are you okay with us taking the Squire feat later on as well as the Extra Traits feat?

And if we can take the Squire feat do we get to design our Squire/Cohort or do you?


I'm going to throw my hat into this. I had a tiefling paladin of Shelyn that I had created a while back in case someone started a Wrath of the Righteous campaign but since this is an all aasimar party I can create a new character for this one.

The character I'm thinking of is an aasimar paladin of Shelyn. Also you don't mind if my character has a bit of a grandiose background?


I almost forgot to thank you GM for the opportunity. Thank you again!


It's cool. It's hard for me to make a character that's a bit understated. Lol!

You can blame a certain dark elf ranger named Drizzt for me making grandiose characters!

But I wish you and the other players good luck and good fortune in the adventure.

Although now that I think about it I should have stuck with my aasimar archaeologist; while she wasn't a core race she wasn't as grandiose as my elven cleric of Apsu.

And it's alright. Every GM has a certain style and you have to go with what you're comfortable with.


GMJester wrote:
Thanks Adrian. I will add to the list of accepted applicants. Selection will be later today, or perhaps tomorrow, depending on how late I stay up.

Good luck everyone! There are a lot of great characters here!


Yeah but sneak attack + smite evil = A whole world of hurt for evil!

Anyhow, here is my character!

Nihilerilik Dragonchild

Stats:
[b][b]Nihilerilik Dragonchild
Female Elf cleric 1 Archetypes Divine Paragon,
LG Medium humanoid (elf)
Init +2, Senses low-light vision; Perception +4
Aura aura of good, aura of law,
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, )
hp 8 ((1d8))
Fort +2, Ref +2, Will +4, +2 trait bonus on saving throws against fear effects, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Ranged longbow +2 (1d8/x3)
Melee quarterstaff +1 (1d6+1)
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day),

Prepared Spells
Cleric (CL 1st; concentration +3)
1st-cure light wounds(2)(DC 13), *protection from evil(DC 13)
0th-detect magic, vigor(2)(DC 12)
*:Domain spell.
Deity Apsu; Domains Dragon Subdomain, Good,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
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Str 13, Dex 15, Con 10, Int 14, Wis 14, Cha 14,
Base Atk +0; CMB +1; CMD 13
Feats Deific Obedience, Point-Blank Shot
Skills Diplomacy +6, Heal +6, Knowledge (Arcana) +6, Knowledge (Religion) +6, Linguistics (Giant) +6,
Traits Courageous, Giant Slayer,
Languages Common, Draconic, Elven, Goblin, Giant
SQ apsu's obedience, aura, aura of good, aura of law, devoted domain, divine brand, dragon magic, elven immunities, keen senses, low-light vision, orisons, spontaneous casting, touch of good (5/day), weapon familiarity,
Combat Gear elven trail rations (3),
Other Gear longbow, cleric's vestments, studded leather armor, backpack, common, waterskin, holy text (typical), 20 arrows, quarterstaff, 15.0 gp
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SPECIAL ABILITIES
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Apsu's Obedience Pick a direction, and walk that way for the next 30 minutes. During this time, catalog all of the areas you pass and consider any tactical advantages that can be found in the terrain. After this, retrace your steps, but instead of plotting tactics, appreciate the beauty and scenery that you find along your way, and speak quiet prayers to or praises of the Waybringer, keeping in mind that none of what you've seen would exist were it not for Apsu. You then gain a +2 sacred bonus on Perception checks while you are traveling in this area, and a +4 sacred bonus on checks to notice enemies for the purpose of acting in a surprise round while you are traveling or camping there.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a faint good aura.

Aura of Law (Ex) You project a faint lawful aura.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Devoted Domain A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity's alignment. She gains Deific Obedience as a bonus feat, even if she doesn't meet the feat's prerequisites. She gains access to her boons at an accelerated rate rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat). When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain's granted powers and domain spells normally. For her other domain, she gains only its domain spells-she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting: Inner Sea Gods). In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels). This ability alters domains.

Divine Brand (Ex) A mark appears somewhere on the divine paragon's body. The mark's location varies by individual and faith, but takes the form of the deity's holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon's aura is even more powerful than a typical cleric's as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good. This ability alters aura.

Domains

Dragon Magic (Ex)Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Giant Slayer Your family's village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 5 times per day.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Background:
Nihilerilik Dragonchild doesn't remember her birth parents. She was still a baby when giants attacked her village and killed everyone but her. In fact, she would probably be dead too if it weren't for her adopted fathers who drove away the giants. Some might say that the elven babe was in worse shape than before as her rescuers were dragons! But these dragons were silver dragons; hearing the little Elf's cries the two dragons peered down at her and when she saw them her cries turned to giggles. These two dragons, Ozomaries and Zeiddrariei, adopted the Elven child giving her the name Nihilerilik which in Ancient Draconic means, "Our Little Heart".

Nihilerilik loved her draconic fathers deeply and they loved her in return. They were holy warriors of the draconic god Apsu, and they imparted the Waybringer's tenets and teachings to their daughter, in addition to how to battle giants (in addition to the occasional chromatic dragon) who the two silver dragons fought constantly against in order to protect settlements and cities, and make the lands safer for others.

But the giants who had been driven away by Ozomaries and Zeiddrariei had never forgotten nor forgiven their defeat at the talons and fangs (not to mention freezing breath) of the dragons and sought revenge. One day, to Nihilerilik's horror, the giants attacked, and while she did what she could to help her parents, the giants struck down Ozomaries and Zeiddrariei before her very eyes. But, the dragons with their dying breaths, caused their cavern home to collapse on some of the giants. The remaining giants, believing that they had defeated their draconic enemies, left. But, the silver dragons had made it so that their daughter could escape. Nihilerilk took several weeks to bury her fathers and their treasure hoards (she promised to one day come back and build a temple in their memory). She took a few items from her parents' hoards to remember her beloved fathers. Now, Nihilerilik wanders the lands, preaching the good of the Maker of All, Apsu, and the love the metallic dragons have for the other races. She has heard that a few towns have spotted giants, and Nihilerilik plans to aid them against the giants' attacks, hoping that maybe, just maybe, she might run across her fathers' murderers and avenge their deaths!

Description and Personality:
Nihilerilik is a tall Elven woman with neck length platinum colored hair and light violet eyes. She usually dresses in clothes with metallic colors, particularly silver both in remembrance of her fathers and because it is Apsu's holy color. She has a mark on her left cheek that resembles a silver dragon whose descending tail encircles a pool or mirror. This is her holy brand of Apsu that functions as her holy symbol. Strangely, Nihilerilik always goes barefoot, preferring to feel the ground beneath her feet as she strives to uphold Apsu's tenet to travel and protect the weak and vanquish evil.

Nihilerilik acts friendly around others, but she can get on others' nerves as she preaches the teachings of Apsu. She finds it unusual that people would roll their eyes or complain about her constant praising of a draconic deity despite her not being a dragon! However, she does know when to silent her tongue. Not only that, she is very courageous, protecting others from harm. She is always willing to give someone evil a chance to redeem themselves but if they refuse, then she will put them down for the good of everyone and the villain's own good as well. But, she despises giants for the deaths of both her fathers, the only family she ever knew. Also, she will also always fight against evil dragons, seeing them as traitors to Apsu. While she isn't a paladin of Apsu, she strongly follows the paladin's code of Apsu though, and she will always be performing her deity's obedience whenever she gets a chance. She is deeply devoted to both her god and her friends, and is always making sure her companions are okay. She also has a tendency to curse or pray in Draconic.

I'm pretty good at posting although it will be in the evenings and during my lunch breaks in the afternoons.

Now, I know that I didn't pick a Devoted Domain but if I'm picked I will speak with the rest of the group to see what their opinions and suggestions are as my character fulfilling a support role will be important and I would like their feedback on my options. Now I do plan on taking the Sentinel boons though.

I also plan on multiclassing a bit into the Dragonheir Scion fighter archetype later on.

If you see anything that needs fixing let me know GM and I'll get it fix right away!


2 people marked this as a favorite.

Hopefully this'll be fix soon.


Vylatka wrote:

I plan on having him multiclass to fighter at second level. I find that fighter and rogue synergize nicely together. He will eventually go more heavily into fighter than rogue. I feel like that kind of goes with his "fake it till you make it" backstory.

At level 1 he should be able to dish out plenty of damage with his great axe (especially if he can sneak attack)and his AC is only a little worse than a straight fighter would be at level 1.

Ever tried playing a multiclass paladin/rogue before? It's fun!


GMJester wrote:
SCKnightHero1 wrote:
GMJester wrote:

Hey applicants,

Sorry for no posting tonight, but I ended up on a work-trip with short notice today. Will be back in the homestead tomorrow evening, and will catch up with all of you then.

That's alright. I still have to work on my character's background. Depending on your answer to my question, I can easily switch my character from a Silver Champion to a Divine Hunter/Holy Guide. So, take your time.
Your choice. I think the Silver Champion's drake riding is probably a little spectacular for what I am looking for, but you should submit what you like.

Not sure why it would be a bit too spectacular for the campaign but that's alright. I can easily do a half-elf paladin divine hunter who later picks up the dragonheir scion fighter archetype later on. :)

I'll have everything up tonight!

Warning though: her backstory will be quite sad so have some tissues ready!


GMJester wrote:

Hey applicants,

Sorry for no posting tonight, but I ended up on a work-trip with short notice today. Will be back in the homestead tomorrow evening, and will catch up with all of you then.

That's alright. I still have to work on my character's background. Depending on your answer to my question, I can easily switch my character from a Silver Champion to a Divine Hunter/Holy Guide. So, take your time.


I just realized that we don't have a lot of people submitting melee characters. I think I'll do an elven silver champion paladin instead. In case you've never heard of that paladin archetype here it is: Silver Champion.

I'll work on the concept and build tomorrow. Have to do a lot of research reading up on the player's guide.

also according to what I've heard the drake companion had numerous flaws that Paizo never got around to fixing. Just in case we could use this to fix the drake companion feature. But I'll leave that up to you.


GMJester wrote:

Some replies:

SCKnightHero1 - you can submit an aasimar if you like, but understand that I prefer standard core races.

Mathpro - I'd prefer players without so much OOC experience, but won't stop you from applying. I may start up one more game, and if you IM me something you haven't played, I might start that up.

Cuan - I don't even know what a Weretouched Shifter is. That probably has an uphill climb to be quite honest.

PumpkinCake - I would welcome a new player as long as you are invested for the long haul. If you are just dabbling, then I'd prefer if you looked elsewhere.

Scranford - Iomedean cleric is a strong choice. What is first light? I am not familiar with that weapon?

Time for dinner. More to follow.

Understood. I might have another character that I could use. I could work on an elven archaeologist who doesn't know when to shut up! He would work as both of a scholar and trap disabler.


I have an aasimar bard with the archaeologist archetype that I had used back when a group I was in attempted to play it but it fell apart and we never made it even a fourth of the way through the first book.

Are you okay with an aasimar archaeologist or would you prefer a character with one of the standard races?

Here's the character: Alesta

I might have to double check the ability scores but she should be good to go. But if you want me to use a different character I can come up with someone else.


Congratulations to those who got picked! I wish you good luck and loads of fun in this adventure!


You're welcome!

Thank you for this great opportunity too!


Stats:
Blarth
Male Half-Orc (Varisian) paladin 1 Archetypes Redeemer, Warrior of the Holy Light,
LG Medium humanoid (orc, human, mountain half-orc)
Init +1, Senses darkvision (60 ft.); Perception +0
Aura aura of good,
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield, )
hp 11 ((1d10)+1)
Fort +4, Ref +2, Will +3

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OFFENSE
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Speed 20 ft.
Melee light flail +3 (1d8+2)
Melee shield, light wooden +3 (1d3+1)

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TACTICS
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STATISTICS
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Str 14, Dex 12, Con 13, Int 12, Wis 10, Cha 15,
Base Atk +1; CMB +3; CMD 14
Feats Persuasive
Skills Craft (Tattoos) +2, Diplomacy +8, Diplomacy (Influence Monster) +10, Diplomacy (Potentially Sexually Attracted) +9, Heal +4, Knowledge (Local) +4, Knowledge (Religion) +5, Profession (Courtesan) +4,
Traits Charming, Redeemer, Serpent Runner,
Languages Common, Orc, Skald, Varisian
SQ associates, aura of good, cavewight, city-raised, darkvision, hero points, merciful smite, monstrous rapport, orc blood, sacred tattoo,
Combat Gear Healer's Kit (10 charges),
Other Gear light flail, shield, light wooden, outfit (explorer's), armored coat, backpack, masterwork, bedroll, artisan's tools (traps/masterwork), journal, healer's kit, inkpen, ink (1 oz. vial), holy text (typical), belt pouch, waterskin (filled), holy symbol (wooden), 37.8 gp
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SPECIAL ABILITIES
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Associates A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.

Aura of Good (Ex) You project a faint good aura.

Aura of Good

Background Skill (Craft (Tattoos), Profession (Courtesan))

Cavewight Some half-orcs live far from the surface, seeking solace in winding cave complexes. Half-orcs with this racial trait gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Hero Points Current Points = 0; Max Allowed = 3 [Alter these values in GM Awards]

Merciful Smite (Su) When a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal -4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).

Monstrous Rapport (Ex) Redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to "monstrous" races such as goblins and orcs, monstrous humanoids, and other intelligent nonhumanoid monsters.

Mountain Half-Orc

No Racial Subtype You have chosen no racial subtype.

No Spellcasting

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Redeemer You've always held the strong belief that morality is everyone's choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action-and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption (see page 18), your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: When wearing Heavy armor, you treat its armor check penalty as if it were -1 lower.

Serpent Runner / Armor (Heavy) When wearing Heavy armor, you treat its armor check penalty as if it were -1 lower.

Background:
Blarth doesn't know much about his parents. All he knows is that he was born with the blood of Varisirans and mountain orcs running through his veins. What he does know is that his childhood has been quite hard. Very hard. He has had to struggle through much of his life. He had to teach himself how to read and write, although he also had to learn to fight to survive too. Of course, this didn't always work in his favor.

One day, he was beaten within an inch of his life when he refused to help the gang he was with waylay a band of pilgrims. Left for dead by the thugs, he was later found by some pilgrims travelling to a temple of Arshea, the empyreal lord of freedom, beauty, and sexuality. The pilgrims healed and offered him a place among them. Moved by their kindness despite telling them that he moments ago was about to attack them, he joined them. Curious about the ways of Arshea, he was taught the tenets and beliefs of Spirit of Abandon. Blarth discovered that he enjoyed Arshea's tenets, since it did quell his hedonism at times (a trait he had picked up during his days as a street thug).

He soon learned that he had a gift to helping others see the light, and then it dawned on him: just as Arshea and its followers had given him a second chance at life, he believed that Arshea had chosen him to give that same chance to others. But to the half-orc, he decided to reach out to those that many saw as impossible to redeem: monsters like gargoyles, hobgoblins, harpies, etc. Why shouldn't they also be freed from the bonds of evil just as he was by Arshea's love? This is why he decided to join the Pathfinder Society, as Pathfinders traveled to areas full of monsters, many of which could surely be saved just as he was. It also helped that he had been training in the Serpent's Run where he heard about the local Pathfinder Lodge needing some help. This was his chance to save the souls of others.

Description and Personality:
Blarth is a tall, muscular male half-orc, despite his androgynous appearance with grayish-green skin, long black hair that he keeps in braided dreadlocks, and small tusks. His eyes are dark yellow. As a sign of devotion to the arts and to the empyreal lord Arshea, Blarth has decorated his body in purple and white tattoos depicting swans (Arshea's sacred animal), heart, and sash-like patterns. This gives him a unusual, yet unique look. He also tends to dress...a bit scantily in order to show off his body. He does have several scars covering his body, symbols of his past, but he wears them with pride as they remind him that everyone deserves a second chance. He also has a tattoo of Arshea's holy symbol on his arm. He also has many earrings and piercings in both ears, and his left ear has a notch in it where it looks like someone took a bite out of it!

Personality-wise, Blarth symbolizes the gentle, strong giant. He may look fierce, but he always ready to show others he's friendly with a quick smile. Like other Arsheans, he hates oppression and evil, although he reserves his anger towards those who would force others to commit evil instead of allowing them the chance and freedom to choose their own paths in life. Also, like other Arsheans, he strongly believes and openly practices free love and sexuality. He has had several lovers in the past and cherishes each of them his his heart and soul. He tends to flirt with just about anyone and everyone, as he believes that love is the quickest way to breaking the chains of oppression and evil. The half-orc is something of a hedonist, which he views with a mixture of pride and regret. Thankfully, he is an avid reader, and reading brings him great joy (along with the art of tattooing), so he uses this to help him relax and repress his hedonism. It works...sometimes.

Blarth is always eager to give those who many others would see as hopeless and impossible to redeem, but to him, that's a worthy challenge.

Plans:
I plan to turn Blarth into something like a heroic knight in shining armor who would prefer to use diplomacy instead of bloodshed to resolve a fight. He plans on bringing redemption to many who he sees as being in desperate need to find the light, and he sees himself as the person who is going to show them the light...even if he has to kick them in the teeth a bit! I might later on pick up the Extra Traits feat to pick up some other traits along the way and the Squire feat to find a trainee to help him and the other party members out in tough spots. I do also plan on taking the Knowledge (dungeoneering) and Survival skills to show him tapping into his mountain orc heritage, and later on (or sooner) pick up Craft (painting) to show his devotion to Arshea and I might pick up a second class down the line but I'll play that one by ear.

About Myself:
I played Pathfinder a lot several years ago, but I was forced to drop out of several campaigns because of personal and financial issues. Plus, it was hard to keep up when I had no Internet. Now I have a new job that pays well and now I can afford Internet so I can now post more often than I did in the past. I hope to get back into the swing of things. And GM: thank you for this opportunity!

Phew! Just made it (I hope!)


JoshB wrote:
I'm good through midnight CST

Awesome!

I do have two questions: are you okay with my character later picking up the Squire feat Squire?

And we will be able to romance NPCs? If yes are we going to keep it PG-13 (please do so!)

Okay that's actually three questions but eh. ;P


JoshB wrote:
Today is the last day for submissions.

Hmm....I might be able to get a character in though it will be late tonight (before midnight though!). I'm at work and I don't get off until around 6 pm est.

Is that alright?

Thinking about a half orc paladin redeemer of Arshea.


Guess the deadline for submissions has passed huh?


Oh shoot! I wish I had decided to get back into Pathfinder last month! I guess I missed out on this one. Well I wish all of good luck in this adventure!


Oh shoot! Just when I decided to get back into Pathfinder, I miss out on this. Still good luck to all of you!


Male Human Fighter 20/Paladin 14/Books-A-Million Salebook Specialist 10/Aspiring Writer 13

Hey y'all! Sorry I haven't posted in awhile. Last week I had to be rushed to the ER as I passed out due to heat exhaustion, dehydration, and really bad asthma attack. But I'm doing better now. I just trying to get things straightened out so that's why I haven't posted yet. I'll try and have post up sometime tomorrow. Again I'm sorry about this.


Male Human Fighter 20/Paladin 14/Books-A-Million Salebook Specialist 10/Aspiring Writer 13

Hey y'all! Sorry I haven't posted in awhile. Last week I had to be rushed to the ER as I passed out due to heat exhaustion, dehydration, and really bad asthma attack. But I'm doing better now. I just trying to get things straightened out so that's why I haven't posted yet. I'll try and have post up sometime tomorrow. Again I'm sorry about this.


Male Human Fighter 20/Paladin 14/Books-A-Million Salebook Specialist 10/Aspiring Writer 13

Hey y'all! Sorry I haven't posted in awhile. Last week I had to be rushed to the ER as I passed out due to heat exhaustion, dehydration, and really bad asthma attack. But I'm doing better now. I just trying to get things straightened out so that's why I haven't posted yet. I'll try and have post up sometime tomorrow. Again I'm sorry about this.


Ah okay. Well good luck!


Is this still open? And we will be using the forums to roleplay on?


Darn! Missed it! I was going to try out a half orc redeemer paladin of Arshea.


Darn I missed it. :(