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Ciaran: The "Student of Theurgy" feature gives the theurge the use of the better of their two casting scores for DC's at low levels, as well as a flat +2 DC at higher levels. In addition they gain an additional bonus equal to half their lower casting stat's modifier when twin-casting.

Taken together, a 6th level theurge spell has a DC equivalent to a 9th level wizard or cleric spell when twin-casting. These bonuses take into account the fact that a wizard or cleric can focus resources on raising up a single stat. In theory a theurge could ignore one of his two stats, but he should end up with similar DC's and less bonus spells overall if he does so. I'm quite interested in ways to break this though, as MAD is intended to be ideal for the theurge.

Also I'd like to avoid a point pool since that's the arcanist's schtick. Perhaps a general "faster study from book" during the day ability would be the answer to more flexibility though, since I'm already encouraging the theurges to keep empty slots open.

Saba: The only issue is that without a significant number of slots at high levels the 6th level spells really fall behind in power. Some of this is compensated for by the increased DCs, but there's just no 6th level spell that's equivalent to wish.

I do agree with your point about 9th-level slots being important beyond just the spells though. Instead of having actual 7th-, 8th- and 9th- level spell slots, however, the theurge may burn empty slots to fuel metamagic spontaneously (with increased cast time, of course). Thus a theurge could use a 6th-level spell with 3 levels of metamagic just as a wizard or cleric could.

ZZTRaider: I've given a spontaneous version some thought, and would like to tackle it as an archetype once I've ironed out the base class. My main worry is that a spontaneous theurge would have so many slots they'd mostly sit unused even with twin-casting. I'd like to figure out a solution that makes it something more than just "Here's the same thing, with fewer spells known and more spells per day".


UnArcane: Thanks for the link! I'd not seen that one before, good to see a different take on the idea.

Puna'chong: Thanks! I'd kinda thought that myself, but it appears that the VMC (variant multi-classing) in unchained doesn't include spellcasting. Great for all sorts of ideas, but I think Theurge really needs both arcane and divine spells to capture the essence.

At least I can now make the gnome bard/merchant with snarky golem sidekick I've always dreamed of! :p


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I’ve always been a big fan of the mystic theurge prestige class, but thought it really fell flat in its delivery. It started up too slowly to be fun in low level games, lacked flavor in the mid-levels and essentially boiled down to a game of “How do I get 9th level casting” at high level, leaving the character feeling a tad bit un-theurge-y. I’ve spent quite a bit of time reading through the various threads discussing the issues with Mystic Theurge as well as various people’s attempts at fixing them. I even made my own attempt at a fixed prestige class, but wasn’t terribly happy with the kludges necessary to avoid having a theurge with access to 9th level spells. After fiddling around with it and playtesting my fix I eventually decided to shelve it until I could figure out a better way to fix it than a 16 level prestige class.

I was at a loss for how to approach the class until the arrival of the ACG. While the book is far from perfect, it did provide something quite useful: a template for a half-caster. In ACG the half-casters (i.e. warpriest and hunter) cap out at 6th level casting. This made me wonder if a mystic theurge capped at 6th level casting could be a viable and fun hybrid to play. I spent some time working it into what I believe should be a functional and balanced hybrid, and would love some feedback on the end result. The goal of the reworked class is that it should function as a high-tier caster while doing so with the toolkit presented by 1st- to 6th-level cleric and wizard spells. A group should be able to function with a theurge playing the role of the group’s arcane or divine caster, and the theurge should be viable with a focus on blasting, control, or support, while still providing good utility.

Mystic Theurge’s Schtick and Problems:

Schtick:
- Access to both Divine and Arcane Spells, Lots of spell slots!
- Some very limited ability to cast both simultaneously
Problems:
- MAD and it shows!
- DCs too low to be useful for fail or save/suck control spells.
- No effective way to make use of excess resources at mid- and high-levels.

Introducing the Theurge as a Hybrid Class:

Abilities
- 6th level cleric/wizard spell lists, separate slots for arcane and divine spells.
- Twin-casting: Limited number of uses per day, cast one arcane and divine spell simultaneously as full round action.
- Embrace the MADness: Benefits from both Int and Wis encourage theurges to improve both. Flexibility in which stat used to cast makes it harder to cripple casting with wis or int damage/drain.
- Bonuses to DCs when Twin-Casting mean that top level theurge control spells are competitive with top level wizard spells (well, wish excluded anyway).
- Flexibility use of slots: Recall or duplicate spell slots, twin-cast to burn through spells faster, burn slots on metamagic. Recall/Duplication and metamagic abilities additionally reduce the need to fill every slot, making high-level theurge’s daily spell choices less tedious overall.

Limitations
- Unarmored Caster: Arcane spell failure applies to divine spells as well as arcane ones.
- Low BAB and d6 HD
- All spells effectively require divine focus.
- Must learn divine spells like arcane spells, no instant access to full cleric list.

Additional Flavor
- Bonded Symbol: Benefits of Arcane Bond, but essentially imposes divine focus requirement on all spells. Some tweaking to avoid catastrophic loss of casting if symbol poofs.
- Blended Casting: Harder for other casters to identify spells cast by theurge, harder to counterspell theurge when twin-casting than a cleric or wizard of similar level.
- Capstone: Theurge no longer differentiates between arcane and divine spells, giving more freedom to the theurge at 20.

Design Notes (Getting down to the Nitty Gritty):

- I spent quite a while on calculations to compare DCs between pure spell casters (cleric and wizard) against the Theurge. The goal is that at most levels the top level theurge spells should have DCs +/- 1 of a cleric or wizard while twin-casting. When not twin-casting the DCs will be 3-4 lower. This strongly encourages theurges to save twin-casting uses to deliver critical control spells instead of burning it on rapid buffing.

- At low levels a theurge has ~10% more spell slots than a specialist wizard or cleric, increasing to 20% at mid-levels and 40% at high level. When weighted by spell level, the wizard comes out a few % ahead in total weighted spell slots at low levels and 10-15% in total weighted spell slots at high levels. Between the improved DCs, better action economy and slot flexibility, I’m ok with the theurge being behind 10-15% in weighted spell slots in the end. The weights used are (0.10, 0.13, 0.18, 0.24, 0.32, 0.42, 0.56, 0.75, 1.00) for 1st-9th levels respectively. It’s been a long time since I came up with those numbers, and I can’t remember my rationale other than that higher level spells are significantly more powerful than lower level ones, so I’m open to alternate weighting methods.

-Twin-casting is designed to generally allow the theurge to cast two spells of his max spell level – 1 simultaneously. Assuming four 4-round fight adventuring days, the theurge should have 1-2 rounds of twin-casting per fight at low levels, increasing to 3-4 per fight at high-levels. This should roughly equate to 20-25% usage at low levels and >75% at high levels.

- I’m on the edge about the fast recall/memorization and spontaneous metamagic, but feel the class needs something to help deal with its abundance of slots at high levels. The idea is to encourage flexibility (and quick spell-list selection) by trying to have the theurge keep a large supply of open slots for metamagic and re-memorization. The weakened channeling ability also addresses this by being powered off of spell slots (albeit already filled ones).
- If anyone is really interested in the calculations, I have a fairly large and poorly labeled excel spreadsheet which contains everything including comparison of two-stat and single-stat theurge’s DCs as well as the spell per day comparisons. Message me and I’ll try to clean it up so it’s intelligible by another human being and make it available.
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Finally, before I post the link to the PDF, kudos to all of those who have made attempts at fixing the mystic theurge. I’ve stolen liberally from you all, and if you see something that looks yours-ish, please let me know so I can give you credit. I know there were at least three full builds I cribbed from for my original prestige class remake, of which I only remember Kobold Bard’s (from the GitP forums) remake which contained the idea for twin-casting as a central ability.

Theurge (Hybrid)

I’d love some feedback on the class (doubly so if someone happens to take it for a spin). If you have balance concerns, please double check the Nitty Gritty section for my reasoning before posting.

Feedback Stuff!:

If you’re still reading, great! Thanks for taking the time to look through all this. I’m especially interested in the following:

- Does the class deliver Mystic Theurge fun without being too fiddly or overwhelming?
- Do the increased DCs and twin-casting work in practice to allow the theurge to function as control-type or blaster?
- Can the class be built such that a SAD theurge is hands-down superior to a MAD theurge
- Are there any unintended interactions with other classes or abilities/feats that cause unwanted craziness in the class?
- Obvious errors, omissions or oversights.


And since we can do two submissions, here's the Human Fighter/Oracle of Torag I was considering (from a now defunct game):

Aranthis Drallidur

She's a front-line TWF fighter with divine magic for backup. Path-wise she'll be Dual Path Heirophant/Champion and spending a good bit of her mythic power on the legendary blades she'll eventually craft.

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Appearance and Personality:

The Drallidur family has always stood out from the local residents of Restov. Aranthis is no exception, born with the same flame red hair and brilliant green eyes her family is known for. She stands tall for a Taldan woman, at 6’1”, with a lithe but well-muscled body, hardened from her time working the forge under her father’s and grandfather’s joint tutelage. Since leaving for Kenabres she has opted utilitarian travel clothes, favoring leather breeches and a sturdy boots along with a loose shirt and simple leather tunic. On her back, hanging beside her pack, is a bundle of burlap cloth within which are two curved blades sheathed in their scabbards. These blades are the first weapons she has forged, and she takes great pride in them. Strapped to the bottom of her pack is a suit of brand-new scale mail, a gift forged by her father. In addition, a set of fine blacksmith’s tools can be seen bundled tightly together and tied to the side of the pack.

While there is some truth to the saying that fiery hair is a sign of a fiery temperament, most of the time Aranthis has a level head. A forge has many lessons to teach, and first among them is that impatience and lack of planning can exact a heavy toll. Additionally, Aranthis is still possessed of a naïve outlook on the world. She has known neither hunger nor suffering in her life, nor has she seen the horrors which war visits upon the lands, much less one waged by the demonic forces of the world-wound. The world she knows exists only within her grandfather’s tales: A land of gleaming knights and heroism, where good inevitably triumphs over evil.

Background Story Synopsis :

Born and raised in Restov, Aranthis was the only member of the latest generation of the Drallidur family. Her father and grandfather had both served as blacksmiths to one of the minor noble houses in Restov, House Melifil. In exchange for their service, the Drallidurs were provided with space for a home and forge within the lord’s lands.

It was in this relatively sheltered environment that Aranthis grew up. While they weren’t rich, the income from the forge run by her father and grandfather was enough that they could afford help to handle the cooking and cleaning, allowing Aranthis freedom in her childhood. Free from the household chores most children were saddled with, she spent her days playing with the lord’s children, or following her father or grandfather around the forge and learning about smithing. At night, her grandfather would regale her with wonderous stories; some were about the wondrous creations of Torag, others were tales of knights valiantly fighting to protect the weak and bring justice to the land. Her favorite tales, however, were those of her grandfather’s adventures with Lord Arden Melifil in the World-Wound before he settled on House Melifil’s lands in Restov.

When she came of age, she began taking sword-fighting lessons from the eldest son of the Lord, an expert in the two-bladed Aldori style the house was known for. She had a natural talent for combat it seemed, and Melifil’s son also taught her how to use armor and a variety of other weapons in case she should ever have need of it. During this period she also came to discover that she was blessed with unusually good luck. When working in the forge or practicing dueling it seemed that whenever anything odd happened or went awry, it always did so in a way that ended up favoring her.

When she reached the age of nineteen she began having repetitive dreams of a vast walled city, and a pair of gleaming blades marked with runes. After a while she became curious and asked her grandfather about the dreams. He replied that the dreams were common among all the first born children of the Drallidur family. The city was Kenabres, he explained, although he still had no idea what the blades symbolized. Both he and her father had had the same dreams when they had come of age, and both travelled to Kenabres as a result. For him it had led to his adventures with Lord Melifil. His father, on the other hand, had wound up training there under a famed dwarven blacksmith before returning to Restov, training that had helped ensure their prosperity and added to their renown in the town.

She understood then that she was being called on the same journey. Unlike her father and grandfather, however, she recognized the blades: A pair of Aldori dueling swords not unlike the ones she’d trained to use. Asking for aid from both her father and grandfather, she undertook her first smithing project, crafting a pair similar to those in her dreams. Once she had completed them, she began packing her things, and decided to set off for Kenabres herself. Upon her departure she was gifted a suit of scale mail forged by her father, her grandfather’s blacksmithing tools, along with his symbol of Torag, and holy book.

Dreaming of the grand adventures she’d have and the fame she’d gain, she set off to find out what the dream held in store for her.

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Here's Yukio's Background and Appearance. I've also updated her profile to include it.

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Appearance and Personality:

As a young woman of Tian Min descent, she retains the traditional features of her race, straight black hair and brown eyes. Her long hair is pulled back into a simple, loose pony tail, and she wears a fine two-piece robe consisting of a white silk upper portion and wide-legged pleated red pants. Those familiar with the cultures in Tian Xia would immediately recognize the outfit of that of a Shrine Maiden, a priestess of the Moon God Tsukiyo. Atop the silk is a set of finely laquered leather, providing additional protection for her torso. Prominently displayed on her chest is a finely crafted crescent of jade and silver, the symbol of her god. At her side is a longspear, and slung across her back is a longbow and quiver of arrows.

When speaking, she is reserved and polite, a feature common to those raised in Tien cultures. She prefers diplomacy and cooperation, but is willing to fight when it is unavoidable. Among those she knows closely, she is more open and relaxed, and expresses a great curiosity about the world and other cultures. When she's not occupied with duties at the temple, she can often be found meditating or playing her flute in some remote portion of the temple grounds.

Background:

Yukio stared across the open plains, her legs dangling from the side of the wagon as it slowly worked its way down the road. The journey from the village nearest their home to Kenabres was an exceedingly long one, or so she had been told repeatedly by her parents. The scenery was beautiful, however, and she had plenty of time to think or play her flute, and people to talk to when she was bored of either of those. The caravan consisted of three wagons and assorted riders on horses, perhaps two dozen travelers total.

She had encountered them in the village tavern earlier that week, a group of samurai from Minkai drinking and boasting of the great deeds they would do when they reached Kenabres. The lot of them had decided to travel there and enlist in the crusades to prove that the best warriors in the world were Tian-Min. They told stories of the endless battles against demons and cultists at the Worldwound as well as of their own battles in the service of their various lords. Yukio listened to the tales with a sense of awe and wonderment. To go to battle in such a place sounded quite exciting, much more so than tending the family shrine.

She sighed for a moment as she thought about it, swinging her legs so they kicked at the side of the wagon. Tending the shrine was an important task to be sure, an honor that had passed down through the family for at least 15 generations unbroken. She'd heard the story so many times she could repeat it by heart...

Generations ago when the founder of her house, Genryu Shadowhare, was travelling through the Forest of Spirits, he came upon a small clearing surrounded by steep hills. Water trickled out of the face of one of the rocky hills sheltering the area and ran down into a pristine pool. Genryu slaked his thirst in the pool and sat down to rest, eventually falling asleep. When he awoke, night had fallen, so he set about to build a fire. When he stood and looked upon the pool, he saw reflected in it the full moon, it's light filling the clearing so that he could gather wood to build a fire. When he finished, he returned to the pool to fetch water and saw that the reflection had gone, and when he looked up, expecting a cloud, he instead found the new moon staring back down at him. Being a pious man, he sat down to meditate on the occurrence and as dawn broke he decided that this must be a sacred place for the Prince of the Moon. He swore then and there to return to build a proper shrine on this location and left, returning several years later to see his promise through and found the nearby village of Kofu.

Several hundred years later the shrine had risen to prominence, serving as the center of worship for several small nearby villages including Kofu, and providing shelter for travelers making their way along the Spirit Road to and from Minkai. While many of the main branch of the house were involved in the maintenance of the grounds, the most important role filled by the family was that of the High Priestess of the temple. The High Priestess' duties not only included tending to the shrine and appeasing the Kami in the surrounding forest, but also seeing to the spiritual needs of the surrounding villages and protecting them from any supernatural threats.

As the eldest daughter of House Shadowhare, Yukio's path had been determined before she was born. Tradition demanded that she, as the eldest daughter of the main branch, be next in line to take over the duties. At the age of eight she began receiving both spiritual and martial training from her aunt, Himiko, a shrine maiden of Tsukiyo and the current high priestess. She trained in archery, use of the longspear, and learned both the magic of the spirits of both ancestors and the land, and was taught how to call upon Tsukiyo to allow her to sense ill intentions and to censure those that would act upon them.

Though her training to become a shrine maiden was long, she finally completed it when she turned 25. By then she had resigned herself to continue training under Himiko until she was properly groomed to assume the role of high priestess. The arrival of the samurai had changed things for Yukio though. The group was in town for several days as their caravan restocked and made preparations for the journey through the remainder of the Forest of Spirits and the plains of Hongal. As guests of the family, Yukio spent those nights of listening to their storytelling, imagining the adventures that they would be seeing. On the day of their planned departure Yukio demanded an audience with her father. Prostrating herself before him she requested that she be allowed to set out on a pilgrimage to Kenabres with the Samurai. While such a request was unusual, it was not without precedent, and several of her predecessors had set out to see the world before returning home to take their posts.

Her father's response was measured, and he meticulously questioned her, attempting to get a feel for whether she was truly interested in such a trip, or merely trying to get out of her duties. He tried his best to dissuade her, explaining the differences in the world outside of Tian Xia and of the trials and travails involved in such a journey, but her desire did not falter. In the end her father relented and accepted his daughter's request. Along with giving her his blessing to travel to Kenabres, he presented her with the gear they had had prepared for her in anticipation of her becoming the next high priestess of the shrine as well as a small stipend to help cover her expenses on the way there.

So here she found herself, on a caravan filled with warriors from Minkai, travelling to seek glory and adventure in a distant land. The remainder of the trip was long, but mostly uneventful. Travelling in a group of warriors had its benefits, and if there were bandits along the road to Kenabres they must have thought twice about tangling with the group. When they finally arrived in Kenabres the group found that they would need to wait another six months before the celebrations the Samurai had hoped to attend. They pooled their resources, Yukio included, and took up residence in a small shack in the southern part of the Gate district.

Her first few months in Kenabres were exciting but hard. She, like her companions, had little gold left after the trip, and so they all took to small jobs here and there to keep food on the table. Being able to work magic, Yukio spent time tending to the sick and the injured, offering her services in exchange for food and occasionally for shelter as well when she traveled out to the surrounding regions. She enjoyed the company of the Samurai, but her curiosity had driven her to wander the city and about lands nearby. She learned much of the goings on, and also about the gods of the lands of Kenabres--a topic which she'd always found fascinating when a cleric of some foreign faith had come through town back home.

Time passed quickly, and when the festival came around the group was in great spirits despite their relative poverty. She wished her companions good luck in joining the crusades, something she had not intended to do herself, and set off to take in the sights of the festival that had engulfed the city.


Here's the crunch for the character I've decided to submit.

Yukio Shadowhare

A Shrine Maiden of Tsukiyo travelling to Kenabres from her home on the border of the Forest of Spirits in Tian Xia. She's a Paladin/Shaman (Speaker of the Past,Lore Spirit).

Will get the background up tomorrow, still putting it together.


Going to take a stab at this even though I didn't end up in RVT's WotR campaign. I have a character from another WotR that fizzled out, just need to tweak her stats/build for these rules.


Grats to those who made it!


All done! Here's Mira Stagsdottir, a Young Human Animal Lord Inquisitor (Sacred Hunstmaster) 1 | Oracle (Wood) 0. She's a ranged combat/skills and at 2nd level healing/support from her oracle half. I'm also considering picking up the Verdant Bloodline via Eldritch Heritage for more flavor, as it fits well with her ties to the Grim White Stag.

Edit: I can post once per day regularly on weekdays, sometimes twice, and weekends as well if there are postings over the weekend (most PBP's seem to go quiet over the weekend).

A few things:
- I believe I've gotten the animal lord stats correctly, but let me know if that's not the case.

- Would it be ok for her Shoanti Steed trait to apply to her animal companion Elk instead of the light horse it normally includes?

- If you get a chance I'd love some feedback on Mira's background story.

Appearance and Personality:

At first blush, Mira appears an average Shoanti girl in her mid teens. Her ruddy complexion speaks of at least partial Shoanti blood, although her mid-length black hair and lack of tatoos mark her as an obvious outsider. Her head is wreathed by a handful of blue flowers, and a small pair of antlers protrude from the top, partly covered in moss instead of velvet and seemingly composed of living wood. She wears a simple, but well worn traveller's outfit, sturdy gloves and boots, and a green cloak. On her back is a quiver full of arrows, with an unstrung bow lashed to it, and a sturdy walking stick can usually be found in her possession as well.

Mira is quiet, and uncomfortable around large groups of people, due to having lived among the Shoanti for most of her life. Her dislike of large, populated areas, however, is offset by her fierce curiosity and desire for adventure. This combination leads her to keep to the outskirts of towns and villages, where she can interact while still being able to retreat to the comforting solitude of the wilderness when she desires.

She travels with her guardian and friend, Arondil, a young elk stag with pristine white fur. When travelling she rides on his back without a saddle, in the same manner Shoanti are known to ride their horses. She often speaks to Arondil directly, and seems to be able to carry on a conversation with him. While Arondil seems to be an otherwise normal stag, he appears to understand Mira quite well, to the point of being able to follow her verbal commands. The elk is very protective of Mira, and will gladly interpose himself between her and anyone who appears threatening.

Background, Chapter I: The Foundling:

Chandra was a typical Shoanti, raised in the Shriikirri-Quah as a warrior and eventually marrying Shakern, the son of one of the quah's most respected elders. The two were both great warriors, evenly matched in skill, and inseperable even before marriage. The two also shared a great wanderlust and craving for adventure. In the months after they were united, they decided to ride out and see the world before returning to the Quah.

Travelling west from the Storval Plateau they left Varisia for several years, travelling throughout the lands, fighting many battles and collecting treasure for their return to the Quah. After they'd had their fill of adventure, the two returned to Varisia by way of Korvosa, working their way towards the Storval stairs. During their return Chandra became aware that she was with child. The two rejoiced and made haste to return in time to give birth among family and friends. Unfortunately for Chandra and Shakern, they would never get a chance to see their child born. Dusk fell as they approached the Ashwood, and as they prepared to make camp for the night, the two were set upon by a band of Hill Giants. Shakern was overwhelmed, and chandra was forced to take up sword as well despite her situation. The two were eventually victorious, but the cost was high. Shakern laid on the ground bleeding from various wounds, his ribs crushed and one of his legs mangled. Chandra had also been seriously wounded, but managed to drag herself to his side to try to tend to his wounds. Without magic or potions, however, she was only able to bandage him up and hope for the best. She passed out from a combination of exhaustion and her wounds shortly afterwards, and awoke late the next day next to her husband's cold body. To lose her husband when they were only a short way from home was a cruel twist of fate, and that pain was compounded when she suffered a miscarriage two days later as she passed through the Ashwood.

The loss of her child nearly broke Chandra. For several days she lay there in the middle of the forest, paralyzed by grief. Laying there against a tree, her belongings strewn on the ground near her, and her horses grazing nearby, she was snapped out of her stupor by the sound of a child crying. When she looked in the direction of the sound she briefly saw a flash of white and then nothing. Forcing herself up, she moved towards the sound, finally coming upon a small child, bundled in a simple blanket on a basket woven of twigs. She reached down and picked up the child and as she cradled it in her arms it ceased crying. She looked around and called out to see if anyone was there, but there was no response. Seeing the helpless child there in her arms restored her desire to return home. She decided in that instant that she would see the child safely to the Quah and that she would raise her as her own child. Though the pain of what had happened still hung heavy upon her, she gathered her strength and pushed on again, knowing that Mira, the name they had chosen for their child if they had a daughter, was depending upon her.

Background, Chapter II: The Stag's Daughter:

Among the Shoanti there is a tale passed down from generation to generation: The tale of the Stag's Daughter. Once in every few generations, when the lands teamed with unrest and ill omen, the Grim White Stag, herald of Erastil's followers, would manifest and visit of Old Deadeye's followers, possessing them and seeing to it that they produced a child. When the child was born it would be taken to the forest and left along with an offering for Erastil. Eventually, usually months or even a few years later, the child would be found and taken in by someone who would raise them. In these times the Shoanti claimed Varisia as their own, wandering both across the plateau in the north and the forests and plains in the south. Several of these children were found by them and taken home to their Quah. Raised by the tribe, the girl always grew into a powerful warrior, master of both melee combat and archery, and a master over the wilderness. When the girl game of age, she would begin to grow a pair of stag's antlers, composed of living wood instead of horn like those of the Grim White Stag. Flowers would adorn her head, and soon a white stag would be sent to carry her off to fulfill her destiny. Invariably this coming of age was accompanied by calamity and ill fortune for the clan which reared her, although it was never directly caused by the girl. For this reason the elders always warned that no good could come of giving shelter to such foundlings.

It was in the shadow of this story that Mira was raised by Chandra. Though she knew of the tale she tried not to think of it and instead devoted herself to her daughter and the Quah. When Mira showed exceptional skill with the bow at the age of eight, the clan chalked it up to her parentage, for the girl had complexion, eyes and hair that matched those of her presumed parents. Chandra pushed any thoughts about Mira's heritage out of her mind, and instead basked in the attention and praise her daughter drew from others within the clan. From Mira's point of view, she had a fairly normal childhood, with all the ups and downs that came with it. She did well in archery and could outrun and overpower even boys several years her elder. She took great joy in practicing archery and riding, as well as the other more normal pastimes shared by Shoanti Children. For almost 6 years she lived a happy life in the Quah with her mother and her friends, but in the end the legend caught up with her.

When she had turned thirteen she went out on a trek with several of the tribes warriors and those children who were of the age to seek out a horse on the plateau. For weeks they travelled, tracking a herd of wild horses across open lands, closing in on them with each day. When they finally reached the pack, they would approach it calmly and the children--watched closely by the adults, of course--would attempt to attract the attention of one of the animals. Taming a wild mare or stallion was a mark of honor for the children, and those who rode such an animal were greatly revered within the Quah. When they crested the hill though, the group saw something truly unexpected: Amidst the mass of black and brown that was the herd of horses stood a solitary white elk, his antlered head raised far above the surrounding animals. Despite the warriors and children being well hiden among the brush on the ridge, the elk seemed to be staring directly at them.

Confused by the appearance of the elk, and vaguely aware of the grim significance of such a beast, the warriors turned and began speaking to each other in hushed tones. Their conference, however, kept them from noticing that Mira had begun stealthily approaching the beast. When she had spotted it she was immediately transfixed by it. Somehow she knew that the elk awaited her, and so she began moving quietly towards him. When she reached the edge of the herd, it parted before her and the stag approached. The men who had led the party noticed the movement, and watched silently as the Stag approached Mira and knelt before her, allowing her to climb upon its back. Looks of shock spread across their faces as they realized what they were witnessing. In that instant, as Mira looked from the elk at where the rest of the group was, she knew that her world had fundamentally changed. She didn't understand it, but as the elk--Arnodil was what he had introduced himself as--approached the group, the looks on the faces of the men told her that she had done something unthinkable.

Background, Chapter III: Chandra's Wish:

The trip back home was long and quiet. The children were fascinated with the elk, but their chaperones spoke quietly to each other, often speaking of the "Stagsdottir", which Mira quickly gathered refered to her. When they returned, they quickly called for a meeting with Chandra and the Elders. The meeting went on throughout the day and into the night, and though Mira wasn't able to hear what was discussed, the back and forth and occasional shouting made it clear that things were not right. Before the meeting could conclude, however, the sentries' horns blew in warning. Men and women shouted as they gathered their weapons and rushed off to fight in defense of the tribe.

When morning came, the tribe gathered their wounded and dead into the center of the camp. They had been assaulted by nearly a dozen giants, a force that hadn't been seen on the plateau in several generations. The fighting had cost them a half-dozen of their best warriors, and another handful lay severely injured and likely on their deathbeds. Among these was Chandra, who led the charge against the foes who had claimed her husband's life. As she lay there dying she called the elders to her side to plead with them. She pleaded with them to not strip Mira of her membership in the Quah, to lend her aid when she set off into the world, and to allow her to return to live among them if and when her travels were completed. The issuing of such a demand by a warrior on their deathbed was a serious matter, and so, despite their trepidation, the elders agreed to Chandra's request.

After the elders left, Chandra called Mira to her side. She told her about how she'd been found, but made it clear that she would always be her daughter, regardless of her true heritage. She explained that Mira would eventually need to leave the tribe to find her destiny, and that when she was done she should return and again call the tribe home. Mira listened to her mother's words, in shock at what was happening. When Chandra finally passed away, Mira layed there crying for an hour before the elders were able to convince her to move so that they could see to her cremation, along with the other warrios who had sacrificed their lives for the Quah.

The next month was awkward, but the elders kept true to their word. While the adults in the tribe were more reserved around Mira, they did their best to ensure she was cared for. Mira spent most of her time with Arondil at the periphery of their encampment, although the other children were less reserved than their parents and would come to talk and see the great white elk regularly. It was at the end of that month that Mira finally began to grow the moss-covered nubs that marked her true parentage. At the same time she began to feel a strong desire to leave the steppes and head south. Arondil also seemed to sense this, becoming more agitated and restless as the days went by. Eventually she went to the elders and told them that her time to leave had arrived. In some ways relieved, they responded by giving her some gold and travelling supplies, as well as the longbow that had been her mothers' when she had been a child. That day she gathered her things and climbed atop Arondil to head out for wherever it is she was being called to, bow and quiver across her back, and a pair of pouches of rations tied together and slung across Arondil's back.

Background, Chapter IV: Sandpoint:

Mira's journey across the plains and down the Storval Steps was an experience for her. She'd never been so alone as she was crossing the vast expanse of the Storval Plateau, but despite that she felt oddly relieved to be out on her own. While she occasionally reached up to feel the slowly growing fuzzy pair of antlers that she'd developed, she didn't otherwise think too much on the nature of the changes she was undergoing. Much like her relief to be traveling, she felt at ease about it, as if it had always been so. For the most part she just enjoyed the travel and kept her eyes open for anything that needed to be avoided on the steppes. Her journey across and down the steps had been uneventful, and from there she headed south towards the Ashwood, curious about the forest she'd been found in. When she arrived, she and Arondil headed into the heart of the forest, where they spent the remainder of the next year wandering about the woods, causing travellers through the forest to tell tales of a ghostly child and stag wandering about the woods at the tarverns in the nearby cities.

Mira enjoyed her stay in the forest, which provided for both her own and Arondil's needs. There among the trees she learned to call upon the woods for blessings to aid her in hunting prey or in guiding her arrows. Though she still did not know Erastil's name, she nevertheless was his devoted servant. At the end of her second year in the Ashwood she began to hear whispers on the breeze and in the rustling of the leaves of the forest which spoke of trouble brewing in the west. In her dreams she saw a giant white stag, like Arondil, but with antlers consisting of live saplings. While it did not speak to her, it showed her images of the large humanoids that had assaulted her Quah and killed her mother and then headed out of the forest to the west. The following morning she gathered what supplies she could and told Arondil that they were leaving.

They travelled through forests and across plains towards the west, skirting around towns and avoiding contact with people for the most part. Still, when they camped near towns for the night, Mira was struck by an insatiable curiosity about the towns, which seemed more permanent than the encampments her tribe had lived in. Eventually she came to Sandpoint and knew that her travels had ended. Unsure of what to do, she wandered the plains surrounding the town, living off the land and avoiding contact with the travelers heading in and out of the town. Her curiosity, however, began to win over again as she spied on the town from nearby hills in the evening before the lights in the buildings went out. Eventually she told Arondil to wait for her and headed off into town to see it for herself.

Her first forays into the town were exclusively during the evenings, and she kept her cloak drawn tightly and hood up to hide her antlers, which extended back almost half a foot and had begun to lose the moss that had covered them initially. The townsfolk mostly ignored her, probably writing her off as a halfling instead of a human child, although she occasionally got looks as she wandered through the streets admiring the buildings and people. After a few weeks of coming and going she finally caught the attention of the town militia, who had heard rumors of a halfling thief in the region, and were therefore not comfortable with a 4' tall cloaked figure skulking around in the evenings. Needless to say they were quite surprised when they managed to catch hold of her and pulled back her hood. Instead of the halfling man they expected, they were greeted by an antlered Shoanti girl. Stepping on one of the guard's feet, Mira freed herself from their grasp and sprinted for the edge of town, leaving the grown men in the dust. As they chased her down they heard her whistle loudly, and were astounded when a large white stag appeared from the shadows, stopping only briefly to allow the girl to hop on its back before disappearing into the night.

Spooked by the encounter, Mira fled into the wilderness with Andoril and hid for the next few days in a small cave along the shore far north of town, unwilling to risk being seen again. Meanwhile, the guards spoke Shalelu Andosana, an elven ranger who frequented the surrounding lands and often aided the town against goblins and other threats, and who had luckily just stopped in town for one of her infrequent visits. They told her of the stag-girl and how she'd fled and asked her to investigate whether she was a threat or not. Intrigued, Shalelu agreed to track the girl down and find out her motives.

While Mira was a natural at surviving in the wilderness and remaining hidden, Shalelu was a master tracker who had spent more years in the area than Mira had been alive. Within a day Shalelu had tracked her to the cave, and began patiently observing her. Late that afternoon, when Mira snuck out to gather food for herself and Arondil, Shalelu entered the cave, caling Arondil and waiting for Mira's return. When she entered the cave, Mira was quite surprised to see the elven woman sitting there next to Arondil, the elk seemingly ignoring her. She looked the elk in the eyes and berated him, and much to the elf's chagrin the elk seemed to avert its eyes in shame before wandering off to the back of the cave.

When Shalelu turned back to Mira, she found herself facing the girl with a bow and knocked arrow. Laughing as she raised her hands in a gesture of surrender, the elf explained to Mira that she had been sent to find out what Mira was up to with regards to the town. Looking sheepishly back at her visitor, Mira replied that she had just been curious about the town, explaining that she'd never been in one, and had been living alone for the past couple years. When Shalelu introduced herself and asked for Mira's name, she responded simply "Mira Stagsdottir", taking the title from the Shoanti tale as her surname. The two spent a good bit of time talking about the surrounding region that day, and Shalelu offered to aid her in getting familiar with the town.

Six months have passed since that day, and Mira has become fairly well-known within the town. Even if the villagers aren't entirely sure what to make of the girl, Shalelu vouching for her carries a lot of weight, and so many have extended her the benefit of the doubt. While Mira still prefers to live outside Sandpoint, much like Shalelu, she has grown attached to the village and for the first time since she left her tribe feels as if she belongs.

Statistics:

Mira Stagsdottir
Female Young Animal Lord Human Inquisitor (Sacred Huntsmaster) 1/Oracle (Wood) 0
NG Small Outsider (native, shapechanger)

Init +4; Senses low-light vision, scent; Perception +8

Defense
AC 20, Touch 15, Flat-footed 16 [4 dex + 1 size + 5 natural armor]
HP 10/10 [8 HD + 2 con]
Fort +4, Ref +4, Will +5

Offense
Speed 50 ft.

Melee Small Quarterstaff +5 [1d4 + 6, 20/x2]
Melee (Secondary) Gore +0 [1d6 + 2, 20/x2]
Melee Gore/Hoof (x2) +5/+0/+0 [1d6 + 4 / 1d3 + 2, 20/x2]

Ranged Small Longbow (point-blank) +5 (+6) [1d6 + 0 (+1), 20/x3]

Special Attacks
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):
constant--speak with animals (Elk only)
at-will--charm animal (Elk only)

Spells Known (CL 1):
1st (2/day) - divine favor. Deadeye's Lore
0th (at will) - create water, detect magic, guidance, light

Statistics
Str 18, Dex 18, Con 14, Int 16, Wis 17, Cha 18
Base Atk +0; CMB +3; CMD 17

Feats Point-Blank Shot, Skill Focus (Knowledge: Nature)
Race Traits Focused Study, Heart of the Wilderness
Traits Shaonti Steed (Arondil), Giant Slayer, Seeker
Drawback Naive
Skills Acrobatics +4, Appraise +3, Bluff +4, Diplomacy +4, Handle Animal +8, Intimidate +5, Know(Nature) +10 (+11), Know(Religion) +7 (+8), Know(Geography) +7, Perception +8, Profession(Trapper) +7, Ride +8, Sense Motive +8, Stealth +12, Survival +7
Languages (Base;Bonus;Linguistics;Special) Common; Shoanti, Sylvan, Giant; speak with animals (Elk Only)
SQ Change Shape, Dominion, Species Affinity
Limited Use

Combat Gear
Other Gear
Treasure

Special Abilities (Race)

Focused Study: Gain Skill Focus at 1, 8 and 16. Choices - Know: Nature, Perception, Survival
Heart of the Wilderness: Add half character level to survival (min +0). +5 racial bonus on Constitution checks to stabilize when dying, and add half level to Con to determine max negative HP.
Shoanti Steed (Trait, Regional): Treat mount as having saddle even when riding bareback. Mount can fend for itself outside of settlements and comes within 1d6 minutes when whistled for.
Giant Slayer (Trait, Campaign):

Special Abilities (Inquisitor, Sacred Huntsmaster)
Domain:
Animal Companion (Ex): Gain animal companion as hunter of equal level. Arondil, Elk (Megaloceros)
Monster Lore (Ex): Add Wis to knowledge skill when making checks to identify creatures.
Stern Gaze (Ex): Add half inquisitor level to Intimidate and Sense Motive checks, (min. +1)

Special Abilities (Oracle, Wood)

Special Abilities (Inquisitor)
Change Shape (Su): (Mv. Act., at-will) Change between Human and Elk form, as shapechange. May partly convert any part of body.
Dominion (Su): In either form may speak with animals or charm animal on elk.
Species Affinity (Elk): Some special ability related to Elk goes here in theory.

Gear Abilities

Animal Companion (Andoril):

Male Megaloceros Animal Companion 1
N Medium Animal

Init +3; Senses low-light vision, scent; Perception

Defense
AC 16, Touch 13, Flat-footed 13 [3 nat. armor + 3 dex]
HP 15/15 [11 HD + 4 con]
Fort +4, Ref +5, Will +2

Offense
Speed 50 ft.

Melee Gore +3 (1d8+3, 20/x2)

Special Attacks
Space 5 ft.; Reach 5 ft.

Statistics
Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk +1; CMB +3; CMD 16

Feats
Skills
SQ Link, Share Spells

Ability Score Calcs:

Human/Elk Animal Lord Racial Bonuses: +10 Str, +4 Dex, +8 Con, +0 Int (Human), +4 Wis, +2 Cha (Human)
Additional Animal Lord Bonus: +4 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha
Adjusted Racial Stats (w/ Animal Lord Bonuses Halved): +6 Str (7 rounded down), +4 Dex, +6 Con, +2 Int, +4 Wis, +4 Cha
Str: 18 = 16 buy + 6 racial (elk) - 4 young
Dex: 18 = 10 buy + 4 racial (elk) + 4 young
Con: 14 = 12 buy + 6 racial - 4 young
Int: 16 = 14 buy + 2 racial
Wis: 17 = 13 buy + 4 racial
Cha: 18 = 14 buy + 4 racial

Natural Armor: +5 = +5 elk + 2 animal lord - 2 young

Attack Calcs:

Melee Quarterstaff [+5 (0 BAB + 4 str + 1 size); 1d4 + 6 (4 str * 1.5), 20/x2]
Melee (Secondary) Gore [+0 (0 BAB + 4 str + 1 size - 5 secondary); 1d6 + 2 (4 str * 0.5), 20/x2]
Melee Hoof/Hoof/Gore [+5/+5/+5 (0 BAB + 4 str + 1 size); 1d3/1d3/1d6 + 4 (4 str), 20/x2]

Ranged

Skill Calcs:

Acrobatics +4 [4 dex]
Appraise +3 [3 int]
Bluff +4 [4 cha]
Diplomacy +4 [4 cha]
Handle Animal [1 ranks + 3 class + 4 cha]
Intimidate +5 [4 cha + 1 inquisitor]
Knowledge(Nature) +10 (+11) [1 ranks + 3 class + 3 int + 3 feat (+ 1 inquisitor/id monster) ]
Knowledge(Religion) +7 (+8) [1 ranks + 3 class + 3 int (+ 1 inquisitor/id monster) ]
Knowledge(Geography) +7 [1 rank + 3 class + 3 int]
Perception +8 [1 ranks + 3 class + 3 wis + 1 trait]
Profession(Trapper) +7 [1 rank + 3 class + 3 wis]
Ride +8 [1 ranks + 4 dex + 3 class]
Sense Motive +8 [1 ranks + 3 class + 3 wis + 1 inquisitor]
Stealth +12 [1 ranks + 3 class + 4 dex + 4 size]
Survival +7 (+8) [1 ranks + 3 class + 3 wis + 0 racial]

Favored Class Choices (Inquisitor):

1 (Inquisitor): +1 skill point

Gold Calcs:

Starting: 150
Spent: 75
Remaining: 75

Small Longbow (75 gp)
Small Quarterstaff (Free)
Explorer's outfit (Free)


Bane: You can do that via the magus arcana Broad Study


Still here


Rednal: What adjustments would be needed for a Young Animal Lord acceptable? (Animal type would be Elk)


No worries! Lemme think about it, will probably require some tweaks to make it work, but I bet I can come up with something that will fit Zagathoth's theme.


Nate: If you're still interested in the guardian/ward concept, I need your character info/background for the ward so I can finish up my background.

--------------------------------------

Ok, here's technically my second concept, a Half-Fiend Magus (Bladebound/Kensai) /Inquisitor (Sanctified Slayer) of Sarenrae. Still have some shopping to do, but otherwise should be complete.

Let me know if the half-fiend template is alright. I'm assuming I'll be sacrificing a level at 6 and 11 when the template increases in cost.

Background and Appearance:

Appearance and Personality

Mi'isha's philosophy in life can be summed up by the Varisian saying her mentor taught her when she was still a child, and from which she draws her last name:

"O ushalin zhala sar o kam mangela"

which translates as "The shadow moves as the sun commands". These words express her knowledge that not darkness is the tool of evil, as well as the belief that her life belongs to her goddess, Sarenrae. While she truly believes in redemption and the teachings of the Dawnflower, she knows her lot is to pursue the demons and undead who threaten the innocent. In pursuit of this goal she is willing to use deception and subterfuge, as well as to ally with those whose motives might not always be the purest.

Mi'isha spends much time thinking about the past and the future. Her heritage often makes her a target of unthinking do-gooders, and more than once she has had to flee to avoid a confrontation with a Paladin who would not heed her words. Still, she takes it in stride, knowing that not everyone will grant her the second chance that her goddess has. As a devout adherent of her goddess' teachings, she hopes to one day be able to call upon her powers to assist others, as well as to aid in her battles against foes of the church.

Dressed in simple garb with a few fittings marking her as a warrior, Mi'isha seems to carry little else with her. Her most obvious possessions hang at her sides, on one hip a holy tome bound in red leather and decorated with black horn, and on the other a scimitar bearing an ominous looking ebon blade covered in runes inlaid with the same onyx material as the book. Mi'isha was blessed with her fathers looks, sporting perfect cream colored skin and copper color hair, brilliant orange eyes, and a body that is quite shapely. Her mother, however, left her mark as well. Two onyx horns jut from her head, one seemingly cut down to a stub, and the other curling around before heading towards the back of her head. Her hands, when not gloved, end in sharp claws, and her smile is a bit more jagged than one would expect of a human. Her inheretence from her mother is finished off by her tail and wings, which any scholar in planar lore might identify as belonging to a Succubus.

Mi'isha's Childhood

Mi'isha was born of the union of a fallen priest of Sarenrae and a woman cultist possessed by a Succubus. The succubus, An'sta-asi, had built up a cult in an attempt to be summoned into the world, and to birth a child for use in a ritual to gain power for her master. The cult went unnoticed for some time, and during this time she plotted to ensnare a priest of the Dawnflower by taking the body of his then paramour. Once she had assumed the role of his lover, she slowly poisoned his belief and whittled away at his morals until he had fallen and joined the cult as its head priest.
For many years the two continued growing the cult slowly, and during that time An'sta gave birth to a daughter, Mi'isha.

Mi'isha remembers little of that time save for brief glimpses of her mother's cruelty, and the day her mother decided to teach her the joy of murder. When she turned six, her mother began the work of corrupting her properly, letting her kill her first person, a man held transfixed by her magic. She was too young to understand what was happening at the time, but the look of terror on the man's face still haunts her to this day. More terrifying than the image, however, is the sensation of joy that accompanied it at the time, a reminder that on some level she was no different than her mother.

Before her mother could corrupt her further however, the Dawnflower Inquisition arrived, their agents having finally found the cult's base of operations. In the ensuing battle, both Mi'isha's father and mother were slain, along with the remaining cultists. When it was all said and done, the girl stood alone in her mother's chambers, standing before a half dozen paladins and inquisitors, and one old gray-haired priest and his aid. The group argued, with a majority arguing that the girl, who clearly bore signs of demonic heritage, needed to be killed immediately. The old priest listened quietly, remaining silent on the issue until his assistant spoke up, timidly at first asking why the child should die. When the crusaders were unable to answer the question with anything beyond "she's demonic", the old priest silenced them all. The priest shamed the warriors, quoting from Sarenrae's book various passages on redemption. The old man knelt before the girl and explained very clearly to her that she would stay with them and study until her twenty-first birthday, and that then she was free to go. His explanation was more than just a promise, however, as the words wove a spell as he spoke. The old priest had placed a Geas on Mi'isha forbidding her to leave the temple until she reached that age.

Recent Events
Mi'isha's life in the temple had been hard at first, but eventually the page and the old priest wore her down the hatred and anger that dwelled inside her. Eventually she came to enjoy her stay there, and spent much of her time studying the teachings of the Dawnflower. Due to her unique heritage, she asked to join the Inquisition when she came of age. The inquisitors used lay members as spies, infiltrators and warriors quite often, sending them on missions along with priests to hunt various threats, including undead. When she was accepted, as a sign of devotion she cut off one of her horns and had it cut and carved up to decorate both her holy text (which doubles as her spell book), and her blade, which had once belonged to her mother, but had been consecrated and showed no signs of being anything more than a well crafted scimitar crafted of unusually dark steel.

It was during her first mission that Mi'isha met the Professor. She and her two teammates had gone to track down a priest who had been summoning undead to attack towns on the border of Ustalav. In the middle of the crypt they found many townspeople tied up and paralyezed, along with the Professor. Mi'isha and her companions fought off the ghouls and ghasts that had brought them there at the cleric's command, and freed the captors. When the Professor was able to move, he (along with the townsfolk) thanked Mi'isha profusely. At least until she removed her hood, at which point the townsfolk cursed her. The Professor, however, swore to her that he would repay the debt some day, regardless of her heritage.

Almost a decade later, Mi'isha has recieved a note calling her to Ustalav to pay her respects to the Professor. Packing her things and doing her best to disguise her origin, she headed off to attend the funeral, not sure what awaited here there.

Statistics:

Female Half-Fiend Human Magus (Kensai, Bladebound) 1/Inquisitor (Sanctified Slayer) 0
NG Medium Outsider (native)

Init +7; Senses darkvision 60 ft.; Perception +6

Defense
AC 18, Touch 17, Flat-footed 11 [6 dex + 1 int + 1 natural armor]
HP 9/9
Fort +3, Ref +6, Will +7
DR 5/magic SR 12
Resist fire 10, acid 10, cold 10, electricity 10; Immunity poison

Offense
Speed 30 ft.
Speed (fly) 60 ft. (good)

Melee Masterwork Scimitar +8 (1d6 + 6, 18-20/x2)
Melee Masterwork Scimitar (Spell Combat) +6 (1d6 + 6, 18-20/x2)

Special Attacks Smite Good
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):
3/day--darkness

Spells Memorized (CL 1):
1st (2/day) -
0th (at will) - light, arcane mark

Statistics
Str 10, Dex 22, Con 12, Int 20, Wis 20, Cha 18
Base Atk +0; CMB +0; CMD 16

Feats Weapon Finesse, Weapon Focus (Scimitar), Slashing Grace
Race Traits Silver-tongued
Traits Magical Lineage (Shocking Grasp), Chance Savior, Flame of the Dawnflower
Drawback Shadow-scarred
Skills Acrobatics +6, Appraise +5, Bluff +7, Diplomacy +6, Fly, Intimidate +4, Know(Arcana) +9, Know(Religion) +6, Perception +6, Sense Motive +6, Spellcraft +9, Stealth +6, Survival +6, Use Magic Device +8
Languages (Base;Bonus;Linguistics) Common; Infernal, Abyssal, Celestial, Varisian, Osiriani;
SQ Smite Good
Limited Use Smite Good (1/1), Arcane Pool (6/6.25)

Combat Gear Masterwork Scimitar
Other Gear Leather-and-Horn-Bound Holy Book, Traveller's cloak, Explorer's Outfit, Small Backpack
Treasure None

Special Abilities (Race)

Silver Tongued: +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.

Special Abilities (Magus)

Arcane Pool (Su): 6 points/day [1/3 lvl + int]; (swift act., 1 pt) Grant +1 enh bonus for one minute to weapon. Increase by +1 every 4 levels beyond first. Bonuses stack with weapon's bonuses up to +5.
Spell Combat (Ex): (Full rnd act.) May cast spell with cast time of 1 std act as part of full attack by having empty offhand. May choose order of casting/attacks. All attacks at -2 penalty to hit. May gain bonus to defensive casting by taking a penalty up to int on attack, and adding that to concentration check.

Special Abilities (Inquisitor)

Gear Abilities

Spellbook:

Level 0
All
Level 1
Shocking Grasp
Shield
Color Spray
Silent Image
Unseen Servant
Grease
Floating Disk
Infernal Healing

Ability Score Calcs:

Str: 10 = 10 - 2 buy + 2 half-fiend
Dex: 22 = 10 + 6 buy + 2 racial + 4 half-fiend
Con: 12 = 10 + 2 half-fiend
Int: 20 = 10 + 6 buy + 4 half-fiend
Wis: 20 = 10 + 6 buy + 4 half-fiend
Cha: 18 = 10 + 6 buy + 2 half-fiend

Attack Calcs:

Melee Masterwork Scimitar [+8 (0 BAB + 6 dex + 1 WF + 1 enh); 1d6 + 6 (6 dex), 18-20/x2]
Melee Masterwork Scimitar (Spell combat)[+6 (0 BAB + 6 dex + 1 WF + 1 enh - 2 spell combat); 1d6 + 6 (6 dex), 18-20/x2]

Skill Calcs:

Acrobatics +6 [6 dex]
Appraise +5 [5 int]
Bluff +7 [1 rank + 4 cha + 2 racial]
Diplomacy +6 [4 cha + 2 racial]
Disguise +5 [1 rank + 4 cha]
Intimidate +4 [4 cha]
Knowledge(Arcana) +9 [1 ranks + 3 class + 5 int]
Knowledge(Religion) +6 [1 rank + 5 int]
Perception +6 [1 ranks + 5 wis]
Sense Motive +6 [1 ranks + 5 wis]
Spellcraft +9 [1 ranks + 3 class + 5 int]
Use Magic Device +8 [1 rank + 3 class + 4 cha]

Favored Class Choices (Magus):

1 (Magus): +0.25 Arcane Pool

Gold Calcs:

Starting: 1000
Spent: 325
Remaining:

Masterwork Scimitar [315 gp]
Masterwork Holy Book [10 gp]


You should look at the Mighty Godling class Nate. That's almost exactly what you describe, but with less skill points. You can pick up mysteries as a godling, and you can still gestalt it with a divine class for some casting if you like.

Godling would also be a great class for the Divine Guardian/Ward combo we're kicking around.

Edit: RVT: Just to double check was the "Yes" earlier to the Divine Guardian template? If you prefer, I can write up a tweaked version for "Person" instead of "Place" for you to look at.


nate lange wrote:
@xentik- are you pretty solid on a Pharasman? i ask because there are other gods who might be more likely to raise someone in the hopes of them finding redemption (and if you went with one of them i might be able to use the infernal swashmagus and have the story be that if he dies he's destined to be a great leader in Hell so your mission is to keep him alive until he finds redemption)...

I was actually thinking Sarenrae, check your PMs. That idea is great though, would fit in really well with what I sent you already I think.


nate lange wrote:
Xentik wrote:
Of course that's assuming I can find someone to work with on a background who would be protected by the reanimated undead hunter.
hmmm... that sounds very intriguing... i might be interested in working on something together- maybe a young adventurer with a special heritage/destiny that makes him especially dangerous to undead if he ever achieves it... or maybe his future isn't really undead related but you were appointed his protector partly as punishment because you mistook his previous Divine Guardian as undead and destroyed it? (in any case, you'd probably have to trade out Dimension Door since you wouldn't have a site to be within... maybe like greater false life or lesser globe of invulnerability, but only on your self and/or ward?)

I think the Young Adventurer with a destiny works well. Given that, I think it'd work even better if the guardian was a fallen paladin brought back and given a chance at redemption. Going to send a PM with a fleshed out idea so we don't clog up the thread with the back and forth.


RVT: What would it take to change the restriction on the Divine Guardian Template from "Protecting a Place" to "Protecting a person"?

Of course that's assuming I can find someone to work with on a background who would be protected by the reanimated undead hunter. Failing that perhaps "Place" could be relaxed to be Ustalav or to work more like a Paladin Code (i.e. defending a place can involve travelling away from it, as long as it serves to protect it from some greater threat).

Also, I'd be interested in seeing that NG paladin archetype.


Dotting...

Thinking Android Soulknife Paladin, the last scion of an ancient line of undead hunters. When she was killed defending the town of Redleaf in Ustalav, the Professor saw her corpse delivered to a friend in Numeria for experimentation. A month later she exited the Silver Mount reborn, augmented, and no longer human.

Edit: Thinking Subject of Study (Undead) and Hunter's Blood for traits.


Auraelia probably falls under martial(-ish) rather than arcane, since the soulknife class really only gives her melee combat abilities.


Yeah, that's going to make for an interesting group. Would be really great if we could round out the group with a true human though.

Question: Is it possible to get armor for mutated animals? The gear section isn't terribly clear on that.


Ok, think this is everything. Good news is that Mr. Catalope can read and write just fine, bad news is that he can't talk.

-----------------------------

Genotype: Mutated Animal (Tiger)

PS: 22 (+5)
DX: 15 (+2)
CN: 17 (+3)
MS: 14 (+1)
IN: 16 (+2)
CH: 9 (+0)
SN: 11 (+0)
MP: 4d6 ⇒ (5, 1, 6, 2) = 14

Innate Mutations
Heightened Smell (+3 SN), Night Vision

Mutations: (4 Phys, 1 Mental)
Phys 1: Dual Brain +2 IN, Extra Mental Mutations: 2
Phys 2: Multiple Limbs (4 extra legs, + 8 spd)
Phys 3: Antlers
Phys 4: Gas Generation (Hallucinogenic, 8 MP)

Mental 1: Displacement (12 MP)

Bonus Physical Mutation: Energy Absorption (Radiation, 15 MP)

Extra Mental Mutation 1: Telekinetic Flight (11 MP)
Extra Mental Mutation 2: Duality

Class: Esper (+1 MD)

Skills
Hypnosis 3, Identify Mental Power 3, Photographic Memory 5, Sense Mental Power 5

THAC Melee = +5
HTAC Range = +2
AC = 12
MHAC = +1
MD = 13
HP: 1d6 + 17 ⇒ (1) + 17 = 18
Use Artifacts = +2
Perception = 13
Stealth = +4
Remain Unseen = +2
Speed = 26 run, 12 swim (or 4 if legs don't affect swim)
Robot Recognition = 12

Cryptic Alliance:

Traditional Radioactivist
Physical: 1d100 ⇒ 52 Multiple Limbs type: 1d2 ⇒ 1 number: 1d4 ⇒ 1; (1 extra arm as a prehensile tail)
Mental: 1d100 ⇒ 52 Molecular Disruption MP: 4d6 ⇒ (3, 5, 2, 6) = 16 (10 MP)

Reading/Writing: 1d100 ⇒ 28


Here's my submission:

Auraelia, a.k.a. Silverthorn
Android Soulknife

Background and Appearance:

Appearance and Personality
Auraelia, or Silverthorn as the townsfolk know her, is a female android standing around 5'11". Her tanned skin is covered in silvery lines, the circuit-tattoos common to all androids. Her hair is black with several streaks of white running through it and reaches down to the middle of her back, and her eyes a dark grey. On her left shoulder blade is a brand marking her property of the Technic League.

Given her origin and the likelyhood of the League hunting her, she makes it a point to never reveal her race to others besides Khonnir and Val. Because of this, she always wears a long brown traveller's cloak with a large hood, wraps her skin in bandages and wears gloves and boots to cover all her exposed skin. On her face she wears a pair of large, round, black goggles and a black scarf to cover her lower face and neck. She wears simple studded leather armor and carries a small pack with her supplies, but lacks any visible weapons. Residents of the town know this is due to her ability to summon two silver-white blades into being should she be pressed into combat.

Auraelia generally prefers not to talk, and will cut people off when they fail to get to the point quick enough. Nevertheless, despite being fairly cold and professional, she often aids the townsfolk with only minimal compensation, especially need is great. She feels strong loyalty to Khonnir and Val, and works to protect them and the townsfolk from bandits and other threats.

Story

When Auraelia first gained consciousness, she was immediately greeted by the sight of three tall beings. Lying there, she studied them for a moment while they talked amongst themselves. She somehow knew they were humans, three men, and after a few seconds of listening she began to understand them enough to realize that they were talking about her. "Quiet, she's awakened," the tall one called out to the others when he noticed her eyes open. The other two quieted down immediately and looked to their leader. He spent a moment eyeing her suspiciously before addressing her. "Aurora, Report!" he said forcefully. The words she understood, but unfortunately they held no meaning for her. Report What? she had thought to herself as she met his eyes. Her hesitation was enough to confirm the man's suspicions, causing him to shake his head in disappointment. "Reset her," he said with a cold finality. The subordinate nodded and produced some strange metallic device and knelt before her. Just seeing the device was enough to make every hair on her neck stand on end. She had no conscious idea what it was, but somehow her entire body seemed to scream at her to move. As the man bent over, she panicked and reached for him. A flash of silver-white light blinded her for a moment, and when she regained her focus she saw a brilliant blade driven through the man's chest, her hand clutching its ethereal hilt.

The rest of that encounter was a blur to her. Her body seemed to move on its own, pulling her out from under the subordinate and tumbling back away from the other two. As she stood, a second blade blazed forth from her free hand, and she remembered clearly the look of terror in the eyes of the two remaining men. When it was over, all three laid dead on the ground before her and the shimmering, silver blades vanished without a trace. Instinctively she knew that she needed to leave immediately. She grabbed what supplies she could from the men, along with a traveller's cloak that had been folded and bound to the pack of the leader, and took off running from the ruins.

The next few weeks were hard for Auraelia. She fled the ruins and headed south, certain only that she needed to be far away where she had awoken. She scrounged what she could along the way, trying to make the supplies she'd taken from the men last as long as possible. At the start of her third week of travel, and running out of food, she came upon another set of ruins. Desperate for shelter and rest, she found some caverns there and went to sleep for the first time in days. She awoke to find she had a visitor, this time an older man with greying hair. Pulling herself back into a defensive crouch, she tensed up, waiting for the inevitable confrontation. Instead the man took a step back and introduced himself as Khonnir Baine, and explained that he was merely exploring the ruins and hadn't meant to startle her. After a few minutes of back and forth between them, Khonnir convinced Auraelia to accompany him on the rest of the exploration and then to return with him to Torch.

The remainder of the trip was a welcome change of pace for the Android. For the first time since she'd awoken she didn't feel the overwhelming urge to run. The two discussed the ruins of Numeria and the various relics within as they wandered the site, and they soon discovered, much to Khonnir's surprise, that she had some natural talent at both reading the inscriptions and understanding the technology within. Intrigued, he inquired as to where she'd come from, and when she'd awoken. Not seeing the harm in it, she explained what had happened when she'd awoken, and of the men she'd slain. "Those must have been members of the Technic League" he had said, sounding moderately concerned. He explained about their control over technology in Numeria, and their disdain for Androids in general, although he had no idea why they had been interested in her, or how they would have "reset" her. Despite the mystery, however, he made it clear that it was that they would eventually come looking for her again, and mentioned that she should keep herself disguised if she wished to live in peace.

When they finally travelled to torch, they did so under cover of night, and Auraelia kept the brown cloak she'd stolen on, with the hood up. In the following days, with the help of Khonnir and his daughter Val, Auraelia put together a disguise for use when wandering about the town. She wrapped her torso and arms and legs in sturdy linen bandages, covering hiding the tattoo-circuitry, donned a pair of black goggles and a black scarf to keep the majority of her face covered. With the cloak on that and hood up, it was impossible to tell what her race was. After picking up some additional gear, she began working for Khonnir scouting ruins and providing protection. Once she had adjusted to town and felt comfortable calling forth and fighting with her blades, Khonnir presented her to his acquaintences as a human mercenary, and vouching for her skills. Since she never used her name around anyone besides Khonnir and Val, her acquaintences (and the townsfolk in general) began referring to her as "Silverthorn" for the two short blades that she could summon into being.

Five years have passed and Silverthorn is a well known, albeit mysterious, resident of Torch whose services are routinely called upon. When Khonnir disappeared and people began talking of heading into the catacombs, Auraelia quickly volunteered her services, feeling she still owed him and Val significantly.

Project Aurora

Sometime in the past twenty years, the Technic League began experimenting on Androids with the idea of making loyal servants that could pass as human, unlike the Gearsmen. In the course of their experimentation, they discovered that they could use the circuitry within the androids to project fields usable as weapons. The capability to have an infiltrator with perfectly hidden weapons appealed greatly to them, and so they shifted the project towards producing an effective assassin. Given the shimmering colors of the fields produced and their ethereal appearance, they dubbed it Project Aurora. After many false starts and dead ends, they succeeded in producing their first successful unit, Aurora.

While she was only a prototype, and not intended to be deployed as an assassin, they nevertheless needed to field test her. In order to do so, they sent her along with a mage and a pair of engineers to observe her and retrieve her should something go wrong. In the course of her field testing, however, Aurora and her handlers disappeared. When they finally located the mage and technicians, there was no sign of Aurora.

Statistics:

Auraelia Silverthorn
Female Android Soulknife 1
CG Medium Humanoid (Android) Construct

Init +3; Senses low-light vision, darkvision 60 ft.; Perception +6

Defense
AC 16, Touch 13, Flat-footed 13 [3 armor + 3 dex]
HP 11/11
Fort +1, Ref +5, Will +2
Immune fear, sleep, disease, fatigue, exhaustion

Offense
Speed 30 ft.

Melee Mind Blades (DW) +2/+2 (1d6+3/1d6+1, 19-20/x2)
Melee Mind Blades (Single) +4 (1d6+3, 19-20/x2)
Ranged Throw Weapons +4 (1d6 + 3, 20' increment, 19-20/x2)

Special Attacks
Space 5 ft.; Reach 5 ft.

Statistics
Str 16, Dex 16, Con 13, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 17

Feats (class) Two-Weapon Fighting, (class) Wild Talent, Technologist
Race Traits Constructed, Exceptional Senses, Nanite Surge
Traits Local Ties (Disable Device)
Skills Acrobatics +7 (+6), Climb +3, Craft(Mechanical) +7, Disable Device +12, Disguise +4, Know(Engineering) +8, Know(Geography) +4, Linguistics +4, Perception +6, Stealth +7 (+6), Swim +3
Languages Common; Hallit, Elven, Orc; Androfann
SQ
Limited Use Nanite Surge (1/1)

Combat Gear Studded Leather
Other Gear Rogue's Kit, MW Thieves' Tools
Treasure None

Special Abilities (Race)
Nanite Surge (Ex): (Imm. Act., 1/day) Add +4 (3 + lvl) to one d20 roll. Shed light as torch for one round after using.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects
Keen Senses: +2 Perception
Emotionless: -4 Sense Motive

Special Abilities (Soulknife)
Form Mind Blade (Su): (Mv. Act., at-will) Summon mind blades (dual light weapons), (Free Act., at-will) Dismiss Mind Blades
Shape Mind Blade: (Full-Round Act) May change type and damage of mind blade. (8 Hours Rest) May re-assign enchantments on blade.
Throw Mind Blade: Throw blades as attack.

Gear Abilities

Ability Score Calcs:

Str: 16 = 16 point buy
Dex: 16 = 14 point buy + 2 racial
Con: 13 = 13 point buy
Int: 16 = 14 point buy + 2 racial
Wis: 10 = 10 point buy
Cha: 10 = 12 point buy - 2 racial

Attack Calcs:

Melee Mind Blades (DW) [+1 BAB +3 Str - 2 DW (1d6 + 3 str / 1d6 + 1 str , 19-20/x2)]
Melee Mind Blades (Single) [+1 BAB +3 Str (1d6 + 3 str, 19-20/x2)]
Ranged Throw Weapons [+1 BAB +3 Dex (1d6 + 3 str, 20' increment, 19-20/x2)

Favored Class (Soulknife):

1: +1 skill

Gold Calcs:

Starting: 200
Spent: 175 gp
Remaining: 25 gp

Studded Leather Armor (25 GP)
Rogue's Kit (50 gp)
MW Thieves' Tools (100 GP)


Haven't played it before, but it looks like quite a bit of fun. This is 4th edition right? I couldn't find tables for the first bits, I'm assuming we just count however many options (e.g. for animal type) and roll.

Genotype: 1d4 ⇒ 3 Mutated Animal
Animal Type: 1d45 ⇒ 41 Tiger

PS: 16 + 2d4 ⇒ 16 + (2, 4) = 22 (+5)
DX: 11 + 2d4 ⇒ 11 + (3, 1) = 15 (+2)
CN: 12 + 2d4 ⇒ 12 + (3, 2) = 17 (+3)
MS: 3d6 ⇒ (4, 5, 5) = 14 (+1)
IN: 3d6 ⇒ (5, 6, 3) = 14 + 2 = 16 (+2)
CH: 3d6 ⇒ (4, 4, 1) = 9 (0)
SN: 4d6 ⇒ (2, 5, 1, 1) = 9 + 3 = 11 (0)

Mutations: 1d6 ⇒ 4 (4 Phys, 1 Mental)
Phys 1: 1d100 ⇒ 91 Dual Brain +2 IN, Extra Mental Mutations: 1d3 ⇒ 2
Phys 2: 1d100 ⇒ 54 Multiple Limbs Type: 1d2 ⇒ 2 Number: 1d4 ⇒ 4 (4 extra legs, + 8 spd)
Phys 3: 1d100 ⇒ 43 Antlers
Phys 4: 1d100 ⇒ 29 Gas Generation Type: 1d6 ⇒ 4 MP: 4d6 ⇒ (2, 1, 2, 4) = 9 (Hallucinogenic, 8 MP)

Mental 1: 1d100 ⇒ 12 Displacement MP: 4d6 ⇒ (6, 2, 4, 1) = 13 (12 MP)

Bonus Physical Mutation: 1d100 ⇒ 24 Energy Absorption Type: 1d6 ⇒ 6 MP: 4d6 ⇒ (3, 6, 1, 6) = 16 (Radiation, 15 MP)

Extra Mental Mutation 1: 1d100 ⇒ 75 Telekinetic Flight MP: 4d6 ⇒ (3, 3, 2, 5) = 13 (11 MP)
Extra Mental Mutation 2: 1d100 ⇒ 14 Duality

Class: 1d4 ⇒ 2 Esper

Skills
Hypnosis 3
Identify Mental Power 3
Photographic Memory 5
Sense Mental Power 5

Will need to finish it up in a while, gotta run. Assuming I've got it right so far, it looks like I've got a two-brained, 8-legged Cat-alope Esper :p

Please look it over and let me know if I've messed anything up!


Quick question, are the psionic archetypes in Psionics Expanded: Advanced Psionics Guide allowed? Or just what's in Psionics Unleashed?


Dotting. Going to make an Android Soul-Knife who in her body's previous life was an assassin, and currently specializes in hunting rogue androids and robots.


Thinking about a second character as well, putting together a two-weapon fighter/metal oracle tomorrow evening sometime. Have the crunch mostly worked out, but need to revise the background to fit into the campaign.


Here's my submission, Yamajii the Elder, Mighty Godling/Monk. Would love some feedback. Given that he's old (early 70's) most of his life was spent not on/in Auralis, but on the prime material. His arrival in Auralis marked a new phase in his life, and he eventually wound up working for Abal's Agency.

I took some liberties creating a goddess for his mother, let me know if that's alright.

Background and Appearance:

Appearance and Personality

Yamajii appears as an old, bald white man with a full, white beard going hanging down past his chest. He wears a simple set of orange monk robes designed to allow him freedom to practice his martial arts in. He carries little in the way of belongings and is seldom seen partaking of food or drink. While often quiet, he is quite amiable, and always willing to offer advice, wisdom or help when asked.

Story
Yamajii was born and raised in what he believed to be a normal family out in a small farming village out in the middle of nowhere. His family was poor but happy, and they never wanted for the basics despite having little in the way of possessions. He aided in tending the farm until his early twenties, when his father passed away. After his funeral, his mother took Yamajii aside and told him that she would be leaving, and that it was time for him to leave as well. She revealed herself to be the avatar of the Goddess Yuki who ruled over the moon, prophecies and personal enlightenment. She told him that one day he would be permitted to join her in her realm, but that he would need to achieve his own enlightenment before then. That day was the last time he saw her. He wandered for a time, travelling from town to town as a ascetic, begging for food and spending his time meditating on the task before him. In time he came to a mountain temple where he took residence and began to hone his body as well as his mind.

In the subsequent decades he learned quite a bit, but still felt something was missing. One night, while meditating in front of a small pool, he pondered the moon's reflection in the water. As he continued studying it, its form seemed to waver and expand, opening to reveal a shimmering city beyond it. Standing, he was amazed to find that the reflection didn't move, instead the vision of the city remained fixed on the water's surface. As he studied it he began to see movement beyond, lights flickering and moving among the city streets in the distance. Transfixed by the image he stepped forward unconsciously and found the water's surface bore his weight. Without hesitation he walked forward and down through the opening, appearing on a ledge looking down on the city. As he set foot on the ground he turned to see the moon rising behind him, a vision of his former temple fading on its surface.

While he initially believed he had been called to Yuki's realm, he soon discovered he was instead in Auralis, the city of Stars. Having no belongings and little to do, he spent his first few years there learning about the city and its denizens. He would often travel to the bluffs overlooking the city to meditate and to work on his martial techniques. He also spent a considerable amount of time aiding others in the city and solving disputes when he could.

It was this fact that caught the attention of Abal's Agency. He had interacted with several of their agents during his decade in the city and eventually they inquired if he would be interesting in aiding them. In truth, while Yamajii enjoyed his meditation and time alone, he had begun to miss the comeradery he had found during his time at the temple. Eager to be among others again, he presented himself for his enterance examination and was accepted into the Agency. Finally feeling at home, Yamajii considers himself to be a caretaker of the younger and less experienced in the group, and goes out of his way to aid others when he can.

Statistics:

Male Human Mighty Godling|Monk(Iron Mountain) 3
LG Medium Humanoid (Human)

Init -1 (-1 dex); Senses; Perception +11

Defense
AC 21, Touch 20, Flat-footed 16 [4 str + 4 wis (monk) + 1 dodge + 1 nat. armor + 1 deflection]
HP 39/39
Fort +4 [3 base + 1 Con ], Ref +7 [3 base + 4 Str], Will +7 [3 base + 4 Wis]
Special Defenses Uncanny Dodge, Deflect Arrows

Offense
Speed 40 ft.

Melee Unarmed Strike [ +8 ; 1d6+6, 20/x2]
Melee Unarmed Strike (Flurry) [+6/+6; 1d6+6/1d6+4, 20/x2]
Mods

Special Attacks
Space 5 ft.; Reach 5 ft.

Statistics
Str 18, Dex 8, Con 12, Int 10, Wis 18, Cha 12
Base Atk +3; CMB +7; CMD 20

Feats Weapon Focus (Unarmed), Toughness, Dodge, Emergent Divinty, Improved Unarmed Strike, Deflect Arrows, Dragon Style
Racial Traits Skilled, Bonus Feat
Traits Wisdom in the Flesh (Stealth) [wis to stealth], Honored Fist of the Society [+1 ki]
Skills Acrobatics +5, Climb +4, Intimidate +7, Perception +11, Perform (Flute) +7, Profession (Farmer) +10, Sense Motive +10, Stealth +10, Swim +4
Languages Common
SQ Uncanny Dodge
Limited Use

Combat Gear Ring of Deflection +1
Other Gear
Treasure

Special Abilities (Race)

Special Abilities (Monk)
AC Bonus (Ex): Add Wis to AC and CMD. Bonus applies even when flat-footed.
Flurry of Blows (Ex): Gain extra attack during full-round action, all attacks -2 to hit.
Unarmed Strike: Gain Imp. Unarmed Strike as bonus feat, 1d6 base damage, increases with level.
Stunning Fist (Ex): (On Attack, 3/day, Fort DC 15) Failed save means target stunned for one round, no more than one use per round.
Iron Monk (Ex): Gain Toughness and +1 natural armor bonus.
Fast Movement (Ex): +10 ft. enhancement bonus to speed, increases with level.
Still Mind (Ex): +2 sv on enchantment spells and effects.

Special Abilities (Mighty Godling)
Lineage Domain I - Prophecy:
Forewarned (Su): Your knowledge of the future allows you to anticipate danger. You gain a +1 bonus to Perception checks and a +1 dodge bonus to AC. Theses bonuses increase by +2 at 8th level and every 3 levels thereafter.

Divine Traits (3/3.5 pts = 1 lvl + 1.5 favored class + 1 feat):
Paramortal I (1 pt): The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years
Divine Portfolio I (1pt) - Lunar/Prophetic Armor (Su): Apply Str to Armor Class and Reflex instead of Dex.
Mystic Inheritance I (1pt)- Wizard/Enhancement/Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five class levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Scion Talents:
Uncanny Dodge (Ex): Cannot be caught flat-footed, does not lose Str to AC if attacker is invisible. Still loses her Str bonus to AC if immobilized or the enemy successfully feints.

Gear Abilities

Ability Score Calcs:

Str: 18 = 17 pt buy + 1 enh
Dex: 8 = 8 pt buy
Con: 18 = 12 pt buy
Int: 16 = 10 pt buy
Wis: 15 = 16 pt buy + 2 racial
Cha: 14 = 12 pt buy

Skill Calcs:

Acrobatics +5 [3 ranks - 1 dex + 3 class]
Intimidate +7 [3 ranks + 1 cha + 3 class]
Perception +11 [3 ranks + 4 wis + 3 class + 1 domain]
Perform (Flute) +7 [3 ranks + 1 cha + 3 class]
Profession (Cook) +10 [3 ranks + 4 wis + 3 class]
Sense Motive +10 [3 ranks + 4 wis + 3 class]
Stealth +10 [3 ranks + 4 wis + 3 class]

Attack Calcs:

Melee Unarmed Strike [ +8 (3 BAB + 4 Str + 1 Wp. Focus); 1d6 + 6 (4 str * 1.5 dragon Style), 20/x2]
Melee Unarmed Strike (Flurry) [+6/+6 (3 BAB + 4 Str + 1 Wp. Focus - 2 Flurry); 1d6+6/1d6+4 (4 str * 1.5/1.0 dragon style)

Favored Class (Mighty Godling):

Total +4 Divine Trait Ranks
1: +1/2 Divine Trait
2: +1/2 Divine Trait
3: +1/2 Divine Trait

Gold Calcs:

Total Gold = 3000 gp

Ring of Deflection +1 (2000 gp)


Str: 18 = 18
Dex: 1d10 + 8 ⇒ (6) + 8 = 14
Con: 1d10 + 8 ⇒ (7) + 8 = 15
Int: 1d10 + 8 ⇒ (10) + 8 = 18
Wis: 8 = 8
Cha: 1d10 + 8 ⇒ (8) + 8 = 16

If we can reorder as desired I'll probably swap con with int

Hmm, considering a Mighty Godling. Is Half-giant ok for race?


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Ssalarn wrote:


That's really the crux of the issue. The game has anime casters (creating demiplanes, bending reality, etc.), running alongside Lord of the Rings martials. We've got Gimli and Bilbo and we expect them to keep up with Naruto and Sasuke. It works out all right at the lowest levels, but the painful disparity starts becoming really obvious when Gimli is still trotting around trying to hit things with his axe and Sasuke is instantaneously transporting himself into position and mind-locking them with his Sharingan, or Bilbo is still crawling through the leaves with his elvish cloak hoping the orcs don't see him while Naruto transforms into an unstoppable beast with enough power to level cities.

I tend to agree with this view of fighters. Sure they've got damage at high level, but that's all they've got, and magic-users can have that and earth-shattering power. Any items or such that they use for flexibility are similarly usable by any other class. They also really lack any kind of differentiation that isn't "What kind of beat-stick am I?" Most other classes have ways to really differentiate themselves within class that don't amount to what bonus feats you've taken. Just adding 2 extra skills per level and eliminating prerequisites on feats is a pretty bland means of solving the problems with the class.

The kit of fighters seems to revolve around Training. They already get Armor and Weapon Training, and they're able to retrain feats. Why not extend that idea to improve their available skills and saves and utility? Fighters would be able to start with Weapon/Armor Training and pick one of the following at 1 and again every few levels. Note: I make no claims as to the balance of what follows.

Mental Training (Ex): Fluffy stuff. +2 Will saves, and the bonus increases by one every 6 levels.

Agility Training (Ex): Fluffy stuff. +2 Reflex saves, and the bonus increases by one every 6 levels.

Maneuver Training (Ex): You excel at unorthodox combat techniques and catching your foes off-guard. You gain combat expertise and may ignore the int prerequisites on any combat maneuver feats you take. Choose a combat maneuver, you gain a bonus equal to half your class level to that kind of maneuver. You may choose another maneuver to receive this bonus to for every four levels you possess.

Physical Training (Ex): Along with your combat training you have worked to keep yourself in peak physical condition. You receive a bonus equal to your level in climb, swim and acrobatics (jumping only), and you can ignore the ACP for these skills from any armor that doesn't slow you down.

Professional Training (Ex): Your professional background has taught you a variety of useful skills. Choose one of the following professions. You may use that profession to make skill checks in place of its associated skills. Additionally, you receive a bonus to that profession skill equal to 1/2 your class level.

Profession(Mercenary) Appraise, Bluff, Intimidate
Profession(Horseman) Handle Animal, Intimidate, Ride
Profession(Bodyguard) Intimidate, Perception, Sense Motive
Profession(Scout) Perception, Stealth, Survival
Profession(Field Medic) Heal, Use Magic Device, Diplomacy
and so on...

Someone better than I could probably put this together into a complete, balanced system. A lot of fighter archetype stuff could probably be boiled down into types of training that could be substituted in as well(especially since almost all fighter archetypes sacrifice Armor or Weapon Training in some fashion).


Good news!


RVT: If we're not taking the optional per-class racial bonuses we'd end up getting +1 skill/+1 HP correct? (i.e. not +2 HP or +2 Skill) Also, will we be able to adjust our bonuses after the ACG comes out? I'm assuming they'll add some favored class bonuses for the new classes.

Finally, can you let me know if Mori's background works? I can add a section detailing her background, tribe and life post-raid to supplement her story if desired.


Gestalt tends to encourage magic use, since there's usually more to gain from taking one side magic and the other side mundane than both from each side.


I present Mori Fallenoak, Druid/Shaman and Avenger of the Ng'ihaze. She's part nature-caster, part wild-shape-melee-er, and all slaver-stalking huntress.

Crunch is mostly done, although I still need to write up stats for her Osprey Familiar and her Dire Osprey animal companion. Also I took "Finding Haleen" as a trait, but I'd like to re-flavor it as her searching for her tribe mates.

I tried to do something more cinematic with her background, so I'd love some feedback on if it works well.

Background and Appearance:

Story

We are the Ng'ihaze, a tribe of fishers, hunters and warriors living in the furthest reaches of the Aizanes islands. A green-haired girl runs down a passage between two straw and mud huts amidst a variety of tropical plants. She bursts into a clearing in the middle of a busy village, men and women going about their daily business. Our tribe has lived here generations uncounted, in harmony with nature and peace with our neighbors as demanded by the Loa. As the young girl continues her sprint through the village, she passes an elderly woman kneeling down to place offerings in front of shrine consisting of a carved totem depicting an osprey. Our lives are not always easy, nor are we strangers to disaster. The girl runs through pouring rain and fierce winds, taking shelter inside one of the huts. Safe for the moment, she peeks out and watches in shock as a gust of wind uproots a tree nearby, toppling it onto one of the other houses across from her. But we have always survived, rebuilt and continued on. As the wise women say, 'So has it always been, and so shall it always be'.

And so it was, until they came. The girl, now in her early teens and with shoulder-length hair, stands among palms on the beach staring off at the horizon. Far in the distance a dark mass with white above it looms ever closer. They first arrived seeking trade and assistance, and our elders took them at their word and showed them the same respect we show the other tribes. Men load baskets of fruit and and two large boars into a landing craft that has been dragged up on to the beach. Several bronze-skinned warriors with spears and shields watch as they load the goods, and two village elders take a basket of various items back inland. In the distance a mighty sailing vessel stands anchored in the bay. Further up the beach the girl turns and runs to the village as she sees the elders approaching. Then they came for tribute, and our elders offered them riches so they would leave us in peace. The landing craft lays on the beach again, a different sailing vessel anchored in the distance behind it. Several men bearing muskets and wearing breastplates watch as villagers load baskets of fruits and game, pearls, precious metals aboard the boat. Off in the village, the girl lays with her head on a young man's chest crying, her waist-length hair splayed across his body. Blood runs profusely from several holes in his side and chest, staining her hair. They took what little we had, but it was not enough. Eventually they came again, but this time for us. Men in armor with muskets run through the village chasing down women and children. Others stand over those already caught, binding them together with ropes. The bodies of warriors lay piled haphazardly in the clearing at the center of the village. Off to the side, several men drag a younger woman screaming and kicking into one of the huts. Hidden in the dense foliage nearby, a green-haired woman forces herself to watch, her eyes filled with tears and her hand clasped firmly over her mouth.

I am Ng'ihaze, all that is left of my once-proud tribe. They have killed our warriors and taken my brothers and sisters into slavery. The village lies in ruins, remnants of huts stand smoldering off in the distance and much of the space in the periphery of the village is filled with hastily dug graves. At the clearing in the center, a funeral pyre lies unlit, the remains of an old elven woman atop it. In front of the pyre, a circle of white powder marks the ground. Within the circle lie offerings at various points, themselves surrounded by strange white symbols. On the side nearest the pyre lies a bowl filled with a thick red liquid. My grandmother was Pakeha, an honorable outsider living within the tribe, and eventually high shaman. She was also E'kelha, one of the elven folk from beyond the great sea. She lived among the village for half a century before she married my grandfather. The green-haired woman walks into the clearing bearing a lit torch and wearing a ceremonial robe. She walks to the pyre and lays a hand upon the old elven woman, bowing her head reverently. She thrusts the torch in the bottom of the pyre and then turns, walking slowly into the ritual circle. She gave all she had for the village, her wisdom guided us and her strength shielded us. The flames slowly spread along the base of the pyre from the torch. The woman reaches the center of the circle and turns to face the pyre, shrugging off the robe and allowing it to fall away, leaving her bare. They say she arrived on the back of a giant osprey spirit. Ni'guh, Wisdom, he was named, and the elders declared him Loa-khi, an emissary of the Loa. As the flames continue to work their way up the pyre, a raptor's cry pierces the still dusk air. A gust of wind lifts the woman's hair aloft as she raises her arms skyward and looks up. The wind fans the flames, causing them to leap further up the mound. A giant hawk, with black wings, a white chest and a wingspan almost as large as the clearing itself lands behind the pyre. Its golden eyes pierce the growing darkness, examining the woman before it.

I know now that he will pass beyond this world soon as well, without her anchoring his spirit here. I cannot allow that to happen, his strength and wisdom are needed still. My brothers and sisters cry for freedom, the elders call for justice, and the dead demand vengeance. Slightly shivering in the cooling night air, the woman kneels before the bowl of blood. Grinding the offerings with a mortar and pestle, she pours the paste into the blood and stirs it before dipping her fingers into it. The Osprey watches intently as she traces lines along her body, starting at the arms and working up to the shoulders and then down from there. The lines cross her chest, and over her heart she traces a mysterious rune. I am all that is left, so it falls to me to answer these cries. The Loa demand it. Since I have neither strength nor wisdom, I shall borrow what I can from Ni'guh. The Osprey seems to nod in the woman's direction as his form wavers and vanishes. The flames of the pyre finish their climb, engulfing the body of the elven woman. The green-haired woman falls forward, her arms crossed over her stomach as she cries out in pain. Her skin begins to blister and takes on a pale grey hue, the beginnings of black quills protruding from the blisters. Tonight I am reborn. No longer a child, no longer a woman, no longer Ng'ihaze. I am winged vengeance, I am a predator, and now the hunt begins. Where the green-haired woman laid a large Osprey rests on the ground. Stretching its wings, it gives a mighty flap once, twice and then launches into the air, grazing the flames of the bonfire as it flies off into the night.

Appearance
Mori's Appearance
Ni'guh's Appearance

Despite being a third-generation descendant of the only known Elf in the Aizanes islands, Mori has inherited a surprising amount of her grandmother's features. Her ears retain the elven points and her facial features are sharper than those of an average Aizanes-Tulita. Her most distinctive features are her flowing waist-length hair, the color of which resembles the leaves of a mature oak, and the copper color of her eyes. In the days before the slaver raids on her tribe, she dressed no different than any other member of the tribe. In the aftermath, however, she took up her grandmother's leaf armor, shield and scimitar, heirlooms she'd brought with her on her travel across the great sea. Ritual markings painted in a deep red adorn Mori’s skin, tracing unbroken lines from the markings on the backs of her hands to the one on her forehead, permanently set as a part of the ritual binding Ni'guh to her. In addition to her features, Mori has also taken up her grandmother's elven name so as to further hide her origins as Aizanes-Tulita names are distinct enough from Tulita to draw unwanted attention to her.

Shortly after her departure from the village she was joined by a small osprey, the reincarnation of Ni'guh who now serves as her spirit guide and advisor. In addition she has tamed one of the few Dire Osprey of the region, naming it Ni'num, or Strength. When needed she uses magic to reduce Ni'num to a more managable size, and occasionally sends him away if she needs to enter more civilized regions.

Statistics:

Female Human (Aizanes-Tulita) Druid|Shaman 4
CN Medium Humanoid (Human)

Init +0; Senses; Perception +16

Defense
AC 22, Touch 16, Flat-footed 17 [4 armor + 2 shield + 5 wis + 1 deflection]
HP 52/52
Fort +7, Ref +1, Will +9

Offense
Speed 30 ft.

Melee Scimitar +7 (1d6 + 4, 18-20/x2)

Special Attacks
Space 5 ft.; Reach 5 ft.

Druid Spells Memorized (CL 4)
2nd (2+1 slots) - feather fall (domain), soften earth and stone, reduce animal
1st (5+1 slots) - calm animals (domain), deadeye's lore, longstrider, obscuring mist, entangle, entangle
0th (4 slots) - create water, mending, purify food and drink, read magic

Shaman Spells Memorized (CL 4)
2nd (2 slots) - aid, <empty>
1st (5 slots) - cure light wounds, cure light wounds, commune with birds, <empty>, <empty>
0th (4 slots) - detect magic, guidance, light, stabilize

Shaman Spells Known (CL 4)
2nd (1/day) - barkskin, lesser restoration
1st (1/day) - charm animal, detect undead

Statistics
Str 18, Dex 10, Con 16, Int 12, Wis 19, Cha 12
Base Atk +3; CMB +7; CMD 22

Feats (R[i]ace, [i]Class, Bonus): (1) Extra Traits, (R) Skill Focus (Kn. Nature), (C) Alertness, (3) Toughness
Racial Traits Focused Study (Know:Nature, Perception, Stealth), Heart of the Wilderness
Traits Lucky Tattoo, Wisdom in the Flesh (Stealth), Finding Haleen, Beast of the Society
Skills Handle Animal +8, Know(Nature) +17, Perception +16, Sense Motive +7, Spellcraft +7, Stealth +12, Survival +19, Wild Empathy +5 Racial Modifiers +2 Perception, +2 Survival
Languages Common, Aizanes-Tulita, Druidic
SQ
Limited Use

Combat Gear Darkwood Shield, +1 Leaf Armor, Scimitar, Ring of Protection +1
Other Gear Ring of Sustenance
Treasure None

Special Abilities (Race)
Heart of the Wilderness: +5 to Con sv to Stabilize. +1/2 level racial bonus to Survival, and 1/2 level added to neg HP max.
Special Abilities (Druid)
Nature Bond: Animal/Feather Fly as Class Skill, Any flight granted by spell increases maneuverability by one step.
Eyes of the Hawk (Ex): 1/2 level racial bonus to Perception. +2 initiative if not surprised.
Animal Companion (Ex): Gain animal companion at druid level - 3. Ni'num, Dire Osprey (As Roc)
Nature Sense (Ex): +2 to Know(Nature) and Survival
Wild Empathy (Ex): Attempt diplomacy with animals, 1d20+druid level+cha mod. Animals or magical beasts with 1 or 2 int (at -4 to check) only.
Woodland Stride (Ex): Move through undergrowth at normal speed w/o taking damage or suffering impairment.
Trackless Step (Ex): Leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure (Ex): +4 sv. vs. Fey Su and Sp abilities.
Wild Shape (Su): (1/day, 8 hrs S/M animal) Assume animal form as beast shape I. Cannot speak or cast in animal form.

Special Abilities (Shaman)
Spirits (Su): Nature (Primary), Life (Wandering)
Nature's Whispers (Su): Add wis to AC and CMD instead of dex.
Channel (Su): (2/day, std act.) Heal 2d6 to all within 30' burst centered on you.

Spirit Animal (Ex): Gain Ni'guh, Osprey familiar (as Hawk). Must commune with animal for shaman spells.
Spirit Magic (Sp): Cast 1 spell/level spontaenously from spirit spell lists.
Hexes:
Speak with Animals (Ex): May speak with Osprey as if affected by speak with animals.

Wandering Spirit: (Life)

Gear Abilities

Ability Score Calcs:

Str: 18 = 18 point buy
Dex: 10 = 10 point buy
Con: 16 = 16 point buy
Int: 10 = 10 point buy
Wis: 21 = 18 point buy + 2 racial + 1 level adj.
Cha: 12 = 12 point buy

Attack Calcs:

Melee Scimitar [+7 (+3 BAB + 4 str; 1d6 + 4, 18-20/x2]

skill calcs:

Ranks: 6/lvl (4 class + 1 int + 2 favored class)
Handle Animal +8 [4 ranks + 1 cha + 3 class]
Know(Nature) +17 [4 ranks + 0 int + 3 class + 3 skill focus + 2 druid + 5 wis (race)]
Perception +16 [4 ranks + 5 wis + 3 class + 2 alertness + 2 feather domain]
Sense Motive +7 [0 ranks + 5 wis + 2 alertness]
Spellcraft +7 [4 ranks + 0 int + 3 class]
Stealth +12 [4 ranks + 5 wis (trait) + 3 class]
Survival +19 [4 ranks + 5 wis + 3 class + 3 familiar + 2 druid + 2 race]
Wild Empathy +5 [1 cha + 4 druid level]

Favored Class (Druid):

Total: +4 skill ranks, +8 HP,
1: +2 skill, +1 HP,
2: +2 skill, +1 HP,
3: +2 skill, +1 HP,
4: +2 skill, +1 HP,

Gold Calcs:

Starting: 6300 (6000 + 120 + 180)
Spent: 6107 gp
Remaining: 193 gp

+1 Leaf Armor (500gp + 1000 gp)
Heavy Darkwood Shield (107 gp)
Ring of Sustenance (2500 gp)
Ring of Protection +1 (2000 gp)


Will start putting something together tonight. I'm currently kicking around the ideas for a druid/shaman or druid/synthesist.


YoricksRequiem wrote:


I'm a Blue, so the damage will be scale down 1 step - 1d8 instead of 2d6. Otherwise that does seem accurate.

Though I don't agree on the +1 to hit with Dex, since I could easily take Weapon Focus instead of Weapon Finesse, it would even out. But still, hrm, yes. I may go that route after all. I'm still not sure that the loss of feats makes up the difference, though.

Oh ok, missed the bit about Blue being small. Not so familiar with the Psi-races.

Weapon finesse isn't a huge cost as a blade skill given that you get so many, but it's a valid point nevertheless. In the end Dex can't win in damage, so it's more about whether you feel the extra AC/Reflex and boost to skills like acrobatics and stealth is worth it.


The 2H Mindblade would still be 2d6 damage (Finesse greatsword, woop!) since the base 2h damage is 2d6, and the Mindblade Finesse skill allows you to apply it even if that weapon type would not normally allow it.

So:

14 Str/18 Dex
+1 Two-Handed Finesse w/Agile & Power Attack: 2d6 + 1 + 4 + 6 = 18 avg

16 Str/16 Dex
+1 Two-Handed Str w/Flaming & Power Attack: 2d6 + 1 + 1d6 + 4 (4.5 rounded down) + 6 = 21.5 avg

Str definitely starts off better, and if you were to focus entirely on strength, it definitely wins in damage later on. On the other hand Dex will net you better saves and AC, at a small (3.5 + 0.5*stat mod) loss in average damage. Dex also allows for better Acrobatics, which you'll need to get your greatsword backstabs in.

Edit: The averages above neglect that you're +1 to hit with the dex, which is roughly 5% more damage.


YoricksRequiem wrote:


Xentik wrote:
I'm not so sure Soulknife as a dip is so great. Certainly you get a feat, but your mindblade isn't upgradeable at all, and the only 2h finesse weapon then would be an Elven Curve Blade, which is exotic. It doesn't particularly sound like you want a Gish though.

If you go with the Nimble Blade archetype, you get Mind Blade Finesse for free, which means using Finesse on your Mindblade even if it's in the form of a two handed weapon. But because it doesn't help with damage, I'm not actually sure that going with low-str/high-dex would work for this character, as I had in mind. Still, I should be able to do 16 STR / 16 DEX without issue.

Right, but a mind blade isn't a weapon and can't be enchanted, which makes a one level dip to weapon finesse a 2h weapon less than ideal. When you want to upgrade you'd need to switch to a mundane weapon, and that would require picking up Exotic WP for the curved blade (or being an elf I suppose). Of course the point is moot since it seems you've come up with a solution.

Actually, if you're going Cutthroat, I'd stay with the Dex build. At 5th level Soul-knife you can make your weapon +1 agile, so you're set on damage. Higher dex will go well with evasion/imp. evasion, which you can pick up with blade skills as a cutthroat. Also, while you don't get Weapon Finesse for free, you can pick it up as a Blade Skill at level 2. Do keep at least 13 str for Power Attack though, since a 2H finesse weapon doesn't work with Piranha strike.


Keep in mind that both halves don't have to be Psionic.

I'm not so sure Soulknife as a dip is so great. Certainly you get a feat, but your mindblade isn't upgradeable at all, and the only 2h finesse weapon then would be an Elven Curve Blade, which is exotic. It doesn't particularly sound like you want a Gish though.

Rynjin beat me to it, but I was actually going to suggest Alchemist as well, although you might also look at the Investigator in the ACG. Mindchemist really sounds like it'd work well for boosting your psionic side though. Psionic perfection through alchemy!


Grats to everyone who made it! Looking forward to starting the game.


Azten wrote:

Strength 1

Dexterity 26(22+4)
Constitution 18
Intelligence 12
Wisdom 26(22+4)
Charisma 6(10-4)

Akula needs an agile amulet of the mighty fists. badly.

How'd you get your STR to 1? Does the bat race have a -6 or -8 str mod?


I'm certainly ready! I say go for it.


Yorick: Depending on what you want your Psion to do, you might aim the other half to pick up a prestige class that adds some utility that you might not be able to get otherwise. A lot of prestige classes that have nice abilities but generally not worth going into (e.g. Shadowdancer) become more attractive in a Gestalt.

Failing that there's always fighter for extra feats or rogue/bard for a ton of skills. Both would give you better HD and BAB as well.


It's Thursday, which is TSP's game day. He won't post anything until tomorrow.


Yup. The WotR that he finished recruitment on recently was 28 point using that method, and the Zeitgeist that's still ongoing is the same 26 point buy.

The method also allows you to dump stats down to 8 if you want a couple more points, although with such generous point buy I prefer not having dump stats.


I believe it was 26 points, but it's 1:1 point buy starting from 10 instead of the pathfinder system.


Ok, finally got around to finishing Sophia.

Sophia Reinhart, Aasimar(Musetouched) Swashbuckler/Bard(Dawnflower Dervish), Martial Scientist

I re-flavored Dervish Dance as a battle-dance using the rapier developed from Sophia's background training in the Arts and her formal training in the Martial Sciences.

Background and Appearance:

Appearance
Sophia in Dueling Garb

Personality
Sophia carries herself with the bearing and poise expected of a minor noble. While her parents don't have titles, they are well within the upper crust of society, and she was taught proper ettiquite as a child. In her days at the Ballet before leaving for Danor, she was known by her friends as a warm and cheerful sort. Her personality since returning from Danor is significantly more somber and withdrawn. While such a personality would have been a drawback when she was a member of the Royal Ballet, it is barely noticable among the other professors of the Martial Sciences at Banhaman Academy.

The loss of Anya in Danor and the emotional turmoil that has accompanied it has driven her to focus her energies on her studies. While she still visits a few close friends from time to time, she feels little desire to socialize anymore. In fact, the offer of a joint position at the RHC and Banhaman Academy provided a perfect opportunity to increase her work load to further distract her.

Story

Born the only daughter of a retired Colonel and a renowned Opera Singer, Sophia was raised from birth to follow in her mother's footsteps. As early as six she was enrolled in ballet and singing classes, and was classically trained on various instruments. Her childhood, like all those raised in the upper classes, consisted of private lessons on various subjects, including the afforementined arts, and socializing at the various parties her mother and father threw. When she became a teenager, her impressive natural talent in singing and dancing had earned her a place at the Royal Academy of the Arts in Slate. As was expected of her, she entered the Academy and had great success while there. Her abilities attracted the attention of a recruiter for the Royal Ballet, and when she graduated she was offered a position there immediately.

Having finished school and started at the Ballet, Sophia moved out on her own. She spent her time practicing or out partying with the other performers, and became good friends with many of them. After a few years, however, Sophia found herself bored with her profession. While she enjoyed performing, she found the regimen tiring and longed for something more exciting. On a whim she decided to start taking fencing lessons, something her father had given her a brief introduction to when she was a child. She took to it quickly, finding the combat exhilarating. At the lessons she met Anya, a half-elf from Flint who was trying to gain entry to Jierre Sciens d'Arms in Danor to study the Martial Sciences. The two became close in the following six months, and when Anya was accepted to study, Sophia talked her father into calling in some favors so she could study there as well. When Sophia was accepted as well, Sophia's friends at the Ballet threw the two of them a farewell party to see them off.

After arriving in Danor, Anya and Sophia devoted themselves to their studies, both physical and mental. While of the professors were skeptical, especially of Sophia and her background in the arts, the two earned their place in the class. By the end of the first year the two were vying for the top spot in the class, displacing the former number one student, a tiefling named Jorai. In their time alone, the two girls spent time duelling each other, and began experimenting with various new duelling techniques. It was in one of these duels, when the two were more playing around than fighting seriously, that Sophia first concieved of the battle dance. After a few attempts that went poorly, Sophia figured out how to make it work in combat, and she and Anya began developing the style seriously. Due to the experimental and novel nature of the combat style, the two practiced entirely in secret. Together they developed the techniques in general, each adding their own stylistic elements in combat.

In their third year at the school, when Sophia's preliminary exam came around, she demonstrated the style for the first time to devastating effect on Jorai. The humiliation he suffered at her hands earned his enemity, and he vowed that day to get revenge on her. Both her dissertation on the topic and Anya's were accepted, and the two were widely acclaimed by the faculty as up and coming researchers in the field. When time came to defend their dissertations, Sophia again demonstrated her techique flawlessly, defeating several opponents using the battle dance. When Anya's defense came up she was similarly efficient in dispatching her foes, but as she finished, sheathing her sword, a man rushed out of the crowd of onlookers, stabbing her in the back with a dagger. Sophia rushed to Anya's aid as others pulled the man off her, and Sophia held Anya as they waited for a priest to come aid them. Unfortunately for Anya the dagger had been coated with a virulent poison; by the time help arrived, she had already passed away in Sophia's arms. Completely lost, Sophia sat there with Anya well after they'd pronounced her dead, cradling her until they came to carry her to the morgue.

Both she and Anya had been offered tenure-track positions at Banhaman Academy, making them the youngest in Risur to have been granted a Professorship. Instead of making plans for an apartment she now had to deal with arranging Anya's burial and writing a letter to her parents informing them of the news. In the meantime the local investigators had managed to tie the man who had murdered Anya to Jorai. Jorai had apparently offered the poor man an exorbitant sum for his family in exchange for the service. Unfortunately by the time the investigators had found that connection, the tiefling had gone to ground.

In the aftermath Sophia returned to Slate where she took up her position at the Academy. She found solace in her studies, her combat style being the last link she had to Anya. She focused exclusively on her work from then on, and within two years managed to achieve tenure, again setting a record for the youngest full Professor in the Academy's history. Looking for a means to get more field experience for her research, Sophia talked to her father who, after consulting with various of his contacts, directed her to approach the RHC. After a brief back and forth with the RHC, it agreed to create a joint position the Academy and RHC, allowing her to continue her research while becoming an active member of the Constabulary.

Plot Hook
Jorai the Tiefling vanished after successfully arranging the murder of Anya. Jorai remains a fugitive and may still be motivated to take further revenge on Sophia. While Sophia is not interested in vengeance, she would not turn down an opportunity to see him jailed, and she still watches over her shoulder so as not to be caught offguard if he ever returns.

Statistics:

Female Aasimar (Musetouched) Bard(Dawnflower Dervish)|Swashbuckler 1
NG Medium Outsider (native)

Init +5; Senses darkvision 60 ft.; Perception +4

Defense
AC 17, Touch 15, Flat-footed 12 [2 armor + 5 dex]
HP 11/11
Fort +1, Ref +7, Will +2
SR 6/Evil

Offense
Speed 30 ft.

Melee Rapier +7 (1d6 + 5, 18-20/x2)
Mods Fencer (+1 vs AoO), Battle Dance: Courage (+2 hit/dam)

Special Attacks
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):
1/day -- glitterdust

Spells Known
1st (3/day) - tap inner beauty, saving finale
0th (at will) - dancing lights, mage hand, mending, prestidigitation

Statistics
Str 10, Dex 20, Con 12, Int 18, Wis 10, Cha 20
Base Atk +1; CMB +4; CMD 14

Feats (theme) Martial Scientist, (class) Swashbuckler's Finesse, (class) Dervish Dance, Weapon Focus (Rapier)
Racial Traits Exalted Resistance, Scion of Humanity
Traits Fencer, Bard of the Society
Drawback
Skills Acrobatics +5, Appraise +4, Bluff +5, Diplomacy +7, Know(History) +7, Know(Geography) +7, Know(Nobility) +7, Linguistics +8, Perception +4, Perform (Dance) +11, Perform (Oratory) +11, Perform (Act) +11, Spellcraft +8, Stealth +9, Use Magic Device +9 Racial Modifiers +2 Perform, +2 Diplomacy
Languages Primordial, Common; +4
SQ
Limited Use Bardic Performance (9/9), Panache (5/5)

Combat Gear Rapier
Other Gear Fighter's Kit
Treasure None

Special Abilities (Race)

Special Abilities (Swashbuckler)
Panache (Ex): Gain Panache points equal to your Cha mod. Killing or Crit'ing a target generates 1 panache, not exceeding your maximum.
Opportune Parry (Ex): (1 pp, AoO) Make attack roll vs opponent's attack, -2 for each size category larger the opponent is. If attack roll is greater than attacker's roll, the enemy's attack misses. (min. pp 1, 0 pp, imm. act.) After successfully parrying, attack enemy whose attack was blocked.

Special Abilities (Bard)
Bardic Performance: (12 rnds/day, std act.)
Countersong (Su): Counter sound-based spells with song. Allies within 30' may use perform check instead of saving throw.
Distraction (Su): Counter visual (figment/pattern) spells. Allies within 30' may use perform check instead of saving throw.
Fascinate (Su): (Will DC 16) Cause creatures within 90' to become fascinated (-4 skill checks including perception).
Inspire Courage (Su): +1 morale sv vs Charm and Fear, +1 competence bonus to hit/dam.
Battle Dance: (as Bardic Performance, mv. act.) inspire courage, inspire greatness, and inspire heroics affect self only and bonuses are doubled.

Gear Abilities

Ability Score Calcs:

Str: 12 = 12 point buy
Dex: 20 = 18 point buy + 2 racial
Con: 12 = 12 point buy
Int: 18 = 16 point buy
Wis: 10 = 10 point buy
Cha: 20 = 18 point buy + 2 racial

Attack Calcs:

Melee Rapier [+7 (+1 BAB + 5 dex + 1 Wp Focus; 1d6 + 5 (5 dex), 18-20/x2]

Favored Class (Bard):

1: +1 skill

Gold Calcs:

Starting: 300
Spent:
Remaining:


Chmmr, the character I proposed a couple pages back is a Tactician(Amplifier)/Monk(Sensei). He's entirely based on boosting others in combat via the Sensei and Tactician abilities.


Woops, copy-paste error. Fixed!


For reference, here's what we've got so far submission-wise. If I've made any errors or missed a character, let me know!

Docker

None

Eschatologist

None

Gunsmith

Rosealita "Rose" Englasias - CG Human Gunslinger/Alchemist - Gunsmith (Edward Sobel)

Martial Scientist

Jazz Kraz - NG Tiefling Fighter/Scholar - Martial Scientist (DoubleGold)

Skyseer

Sohar Ko-Chav - NG Skinwalker Slayer/Oracle - Skyseer (slyness)

Spirit Medium

Andiel - NG Half-Elf Witch/Alchemist - Spirit Medium (True Repentance)

Technologist

Jasmine Varmine - NG Half-Elf Alchemist/Artisan - Technologist (WOLead)
Neliel Serpentus - CN Human Witch/Magus - Technologist (cartmanbeck)

Vekeshi Mystic

Auraelia "Ash Cat" Blackthorn - CG Half-Elf Synthesist/Soulknife - Vekeshi Mystic (Xentik)
Alder Smith - CG Half-Elf Inquisitor/Gunslinger - Vekeshi Mystic (Sacraz)
Karu the Kobold Strider - LG Monk/Paladin - Vekeshi Mystic (rpblue) [Appears to be missing fluff/1st level crunch]
Hashmal the Lame - CG Half-Elf Barbarian/Oracle - Vekeshi Mystic (Uncle Taco)

Yerasol Veteran

Selene - CG Human Sorcerer(Umbral)/Wilder - Yerasol Veteran (Rednal)