Sironu

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Organized Play Member. 19 posts (2,524 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 7 aliases.


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Hello

Does a sorcerer who takes "aberrant tumor" qualify for "die for your master"?

Aberrant Tumor:

Prerequisite(s): Aberrant bloodline.

Benefit: You gain a tumor familiar, as the tumor familiar alchemist discovery, with an effective alchemist level equal to the level of the class that grants your aberrant bloodline for determining the tumor familiar’s abilities. If multiple classes grant you the aberrant bloodline, those class levels stack for determining your effective alchemist level.

Die for your master:

Prerequisites: Tumor familiar alchemist discovery.
...

Die for your master has the prerequisite of the alchemists tumor familiar discovery. The Aberrant tumor gives you a familiar as per the tumor familiar alchemist discovery, but does that count as actually having the discovery?

Thanks in advance.


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This is just an observation from the group of players I play with, so take from it what you will

Players in my group all had things they liked or disliked to varying degrees, but the one thing that they unanimously disliked was resonance.

Before we even began the general theme was why are we being arbitrarily limited on how many items we can use? If we find the magic gizmo and someone can benefit from the magic gizmo then they should be able to just use the magic gizmo.

So we played and the first magic item found was a healing potion. When the rules on potions were read the dislike for the system became an intense dislike for resonance.

Everyone had 1 resonance point, and for the entirety of first level everyone played as if they had zero points. The consensus was that nobody wanted to risk not being able to drink a potion when they needed it. Thus, an item or two were simply never used.

By second level a priority list had been made up for resonance points. First priority: Keep one point for a healing potion (this despite the fact that nobody had been in a position to need a healing potion at first level). Second priority: Constant on items. Third priority: If you have any left, maybe on a consumable.

I think that the system may have been more palatable if wands, potions, scrolls and other consumables did not use resonance, but as it is everyone in my group hated the system.

Overall the general opinion was if you didn't want us to use magic items, then don't give us magic items. But don't give us magic items and then tell us we can't use them. In essence, they wouldn't mind if they didn't get many magic items, but they were irked that they couldn't use the ones they were given.

A tangential observation, it was pointed out that this system effects everyone unequally, bards and sorcerers are naturally going to have much bigger pools than anyone else, so while the fighter/cleric/rogue/wizard are starting with 1 or 2, the bard/sorc will have 5. If there were either of those classes in the party they would essentially have been given all the consumables as they would be the only ones with the luxury of being able to use them without putting themselves at risk (by this group's reasoning). The thought was that this was also an unfair burden on the fighter/rogue because they relied more heavily on items than the sorc or bard but had the least points.


Working on a gnoll since that seemed to pique the curiosity of a couple of people. Just a quick warning, there is no secret trick to the nature bonded magus, its just an interesting idea. Losing arcane pool for a plant familiar isn't a powerful trade ;)

That being said, I have narrowed down three options for a lv 1 druid spell:

Frostbite is a good offensive spell that also seems thematic (though if everything has cold resist its usefulness might be mitigated).

Goodberry is a supplementary healing/utility spell and with the right plant familiar I will have a supply of berries on hand.

Featherstep is a utility spell that might be handy given Secret's warning about environmental FX.

Any thoughts or alternate suggestions?


Some possible options are:

A swashbuckling ninja ratfolk {Melee/support}

A Vishkanya alchemist bomber (ranged and can pick up a side of healing as needed)

A gnoll nature bonded magus.(Melee/arcane)

A tengu druid with or without a companion depending on if Secret wants to deal with extra critters. {also with a side of healing}

I have more ideas if something else is needed.


Hello

I am just having a looksee at the other preferences to see if there is any role that needs filling.

The build rules are quite extensive. Are unchained classes allowed/preferred?


3 people marked this as a favorite.

Why not just let the player wear whatever he wants, skip the whole "atunement" thing and just let him activate a special effect that he wants, when he wants from his resonance pool? Wouldn't that be straight up simpler? (Ignoring consumables for the moment). It is just silly to me to sit there thinking should I keep my armour running? Or maybe I might need my boots today, but then I would have to move my stuff from the magic bag."

My +1 sword is always a +1 sword, but if I want it to fire a laser I spend a point. you have your special ability limit with the weirdness of my armour doesn't work today because I turned on my shield.


2 people marked this as a favorite.
CalebTGordan wrote:

...

I'm making this point once more not because I'm picking on you but because I want to hammer it home to the community at large.

0 Resonance does not mean you can't use items.

It means you start making a check to see if you can use the item. If remember correctly only a fumble result means you can't use non-invested magic items for the rest of the day. (Paizo Person correct me please.)

0 resonance means you start gambling with a coin toss whether you waste a consumable for no effect and lose an action, AND gain a chance where you straight up can't use any more magic for the rest of the day. When are you going to take that risk? Only when you are forced to. When would be the worst time to fail that roll? In a situation where you are forced to take that risk.

I know its just an opinion, but there it is.


7 people marked this as a favorite.

If a GM doesn't want the PC's to "spam" consumables, then don't give them consumables? Why hard code this limit into the system to solve a 'problem' that should be nothing more than the GM deciding what power level he want's to play?

If the issue is thematic, you don't like that the players sit around for a few minutes poking each other with sticks, then make higher level healing more affordable so instead of 10 pokes with CLW, its economically reasonable for them to do 5 pokes with CLW or 2 pokes with CSW.

If it is the fact that the wand is doing the healing, why not just tweak the wand/potion paradigm a bit and say healing and boons are in potion form only while negative conditions and damage are reserved for wands? Then you fly/healing/magic armour/restoration etc magic are potions and your Melf's/curse/magic missiles are wands.

If the issue is healing between encounters, I just have to say that I've played with many different groups from all over the place and the have all had different tolerances for pressing on with different levels of resources, but the one constant that was always a hard limit was HP. Wizard out of spells? We can keep going. Cleric out of healing? Well, we are full on HP so we can risk it. Fighter down to half hp? We're done here. Personal anecdote? Yes, but take it for what its worth.


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Jason Bulmahn wrote:

Hey there all!

.....
I will say this before I go to run more demos at GAMA. Players have rarely run out of resonance in our games, and there is a lot more healing to go around than you might think.
.....

If resonance didn't limit anything, then what was this system doing? And if there is a lot more healing going around than one might think then all that has happened is that healing has been changed from a wand into something else?

Of all the changes so far this is the one that has given me the greatest pause. As has been asked before, what is the problem this system is addressing?

The best change to magic items I've seen so far was simply removing the stat/save boosters that had become must haves and opening those slots up for more interesting things. I've seen several situations where a player says some variation of "that is cool, but it takes the shoulder slot so I can't use it".

The reason my group never bought more powerful wands was just that their cost was out of whack with their efficacy. They absolutely loved finding a CMW or CSW wands, but would never purchase one because paying 6x the cost for 2x the healing or 15x the cost for 3x the healing just wasn't worth it.


DM KLS wrote:
... And you weren't kidding about Aviel's backstory, there is a plenty long version of it there Star Fox lol.

When the character was made the DM had us roll on this background generator and then work a story from the results. I thought it turned out well, but it's length is searches for word excessive =) So I made a compressed version but left the link to the longer version if one was interested in reading the whole thing.


Mashiki Malbourne build:

Mashiki Malbourne
Human (Taldan) Sorceress (aberrant bloodline) 1
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 mage armour, +2 Dex)
hp 13 (1d6+7 (3con 1favoured class 3toughness))
Fort +3, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)

--------------------
Statistics
--------------------
Str 11, Dex 14, Con 17, Int 10, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Toughness, Weapon Finesse
Traits *If I can tweak the flavour a bit to be recollections from her current abberant self: Formerly mind-swapped
Otherwise Sensitive mind (Skill: Perception)
Hard to kill

Skills adventuring: Knowledge (dungeoneering) +5, Use magic device +7, *Perception +5

Skills background: Languages (aklo) +1, Profession (farmer) +4

Languages Aklo, Common
SQ eschew materials
Other Gear
--------------------
Special Abilities
--------------------
Acidic ray (Sp) 5/day ranged touch 1d6+1 acid, 30'.

--------------------
Spells
--------------------
At will: Dancing lights, Acid splash, Prestidigitation, Open/close.
3/day: Mage armour, Shocking grasp

Waking up:

She woke up in darkness amidst confusion and a strange feeling of loss. Her first sensation was of being restrained, it felt like she was bound in something soft and yielding, yet tough. She struggled against her restraints and suddenly sensed something else in her mind. She knew that the other was in distress and the feeling overwhelmed her triggering a wave of nausea.

The other was likewise confused. She didn’t know how she knew this.

As her sight slowly came back it was all wrong, she had no control over where she was looking. It was as if she was looking through someone else’s eyes. The sight dropped to her hands but though she could feel them it was like another force controlled them. She struggled again to to gain control. Her hands clutched her head as a wave of nausea once again overcame the other, and again she felt that distress as if it was her own.

The other knew she was there. “Who are you?” it asked. The question wasn’t verbal, she simply knew what the other was thinking. The question, however, posed a conundrum. She cast back in her memories. She remembered fragments and hazy recollections of quiet, peaceful places. Lonely places, but she couldn’t bring them into focus. She did realize however that these memories weren’t her own. They were memories from someone else, maybe even multiple other people. As for her own memories she couldn’t conjure up even a vague recollection.

“I….” she trailed off immediately. There was something wrong with the way that sounded, even in her mind. It felt incorrect, but she didn’t know why. The other likewise realized that it sounded wrong. “I… don’t know”.

The other was also lost, unable to remember anything of their past. Despite her confusion, she remained emotionless, however the other was experiencing a rising panic. “Where are we” the other thought as they started to look around, but immediately stopped. They both realized at the same moment that that sounded right, it felt right.

“Who are we?” With that though she began to feel her mind mingle with the other. She felt the chaotic mess of emotions seep into her awareness and all the good and bad that came with them. At the same time the other’s mind was opened up to the vastness of void, and all the beauty and terror that came with it. They both knew that they had done this before, and they both knew that she wasn’t always able to adjust to the idea of emotions while the other’s mind would sometimes rebel against knowledge it wasn’t able to comprehend, but together they endured, had endured since they were born together.

She felt her thoughts merging with the other. A smile crept across their face and they whispered out loud “We are Mashiki”. There was no longer strictly her and the other. Mashiki touched her lip where it ached. She was bleeding, the drop of black blood seeming to quiver of its own accord for the briefest of moments before lying still. She couldn’t live outside of Her and She couldn’t live without Her inside, and that made perfect sense.

Mashiki looked at her forearm for a few moments, watching the faint grey veins ever so slowly writhe beneath her skin. She smiled again, it felt good to be together again, but now to the matter at hand. Where were they?


Hello

This will be my first pbp game, so I am open to any suggestions and tips to improve the experience.

I look forward to joining you.


I think we broke the DM.


Sounds like two full groups, problem solved! =D


Mashiki Malbourne. Human aberrant sorceress.
Would there be any complications if the flavour of mind-swapped was altered to be fragments of ancient lore from aberrant heritage?

Example opening:

She woke up in darkness amidst confusion and a strange feeling of loss. Her first sensation was of being restrained, it felt like she was bound in something soft and yielding, yet tough. She struggled against her restraints and suddenly sensed something else in her mind. She knew that the other was in distress and the feeling overwhelmed her triggering a wave of nausea.

The other was likewise confused. She didn’t know how she knew this.

As her sight slowly came back it was all wrong, she had no control over where she was looking. It was as if she was looking through someone else’s eyes. The sight dropped to her hands but though she could feel them it was like another force controlled them. She struggled again to to gain control. Her hands clutched her head as a wave of nausea once again overcame the other, and again she felt that distress as if it was her own.

The other knew she was there. “Who are you?” it asked. The question wasn’t verbal, she simply knew what the other was thinking. The question, however, posed a conundrum. She cast back in her memories. She remembered fragments and hazy recollections of quiet, peaceful places. Lonely places, but she couldn’t bring them into focus. She did realize however that these memories weren’t her own. They were memories from someone else, maybe even multiple other people. As for her own memories she couldn’t conjure up even a vague recollection.

“I….” she trailed off immediately. There was something wrong with the way that sounded, even in her mind. It felt incorrect, but she didn’t know why. The other likewise realized that it sounded wrong. “I… don’t know”.

The other was also lost, unable to remember anything of their past. Despite her confusion, she remained emotionless, however the other was experiencing a rising panic. “Where are we” the other thought as they started to look around, but immediately stopped. They both realized at the same moment that that sounded right, it felt right.

“Who are we?” With that though she began to feel her mind mingle with the other. She felt the chaotic mess of emotions seep into her awareness and all the good and bad that came with them. At the same time the other’s mind was opened up to the vastness of void, and all the beauty and terror that came with it. They both knew that they had done this before, and they both knew that she wasn’t always able to adjust to the idea of emotions while the other’s mind would sometimes rebel against knowledge it wasn’t able to comprehend, but together they endured, had endured since they were born together.

She felt her thoughts merging with the other. A smile crept across their face and they whispered out loud “We are Mashiki”. There was no longer strictly her and the other. Mashiki touched her lip where it ached. She was bleeding, the drop of black blood seeming to quiver of its own accord for the briefest of moments before lying still. She couldn’t live outside of Her and She couldn’t live without Her inside, and that made perfect sense.

Mashiki looked at her forearm for a few moments, watching the faint grey veins ever so slowly writhe beneath her skin. She smiled again, it felt good to be together again, but now to the matter at hand. Where were they?

Personality traits:

Mashiki seeks recognition, trying to be helpful to gain the approval of those around her. She tends to be excitable.
Optimistic and conscientious she tries to do the right thing.
Spontaneous and intrepid she often acts on impulse or does things that may only make sense to her.
Agreeable and engaging she is always trying to make friends and loves learning about other people, though her condition usually drives people to avoid her.
Convential, she tries to fit in.

Stats:

Mashiki Malbourne
Human (Taldan) Sorceress (aberrant bloodline) 1
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 mage armour, +2 Dex)
hp 12 (1d6+6 (2con 1favoured class 3toughness))
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)

--------------------
Statistics
--------------------
Str 11, Dex 15, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Toughness, Weapon Finesse
Traits *If I can tweak the flavour a bit to be recollections from her current abberant self: Formerly mind-swapped
Otherwise Sensitive mind (Skill: Perception)
Hard to kill

Skills Profession (cook) +4, Profession (farmer) +4, Bluff +7, Knowledge (dungeoneering) +5, Use magic device +7, *Perception +5
Languages Aklo, Common
SQ eschew materials
Other Gear
--------------------
Special Abilities
--------------------
Acidic ray (Sp) 6/day ranged touch 1d6+1 acid, 30'.

--------------------
Spells
--------------------
At will: Dancing lights, Acid splash, Prestidigitation, Open/close.
3/day: Mage armour, Shocking grasp


Hello.
I was trying to make a double weapon user as I've never played one before. Reading up on double weapons I've learned that they interact with different feats and abilities in odd ways.

As a result, I've run into an odd situation and am looking for guidance.

So here is the situation:
******
Swashbuckler Finesse (Ex)
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Spear Dancing Style
Benefit(s): Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end.

A weapon wielded in this way loses the brace and reach special weapon features.
******

So if I take a shortspear, it qualifies for the swashbuckler finesse (one handed piercing) and it qualifies for the dancing style (in the fighter spear group)

Can I finesse this while using it as a double weapon?

The general argument against allowing finesse with normal double weapons is that the weapon itself is a two handed weapon despite one end being treated as light for TWF purposes.

But in this case, the weapon itself does qualify for the finesse, so would the other end still be finessable using swashbuckler finesse despite being treated as a light mace for purposes of TWF using the same argument?

One a related note, would it qualify for recovering panache for the same reason (base weapon qualifies for recovering panache)?

Thanks in advance for your input!


Hello

This is specifically about a mystic theurge build but extends to any wizard/ecclesithurge build.

I know there is debate about whether you can have two bonded items, but I was wondering the following:

If the wizard takes amulet (which just happens to be a holy symbol) as their bonded item, later when they get the bonded holy symbol from the ecclesithurge would the bonded item abilities of the existing item expand to encompass cleric spells?

Thanks in advance.


Hello
I have a question about absorb blow.

Absorb Blow Text:
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects...

If an attack does both physical and energy damage, such as from a flaming weapon, does absorb blow reduce both aspects of the attack (does it count as a single source even though there are two types of damage being applied)?

If so, which damage is blocked first, the physical damage, the energy portion or any combination desired?

This is relevant in the situation where an individual has resistance or DR separate from the absorb blow ability.

Thank you in advance


Hello
I have a follow up question about absorb blow.

If an attack does both physical and energy damage, such as from a flaming weapon, does absorb blow block both aspects of the attack (single source)?

If so, which damage is blocked first, the physical or energy portion?.

This is relevant in the situation where an individual has resistance or DR separate from the absorb blow ability.

Thank you in advance

Full Name

Ammon Al-Mukhalas

Race

Human, Garundi

Classes/Levels

Conditions: Permanently dead/retired.

Gender

M

Size

M

Age

23

Alignment

NG

Deity

Osiris, and Ancient Osiriani pantheon as a whole.

Location

Wati

Languages

Common, Osiriani, Ancient Osiriani

Occupation

Former Pirate/Slaver, Preacher, Muscle for hire.

Strength 19
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Ammon Al-Mukhalas

Background:
Born in the derelict bargetown district of Wati to a very poor family, there weren’t many ways to get by other than illicit ones. From childhood he was a lookout and, as he grew taller and stronger, hired muscle for a smuggling guild. From what he earned, he supported himself and both his parents (a simple fisherman and weaver) and siblings.

Later on, he expanded his services to working for Osirion pirates praying on merchant vessels in the inner sea region, who both stole from and enslaved the crew to sell later. While he wasn’t a sadist or someone who did this for the fun, like some of his colleagues, he’d always felt it was the only real road to wealth open to him, and didn’t feel bad at all about turning the tables on those delivered to much more favorable positions than himself.

Slaving proved to be a dangerous business, however, and there came a time during a boarding that should have been the end for him. A crossbow bolt had pierced his armor, and to this very day he swore that it pierced his heart only moments before he fell into the cold sea and lost consciousness. By all accounts, he should be dead, if not from the wound itself then by drowning in the open sea.

But somewhere in the next few days, he washed up on the Coast of Osirion, near Totra. His chest wound had only left a vague scar over his heart, and he found that he could move and think normally. Something had saved him and carried him all the way from dozens of miles up the inner sea back to his homeland. His only clue was the crook and flail neckless that was in the sand next to him. As the corresponding god of rebirth, he saw the work of Osiris in these events and figured that the god had given him a second chance at life. He now tries to live this according his ideals and seeks to redeem himself for his past life of crime, along with seeking to rekindle worships for the old Osiriani gods as a whole.

In the last year, the longer his worship occurred, the more he was visited by visions of glory, of joining the exploration of the necropolis of his hometown and reclaiming the treasures of the ancient Osiriani and the nearly forgotten gods both. If he closed his eyes, he could hear and see the spirit animals of the Ancient Gods crying out for someone worthy to wield them, and reming the world that the elemental clans of the deserts were not the only mighty Osirion creatures to conjure!

Appearance:
Ammon is a heavily-muscled, bald Garundi man in his early to mid twenties. Some facial scars around the cheek and forehead indicate he’s no stranger to violence. He wears Kohl around the eyes, often alongside crushed malachite eyeliner if the price is affordable. From his neck hangs a simple silver necklace containing the crook and flail of Osiris. His visage is completed by an extended goatee beard.

For equipment, he wears a set of leather armor reinforced with metal plates which covers his Shendyt (the typical Egyptian kilt-like wear). His outfit includes corresponding plated wrist-, shin- and sandalguards. Despite his armor, it is obvious that some gaps were allowed in the design to compromise between protection and ventilation for the local high temperate. His displayed weapons are a dagger, a pilum with a set of javelins and a Long spear that ends in a piked hammerhead rather than a normal spear point ( A lucerne hammer - his only piece of more uncommon weaponry). He also wears a backpack that contains two attached water skins and a rope with grappling hook.

During downtime, he is often seen either drinking in a pub or out on the street, preaching about the faith of the old goads to varying amounts of success.

Personality:

At first, Ammon appears as a friendly giant of sorts who attempts to enthusiase onlookers for the local, Ancient Osiriani gods; those whose influence has waned since equally ancient times. Those who approach him with a job offer that involves some kind of moral high ground would find him quickly willing to accept. However, the longer a person is around him, the longer they get the feeling that something isn’t quite right; that he accepts the risks too quickly for jobs, that he has some confidence issues fighting ‘the good fight’ and that his preaching is ultimately flawed – whether by genuine doubt in his message or by some other inner personal conflict.

It doesn’t help either that he often appears to talk to invisible figures, or as he calls them, ‘spirits’, around him. If they do exist, only he is privy to their presence and communication as of yet.

In truth, he does struggle with questions of who saved him and why, what he did to make him deserve a second chance, and how he could best make up for his earlier deeds. He doesn't struggle with the raised eyebrows over his coversations with the spirits, however. He just knows those are real, and who is he to question them? Surely they were agents of Osiris himself, sent to guide and advise him for the betterment of all?

Note: Regarding personality, I should mention that I am somewhat of an improvisational writer and that I form a large part of his personality and mannerisms as I go along.

Secrets and Goals:

Motivation:
Ammon has three main goals:
-Redeem his past life of crime in some shape or form.
-Rekindle worship of the ancient Osiriani pantheon.
-Find and recover lost relics of the time of the ancient Osirion empire and its pantheon.

Secrets:
-Known to him and to me as a player: he used to be pirate and slaver, and only stopped doing this when he was killed.
-Known to only me, not the character: his visions regarding reclaiming ancient Osiriani treasure and spirit animals of the ancient gods, along with the conversations with unseen entities, might not come from Osiris but a different entity entirely.
-Secret unknown to both me and the character: ? (up to the GM!)

About me as a player, from profile:

I'm a thirty-ish (vague because it makes me feel younger!) physician from the Netherlands. I grew up on the Baldur's Gate games along with the Super Nintendo RPG classics (Chrono trigger, Lufia, etc) and have been hooked on RPG's ever since. I started playing tabletop RPG's with 3.5 but it was a bit too complicated for a group of 14-15 year olds like us to really grip beyond a base level. I moved to D&D 4e from there and then to pathfinder when it became more popular around here and 4e died. Since I was working then and had the income to support it, I frequently travelled between Germany, England and the Netherlands for the weekend-long pathfinder conventions. I would have done this more often but had to skip last year due to becoming a dad and this year due to Covid-19.

Having played most of the later seasons of PFS and through one AP (Wrath of the Righteous), I consider myself decently experienced in pathfinder first edition but not overly so. I still occasionally make a mistake here and there and keep learning from them. I'm not into rule-lawyering and try to avoid arguments about the rules at all costs. They tend to sour the experience for at least 1 person at the table.

On PBP, I'm fairly new and have only started doing this last year. My first experience there was a bit rough since I had to try and get a grasp of things in the middle of a level 15/mythic tier 6 campaign that went pretty wild pretty fast! When the GM stopped there, I paused for six months and came back afterwards. Now, I am in 4 active campaigns and 1 mostly inactive one (see below!)

On posting, I post at least once per day and try to make reactive and engaging (and hopefully amusing at times!) posts, following the stickied PBP guides and commendments on the forum as best as I can. If you want to check those out to get an idea of my posting style, the aliases are Sorogar,. Raesilia, Aradesh, Swaggy and Elrys. Generally, I try to avoid one-liner posts and try to include at least one or two things someone after me could react to.

Quick overview of current characters and campaigns:

-Raesilia Talbot, human avenger vigilante 1, war for the crown.
-Aradesh Gorewolf, half-orc Shaman 1, Giantslayer.
-Elrys Valrassedin, human evangelist cleric 11, Iron Gods.
-Swaggy Sockslayer Mcfly, Goblin Rapper 1, Rise of the runelords
-Sorogar Twintusk, half-orc shaman 5, Homebrew.

Timezone and Posting habits:

CET. I post at least once but usually twice per day, so long as there is something to react to in other posts. My time of posting tends to be around 09:00-10:00 CET, before going to work, and between 21:30 and 01:00, after returning from work and the kids are asleep.

Mechanical Build overview and party controbution in and out of fights:

I wanted to make a melee combatant who fights alongside summons themed after the various Egyptian/ancient Osirion gods, who also had good utility outside of fights.

For his combat effectiveness, at level 1 he starts off as a basic reach fighter (no archetype) with combat reflexes. He has slightly weird feats as he intends to multiclass into inquisitor at level 2 (and will take all his remaining levels in ravener Hunter/monster tactician inquisitor), which grants him a limited number of summon spells each day. If you are against allowing a summoner type character, I’d also be fine with just Ravener Hunter/Sanctified Slayer inquisitor. In that case, the Osirion spirits don’t fight themselves but with him as their vessel. I would retrain his summon-based feats to more generally useful ones then, of course, such as toughness and power attack.

Flavorwise, he is on the verge of becoming a summoner/inquisitor for one of the ancient Egyptian gods but not quite there yet. He probably still has to prove his worth first – perhaps his criminal past plays into this.

Out of combat, he will spread his skill points among knowledges (prioritizing religion when he gets it at level 2), perception, intimidate, sense motive, survival and climb. His background skills are knowledge: history and knowledge: engineering (the latter from his time among thieves/smugglers and along ships. He has basic ideas of how traps and mechanics works, but is not an expert).

Crunch:

Ammon Almukhalas
Human (Garundi) fighter 1/Inquisitor 4 (Ravener Hunter, Sanctified Slayer)
NG Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
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AC 25, touch 13, flat-footed 23 (+9 armor, +1 Dex, +3 shield, +1 defl, +1 natural)
hp 40. Saves: Fort +8, Ref +4, Will +7; +1 trait bonus vs. divine magic.
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Offense**
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Speed 30 ft. (20 ft. in armor)
Melee dagger +8 (1d4+4/19-20) or
Masterwork Falcata: +10 vs ac, (1d8+4/19-20, x3)
lucerne hammer +8 (1d12+6) or
spiked gauntlet +8 (1d4+4)
Ranged javelin +6 (1d6+4)
MW Longbow +7, 1d8.
+1 magic Dagger: +9 vs AC, 1d4+5.

Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Masterwork Longbow with 10 arrows and 10 CI arrows

**Power attack reduces to hit by 1 and improves damage by 2 as normal (3 for 2h wepaon such as lucerne hammer).
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Statistics
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Str 19, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats: Shield focus, Power Attack, Exotic Weapon proficiency (falcata), Weapon focus (Falcata), Vision Mastery, Demon Hunter, Accomplished Sneak attacker.
Traits: devotee of the old gods, fate's favored.

Skills Acrobatics -3 (-7 to jump), Climb +5, Knowledge (engineering) +8, Knowledge (history) +9, Survival +7 (+2 vs tracks/tracking), Swim +3. Knowledge religion +8, planes/nature/Local/arcana/dungeoneering +4, perception + 10, Sense motive +12, intimidate +9, UMD +1.

Spells:
Level 0: Create water, detect magic, read magic, mending.
Level 1 (4x/day): Divine favor, cure light wounds, keep watch, remove fear.
Level 2 (2x/day): Ghost Whip, litany of duty.

Languages Ancient Osiriani, Common, Osiriani

Other Gear masterwork falcata, dagger, javelin (5), lucerne hammer[APG], spiked gauntlet, 0.5 gp. +1 light steel shield (Akhentepi's shield), Fullplate. 2 x spring loaded wrist sheet, 1 x potion of cure light, 1 x warhammer, 1 x coldiron Falcata, 350 gp, truecolour dye, ring of protection +1, MW longbow with 10 arrows, 10 CI arrows. Amulet of natural armor +1, cloak of resistance +1.

Mundane gear:
Basic dungeoneering kit, basic essentials kit (includes bedroll, 3 rations, backpack, waterskin), some extra mundane items as listed below.

Dungeoneering kit: "This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs."

Extra bought: +1 waterskin, +1 travel ration, +1 grappling hook, +1 crowbar, +1 sunrod.

Weightless cheap mundane utility items:
Candle (1cp)
Chalk (1cp)
Charcoal (5sp)
Fishhook (1sp)
Flint and Steel (1gp)
Parchment (5 sheets) (1 gp)
Sewing Needle (5sp)
Signal Whistle (8sp)

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Special Abilities
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Power Attack -2/+4 (1h) You can subtract from your attack roll to add to your damage.

Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

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Why I'd like to join this campaign:

Well, first off, I realised a bit late in making this application that your name sounded familiar and I was pleasantly surprised to find we are already in a campaign together! (I am Raesilia from Kittenmancer's War for the Crown) And I've enjoyed reading Adriel's anctics :)

That aside, few things in history are as interesting as the ancient Egyptian empire. It is with some sadness that I haven’t been able to play in the region much, despite having been fairly active in PFS play. The prospect of exploring pyramids and ancient tombs very much appeals to the adventurer in me, I must say!

I am also curious about the three already confirmed players. The Archlich, Nikolaus de Shade and Brainiac seem to be a trio of famous play-by-posters and I’m excited for the chance to see the three of them at work up close.