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Organized Play Member. 161 posts (1,896 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 1 alias.


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All right, here is my submission. This is a Kensai Magus. He abandons armor and diminishes spellcasting to focus on the weapon.

He can reach decent AC over time, especially if there's mage armor in the group. He can also dish out decent damage over time. Right now, he's just average, though. He just scales really well.

Character sheet:

STR 11, DEX 19, CON 11, INT 17, WIS 12, CHA 13

Male Elf
Medium Size
CG Magus (Kensai) 2
BaB +1
Init +4; Senses: Perception +9, Sense Motive +0, Low-light vision
CMB +1 (1BaB+1str)
CMD 15 (1BaB +1dstr +4dex)
Favored Class Magus
FC bonus +2 HP

Defense
AC 16, touch 16 flat-footed 10 (+4 Dex +2 dodge (Int)) (Consider Shield spell)
HP 15 (8 + 5 (5*1Magus) + 2 (2*FC))
Fort +3 (+3 base)
Ref +4 (+0 base +4 Dex)
Will +4 (+3 base +1 Wis) (immune to sleep) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee Rapier +5 (1d6+4/18-20x2)
Melee Rapier, power attack +4 (1d6+6/18-20x2)
Melee Rapier, spell combat +3 (1d6+4/18-20x2)
Melee Rapier, power attack, spell combat +2 (1d6+6/18-20x2)
Ranged Longbow +5 (1d8/20x3)
Space 5 ft, Reach 5 ft

Arcane magic
CL 2
Concentration (CL + Int + trait): +7 (add 2 against spell resistance) (add 2 to cast defensively)

DC: 13+spell level

Prepared (slots):
Cantrips (4): Arcane Mark, Dancing Lights, Detect Magic, Mage Hand
1 (1+1): Shield, Shocking Grasp

Spellbook
Cantrips: All
1: Burning Hands, Corrosive Touch, Feather Fall, Hide Weapon, Jump, Reduce Person, Shield, Shocking Grasp

Other SQ
Spell combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Arcane Pool (current pool: 4)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex) - Rapier
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Alternate racial trait: Arcane Focus

Traits:
Seeker
Focused Mind

Feats:
Lvl 1 - Fencing Grace
Kensai - Weapon Focus (Rapier)

Skills:
Intimidate +6 (2 Ranks +1 Cha +3 CS)
Knowledge (arcana) +8 (2 Ranks +3 Int +3 CS)
Knowledge (planes) +8 (2 Ranks +3 Int +3 CS)
Perception +9 (2 Ranks +1 Wis +3 CS +2 racial +1 trait)
Spellcraft +8 (2 Ranks +3 Int +3 CS) (add 2 to identify properties of magical item)
Use Magic Device +6 (2 Ranks +1 Cha +3 CS)

Background skills:
Craft (Weapons) +8 (2 Ranks +3 Int +3 CS)
Knowledge (nobility) +5 (2 Ranks +3 Int)

Languages: Common, Elven, Celestial, Draconic, Sylvan

Equipment:
Wealth: 50gp 2sp
Common items
Rapier, Longbow
Dagger x2, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Artisan's tools
Alchemical items
Alchemist's fire x2, Acid flask x2

Background:

Finniel Leafblow was born in Kyonin. The rigorous magical training did imprint on him 2 things: The importance of magic and how to stay focused. It also taught him that a life of obedience and close-mindedness was not for him. As soon as he found a way out, he took the opportunity and started to travel the world.

Finniel's traveling years were his happiest ones. He met so many people and learned so many new things that he thought he would spend his entire life travelling. That was until the sundering. The elf saw friends die and many other horrors. Angry, he decided to do something about it. He learned the sacred art of fighting with his trusted rapier and magic, forgoing armor entirely. He learned that Passbog had clues about the sundering and set out to travel there.


Another question. I'm thinking of a Dex magus. For the Slashing Grace feat, it specifically requires your other hand to be free or unoccupied. Do you consider that spell combat/spellstrike occupies the hand in this sense?


Say GM, would you allow Estoc to work with either Slashing Grace or Fencing Grace?


I'm working on a magus for the "extra body" position.


4d6 ⇒ (6, 5, 2, 2) = 15
4d6 ⇒ (5, 5, 4, 5) = 19
4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (3, 6, 2, 4) = 15
4d6 ⇒ (1, 2, 4, 4) = 11

Reroll: 2d6 ⇒ (3, 3) = 6

So, 13, 15, 12, 17, 13, 11. Decent. I'll see what comes from this.


Here is my submission. He is a CN Cleric of Calistria/Shaman with the Heavens spirit. The spirit animal has not been yet chosen, because I'd like to discuss this with the GM in case I get chosen. This is a full caster. All physical damage aspects of the cleric and shaman are put to the side to make him a spell machine gun. Buffs and heals for allies, debuffs and control spells for enemies, not to mention hexes and domain powers. The biggest weakness of this character is getting focused and action economy, which means that turns will have to be very carefully planned for maximum efficiency. But, oh, they're going to be satisfying.
Out of combat, he is a full party face with all relevant skills maximized, where charisma also benefits both cleric and shaman class abilities. And, of course, the very necessary Perception skill.

Cerpidy Fuirst:

STR 8, DEX 10, CON 12, INT 12, WIS 19, CHA 14

Male Human
Medium Size
CN Cleric of Calistria/Shaman of Heavens 3
BaB +2
Init +0; Senses: Perception +11, Sense Motive +10
CMB +1 (2BaB -1str)
CMD 11 (2BaB -1str)
Favored Class Cleric
Fav Class bonus +3 skill points

Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 24 (8 + 10 (2*5cleric) +3 (3*1 Con) + 3 (Toughness))
Fort +5 (+3 base +1 Con +1 Resistance)
Ref +2 (+1 base +1 Resistance)
Will +8 (+3 base +4 Wis +1 Resistance)

Offense
Speed 20 ft
Ranged Crossbow +2 (1d8/19-20x2)
Space 5 ft, Reach 5 ft

Divine magic
CL 3
Concentration (CL + Wis): +7
Cleric spontaneous casting: Cure

DC: 14+spell level

Prepared (cleric slots/shaman slots+domain+spirit):
Orisons (4/4): Create Water, Detect Magic, Guidance, Spark/Arcane Mark, Dancing Lights, Know Direction, Purify Food and Drink
1 (3/3+1+1): Bless, Comprehend Languages, Shield of Faith/Entangle, Inflict Light Wounds, Magic Weapon + Disguise Self + Color Spray
2 (2/2+1+1): Boneshaker, Owl's Wisdom/Barkskin, Spiritual Weapon + Invisibility + Hypnotic Pattern

Domain:
Trickery
Bluff, Disguise and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Luck
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spirit:
Heavens

Spirit Animal
The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Hexes:
Evil Eye
Chant

Other features:
Channel Positive Energy 2d6
Aura: Chaotic

Traits:
Bully
Seeker

Feats:
Lvl 1 - Alignment Channel (Damage evil)
Human - Toughness
Lvl 3 - Extra Hex (Chant)

Skills:
Bluff +8 (3 Ranks +2 Cha +3 CS)
Diplomacy +8 (3 Ranks +2 Cha +3 CS)
Intimidate +9 (3 Ranks +2 Cha +3 CS +1 trait)
Heal +10 (3 Rankis +4 Wis +3 CS)
Knowledge (religion) +5 (1 Ranks +1 Int +3 CS)
Knowledge (planes) +5 (1 Ranks +1 Int +3 CS)
Perception +11 (3 Ranks +4 Wis +3 CS +1 trait)
Sense Motive +10 (3 Rankis +4 Wis +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)

Background skills:
Handle Animal +8 (3 Ranks +2 Cha +3 CS)
Knowledge (history) +7 (3 Ranks +1 Int +3 CS)

Languages: Common, Abyssal

Equipment:
Wealth: 26gp 9sp
Common items
Light Crossbow, Chainmail
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Silver holy symbol of Calistria
Magic items
Wand of Cure Light Wounds (50 charges)
Cloak of Resistance +1
Pearl of power (1st)

Background:

Cerpidy Fuirst was born in a simple life. His father, a Mendevian farmer, taught him the value of community and his mother taught him freedom. The boy thought he'd inherit his father's farm and become a farmer himself. Still in his early years, however, he learned the pleasures of the flesh, and became somewhat infamous in his town. Still, he was a hardworking boy and, although he lacked the physical strength, he certainly knew his way around the farm, how to sell the excess produce and help the animals when they were hurt. He was referred to a local spiritual leader called Thomas who studied the now fallen land of Sarkoris. Thomas taught Cerpidy to listen to the whispers of the land and sky. The young boy was excited to learn of the spirits, but used his new powers to impress young girls more than heal the land.

Everything changed one day. Cerpidy never forgot the way the cultists invaded his house. They destroyed everything, killed his family and violated his mother before killing her. By the time Iomedae's order came, the cultists were trying to convince the young boy to join their cause, that his pain would fuel his power. He was taken to a temple to be taken care of and was told to pray to Iomedae to show gratitude for his life. However, he did not feel grateful. Not only did Deskari's cultists rob him of his family, they robbed him of his peaceful life. He could never go back now. He took the cultists' words to heart. He would use his hatred of Deskari and its cultists as fuel.

Knowing he was powerless to fight cultists, he decided to indeed turn to religion and let his time come. He wanted to honor his village and the now deceases Thomas. Although Erastil was the logical choice, he heard Calistria's call louder and louder. By the time he was 20 years old, he knew how to pray to Calistria, how to honor the godess and was capable of invoking her power, in addition to the spirits. It would be 10 more years until Deskari himself plunged into Kenabres leading an attack that would leave Mendev in the open, with only a new crusade between the Abyss and Golarion. Cerpidy saw this as an opportunity. He would be able to approach those that wronged him, and strike when the time is right.


Building a shaman/cleric of Calistria. Cleric for healing and buffing, shaman for debuffing and annoying. It's gonna be great.


I submitted a character in your other game with a cleric of Calistria when there was a need for a healer. I really loved your entire take on the campaign. Your new idea sounds equally interesting. I would be very interested.


I like this. I'm submitting an Oread Cleric of the Green Faith. I haven't created a full character sheet, but will post a character concept and background as described in the opening post.

Character concept:

Urtar Rockburst is very easy to get along with. His demeanor is calm and it feels like he never has a worry in the world. Somehow, in his presence, things always feel relaxed and that time is moving a bit slower. His big muscly arms, however, show how nobody should find out what he is like when he's angry.

This is a (vanilla) cleric with decent strength. When he's not healing, he is poking with his longspear. He will definitely go for Earth domain. Second domain I am still debating. Might go Fire for hot goodness or Plant for more versatility as well as the very powerful Barkskin spell.

Quick background:

Urtar Rockburst has lived in the Mwangi Expanse his whole life. Since early on he was exposed to the teaching of the Green Faith. While the philosophy always attracted him, he never found the interest to join a druidic circle and their very literal understanding of being close to nature.

Instead, he found himself talking to others about the Green Faith as something that would benefit them, given how close to nature they are. After so much work of his own will and volition, he found himself with clerical powers. He enjoyed them and started to take a more active role in the Mwangi Expanse, traveling more, healing the sick and being generally a good listener. Who would know what expected him from the caves within the jungle?


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All right, here is my submission. Given the focus on old gods, I decided to change him from Sarenrae to Ra.

Character concept:

This is an undead scourge paladin, which is one of the options the player's guide suggests to match the campaign's theme. I realize that a paladin can trivialize some of the challenges, being immune to fear and diseases (Divine Health even mentions mummy rot by name), and Mercy being able to heal fatigue. I still went with the Endurance feat to make him handle the desert a bit better. But I see this as a strategic choice, not a game breaking one.

In any case, there aren't that many opportunities to go an ifrit paladin and stay in the campaign's theme. This means that whenever I use the burning hands spell-like ability, I will definitely be shouting "By fire be purged!".

Character sheet:

STR 18, DEX 13, CON 14, INT 8, WIS 9, CHA 16

Male Ifrit (native outsider)
Medium Size
LG (Undead Scourge) Paladin of Ra 1
BaB +1
Init +1; Senses: Perception -1, Sense Motive -1 Darkvision
CMB +5 (1BaB +4str)
CMD 16 (1BaB +4str +1dex)
Favored Class Paladin
FC bonus: +1 HP

Defense
AC 19, touch 11 flat-footed 18 (+6 Armor +2 Shield +1 Dex)
HP 13 (10 +2 (1*2Con) + 1 (1*1FCbonus))
Fort +4 (+2 base +2 Con) (+2 vs death effects) (add Endurance bonuses)
Ref +1 (+0 base +1 Dex) (+2 vs death effects)
Will +1 (+2 base -1 Wis) (+2 vs death effects)
Fire resistance 5
Dies only when negative HP is Con score + 4

Offense
Speed 30 ft
Melee Longsword +5 (1d8+4/19-20x2)
Melee Power attack Longsword +4 (1d8+6/19-20x2)
Ranged Longbow +2 (1d8/20x3)
Space 5 ft, Reach 5 ft
Smite Evil 1/day +3/+1

Other abilities and SQ
Aura of Good (Ex):
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Smite Evil (Su) (1/day):
This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

Spell-like ability:
Burning hands (DC 11 + Cha) 1/day

Traits:
Resurrected
Blessed touch
Elemental Apprentice

Feats:
Lvl 1 - Endurance

Skills:
Knowledge (religion) +3 (1 Ranks -1 Int +3 CS)

Background skills:
Knowledge (history) +0 (1 Ranks -1 Int)
Knowledge (nobility) +3 (1 Ranks -1 Int +3 CS)

Languages: Common, Ignan

Equipment:
Wealth: 39gp 4sp
Common items
Longsword, Heavy Steel Shield, Chainmail Armor
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Alchemical items
Alchemist's fire x2
Holy water

Background:

"Who are you?", a voice entoned. "I... I don't know. Who are y..." the ifrit started to answer, but was cut off by the original voice asking in the same tone as before "Who are you?"

The ifrit shouted "I don't know!" The voice entoned once again, without changing the tone "Who are you?" The Ifrit paused this time. He managed to remember his name and said "Ozain! Ozain Brimstone is my name." The voice asked again, but this time louder and aggressively "Who are you?"

Ozain was scared. He started to make an effort to remember. He wasn't sure what he was supposed to remember, but he did an effort nonetheless. Slowly his memories started to come. Memories of his life. He was born in a small town in the Osirian desert and lived unremarkably until he reached adulthood. His outsider family never wanted to draw attention to themselves and feel any prejudice from humans. He answered the voice "I'm nobody." The voice calmly asked "What will you do?"

Ozain made an effort to remember all the things he did up to that point. He remembered trying to be useful and helping people. He acted without caring much for himself, acting first and asking questions later. He grew physically strong and people rallied behind him. He faced stronger and more powerful opponents. He doesn't know how he survived fighting gnolls, giant scorpions and snakes. Or did he? He remembers now, he was stung! The fever lasted days. Who took care of him? Who healed him? Nobody! He remembers now, he died! Ozain is dead! Is this the afterlife? Is he talking to Pharasma? No, this is not the river Styx. But if he still had the consciousness to remember all that, then he could make choices for himself. He said "I will continue to fight injustice." The voice paused, then asked "What do you feel?"

Ozain was suddenly aware that he wasn't feeling anything. In fact, he wasn't seeing anything! Was he blind? Panic started to set into his mind. Instinctively, he tried waving his arms, but he didn't feel any arms or legs, or a body for that matter. Then, he felt a presence. It was the source of the voice. He couldn't explain it, but he felt it there. Its presence was soothing and warm. He felt safe, relaxing under the sun. The sun! Could this be...? He remembered learning about the old gods of Osirion, the undying legacy of the old cult. He started to understand what was happening. He said "I feel resolve." The voice asked "Who am I?"

Ozain could obviously not remember this, but something came to his mind all the same. If this isn't a memory, then... It is obvious, it is a vision from the entity. A vision of undead creatures rising and tearing apart the people of the city of Wati, in Osirion. And the only thing that destroyed the undead was the sun itself. Ozain replied "You are Ra, the sun."

The voice finally asked again "Who are you?" The ifrit answered matching Ra's tone "I am Ozain Brimstone, paladin of Ra, bane of the undead." Ozain opened his eyes. His body was hurt and weak, but he was alive. He picked himself up and started walking. He knew exactly where to go.


Veniir wrote:

Let's see what the dice gods have for me.

1d4+10
1d4+10
1d4+10
1d4+10

Sounds interesting. I'll read the player's guide and see what blooms.

I got it. I'll be submitting an Ifrit (Undead Scourge) Paladin of Sarenrae.


Let's see what the dice gods have for me.

1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (1) + 10 = 11

Sounds interesting. I'll read the player's guide and see what blooms.


J Scot Shady wrote:
Thanks for catching it and resubmitting.

Don't be shy, you're the one who caught it. ;-)


So, it has come to my attention that the Phoenix bloodline is not in the allowed sources, which means that my sorcerer needs to undergo some changes. He is now a Deep Earth Sorcerer (from APG).

His concept is more down to earth (pun intended), but he can still fulfill his original purpose, which was to annoy the enemies with Reflex saves and ranged touch spells. This bloodline's spells are even better with this regard than Phoenix. He will also be more useful early game due to his 1st level bloodline power, that is, a ranged trip with level+Cha for CMB. He still has his riding dog. Anyway, the background was slightly adjusted to thematically match his bloodline.

Character sheet:

STR 6, DEX 16, CON 12, INT 12, WIS 10, CHA 18

Male Gnome
Small Size
CG Deep Earth Sorcerer 1
BaB +0
Init +3; Senses: Perception +2, Sense Motive +0, Low-Light vision
CMB -3 (0BaB -1size -2str)
CMD 10 (0BaB -2str +3dex -1size)
Favored Class Sorcerer
FC bonus: +1 skill point
Hero Point 3/3

Defense
AC 14, touch 14 flat-footed 11 (+3 Dex +1 size) (add 4 vs giants)
HP 7 (6 + 1 (1*1Con))
Fort +1 (+0 base +1 Con) (add 2 vs illusion)
Ref +3 (+0 base +3 Dex) (add 2 vs illusion)
Will +2 (+2 base +0 Wis) (add 2 vs illusion)

Offense
Speed 20 ft (can move an extra 5ft if double move in a round)
Ranged touch attack +4 (add 1 vs reptilian, goblinoid or giant) (add 2 to confirm crit vs giant)
Space 5 ft, Reach 5 ft
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Arcane magic
Bloodline: Deep Earth

CL 1
Concentration (CL + Cha): +5

DC: 14+spell level
DC for illusion: 15+spell level

Level (slots/day): known
Cantrips (*): Daze, Detect Magic, Light, Read Magic
1 (4): Burning Hands, Ray of Enfeeblement

Spell-like abilities:
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Deep Earth bloodline
Bloodline Arcana: Whenever you and the target of your spell are both underground, increase the spell’s save DC by +1.

Tremor (Su):
At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Traits:
Orphaned by Giants
Sprint
Seeker

Feats:
Lvl 1 - Point Blank Shot
Sorcerer - Eschew Materials

Skills:
Intimidate +8 (1 Ranks +4 Cha +3 CS)
Knowledge (arcana) +5 (1 Ranks +1 Int +3 CS)
Knowledge (dungeoneering) +1 (0 Ranks +1 Int)
Perception +4 (1 Ranks +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)

Background skills:
Craft (alchemy): +7 (1 Ranks +1 Int +2 racial +3 CS)
Knowledge (geography) +2 (1 Ranks +1 Int)

Languages: Common, Sylvan, Gnome, Giant

Equipment:
Wealth: 24gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch

Riding dog
Snappy
Character sheet

Background:

Hispip Cobbleboot spent many years of his life happy with his family, traveling and selling the alchemical supplies they created. He never suspected he had magical blood running in his veins, except of course for the typical gnomish magic. He never even thought of settling down, thinking his life would continue on like that forever.

What proved him wrong was the most vicious thing that have ever happened. As they were traveling south of the Mindspin Mountains with a large caravan, Hispip was befriending a human family that was starting a circus, when the cry for ambush came from the middle caravan. Now, they felt very safe, given there were over 10 wagons in the caravan, and the security they had hired was expensive. However, half the guards fell in the first rock volley.

Rocks nearly the size of entire wagons were being thrown from the hills. As they realized it were giants attacking them, Hispip told the family of performers to hide under the wagon and went looking for his family. They were readying alchemical bombs to throw at the giants. His mother put up quite a fight, but she was hit on the side by a large club. Hispip himself was trapped by a wagon and couldn't move, so he had to watch it all happen. His family be slain, all the friends he had made being crushed by large hands, weapons and rocks.

Hispip played dead and saw as the giants plundered the caravan. He watched as his wandering home was crushed under rocks. Over time, Hispip very slowly managed to free himself. Although he was aware of the pain in his body, he didn't care, he ran.

Much time later, he realized it was at that moment that the deep earth blood awakened in him. He was comfortable near rock, and could even influence it, and move it from afar. On top of his magical abilities appearing, he left the caravan with two other things: an uncanny ability to run for his life, and terrible scars on his legs.

Although Hispip eventually got over the loss of his family, his personality changed in an irreversible way. Gone was the happy playful gnomeling, replaced by a serious and dedicated sorcerer. He chose Trunau to resettle, maybe find friends and rebuild a life. As far as he could tell, it looked like he was able to make it.


Penny Foundling wrote:
Veniir - Melanford Enari - Wizard (evoker/admixture) Needs to be leveled up.

Hi, I'm an idiot. I did the entire character as lvl 4, but I wrote 1 in the header. Here is the reposted character for easier linking.

Character sheet:

STR 8, DEX 18, CON 10, INT 19, WIS 10, CHA 10

Male Elf
Medium Size
LG Wizard (evoker/admixture) 4
BaB +2
Init +4; Senses: Perception +0, Sense Motive +0, Low-Light vision
CMB +1 (2BaB -1str)
CMD 15 (2BaB -1str +4dex)
Favored Class Wizard
FC bonus: +4 skill point

Defense
AC 14, touch 14 flat-footed 10 (+4 Dex) (add 2 vs giants)
HP 18 (6 + 12 (4*3 Wiz))
Fort +2 (+1 base +1 resistance)
Ref +6 (+1 base +4 Dex +1 resistance)
Will +5 (+4 base +0 Wis +1 resistance)

Offense
Speed 30 ft
Ranged touch attack +6 (add 1 vs orc subtype) (Add +1/+1 from PBS)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Int + trait): +10
Arcane bond: ring
Specialization school: Evocation
Opposed schools: Divination, Necromancy

DC: 14+spell level

Level (slots/day): prepared + specialization slot
Cantrips (4): Daze, Dancing Lights, Detect Magic, Read Magic
1 (4+1): Burning Hands, Grease, Obscuring Mist, Silent Image + Burning Hands
2 (3+1): Glitterdust, Fire Breath, Flaming Sphere + Fire Breath

Spellbook:
Cantrip: (All)
Level 1: Burning Hands, Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Silent Image, Shield
Level 2: Animal Aspect, Glitterdust, Fire Breath, Flaming Sphere

Evocation (admixture) powers
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Trained by dwarves
Focused mind

Feats:
Lvl 1 - Point Blank Shot
Wizard - Scribe Scrolls
Lvl 3 - Precise Shot

Skills:
Knowledge (arcana) +11 (4 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +11 (4 Ranks +4 Int +3 CS)
Knowledge (local) +11 (4 Ranks +4 Int +3 CS)
Knowledge (nature) +11 (4 Ranks +4 Int +3 CS)
Knowledge (religion) +11 (4 Ranks +4 Int +3 CS)
Knowledge (planes) +11 (4 Ranks +4 Int +3 CS)
Spellcraft +11 (4 Ranks +4 Int +3 CS)

Background skills:
Knowledge (geography) +11 (4 Ranks +4 Int +3 CS)
Knowledge (history) +11 (4 Ranks +4 Int +3 CS)

Languages: Common, Elven, Dwarven, Draconic, Orc, Giant

Equipment:
Wealth: 174gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magical items
Cloak of resistance +1
Pearl of power (lvl 1) x2
Bag of holding type I
Scrolls
Endure elements x8
Feather fall x8
Mage armor x8

Background:

Melanford Enari was born in an important elven family of warriors. Those who haven't grown to be warriors became warmages. It was obvious that Melanford was going to become a mage as well and he studied hard for it.

He clashed with his teachers often and was often a headache in class, mostly because his fellow students were always approaching the lessons with a free mind, while he like things to the letter. It came to a point where his main tutor told him "If you are so rigid, I'll send you to the right school." Melanford thought he'd be sent to another elven school, but instead he was sent to study with the dwarves.

Rather than be bitter about it, Melanford embraced the lessons. Some of the dwarves did try to bully and tease him, but quickly realized he wasn't bothered at all, and even used this as an opportunity to learn from their culture. They stopped, a little annoyed by the elf's resolve to prove himself.

Melanford was helping guard a dwarven caravan that was going through Trunau when the orcs attacked. Many of the dwarves stayed to help with the defense, and so did he. Now the town was safe, but the elf realized that more trouble was coming.


All right, here is my submission.

I figure Giantslayer is a nice opportunity to go with an evoker, given giants are big and slow, which will mean a lower Reflex save and touch AC.

I am starting with a few scrolls that I have scribed myself. If that is not allowed, let me know and I'll remove them.

Character sheet:

STR 8, DEX 18, CON 10, INT 19, WIS 10, CHA 10

Male Elf
Medium Size
LG Wizard (evoker/admixture) 1
BaB +2
Init +4; Senses: Perception +0, Sense Motive +0, Low-Light vision
CMB +1 (2BaB -1str)
CMD 15 (2BaB -1str +4dex)
Favored Class Wizard
FC bonus: +4 skill point

Defense
AC 14, touch 14 flat-footed 10 (+4 Dex) (add 2 vs giants)
HP 18 (6 + 12 (4*3 Wiz))
Fort +2 (+1 base +1 resistance)
Ref +6 (+1 base +4 Dex +1 resistance)
Will +5 (+4 base +0 Wis +1 resistance)

Offense
Speed 30 ft
Ranged touch attack +6 (add 1 vs orc subtype) (Add +1/+1 from PBS)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Int + trait): +10
Arcane bond: ring
Specialization school: Evocation
Opposed schools: Divination, Necromancy

DC: 14+spell level

Level (slots/day): prepared + specialization slot
Cantrips (4): Daze, Dancing Lights, Detect Magic, Read Magic
1 (4+1): Burning Hands, Grease, Obscuring Mist, Silent Image + Burning Hands
2 (3+1): Glitterdust, Fire Breath, Flaming Sphere + Fire Breath

Spellbook:
Cantrip: (All)
Level 1: Burning Hands, Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Silent Image, Shield
Level 2: Animal Aspect, Glitterdust, Fire Breath, Flaming Sphere

Evocation (admixture) powers
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Trained by dwarves
Focused mind

Feats:
Lvl 1 - Point Blank Shot
Wizard - Scribe Scrolls
Lvl 3 - Precise Shot

Skills:
Knowledge (arcana) +11 (4 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +11 (4 Ranks +4 Int +3 CS)
Knowledge (local) +11 (4 Ranks +4 Int +3 CS)
Knowledge (nature) +11 (4 Ranks +4 Int +3 CS)
Knowledge (religion) +11 (4 Ranks +4 Int +3 CS)
Knowledge (planes) +11 (4 Ranks +4 Int +3 CS)
Spellcraft +11 (4 Ranks +4 Int +3 CS)

Background skills:
Knowledge (geography) +11 (4 Ranks +4 Int +3 CS)
Knowledge (history) +11 (4 Ranks +4 Int +3 CS)

Languages: Common, Elven, Dwarven, Draconic, Orc, Giant

Equipment:
Wealth: 174gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magical items
Cloak of resistance +1
Pearl of power (lvl 1) x2
Bag of holding type I
Scrolls
Endure elements x8
Feather fall x8
Mage armor x8

Background:

Melanford Enari was born in an important elven family of warriors. Those who haven't grown to be warriors became warmages. It was obvious that Melanford was going to become a mage as well and he studied hard for it.

He clashed with his teachers often and was often a headache in class, mostly because his fellow students were always approaching the lessons with a free mind, while he like things to the letter. It came to a point where his main tutor told him "If you are so rigid, I'll send you to the right school." Melanford thought he'd be sent to another elven school, but instead he was sent to study with the dwarves.

Rather than be bitter about it, Melanford embraced the lessons. Some of the dwarves did try to bully and tease him, but quickly realized he wasn't bothered at all, and even used this as an opportunity to learn from their culture. They stopped, a little annoyed by the elf's resolve to prove himself.

Melanford was helping guard a dwarven caravan that was going through Trunau when the orcs attacked. Many of the dwarves stayed to help with the defense, and so did he. Now the town was safe, but the elf realized that more trouble was coming.


All right, here is my submission.

Character concept:

Hispip Cobbleboot is a Phoenix Sorcerer. I love his concept, mixing fire and healing with his bloodline arcana. I will focus on fire and evocation spells, since giants are typically big and slow, which means lower Reflex saves and touch AC.

The bloodline powers will eventually give Hispip some flying ability, I hope that's not a problem with the AP.

He is starting with a Riding Dog which cost him 150gp, but mostly to carry his gear and help him with his smaller legs, but hey, he's combat trained, so there'll be some untrained Handle Animal checks for combat early on, especially since sorcerers are so weak early game.

Character sheet:

STR 6, DEX 16, CON 12, INT 12, WIS 10, CHA 18

Male Gnome
Small Size
CG Phoenix Sorcerer 1
BaB +0
Init +3; Senses: Perception +2, Sense Motive +0, Low-Light vision
CMB -3 (0BaB -1size -2str)
CMD 10 (0BaB -2str +3dex -1size)
Favored Class Sorcerer
FC bonus: +1 skill point
Hero Point 3/3

Defense
AC 14, touch 14 flat-footed 11 (+3 Dex +1 size) (add 4 vs giants)
HP 7 (6 + 1 (1*1Con))
Fort +2 (+0 base +1 Con +1 Trait) (add 2 vs illusion)
Ref +3 (+0 base +3 Dex) (add 2 vs illusion)
Will +2 (+2 base +0 Wis) (add 2 vs illusion)

Offense
Speed 20 ft (can move an extra 5ft if double move in a round)
Ranged touch attack +4 (add 1 vs reptilian, goblinoid or giant) (add 2 to confirm crit vs giant)
Space 5 ft, Reach 5 ft
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Arcane magic
Bloodline: Phoenix

CL 1
Concentration (CL + Cha): +5

DC: 14+spell level
DC for illusion: 15+spell level

Level (slots/day): known
Cantrips (*): Daze, Detect Magic, Light, Flare, Read Magic, Spark
1 (4): Burning Hands, Ray of Enfeeblement

Spell-like abilities:
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Phoenix bloodline
Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

The Unseen World (Su):
At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

Traits:
Orphaned by Giants
Sprint
Resilient

Feats:
Lvl 1 - Point Blank Shot
Sorcerer - Eschew Materials

Skills:
Intimidate +8 (1 Ranks +4 Cha +3 CS)
Knowledge (arcana) +5 (1 Ranks +1 Int +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)
Use Magic Device +8 (1 Ranks +4 Cha +3 CS)

Background skills:
Craft (alchemy): +7 (1 Ranks +1 Int +2 racial +3 CS)
Knowledge (geography) +2 (1 Ranks +1 Int)

Languages: Common, Sylvan, Gnome, Giant

Equipment:
Wealth: 24gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch

Riding dog
Snappy
Character sheet

Background:

Hispip Cobbleboot spent many years of his life happy with his family, traveling and selling the alchemical supplies they created. He never suspected he had magical blood running in his veins, except of course for the typical gnomish magic. He never even thought of settling down, thinking his life would continue on like that forever.

What proved him wrong was the most vicious thing that have ever happened. As they were traveling south of the Mindspin Mountains with a large caravan, Hispip was befriending a human family that was starting a circus, when the cry for ambush came from the middle caravan. Now, they felt very safe, given there were over 10 wagons in the caravan, and the security they had hired was expensive. However, half the guards fell in the first rock volley.

Rocks nearly the size of entire wagons were being thrown from the hills. As they realized it were giants attacking them, Hispip told the family of performers to hide under the wagon and went looking for his family. They were readying alchemical bombs to throw at the giants. His mother put up quite a fight, but she was hit on the side by a large club. Hispip himself was trapped by a wagon and couldn't move, so he had to watch it all happen. His family be slain, all the friends he had made being crushed by large hands, weapons and rocks.

He played dead and saw as the giants plundered the caravan. Their leader, who seemed to be a slightly more intelligent giant, ordered the others to burn whatever they didn't take. So, Hispip watched as his wandering home burn. The giants left while the fire was still starting. Ironically, the fire also dislodged the wood that was trapping him and he was able to free himself, but not before a large log hit him on the hip.

He didn't understand then how he survived the fire. It was only much time later, as he realized that it was at that moment that the phoenix blood awakened in him. It took him a while to realize that he had been reborn from the fire that day, not unlike a true phoenix. On top of his magical abilities appearing, he left the caravan with two other things: an uncanny ability to run for his life, and terrible scars on his legs.

Although Hispip eventually got over the loss of his family, his personality changed in an irreversible way. Gone was the happy playful gnomeling, replaced by a serious and dedicated sorcerer. He chose Trunau to resettle, maybe find friends and rebuild a life. As far as he could tell, it looked like he was able to make it.


I'm interested, but I don't know if you saw, just a few hours before you, there was another post for a Giantslayer campaign starting at level 1. It is set to last 2 weeks.

How long are you planning to keep your recruitment open? Also, would it be ok to hold off a submission for characters that didn't make the other campaign?


Dotting with a gnome (phoenix) sorcerer.


All right, here is my submission.

I assumed HP is 1/2 max HP + 1 after 1st level, but I can adjust if it isn't the case.

This is a Nature Fang druid. He trades out wild shape for slayer talents, which I used to get trapfinding. He is still a (full) divine caster and a follower of Erastil, even if he doesn't draw power from Erastil himself.

As for party role, he is an ok melee and great spell support. As a dwarf he gets a lot of cool defensive stuff (like saves vs spells and poisons). He also gets bonuses vs giants and goblinoids which are a thing in this campaign.

The only thing he loses is the druid bonus vs spells from fey which is also a thing in the campaign, but he gets so many defensive abilities that I don't think anything is missing.

At level 5 I went with Craft Wand, and I added some wands crafted by myself. If this isn't allowed, I'll remove them.

Character sheet:

STR 14, DEX 14, CON 16, INT 12, WIS 18, CHA 10

Male Dwarf
Medium Size
NG Druid 1 (Nature Fang)
BaB +3
Init +2; Senses: Perception +12 (add Stonecunning), Sense Motive +4, Darkvision 60ft
CMB +5 (3BaB +2str)
CMD 17 (3BaB +2str +2dex) (add 4 vs bull rush or trip while standing on the ground)
Favored Class Druid
FC bonus: +5 HP

Defense
AC 17/19, touch 13 flat-footed 15/17 (+4 Armor +2 Dex +2 Shield (when worn) +1 Deflection) (add 4 vs giant subtype) (add 1 vs traps)
HP 48 (8 + 20 (5*4 druid) + 15 (5*3 con) + 5 (5*1FCbonus))
Fort +9 (+4 base +3 Con +1 Trait +1 Resistance) (add 2 vs poison) (add 4 vs spells and spell-like abilities) (add 1 luck vs traps)
Ref +4 (+1 base +2 Dex +1 Resistance) (add 4 vs spells and spell-like abilities) (add 1 vs traps) (add 1 luck vs traps)
Will +9 (+4 base +4 Wis +1 Resistance) (add 4 vs spells and spell-like abilities) (add 2 vs charm and compulsion) (add 1 luck vs traps)

Offense
Speed 30 ft
Melee 1H mwk warhammer +6 (1d8+2/20x3 bludgeoning)
Melee 2H mwk warhammer +6 (1d8+3/20x3 bludgeoning)
Melee 1H mwk battle axe +6 (1d8+2/20x3 slashing)
Melee 2H mwk battle axe +6 (1d8+3/20x3 slashing)
Ranged touch attack +5
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Sneak attack 1d6
Space 5 ft, Reach 5 ft

Divine magic
CL 5
Concentration (CL + Wis): +9

DC: 14+spell level

Level (slots): Prepared + Domain slot
Cantrips (-): Create Water, Detect Magic, Guidance, Purify Food and Drink
1 (4): Burning Disarm, Cure Light Wounds, Entangle, Goodberry + Obscuring mist
2 (3): Animal Aspect, Barkskin, Spider Climb + Fog cloud
3 (2): Cure Moderate Wounds, Dominate Animal + Call lightning

Domain
Weather (Storms subdomain)

Storm Burst (Sp):
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Talents
Level 4 - Trapfinding

Other abilities and SQ
Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Studied Target (Ex):
At 1st level, a nature fang gains the slayer’s studied target class feature. At 5th level and every 5 levels thereafter, the nature fang’s bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.

This ability replaces nature sense, wild empathy, and woodland stride.

Slayer Talent:
At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.

This ability replaces wild shape.

Sneak Attack (Ex):
At 4th level, a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability. If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces resist nature’s lure.

Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex):
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Traits:
Rostlander
Armor expert
Birthmark (Erastil)

Feats:
Lvl 1 - Steel Soul
Lvl 3 - Spell Focus (Conjuration)
Lvl 5 - Craft Wand

Skills:
ACP -1
Disable Device +9 (5 Ranks +2 Dex +3 CS -1 ACP) (add 5+2 against traps)
Heal +9 (5 Ranks +1 Dex +3 CS)
Knowledge (nature) +10 (5 Ranks +2 Int +3 CS)
Perception +17 (5 Ranks +4 Wis +3 CS +5 Competence) (add 2 against traps)
Survival +12 (5 Ranks +4 Wis +3 CS) (add 5 Competence when tracking)

Background skills:
Craft (Weapons) +10 (5 Ranks +2 Int +3 CS)
Knowledge (geography) +10 (5 Ranks +2 Int +3 CS)

Languages: Common, Druidic, Sylvan

Equipment:
Wealth: 234gp 9sp
Common items
Mwk battleaxe, mwk warhammer, mwk hide armor
Heavy wooden shield
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Thieves' tools, Healer's kit (10)
Magic items
Cloak of resistance +1
Ring of protection +1
Pearl of power (1st)
Spectacles of Understanding
Lens of Detection
Trapspringer’s Gloves
Wands
Cure Light Wounds (50)
Feather Step (50)
Endure Elements (50)

Background:

Vinni Stoneclaw was born into a merchant family. Although his dwarf family can trace its roots to dwarf nobles many generations ago, at some point they have broken from the lineage to be more travelers than builders, which means that they left their privilege to become more down to earth. Still bearing the noble name, they traveled for many generations until feeling at peace in the south of Brevoy.

Vinni has always felt happy being a part of a community and loved being in open spaces. He was born with a birthmark that resembled a bow and arrow, which strenghtened his resolve once he accepted Erastil to worship. Although his parents wanted him to help more with the store, his uncle Peddah always told him that being a Stoneclaw means following one's dreams, not doing everything that's expected of you. Since early on, uncle Peddah was always an important reference for young Vinni, and it was he who taught Vinni to craft weapons. It was when the two were smoking one afternoon when Vinni met a young man named Carlos. He was a bit lost and hungry. It turned out that Carlos was a bastard child from house Lebeda and was given to the druids for training. However, he was completely incapable.

Vinni could not help but go to Carlos' aid. After feeding and warming the young man, Vinni heard his stories. He felt that the druids had a lot more to offer him than his family. With a nod from uncle Peddar, Vinni took Carlos into the forest and without much effort managed to find the druids. He also asked to stay, and be trained. Although the druids were skeptical, they accepted given Vinni's great resourcefulness and common sense.

Vinni grew and learned much faster than Carlos. He struggled a bit with the magical and supernatural side of druidism, but slowly progressed, stubborn as dwarves usually are. However, his training was interrupted. The druids were called to help with some trouble happening in the south. Bandits were getting bold and destructive. Vinni was appalled when he saw the destruction. Nature was completely disrespected, rivers were stained with blood and entire areas were being burned down.

Although the druids did heal the land, they kept telling Vinni that their job is to protect nature in the most balanced way. That did not sit right with the young dwarf, as he believes in a more direct approach. He decided to give up some empathic connection with the natural world to become a champion of nature. He did stay with the druids some extra time, as they kept telling him he needed more training, but at some point, he remembered the words of uncle Peddah. He was the one to craft his own path. The druids begrudgingly accepted, especially considering that Vinni had always been a bit a fish out of water, with his worshipping a god such as Erastil.

After visiting his uncle briefly to tell him of his plan, he set out to go south, to find the people who had vanquished the bandits, and were trying to set a new society in the Stolen Lands. Uncle Peddah gave him two weapons and a piece of armor he had crafted himself, and wished him well. Vinni adjusted the backpack on his back, and started walking towards his future.


Yes, much interest!


I'm interested.

Specifics are pending, but Kingmaker is one of those campaigns that call for nature based characters. And those well rounded stats also call for those classes that need many abilities. As I was clicking around a bit, I found a druid archetype that would even allow me to start with trapfinding, so I can cover all the bases. It's called Nature Fang and it gives the druid some slayer powers (and trapfinding can be acquired via a talent).

I need until tomorrow to put the whole character together.


All right, here is my submission.

Character concept:

Carla is a Hedge Witch, which means she can trade out prepared spells to spontaneously cast Cure spells. She is a great support character. In terms of roleplaying, she is an optimistic, spirited person, ready to make the mood lighter when things get to horrible.

Character sheet:

STR 10, DEX 14, CON 10, INT 19, WIS 12, CHA 10

Female Human
Medium Size
NG (Hedge) Witch 1
BaB +0
Init +2; Senses: Perception +1, Sense Motive +0
CMB +0 (0BaB)
CMD 12 (0BaB +2dexterity)
Favored Class Witch
FC bonus: +1 HP

Defense
AC 12, touch 12 flat-footed 10 (+2 Dex) (Consider Mage Armor)
HP 7 (6 + 1 (1*1FCbonus))
Fort +3 (+0 base +0 Con +2 Familiar +1 trait)
Ref +2 (+0 base +2 Dex)
Will +3 (+2 base +1 Wis) (add 2 vs fear effects)

Offense
Speed 30 ft
Ranged touch attack +4
Space 5 ft, Reach 5 ft

Arcane magic
Patron: Healing

CL 1
Concentration (CL + Int): +5
Familiar: Rat

DC: 14+spell level

Prepared (slots):
Cantrips (3): Dancing Lights, Detect Magic, Daze
1 (2): Burning Hands, Charm Person

Spells known
Cantrips: All
1 (7): Bungle, Burning Hands, Charm Person, Comprehend Languages, Ear Piercing Scream, Mage Armor, Obscuring Mist

Hex
Healing
Misfortune

Other abilities and SQ
Spontaneous Healing (Su):
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su):
A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

This replaces the witch’s hex gained at 8th level.

Traits:
Making Good on Promises
Resilient

Feats:
Lvl 1 - Extra Hex
Human - Accursed Hex

Skills:
Heal +5 (1 Ranks +1 Dex +3 CS)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature) +8 (1 Ranks +4 Int +3 CS)
Knowledge (planes) +8 (1 Ranks +4 Int +3 CS)
Perception +2(4) (1 Ranks +1 Wis (+2 Alertness when Familiar is within arm's reach))
Spellcraft +8 (1 Ranks +4 Int +3 CS)
UMD +4 (1 Ranks +3 CS)

Background skills:
Knowledge (history) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nobility) +5 (1 Ranks +4 Int)

Languages: Common, Sylvan, Skald, Varisian, Undercommon

Equipment:
Wealth: 29gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Healer's kit (10)

Familiar:
Rat - Lawrence
1HD (3 HP)
Melee Bite +4 (1d3-4)
Saves +2 +4 +3
AC 15
Abilities: 2 15 11 6 13 2
Alertness, Improved evasion, Share spells, empathic link, Store spells

Background:

Carla Hiibus always felt it was unfair that the people in Ustalav had to suffer so much. Since she was a little girl she tried helping others and learned how to treat the wounded and sick. She was always trying to learn how she could do more. Not identifying herself with any temple, she could only pray to the air and continue to apply the bandages and practiced care. She and her brother Stephan became an incredible duo, and together they managed to organize the care of entire communities.

One day before sleep, she was very tired after treating a family of woodworkers who had had an accident in their workshop. Without thinking, she uttered a prayer to any entity that would listen. She asked for the ability to do more for those in need. That night she slept very badly, despite being very tired. She had fevered dreams of her hands bearing life and fate. She woke up feeling as if she had no sleep at all. However, she felt empowered. For some reason her brother Stephan could not fathom why she was talking to a rat, but Carla knew the rat understood him.

This is when a drift began between the two siblings. Although Carla was satisfied with her new powers of healing, Stephan felt she wasn't interested in working as a team anymore, putting everything on powers she didn't even understand. Carla, on the other hand, begged her brother to let her take point and use powers that were proving reliable. Eventually they stopped working together. Stephan continued taking care of people on his own. Carla, on the other hand, grew increasingly worried about her brother's words. She did, in fact, not understand these powers fully.

Carla wanted to understand what was happening to her. After asking around for help, she was able to finally get help from a certain Professor Lorrimor. They met day and night, trying to understand the nature of her new powers. After much work, the two managed to determine that Carla's power came from a patron that provided her with healing powers. She was happy, albeit a little worried that she had enlisted herself in the service of another without her knowledge. Still, she felt that Lorrimor was going to ask something from her in return for all the time they spent piecing the puzzle together. However, the request never came. Only one day, she received a letter telling her of his death and that she's mentioned in his will by name. She was afraid that she'd have to pay her debt in some big manner. But she could not just ignore his request. She packed her things to go to Ravengro, wary of what expected her.


Don; t close yet! I'm getting my Hedge Witch in!


Ooc, take care Ano.


I think you won't have a shortage of players with interest, which includes me.
If there's a reason for few games, it's for lack of supply, not demand. At least in my opinion.


hi FairyGM, this is my submission, Vormog Lough, an inquisitor of Asmodeus. With good rolls, he can do good damage, can tank ok and is good party support. As a spontaneous caster, he is potentially a better healer than an evil cleric, since the latter can't spontaneously cast Cures, but has to prepare them.
If some minor adjustments can be made after party is announced, some skill points can be rearranged if more social skills are needed, maybe even trading out the Toughness feat for Persuasive.

Thanks for running!

Character sheet:

STR 20, DEX 15, CON 17, INT 11, WIS 17, CHA 8

Female Human
Medium Size
LE Inquisitor of Asmodeus 1
BaB +0
Init +4; Senses: Perception +7, Sense Motive +7
CMB +5 (0BaB +5str)
CMD 17 (0BaB +5str +2dexterity)
Favored Class Inquisitor
FC bonus: +1 HP

Defense
AC 12, touch 12 flat-footed 10 (+2 Dex)
HP 15 (8 + 3 (3*1Con) + 1 (1*1FCbonus) +3 (toughness))
Fort +5 (+2 base +3 Con) (add 1 vs divine spells)
Ref +2 (+0 base +2 Dex) (add 1 vs divine spells)
Will +5 (+2 base +3 Wis) (add 1 vs divine spells)

Offense
Speed 30 ft
Space 5 ft, Reach 5 ft

Divine magic
CL 1
Concentration (CL + wis): +4

DC: 13+spell level

Spell level (slots): Known
Cantrips (-): Detect Magic, Daze, Guidance, Light
1 (3): Cure Light Wounds, Lend judgement

Domain
Trickery
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Other abilities and SQ
Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Traits:
Crime: Desecration
Reactionary

Feats:
Lvl 1 - Toughness
Human - Judgment Surge

Skills:
Heal +7 (1 Ranks +3 Wis +3 CS)
Intimidate +4 (1 Ranks -1 Cha +1 Stern Gaze +3 CS)
Knowledge (arcana) +4 (1 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (dungeoneering) +4 (1 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (nature) +4 (1 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (planes) +4 (1 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (religion) +4 (1 Ranks +3 CS) (add 3 to identify creatures)
Perception +7 (1 Ranks +3 Wis +3 CS)
Sense Motive +8 (1 Ranks +3 Wis +1 Stern Gaze +3 CS)

Languages: Common

Equipment:
-
Wealth: 0gp

Background:

Vormog Lough was born in the great city of Matharyn. His mother Katya was a proud follower of Asmodeus and his father Morris was a hard working fisherman. Vormog's life was happy until he was 12 years old, when the Zealot started the inquisition against his family's faith. He was in one of the congregations when the paladins came. His mother held him close while his father stood against the zealots.

The years that followed were harsh. His once strong and capable father became a cripple and his fishing trips were always less and less fruitful. Katya became bitter, not only because her husband became only the husk of the man he'd once been, but also because she was not allowed to openly practice the faith she so proudly proclaimed in the past. Both Vormog's parents loved him separately, but whenever they were together, they could not stand the sight of each other. While Morris told his son to make the most of his life while he could, Katya taught him that he could rely on noone but himself in the world.

One day, Vormog met a girl named Regina. Together, they shared a vision of individualism. They wanted to bring Cheliax's glory back to the island of Talingarde, where people are encouraged to be their best self, at the expense of others if need be. Of course, they could not voice their opinion out loud, but together they found the companionship and complicity that fed their hope and their love. The day they exchanged their first kiss was the day that Morris never came back from a fishing trip. Vormog later learned that the sea had claimed his father.

Vormog blamed the paladins that had crippled his father. But that anger was hidden by the newfound love he had found. Katya, however, became more and more aggressive. She did not relent in berating the young Vormog. She said again and again that he would never become a man as long as he didn't follow Asmodeus' teachings. In addition, Katya never accepted Regina, saying she was a hidden agent of the Trinity, sworn to root out the followers of the forbidden gods. The fact that Regina got on her knees and proclaimed servitude to Asmodeus didn't help to appease Katya's paranoia.

Vormog spent years torn between obedience to his mother and the secret life of loving Regina. To gain Katya's approval, he devoted himself to Asmodeus' teachings, but at the same time, he had to hide the love affair from his mother and his religion from the authorities. Katya kept on pressing Vormog, especially since his apparent devotion was not yielding result in the form of divine magic. Vormog was sure that the triple life he was living was the root of his failure, but he could never reveal the truth to Katya. Only Regina was the person he could confide in. He leaned heavily on this affair. The talks they had about bringing Asmodeus back to Talingarde in the form of a new nation based on merit and strength kept Vormog invested and strong. Regina always found out how to discover potential recruits, while Vormog's aggressive and intimidating nature kept everyone in line.

His trial by fire came when Katya discovered a love letter from Regina. She confronted her son in the most brutal way. Vormog needed to make a choice. However, the choice had already been made years before, it just needed to materialize. He chose his lover over his own mother. In the struggle, Vormog hit his mother hard. She fell unconscious. He didn't have the heart to kill her himself. Instead, he went to the paladins and told them that she had shrines to Asmodeus at home.

As he was exiting the garrison, he saw Regina being dragged in. It turned out, she had been careless and tried to recruit the son of a paladin to participate in the Darkness Eternal a week later. Both his mother and the love of his life were taken to Branderscar prison and shared not only a prison cell, but hatred to each other and their love for Vormog. Vormog witnessed both women get burned alive for worshiping Asmodeus. Watching them scream in agonizing pain was burned in his cornea. He could not even scream in sadness, but inside his soul was gushing blood.

That night, he could not sleep, but drank alone. He eventually passed out in pain and a drunken haze. This lasted for days. He doesn't remember when the visions started, of fire, pain and death. But when he came to his senses, he could summon Asmodeus' power, he could produce magic, he had special trickery powers and a special hatred for the current order of Talingarde. All too carelessly, he climbed the first altar to the Trinity he found and desecrated it in open daylight. After painting it with his urine and feces, he broke every piece he could find. He screamed in pain and anger, while threatening the horrified onlookers. When the paladins came, he stayed no effort to resist arrest, he punched them and actually put up quite a fight before being knocked out. He woke up with a runic F branded on him. He knew what it meant, as he witnessed his mother and lover be branded similarly. But he had faith in Asmodeus. This was not his end. This was the beginning of his journey. He would find revenge, and he would bring his lord's glory to his country once more.


I'm set at an inquisitor of Asmodeus.

Also, rerolling my lowest die.

1d10 + 7 ⇒ (1) + 7 = 8

I'll keep my 4.


My rolls:

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17

I'll see what comes to mind after reading the player's guide. But damn those are good rolls.


Seth86 wrote:

I may kick myself. But oh well

Is there still time for a submission?

It goes til Wednesday, 9pm Australia time. This leaves 20,5 hrs until deadline closes.


Veniir wrote:
** spoiler omitted **

Hi, here is my submission. I had very lucky rolls. I noticed that there are other hunters, but Matildo Mauro really clicked when I read the player's guide. Thank you for running and the consideration.

Character sheet:

STR 20, DEX 17, CON 14, INT 15, WIS 16, CHA 9

Male Human
Medium Size
NG Hunter 1
BaB +0
Init +9; Senses: Perception +7, Sense Motive +3
CMB +5 (0BaB +5str)
CMD 18 (0BaB +5str +3dex)
Favored Class Hunter
FC bonus: +1 HP

Defense
AC 16, touch 13 flat-footed 14 (+3 Armor +3 Dex)
HP 11 (8 + 2 (1*2Con) + 1 (1*1FCbonus))
Fort +4 (+2 base +2 Con)
Ref +5 (+2 base +3 Dex)
Will +2 (+0 base +2 Wis)

Offense
Speed 30 ft
Melee great axe +5 (1d12+7/x3)
Ranged Longbow +3 (1d8/x3)
Space 5 ft, Reach 5 ft

Divine magic
CL 1
Concentration (CL + Wis): +4

DC: 13+spell level

Spell level (slots): Spells known
Cantrips (4): Create Water, Light, Purify Food and Drink, Spark
1 (2): Entangle, Keen Senses + Summon Nature's Ally I

Other abilities and SQ
Animal Focus (Su) (4 minutes/day):
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Wild Empathy (Ex):
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Traits:
Animal Whisperer
Reactionary

Feats:
Lvl 1 - Improved Initiative
Human - Extended Animal Focus

Skills:
9
ACP: -1
Climb +8 (1 Ranks +5 Str +3 CS -1 ACP)
Handle Animal +4 (1 Ranks -1 Cha +3 CS +1 Trait) (add 4 for animal companion) (add 5 to push animal to do trick as long as >= indifferent)
Heal +7 (1 Ranks +3 Wis +3 CS)
Knowledge (dungeoneering) +6 (1 Ranks +2 Int +3 CS)
Knowledge (nature) +6 (1 Ranks +2 Int +3 CS)
Perception +7 (1 Ranks +3 Wis +3 CS)
Stealth +6 (1 Ranks +3 Dex +3 CS -1 ACP)
Survival +7 (1 Ranks +3 Wis +3 CS)
Swim +8 (1 Ranks +5 Str +3 CS -1 ACP)

Background skills:
Craft (carpentry) +6 (1 Ranks +2 Int +3 CS)
Knowledge (geography) +6 (1 Ranks +2 Int +3 CS)

Languages: Common, Hallit, Elven

Equipment:
Wealth: (not rolled)
Common items
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Healer's kit (10)

Animal companion:
Hugsy
Ape. Medium animal
2HD (12 HP)
BAB +1
Melee Bite +2 (1d4+1), 2 claws +2 (1d4+1)
Saves +3 +6 +1
AC 14 (+3 Dex, +1 natural)
Abilities: 13 17 10 2 12 7
SQ: low-light vision, scent
Speed: 30ft, climb 30ft
Special: Link, share spels

Skills: Perception +5, Survival +5
Feats: Toughness

Tricks:
Attack
Come
Defend
Down
Stay
Track
Aiding attack

Background:

Matildo Mauro was born into a family of carpenters in Phaendar. Although he did the work fine, since he was a boy, he always felt he wasn't meant to live as a carpenter. Being a strong boy, he tried to spend time with people who knew how to fight or hunters. This caused some conflict with his family which eventually drove him away. He left Phaendar to travel the world and find himself. He avoided Molthune, but otherwise traveled south.

In some Cheliaxian woods, he heard a cry for help from a baby animal. Arriving at the scene, he saw that a grown ape had fought to the death with a puma, protecting her baby. The baby was crying, desperate for his life and sad for his mother. Matildo and the baby ape bonded immediately.

That night, Matildo had an intense dream, where flowers grew on his footsteps and animals answered his call. He understood immediately that a close bond with nature had formed. In the morning, he could call undergrowth to come alive to grasp an enemy's feet. For the first time, he made magic! The fact that he made himself the target of his spell mattered little to him, he was happy.

Matildo learned that he made friends with animals more easily than with people. As his baby ape grew, they slept cuddled together and even as the ape grew stronger, he was always hugging his savior. The young man named him Hugsy.

He decided it was time to return home. To become a part of the community that generated him, but on his terms. As he arrived, people were a little distrustful. His family met him coldly. He decided to live in the edge of the nearby Fangwood Forest. He built himself a shack. He sold game to the inn and thus managed to buy himself simple things that he couldn't make himself.

Over time, Phaendar grew accustomed to him and even his ape, who was as large as a man at this stage. They even started to rely on him to bring good quality meat during special times of the year, such as the Market Festival.

Introductory post:

Matildo dismisses his spell to approach the deer he has killed. He looks at Hugsy and says "This one took a while, huh?" He pulls out the three arrows from the carcass and inspects it. After deeming it good enough, he puts it on his back and says "Well, this Entangle spell really helps with the hunting, I gotta say." Hugsy looks at him a little disappointed, to which Matildo replies "Come on, don't be like that! It's a little cruel, yes, but it's also safer. Let's leave the actual fighting for times when we can't help it, yeah? Like that time the boar got free from the spell. Remember?" The ape huffs and climbs a tree and starts swinging between branches as a protest.

The two arrive in Phaendar as the sun reaches its peak. "That's good, buddy, they'll have time to roast this bad boy", in reference to the deer carcass swung over his shoulders. In the inn, he pockets the few gold coins he is paid for bringing food. After buying Hugsy some treats, he decides to make some social calls before the festival starts.

As Matildo arrives in his family's house, it's empty. He goes, then to the central square, where all are preparing for the festival. He finds his sister Jana setting up some stalls to sell food and sweets. Jana looks at him uninterested and says "Come to help me? Or are you bonding with nature?" The question didn't make sense, but it wasn't supposed to. Matildo was the target of Jana's bullying since he was a boy, and it still hurt. He says "Hi to you too, sister. Are you still looking for a husband? Or have the nine hells frozen over already?" She looks at him and opens her mouth to reply but stops herself. She says "Mom is setting up the stage. Maybe go bother someone who actually wants to see you."

Matildo leaves immediately, not only to see his mother Yarali, but also to contain his emotions. He finds his mother fast, who stops what she's doing to hug him. She says "Are you ok?" The young man cannot help but smile widely at this simple question. He doesn't answer it straight away, but pulls out a slightly crushed wild lily and says "I found this. It was prettier when I found it, but you should have it all the same." Yarali smiles warmly and says [b]"Your father is working. You know how he gets. You should try to avoid him until he's done.

Matildo kisses his mother and goes to the inn. There he and Hugsy play with children that like to climb on the big monkey. This entertains them so much that they don't notice the day going by, and they're actually enjoying the festival for once.


Rollin' with the homies:

4d6 - 2 ⇒ (2, 2, 4, 5) - 2 = 11
4d6 - 2 ⇒ (2, 6, 3, 5) - 2 = 14
4d6 - 1 ⇒ (3, 1, 2, 2) - 1 = 7
4d6 - 1 ⇒ (1, 2, 5, 4) - 1 = 11
4d6 - 1 ⇒ (5, 2, 3, 1) - 1 = 10
4d6 - 2 ⇒ (4, 2, 5, 5) - 2 = 14
67

4d6 - 3 ⇒ (3, 6, 6, 6) - 3 = 18
4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16
4d6 - 1 ⇒ (5, 1, 3, 1) - 1 = 9
4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15

A nice ol' 89. I think I'm seeing a hunter.


Hello, this is my submission, a Kitsune imperial sorcerer. I've given him some background, but unfortunately have not had the time to read through the entire Willowshore gazeteer due to an illness in the family. Thank you for running and for your consideration.

About Jing:

Kitsune (Palace Echoes) Sorcerer 1
Medium
Willowshore urchin background

Attributes
Str +0, Dex +3, Con +1, Int +0, Wis +1, Cha +4

Senses
Perception (*) +4
Low-Light vision
Languages ➤ Common

Defense
AC 16; HP 15
Fortitude (*) +4, Reflex (*) +6, Will (**) +6
Unarmored defense (*)

Offense
Sorcerer Class DC 17
Spell attack +7
Simple Weapons (*), Unarmed attacks (*), Spell attack modifier (*), Spell DC (*)
Speed 25; Bulk 1.7 / 5

Feats
Ancestry - Kitsune Lore
Skill - Charming Liar
Class -

Magic
Bloodline: Imperial

Focus (1 FP):
Ancestral memories

Level (known + bloodline):
Cantrips (4+1) - Slashing Gust, Glass shield, Figment, Prestidigitation + Detect Magic
1st (2+1) - Alarm, Charm + Force Barrage

Other
Blood magic: Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.

If the blood magic effect offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell rank refer to the rank of the spell you cast.

Shape change: You transform into a specific alternate form determined by your heritage. If your heritage doesn’t list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

Nudging whisper: You lace your words with echoes of your ancestors’ magic. If your next action is to Request, you gain the effects of the Shameless Request feat, and if your next action is to Lie, you gain the effects of the Confabulator feat. If you critically fail at either check, the target and anyone who witnessed you fail becomes immune to your Nudging Whisper for one day, though this doesn’t necessarily let them know that you attempted to charm them.

Your alternate form is a common Medium humanoid ancestry prevalent where you grew up (typically human) called a tailless form.

Sorcerous potency: Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell’s damage or healing equal to the spell’s rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.

Skills (11)
Arcana (*) +3
Athletics (*) +3
Deception (*) +7
Diplomacy (*) +7
Performance (Flute) (*) +7
Society (*) +3
Stealth (*) +6
Lore:
Engineering (*) +3
Kitsune (*) +3

Equipment
Explorer's clothing, dagger, sling with 20 bullets, adventurer's pack, caltrops (2 sets)
Money: 12 gp, 5 sp, 8 cp

Treasure: One predictable silver piece and a vial containing one dose of oil of potency.

Backstory:

Jing's family arrived in Willowshore the day after the Night of Broken Blades. They were therefore viewed with much suspicion by all in town. They had been fleeing from the big centers of Shenmen, and wanted to start a new life somewhere quiet. However, circumstances made people suspicious of them. They didn't even dare show their true Kitsune nature, afraid that this could further increase the townspeople distrust of them. They tried rebranding themselves a few times, until they dropped a family name altogether. Still, they are referred to the no-name family, which is just as hurtful.

Jing is only happy to be with his father Yadamo. His mother died of a disease many years ago, which could probably have been avoided if they could afford the charges in Abadar's temple. But life was a good teacher to Jing, who learned of his magical abilities early. He lives carefree and often sleeps as a fox in small nooks he can find.

Making friends was always easy, but Jing learned from his father not to get too close to anyone, so the young man likes to be surrounded by people, but he has problems with attachments. One day, perhaps, he'll learn to trust.

Now the Reenactment Festival is coming, and Jing would love to get drunk again. His father advises him against this, but he always permits himself to be looser on this day. It may be special for the town, but it is even more so to him, as he pretends to be the same as the town's leaders for a day.


All right, here is my submission. She's a Hedge witch, meaning she is focused on healing. That is, she can sponaneously trade spell slots for Cure spells like a cleric. This is not particularly powerful, considering healing is not the best use of action economy. I also had the idea before I read here that the AP has a lot of undead, which cure spells specifically damage. I hope this won't be a problem. Her power comes from Hexes anyway.

Character sheet:

STR 10, DEX 14, CON 10, INT 19, WIS 12, CHA 10

Female Human
Medium Size
NG (Hedge) Witch 1
BaB +0
Init +2; Senses: Perception +1, Sense Motive +0
CMB +0 (0BaB)
CMD 12 (0BaB +2dexterity)
Favored Class Witch
FC bonus: +1 HP

Defense
AC 12, touch 12 flat-footed 10 (+2 Dex) (Consider Mage Armor)
HP 7 (6 + 1 (1*1FCbonus))
Fort +2 (+0 base +0 Con +2 Familiar)
Ref +2 (+0 base +2 Dex)
Will +3 (+2 base +1 Wis) (add 2 vs fear effects)

Offense
Speed 30 ft
Ranged touch attack +4
Space 5 ft, Reach 5 ft

Arcane magic
Patron: Healing

CL 1
Concentration (CL + Int): +5
Familiar: Rat

DC: 15+spell level

Prepared (slots):
Cantrips (3): Dancing Lights, Detect Magic, Daze
1 (2): Burning Hands, Charm Person

Spells known
Cantrips: All
1 (7): Bungle, Burning Hands, Charm Person, Comprehend Languages, Ear Piercing Scream, Mage Armor, Obscuring Mist

Hex
Healing
Misfortune

Other abilities and SQ
Spontaneous Healing (Su):
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su):
A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

This replaces the witch’s hex gained at 8th level.

Traits:
Making Good on Promises

Feats:
Lvl 1 - Extra Hex
Human - Accursed Hex

Skills:
Heal +5 (1 Ranks +1 Dex +3 CS)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature) +8 (1 Ranks +4 Int +3 CS)
Knowledge (planes) +8 (1 Ranks +4 Int +3 CS)
Perception +2(4) (1 Ranks +1 Wis (+2 Alertness when Familiar is within arm's reach))
Spellcraft +8 (1 Ranks +4 Int +3 CS)
UMD +4 (1 Ranks +3 CS)

Background skills:
Knowledge (history) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nobility) +5 (1 Ranks +4 Int)

Languages: Common, Sylvan, Skald, Varisian, Undercommon

Equipment:
Wealth: 29gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Healer's kit (10)

Familiar:
Rat - Lawrence
1HD (3 HP)
Melee Bite +4 (1d3-4)
Saves +2 +4 +3
AC 15
Abilities: 2 15 11 6 13 2
Alertness, Improved evasion, Share spells, empathic link, Store spells

Background:

Carla Hiibus always felt it was unfair that the people in Ustalav had to suffer so much. Since she was a little girl she tried helping others and learned how to treat the wounded and sick. She was always trying to learn how she could do more, but never learned. Not identifying herself with any temple, she could only pray to the air.

One day before sleep, she was very tired treating a family of woodworkers who had had an accident in their workshop. Without thinking, she uttered a prayer to any entity that would listen. She asked for the ability to do more for those in need. That night she slept very badly, despite being very tired. She woke up feeling as if she had no sleep at all. However, she felt empowered. For some reason her brother Stephan could not fathom why she was talking to a rat, but Carla knew the rat understood him.

Carla was happy but wanted to understand what was happening to her. After asking around for help, she was able to finally get help from a certain Professor Lorrimor. They met day and night, trying to understand the nature of her new powers. After much work, the two managed to determine that Carla's power came from a patron that provided her with healing powers. She was happy, albeit a little worried that she had enlisted herself in the service of another without her knowledge. Still, she felt that Lorrimor was going to ask something from her in return for all the time they spent piecing the puzzle together. However, the request never came. Only one day, she received a letter telling her of his death and that she's mentioned in his will by name. She was afraid that she'd have to pay her debt in some big manner. But she could not just ignore his request. She packed her things to Ravengro.


I'm interested. Do you have a deadline for submissions?


I've decided that I'll submit a witch. Archetype pending.


Awesome! Thanks for running! Unfortunately I cannot take over the GM positions you mentioned. I would if I could. Anyway, I'll re-read the Player's Guide and see what feels good. I might submit a 9th level caster, just because I like them, but I may not do so.


I'm having a very busy week, so if it's all right with the GM, I'd like to keep my character, and apply any changes in case he gets selected. Honestly, he won't change much except some numbers, but the character core remains the same.


eriktd wrote:

Updating the list...

Characters
J Scot Shady: Neghed, N half-orc barbarian (Beastskin Berserker)

Seth86: Griffith, LN human fighter (Armiger/Two-Weapon Fighter)

eriktd: Karinna Fordyce, LN/NG human vigilante

AJM4885: Nicolai Antonescu, LN human wizard (Diviner)

Generic Hero: Pak Miniweathers, LG halfling paladin (Divine Hunter/Knight of Coins)

DeJoker: cleric

The Cartographer: Thoric Stiffbeard, LG dwarf cleric

Luke_Parry: Jethryk Devarre, NG half-elf sorcerer (Tattooed Sorcerer)

Critzible: Sister Llandra, N cleric (Ecclesitheurge)

Mokshai: Cedric Axehammer,LN dwarf cleric

AGM Lemming: Azig Bohrs, CG ratfolk investigator (Bonded Investigator)

Assembler: Felicity, CG half-elf investigator (Empiricist)

trawets71: Silvash Auerial, CG elf unchained rogue

infomatic: Ettiken Kozo, ratfolk witch

Interested
Ouachitonian
Rosc
GM Spazmodeus
Veniir
TheLastGhost
markofbane
RHMG Animator
Crisischild

My character is finished and posted mate. It's in this link.


All right, here is my submission. This is an Investigator (vanilla). I've fully embraced his skill-monkey-ness and next level he covers all adventuring knowledge checks. He really comes online after level 3 with talents, but he has decent AC, which should make him not useless in combat too.

Character sheet:

STR 9, DEX 14, CON 13, INT 18, WIS 11, CHA 14

Male Half-orc
Medium Size
LG Investigator 1
BaB +0
Init +4; Senses: Perception +4, Sense Motive +4, Darkvision 60ft
CMB -1 (-1Str)
CMD 11 (10 -1Str +2Dex)
Favored Class Investigator
FC bonus: +1 skill point

Defense
AC 14, touch 12 flat-footed 12 (+2 Dex +2 Armor)
HP 9 (8 + 1 (1*1Con))
Fort +1 (+1 Con)
Ref +4 (+2 base +2 Dex)
Will +3 (+2 base +1 Wis)

Offense
Speed 30 ft
Melee rapier +2 (1d6-1/20x2)
Space 5 ft, Reach 5 ft

Alchemy
CL 1

DC: 12+extract level

Prepared (slots):
1 (2): Shield, free slot

Formula book
1 (4): Crafter's Fortune, Cure Light Wounds, Disguise Self, Shield

Inspiration:
Uses per day: 4
Dice: 1d6
Free uses: Knowledge, Linguistics, Spellcraft

Other abilities and SQ:
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Traits:
Reactionary
Love lost (Widowed)

Feats:
Lvl 1 - Weapon Finesse

Skills:
Bluff +6 (1 Ranks +2 Cha +3 CS)
Disable Device +7 (1 Ranks +2 Dex +3 CS +1 trapfinding)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Intimidate +10 (1 Ranks +2 Cha +3 CS +2 ratial +2 trait)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +8 (1 Ranks +4 Int +3 CS)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +4 (1 Ranks +3 CS) (add 1 to locate traps)
Sense Motive +4 (1 Ranks +3 CS)
Spellcraft +8 (1 Ranks +4 Int +3 CS)

Background skills:
Craft (alchemy) +6 (1 Ranks +2 Int + 3 CS) (add 1 to create alchemical item)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Profession (private investigator) +4 (1 Ranks +3 CS)

Languages: Common, Orcish, Abyssal, Draconic, Gnoll, Goblin

Equipment:
Wealth: 5gp 2sp
Common items
Rapier, Leather armor, Dagger x2, Backpack, Bedroll, Caltrops, Crowbar, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools

Magic items
-

Physical appearance:

Jook Renraw is a half-orc that makes great effort to look well kept. Despite his limited finantial resources, he keeps his clothes well fitted and in one piece. As a result, his clothes have many patches and some stains. He has a rapier at his side, which is a bit rusted and in his bag there are some alchemical reagents. His well groomed face typically shows no emotion and he likes to hold an arm behind his back for posture.

Background:

Jook Renraw has lived his entire life in Korvosa. He never had curiosity to go anywhere else, and his life in Old Korvosa was peaceful despite the poverty. His also half-orc mother Tera came as an exhile of the many disputes with the Shoanti, and never talks much about his father. Jook suspects that he is the child of sexual violence and doesn't press the issue.

As a half-orc, Jook has always been expected to be physically strong and somewhat brutish. However, he never knew how to explain, he has always liked to study and discuss the situation of the city with whoever would listen. This break of expectations means that he had a rough childhood, and has never made many friends.

However, he has become friendly with Kaneera Yartom, the friendly daughter of a blacksmith who lived in the Midland with a view to Castle Korvosa. Kaneera always said that Jook was too smart and inquisitive to be stuck in a shack and wanted him to open a private investigations office. The half-orc was too shy to open an office, but he knew he had to come out of his shell eventually. At least so he could confess his romantic feelings towards her.

As Jook finally confessed, Kaneera said the words he will never forget: "I thought you'd never ask". The kiss they shared at that moment is something he will always carry in his heart. He came to tell his mother, who was happy, although worried. "What will her family say?", mama Tera asked, but Jook didn't really think about this. It seems in the end that they didn't exactly disapprove, as Kaneera managed to borrow money from her father to finally buy a small room in Wave Street, where Jook could open an office.

His first case took a while to find. When he did, it was a missing person, which none of the three authorities in Korvosa cared enough to investigate. They claimed there were more important things to worry about. Jook really dove into the job, asking around and chasing clues. Finally, a clue appeared, albeit a sad one, that the person had angered the wrong thief, and had been killed. Jook received the information on where to find the body. Sad for his client, but relieved to have completed the job, he went to find Kaneera to share the news. As he got closer to her home, he knew something was wrong.

Members of the Korvosan Guard were there in number. They brought Jook in to recognize the body. It seemed that someone had knifed Kaneera to death in an small alley. Jook was incapable of speaking after identifying her. For one month, he only ate and slept, incapable of anything else. Despite the news reaching the Yartom family, Jook could not go to them to express or share his grief. He blamed himself, despite not knowing the motive for the killing.

After replaying the scene in his head multiple times, he caught something that had escaped his initial assessment. The cheap ring he had given her as a thank you for the incentive to become a PI had been pulled out of her finger. It was a cheap ring, no more than 20gp worth. Why would someone go to the trouble of taking it? He started asking around. But this time, his method changed. The friendly talkative half-orc had become bitter, aggressive and scary. He pressed anyone and anything that came across him that could point him to his love's killer. Finally, he found his ring being sold by a merchant. He did not even have to ask, the man knew him and just said the words "Gaedren Lamm". Jook made an ugly face. "It's time to find this scum.", he said.


I think I'll go with an Investigator. Still thinking of Ancestry.


Oh hi! Thanks for letting me know! I'll read the player's guide. And also mythic rules, since I have no idea how they work in 2e.


1 person marked this as a favorite.
EltonJ wrote:

Blinks

I can set up two tables for the same campaign if I have to.

Ok, I apologize if I'm overstepping. With respect, do not be afraid to let people down. From the little experience I've had in these forums, AP recruitment will inevitably let people down. My advice is that it's better to let more people down than to try to juggle more than you can handle. That is to say, make sure you are comfortable running two tables before committing to it just to avoid displeasing some extra folks.

Now, since the deadline is a bit far, I have more time to flesh out my investigator, and I imagine quite a few people are also taking their time to build their characters. That means that you can expect a lot more character submissions. It also means that you will have to shut down quite a lot of people and really well built and interesting characters. So, it would be a good idea to be at peace with that from early on.


Veniir wrote:

Hi, this is my submission. My half-orc witch. I found this character very entertaining to build and write. One thing that annoyed me is how 2e doesn't allow one to have a Pet and a Familiar, which heavily limits the droomar heritage. Still, I love this character already.

** spoiler omitted **

** spoiler omitted **...

Looks like I forgot to Ctrl V the name Nivkata's Crossing. This is what I meant in the end of the backstory.


Veniir wrote:

Oh, I love the concept of this AP. Not a big fan of rolling, but we'll see. Thanks for running!

4d6
4d6
4d6
4d6
4d6
4d6

Rerolls = 3d6

So, this is a 13 12 14 16 14 11 array. I'm thinking of an Investigator. I'll come back with more.

Money: 3d6 ⇒ (2, 4, 3) = 9

So, 90 gp.


Hi, this is my submission. My half-orc witch. I found this character very entertaining to build and write. One thing that annoyed me is how 2e doesn't allow one to have a Pet and a Familiar, which heavily limits the droomar heritage. Still, I love this character already.

About Mulamba Veen:

Female Human (Droomar) Witch 1
Medium
Borderlands Pioneer background

Attributes
Str +0, Dex +0, Con +2, Int +4, Wis +2, Cha +1

Senses
Perception (*) +5 + Low-light vision
Languages ➤ Common; Orcish; Elvish; Gnome; Fey; Draconic

Defense
AC 13; HP 16
Fortitude (*) +5, Reflex (*) +3, Will (**) +7
Unarmored defense (*)

Offense
Witch Class DC 17
Spell attack +7
Simple Weapons (*), Unarmed attacks (*), Spell attack modifier (*), Spell DC (*)
Speed 25; Bulk 4.3 / 5

Feats
Ancestry - Orc Ferocity
General - Pet
Skill - Train Animal
Class -

Magic
Patron - The Inscribed One
Familiar - Monkey

Hex (1 Focus Point):
Discern Secrets (cantrip)
Phase Familiar

Prepared:
Cantrips - Prestidigitation, Electric Arc, Light, Detect Magic, Glass Shield
1st - Goblin Pox, Runic Weapon

Known by familiar:
Cantrips - Bullhorn, Daze, Detect Magic, Electric Arc, Gale Blast, Glass Shield, Light, Prestidigitation, Sigil, Telekinetic Hand
1st - Enfeeble, Fear, Goblin Pox, Pet Cache, Phantasmal Minion + Runic Weapon

Skills (11)
Arcana (*) +7
Crafting (*) +7
Medicine (*) +5
Nature (*) +5
Occultism (*) +7
Religion (*) +5
Society (*) +7
Survival (*) +5
Lore:
Herbalism (*) +7
Wilderness (swamp) (*) +7

Equipment
Explorer's clothing, Dagger, Hand crossbow (ammo = 20), Staff, Adventurer's pack, healer's toolkit, repair toolkit
Money left: 3gp, 2sp

Familiar:

Monkey named Kartaugh
Familiar abilities: Speech (Common), Kinspeech
Locked familiar abilities: Climber, Familiar of Flowing Script

Perception +5; low-light vision

Skills Acrobatics +5, Stealth +5
Str +0, Dex +3, Con +0, Int -4, Wis +2, Cha +0 AC 13; Fortitude +5, Reflex +3, Will +7
HP 5 Speed 25 feet

Backstory:

Mulamba Veen is an illegitimate daughter of a southern Brevoy farmer and an female orc merchant. She thinks she never cared much about her parents' heritages, but they define her as a person. Too human to be integrated as an orc in the caravan and too orcish to work with close-minded humans, Mulamba never managed to feel welcomed in either societies.

She started her life trying to live off the land, by herself. She learned how to survive and how to be friendly with animals. However, she always felt like she was getting too distant from the civilized world, but never knew how to get closer to her brevic side. The only thing she knew how to do was pray. She prayed to the many totems her mothers' group kept, but none responded. Her pleas were too different from what these totems represented.

It was in a dream that a connection was made. In a late Fall night, she dreamt of power. She saw herself represented by shifting patterns that made it clear what it meant to be independent. As she woke up, she realized that despite living by herself, she was still letting herself be defined by her heritage. And the way to write her own destiny was the written word itself. By learning how to read and write, how to work the written word, there was no limit to what she could achieve. Scripts were how laws of civilization were formed, but also how memory was kept, feelings immortalized and a name become eternal.

She took this as an important lesson, and when she realized what she was doing, an actual monkey was teaching her how to write, and how to learn. She was thankful at first, diving into her lessons furiously. Then, she started to wonder who was behind that monkey's eldritch knowledge. As she asked, he only replied with a sound that she interpreted as Kartaugh. So she started calling the monkey that name, but was still not satisfied. She travelled south, to the unknown lands of the Stolen Lands, thinking that such a mysterious entity would be in uncharted land. How wise this decision was, is still to be seen...


I would play it. I burnt out of the computer game long ago, but I love some of the fantasy tropes in it. I don't know anything about the setting specific book, however. Not sure how much I'd need to learn.


Thanks Teela. Still, it turns out I want to reconsider. I'll be submitting a witch of the Inscribed One theme, because it sounds oh so cool. It fits the theme of the AP and I had no idea I'd like the class idea so much.


If there is still a spot, I'll take it. Work out the character with any other players later. I'll fill the needed role.


Of you can wait until Monday, I have an idea for a bard for this. I'll need to see if bards can somehow slide into Arcane.

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