Ezren

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Thanks. Its really for the character concept I want to use (based on this character).

4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (3, 4, 1, 2) = 10
4d6 ⇒ (4, 3, 1, 1) = 9
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (4, 1, 6, 1) = 12
4d6 ⇒ (3, 3, 3, 5) = 14

17, 9, 8, 14, 11, 11. That works much better. I'll have a full submission up sometime tomorrow.


I like the sound of this a lot :)

4d6 ⇒ (1, 4, 1, 2) = 8
4d6 ⇒ (3, 4, 3, 3) = 13
4d6 ⇒ (2, 4, 3, 3) = 12
4d6 ⇒ (3, 1, 2, 3) = 9
4d6 ⇒ (2, 2, 2, 1) = 7
4d6 ⇒ (5, 1, 1, 4) = 11

7, 10, 10, 8, 6, 10

:c...can I haz reroll please?


I'm withdrawing from the recruitment. I haven't had as much time as I thought I would. Best of luck to the rest of you.


Also interested, working on an arcanist.


Update for you, Rizzen.

Stat Block:
Rhys Olowynn
Elf Conjurer 5
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5

DEFENSE

AC 12, touch 12, flat-footed 11 (+1 Dex)
hp 30 (5d6)
Fort +1, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger +1 (1d4-1)
Ranged longbow +3 (1d8-1)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day— acid dart (1d6+2 acid)

Conjurer Spells Prepared (CL 5th; concentration +9)
3rd— fireball (DC 18), summon monster III
2nd— acid arrow, glitterdust (DC 18), extended mage armor, scorching ray
1st— comprehend languages,feather fall, grease (DC 17), snowball (DC 17), summon monster I
0th (at will)— acid splash, arcane mark, detect magic, mage hand

Opposition Schools enchantment, necromancy

STATISTICS

Str 9, Dex 13, Con 10, Int 20, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Appraise +9 (1 rank), Diplomacy +3, Fly +7 (1 rank), Knowledge (Arcana) +13 (5 ranks), Knowledge (Dungeoneering) +9 (1 rank), Knowledge (Geography) +13 (5 ranks), Knowledge (Nature) +9 (1 rank), Knowledge (Planes) +13 (5 ranks), Lingustics +9 (1 rank), Perception +7 (5 ranks), Spellcraft +13 (+15 to identify magic items, 5 ranks)
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (thrush), elven magic, summoner's charm (2 rounds), weapon familiarity
Combat Gear dagger, longbow, quiver of 20 arrows, ring of protection +1, scroll of glitterdust, scroll of summon monster I, scroll of summon monster III, wand of feather fall (50 charges), wand of magic missile (50 charges); Other Gear bedroll, campfire bead, canteen, handy haversack, headband of vast intelligence +2 (Perception), ink vial, inkpen, journal, sleeves of many garments, spell component pouch, spellbook, traveller's outfit, 922 gp, 8 sp

Spellbook:
1st Level - disguise self, feather fall, grease, comprehend languages, mage armor, magic missile, snowball (using the conjuration version), summon monster I
2nd Level - acid arrow, fox's cunning, glitterdust, scorching ray
3rd Level - fireball, summon monster III

Familiar info:
Yuel
N Diminutive animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 15 (5d6)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Alertness, Skill Focus (Perception)
Skills Fly +13, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Geography) +0, Knowledge (Nature) +0, Knowledge (Planes) +3, Lingustics +0, Perception +9 (+11 near master), Spellcraft +4
SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master

Background info and Update Notes:
Rhys is a research assistant to "The Professor".

Updates:
Removed shift from SQ
Added a handy haversack, a headband of int +2 that gives ranks in Perception, and a ring of protection +1 to item list (8000 gp in total, exactly equal to the additional gold I had to work with)
removed masterwork backpack (50 gp) and waterproof bag (5sp) from item list and changed the current gp amount from 872 gp, 3 sp to 922 gp, 8 sp
updated skill ranks based on the headband (skill ranks also now listed in Statistics section of the stat block


Here's the info for my character, conjurer Rhys Olowynn.

Stat Block:
Rhys Olowynn
Elf Conjurer 5
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (5d6)
Fort +1, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger +1 (1d4-1)
Ranged longbow +3 (1d8-1)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day— [acid dart (1d6+2 acid)?]

Conjurer Spells Prepared (CL 5th; concentration +9)
3rd— fireball (DC 17), summon monster III
2nd— acid arrow, glitterdust (DC 17), extended mage armor, scorching ray
1st— comprehend languages,feather fall, grease (DC 16), snowball (DC 16), summon monster I
0th (at will)— acid splash, arcane mark, detect magic, mage hand

Opposition Schools enchantment, necromancy

STATISTICS

Str 9, Dex 13, Con 10, Int 18, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Diplomacy +3, Fly +5, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +8, Knowledge (Planes) +12, Lingustics +8, Perception +5, Spellcraft +12 (+14 to identify magic items)
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (thrush), elven magic, [shift (10 ft, 7/day)?] summoner's charm (2 rounds), weapon familiarity
Combat Gear dagger, longbow, quiver of 20 arrows, scroll of glitterdust, scroll of summon monster I, scroll of summon monster III, wand of feather fall (50 charges), wand of magic missile (50 charges); Other Gear bedroll, campfire bead, canteen, ink vial, inkpen, journal, masterwork backpack, sleeves of many garments, spell component pouch, spellbook, traveller's outfit, waterproof bag, 872 gp, 3 sp

Spellbook:
1st Level - disguise self, feather fall, grease, comprehend languages, mage armor, magic missile, snowball (using the conjuration version), summon monster I
2nd Level - acid arrow, fox's cunning, glitterdust, scorching ray
3rd Level - fireball, summon monster III

Familiar info:
Yuel
N Diminutive animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 15 (5d6)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Alertness, Skill Focus (Perception)
Skills Fly +13, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Knowledge (Geography) +0, Knowledge (Nature) +0, Knowledge (Planes) +3, Lingustics +0, Perception +9 (+11 near master), Spellcraft +4
SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master

Background info and Notes:
Since I don't know too much about where on Golarion we are, I'll just say that Rhys is a research assistant to "The Professor".

As for the subschool question, I've included both the base arcane school power (acid dart, under spell-like abilities), and the one that teleportation would replace it with (shift, under SQ). I mostly want the subschool for flavor reasons, but if it's not cool, that's totally fine.


Rolling stats now. As for the subschool teleportation, its just a swapping out of acid dart for a minor dimension door effect. If it's not cool, that's fine, just thought that it would be fitting for a research assistant for a portal researcher.

Roll 1: 4d6 ⇒ (5, 5, 1, 2) = 13 15
Roll 2: 4d6 ⇒ (2, 2, 5, 3) = 12 10
Roll 3: 4d6 ⇒ (3, 3, 5, 2) = 13 11
Roll 4: 4d6 ⇒ (3, 1, 2, 4) = 10 11
Roll 5: 4d6 ⇒ (4, 5, 3, 3) = 15 12
Roll 6: 4d6 ⇒ (3, 2, 3, 3) = 11 9

reroll for roll 1: 1d6 ⇒ 5
reroll for roll 4: 1d6 ⇒ 3

Workable.


Also, how are we generating ability scores?


Really like the idea. I have a few questions, though:

1 - What's/Where's the starting setting?
2 - How much Stargate knowledge, if any, is too much or too little? (I have a very basic amount, meaning I saw the movie once years ago.)
3 - I'm thinking of doing a conjurer, but would using the teleportation sub-school from the APG be ok?


Just finished this a few months ago, but I'd love to be involved in it again. I really like the idea of having the players create characters together and create a great story.

Thank you in advance for your consideration.

Also, how long will you be taking submissions for? Maybe I missed it, but I didn't see that in the OP.


dotting! I'm late, but I love Ravnica. I will post a submission sometime tonight or tomorrow.


Also making a character for consideration, have an idea for a bard loosely based on Barney Stinson (less focus on getting laid, but more focus on being legen----wait for it---dary!)


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Final version (I hope, includes paraphrase of each trait effect):

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
Favored Class Bonus +1 HP
Traits Hedge Magician (-5% magic item creation costs), Seeker (+1 trait bonus to Perception and is class skill), Time Lost (+2 to Initiative, plus 1 reroll during the campaign)
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


1 person marked this as a favorite.

@GM Phntm888: No problem. Here's the consolidated post, including the favored class bonus in the stat block.

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
Favored Class Bonus +1 HP
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


@GM Phntm888:

Spoiler:
I forgot to mention in my backstory why Thavian is in Roderic's Cove; he's staying there while doing a personal study of the Cyphergate (he has no intention of getting involved in the Cyphermages' political schemes).


@theasl - Thanks for the info! I've been trying to figure out how to do that.

@GM Phntm888 - Favored Class bonus is +1 HP

Traits:

Hedge Magician - Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Time Lost - He feels like he was born a couple hundred years too late.


Also forgot the Time Zone, I'm at GMT -7


Here's my submission, a little late. Thanks for your consideration, GM Phntm888.

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


Have an idea for a conjuration wizard (Academae dropout). Will put up the full submission later today.


Got a submission as well, an arcanist who will be multiclassing into Eldritch Knight. Name is Loryn Palastus.

Stats:

Loryn Palastus
Human Arcanist (Blade Adept) 1
NG Medium humanoid (human)
Init +6; Senses Perception +5
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +2
OFFENSE
Speed 30 ft.
Melee rapier +2 (1d6)
Arcanist Spells Prepared (CL 1st; concentration +5)
1st(3/day)—mage armor, magic missile
0th (at will)—detect magic, prestidigitation, ray of frost, resistance
STATISTICS
Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Improved Initiative, Toughness
Skills Diplomacy +2, Knowledge (Arcana) +8, Linguistics +8, Perception +5, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Dwarven, Elven, Infernal, Varisian
SQ arcane bond (rapier), arcane pool (4), consume spells
Gear rapier, journals (3), scroll case, spellbook, traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), 67 gp

Backstory:

Born into the middle class in Korvosa, Loryn was always reading books as a child. He loved science and adventure, and his hero was Montlarion Jeggare, the gentleman explorer. When he became older, he joined the University of Korvosa, specializing in Varisian folk lore. After spending his 28th summer with caravans travelling across souther Varisia, he became fascinated with the runic tattoos given to their sorcerors, and transferred to Theumanexus College in East Shore to advance his study. There, while studying arcane theory, learned some magic himself, fusing the Varisian and Chelaxian arcane traditions in the process. His work complete, he took to travelling Avistan, chronicling various arcane traditions from Ustalav to Taldor, his current location.

Loryn has a somewhat eager personality for someone of his age, especially if it concerns arcane lore or spell knowledge, though his excitement is tempered with the prudence of a seasoned traveller. He is dependable when he gives his word, and always willing to help those in need. He has well-kept brown hair and dark green eyes.


Here's to a great campaign for all of you!


This is Gale Barrett, my gunslinger. Originally from Absalom, recently from wherever the beer and coin are good.

Stat Block:

Gale Barrett
Human gunslinger (musket master) 1
CG Medium humanoid (human)
Init +3; Senses Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 61 (1d10+1)
Fort +3, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee mwk dagger +0 (1d4-1/19–20)
Ranged musket +4 (1d12/x4)
Special Attacks grit (2)
STATISTICS
Str 8, Dex 17, Con 13, Int 11, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Dodge, Gunsmithing, Point-Blank Shot, Rapid Reload (Musket)
Skills Acrobatics +7, Craft (alchemy) +4, Knowledge (geography) +5, Knowledge (local) +1, Perception +6, Sleight of Hand +7, Stealth +4, Survival +6
Languages Common, Dwarven
SQ deeds (deadeye, quick clear, steady aim), gunsmith
Gear Leather armor, battered musket, dagger, 30 bullets, bandolier, deck of marked cards, explorer's outfit, gunslinger's kit, leather hat, 92 gp, 5 sp

Background:

Life in the Coins is a rough, unforgiving thing. As Gale likes to tell it, growing up in the center of the world taught him that to be free means always following just one rule: do something before someone else does something to you. And yes, the Coins is the center of the world, no matter what the fancy archpriests in the Ascendant Court say. Nobody eats and sleeps there 'cept the clerics; in other words, nobody lives there. Gale, on the other hand, was raised the best way a boy can - in a tavern, earning honest coin by cleaning mugs and tables, hearing tales 'bout folk from Jalmeray to the Steaming Sea.

But the Coins wasn't to be the end of Gale's story, as well as it's beginning. He still recalls the look of the Alkenstari Shieldmarshal as he walked into his tavern, with his broad hat, worn leathers, and long, gleaming musket, laid in the weapons' rack by the door. Less crystal clear is his memory of the three or so weeks spent learning the way of the gun from the man, after he had pestered him enough. Whether or not that had to do with the several hard falls direct on the noggin is up for debate, but once Gale had saved up enough to craft his own gun, he went off to spread the good word of the Drunken Hero, and do some of his good deeds.

Personality:

Gale is a happy-go-lucky individual, who believes in the ultimate good of life, and that a life un-enjoyed is a life wasted. He worships Cayden Cailean, though it more veneration of a model and personal hero than typical obedience. He loves the adventure of life, and doesn't like being tied down at all, though his willingness to linger in one location is modified by the quality of the local spirits. However, all the freedom he craves for himself he freely grants to others, and will stand up for the put-upon and the bullied. Finally, he is never without his lucky hat, a parting gift from the departing Shieldmarshal. How does he know the non-magical hat is lucky? He ain't never died while wearing it.


Bassius nods thoughtfully, then turns to Lanyssa. "Speaking of which, have you seen or heard any bandits around lately?"


Here's my character Mareth Vetrane

Cruch:
Human rogue (counterfeit mage) 8
LE Medium humanoid
Init +4; Senses Perception +11

DEFENSE

AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 80 (8d8+16)
Fort +7, Ref +12, Will +7
Defensive Abilities evasion, improved uncanny dodge, trap sense +2

OFFENSE

Speed 30 ft.
Melee +1 dagger +11/+6 (1d4+1/19–20)
Ranged +1 dagger +11/+6 (1d4+1/19–20)
Special Attacks sneak attack +4d6
Spell-Like Abilities (CL 8th; concentration +11)
3/day - arcane mark
2/day - magic missile

STATISTICS

Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Cunning (alt. Alertness), Deceitful, Iron Will, Quick Draw, Skill Focus (Diplomacy), Skill Focus (Sense Motive), Weapon Finesse
(note - I have alertness as an alternate feat if cunning isn't kosher, Cunning is in the Villian Codex, pg. 128)

Skills (w/Cunning) Acrobatics +11, Appraise +8, Bluff +15, Craft (maps) +9, Craft (traps) +10, Diplomacy +16, Disable Device +15 (+19 to disarm magical traps), Disguise +15, Knowledge (arcana) +7, Knowledge (local) +9, Knowledge (society) +12, Knowledge (cosmology) +5, Linguistics +10, Perception +11 (+15 to find traps), Sense Motive +15, Sleight of Hand +15, Stealth +15, Use Magic Device +15 (+19 to activate scrolls, +21 to activate wands)

Skills (w/Alertness) Acrobatics +11, Appraise +7, Bluff +15, Craft (maps) +8, Diplomacy +16, Disable Device +15 (+19 to disarm magical traps), Disguise +15, Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (society) +12, Knowledge (cosmology) +4, Linguistics +10, Perception +13 (+17 to find traps), Sense Motive +17, Sleight of Hand +15, Stealth +15, Use Magic Device +15 (+19 to activate scrolls, +21 to activate wands)

Languages Abyssal, Celestial, Chelaxian, Draconic, Elvish, Infernal, Kelesh, Osiriani, Shadowtongue, Taldane, Varisian

Traits:
Arcane Dabbler - +2 trait bonus on UMD checks
Hardened Mind - +1 trait bonus on Will saving throws
Noble - +1 trait bonus on Knowledge (nobility) and Sense Motive checks.

Gear:
wand of cure moderate wounds (50 charges), wand of magic aura (50 charges), wand of scorching ray (50 charges), wand of silent image (50 charges), +2 glamered mithral chain shirt, +1 glamered called dagger, dagger, cloak of resistance +2 (reversible), burglar's outfit, courtier's outfit (w/ jewelry and concealing pocket), disguise kit, forger's kit, handy haversack, invisible ink (superior, with pen), masterwork thieves' tools, scroll case (w 3 sheets parchment), traveler's outfit

Backstory:
Born into a minor noble family in the Aspex Garden district of Egorian, Mareth grew up amid the glories of the rule of Thrune and Hell in Cheliax. With a quick mind and a quick hand, he took to heart early the lesson that the strong rule the weak, and that there is more than one kind of strength. As he grew up, he went into the imperial bureaucracy, and due to his relatively low birth, was placed in a lowly position in the Ministry of Cartography. Not content with his current lot, he worked hard to improve himself - spending nights at the academy of magic learning about the secrets of arcane artifice, working to cultivate contacts among the dottari and merchants, and always saying the right things and asking the right questions.

He got a big break when he was chosen by the head of the Ministry to do a street map of Egorian, and was able to receive an official commendation for his work, even though he had stolen the surveying information from a colleague, and gotten the rest of the information he used from the Mayor's office. Mareth used the position he had worked towards for the past three years to be transferred to the Office of Imperial Intelligence. After a year of training, he was sent to Westcrown to do an intelligence survey of the city, to update the Office's records of the city.

Appearance and Personality:
Mareth is unusual among his countrymen in that he has blonde hair, a mark of an unusual amount of Ulfen blood in his past. However, he does have the pale skin typical of his country, a slim build, and piercing brown eyes. His mode of dress depends on the situation, with his courtier's attire and fancy side of the cloak for dealing with the upper classes, and his pack and traveler's clothes for going incognito.

Mareth is a man of many faces. To those whom he cares to cultivate positive relationships with, he is charming and warm, encouraging them to be more ambitious in those areas which are useful to both parties. For those he does not, he is cold and dismissive, not caring to waste time and energy on vindictiveness or hate. For those few whom he respects, he gives much in the way of attention, always seeking to learn more from their competence.

Mareth, while not a devout follower of Asmodeus, is a diligent student of the infernal model of obtaining power: manipulate and dominate. He works hard to control the world around him by controlling information, through disguise, deception, and reconnaissance. While Mareth delights in twisting deals and contracts to his advantage, he usually upholds at least the letter of his side of bargains.

Intrigue Plans

Diobel:
The "Back Door of Absalom" is most valuable for that reason, since even influence in that city is of great value. As for where to start in Diobel, there is certainly a potential ally in the smuggling organizations in the city. Controlling the main smuggling operation into the Absalom would be very valuable in and of itself, and if we can make it look like the work of Taldor, so much the better.

Isger:
Ironically, an operation to take Isger would be as much a matter of economics as of espionage, since the only thing that could make the country worth more of House Thrune's time is an improvement in its stability and monetary viability. Two options are working to create better farmland along the Conerica River by means of irrigation works, or setting up a high-risk logging operation in the Chitterwood.

Nisroch:
This city is a tough nut to crack, and infiltrating the city's structure would be easiest with either official Chelish diplomatic status, or an infiltration of one of the pirate crews that docks in the city. Using the black market to expand Chelish influence seems like the easiest route.

Rahadoum:
Internal destabilization through propaganda and inciting open warfare against the Shackles seems to be the best course to take against the so-called "Lands of Man". Divested of a common purpose, they are nothing more than a collection of desert city-states, which would fall easily to amphibious assault.

Sargava:
Re-opening the colony to Chelish influence really runs into one main problem: the Shackles. Cutting the Pirates off at the knees would not necessarily be too difficult. A potential option involves flaming tensions between prominent captains, then sending the Red Mantis to remove the Hurricane King.


@ DM Ray - How would you feel about the Counterfeit Mage rogue archetype for the ACG?


Here's my paladin:

Crunch:
Bassius "Bass" Vibulus
Human (Taldane) Paladin of Abadar 3 (Pathfinder RPG Core Rulebook)
LG Medium humanoid (human)
Init +5; Senses Perception +6; Aura (courage, 10 ft.)
—————
Defense
—————
AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
hp 29 (3d10+6)
Fort +9, Ref +6, Will +7; Immune disease, fear
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)

Melee mwk falcata +6 (1d8+3/19-20x3)
Ranged heavy crossbow +3 (1d10/19-20/x2)
Special Attacks smite evil 1/day (+4 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +7)
At will—detect evil
—————
Statistics
—————
Str 15 Dex 12 Con 14, Int 11 Wis 10 Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (Falcata), Noble Scion (Scion of War), Power Attack
Traits Noble Born, Seeker
Skills Acrobatics -3, Bluff +5, Climb -2, Diplomacy +9, Knowledge (nobility) +6, Perception +6, Ride +3 (+5 to stay in saddle), Sense Motive +5; Racial Modifiers seeker, noble born
Languages Common
SQ aura, lay on hands (1d6, 5/day), mercy (shaken)
Other Gear mwk field plate, mwk falcata, heavy crossbow, mwk buckler (w/silver holy symbol of Abadar, copy of "The Order of Numbers", case of 20 crossbow bolts, ioun torch, signet ring, cold-weather outfit, explorer's outfit, bedroll, medium tent, flint and steel, military saddle, saddlebags, trail rations (5), waterskin, heavy horse (combat trained, name Emperor Stavian) 298 gp, 4 sp
—————
Special Abilities
—————
Aura of Courage (Su) Immune to fear. Grant allies within 10 ft a +4 bonus on saves against fear
Aura of Good (Ex) Aura is equal to paladin level.
Divine Grace (Su) Bonus equal to Charisma mod on all saving throws.
Divine Health (Ex) Immune to Disease

Fluff:
Bassius was born the third son of a mid-level bureaucrat in Oppara, and grew up in the city. He showed more of a martial temperament than his brothers, and rather than try to train the rambunctious boy as a scribe, his father apprenticed him to the temple of Abadar, which allowed him to pay of a debt he owed the church. When Bassius came of age, he was initated as a paladin of the Church, and charged with keeping order in the Grandbridge District of Oppara. He discharged his duties well, until he was entangled in a scandal where he attempted to arrest a diplomat from Cheliax. Partly as punishment, partly to keep the paladin from prying political eyes, the church sent him on an evangelical mission north, to spread order and law in the lawless River Kingdoms. For the past several years, he has travelled from town to town, heading generally north through the River Kingdoms into Brevoy, acting as a local judge, arbiter, and teacher in many small towns.

Bassius still has much of the joviality of his youth. Not particularly quick to make friends, he is absolutely loyal to those he comes to trust. Though he has learned much more about the world since leaving Oppara, he still tends to come off as a little stuck-up, a mix of his upbringing and his training in the Church of Abadar, and is known to make somewhat detached observations about how the principles of civilization apply to situations he finds himself in. He also feels strongly about not accepting goods or services from private citizens (other than party members) for free, and if questioned about it, says that those who take freely without need are drains on the capacity of society.


Yeah. The one-sentence background is Paladin of Abadar from Taldor, third son of his house.


I was thinking of making a paladin for the campaign. What are your feelings about Leadership and the Noble Scion prestige class?


I would also be very interested in this!


Stats: 3d6 + 6 ⇒ (1, 2, 4) + 6 = 13
Stats: 3d6 + 6 ⇒ (3, 4, 5) + 6 = 18
Stats: 3d6 + 6 ⇒ (6, 5, 5) + 6 = 22
Stats: 3d6 + 6 ⇒ (2, 3, 3) + 6 = 14
Stats: 3d6 + 6 ⇒ (6, 3, 5) + 6 = 20
Stats: 3d6 + 6 ⇒ (2, 4, 3) + 6 = 15

and that's 12, 15, 17, 12, 17, and 13 for stats.

Character Concept is a Spaniard (Gunslinger/Life Oracle). Carried by divine magic from the 17th century Caribbean to Golarion for reasons unknown. Will get to posting more later today.