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Organized Play Member. 61 posts (6,632 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 11 aliases.


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Ditto what everyone else has said. It's been a lot of fun. Looking forward to more adventures together in the new game.


Still working on my character. I've got a good bit of the crunch done and have some of the fluff in my head. Sorry I don't have anything more substantive yet.


I'm going to try to get most of the crunch and some fluff done today and tomorrow. I should have an alias for my next post (I hope). I'm still planning to go with the Druid/Cleric idea. Also, good to note, DM. I'll have to think a bit more about my character's story before deciding on the most appropriate setting-specific deity.


Thanks guys. To give you a better idea of what I'm currently thinking of, I'm considering a Sylph Sky Druid/Theologian Cleric (Air domain) of Gozreh (or St. Bartholomew, or possibly St. Christopher) with a heron animal companion. He would be a professor of some sort at the university. The heron is the Yolubilis heron, but I assume that could be reflavored to a generic heron, or perhaps a heron native to somewhere appropriate to the campaign setting.

The druid/cleric would be support and healing, though with his backstory (he will probably have been born on an airship, either on this plane or perhaps in the plane of air) he could also fill into whichever ship position is still needed, piloting or engineering, for examples.

I would probably plan to stick with druid to 20 (if we get there), but might consider a prestige class for the cleric side, depending on how things work out.


Hey everyone!

This is Zan from over in Strange Aeons. I'll create a new alias once I have more details nailed down, but I'll stick with my default profile for now.

I've mostly been thinking of a Druid/Cleric, but it sounds like we're going to have plenty of casters, so if that doesn't work I also have an idea for a more melee-focused character, possibly a Kineticist/Fighter hybrid. DM, let me know what you think would be most helpful. If I did go the druid route, I would have a companion that could fly, so that shouldn't get in the way. I'm honestly interested in both concepts though, so I can adjust based on the needs of the group.


You mentioned that campaign settings outside of the Inner Sea Region were possible even before the whole Inner Sea Region is fleshed out. Feel free to answer as vaguely as possible, but is there any chance of Sarusan-related content or lore in the future?


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In my experience, 20 point buy is most common for Adventure Paths and other official Paizo adventures. That said, 4d6 - and similar rolling methods - are also fairly common. I would guess that 15 point buy would be the next most common, followed by 25 point buy. It's rare that I see a GM use a stat array for recruitments.


I would recommend you check out this post by Wilmannator. It's a shame it isn't stickied, but that's definitely the most comprehensive guide you'll find on the site that's specifically tailored for recruitment.

If you're looking to do a closed/private recruitment, I would actually recommend you forgo making a recruitment thread at all. It'll completely avoid the problem of accidentally attracting other people. Anything you would normally do in the recruitment thread can be done in the discussion thread instead.

Besides that, I would suggest starting your recruitment post with a 'hook' to draw potential candidates' interest. By that I mean a short summary, quote, or statement about the campaign that will draw people in. You want prospective players to be interested from the very start of your post or some may not bother reading the whole thing.


I'm using Chrome and the new font still seems to be there for bolded text. Regular text looks fine, though.


Hello good Sir Jacobs.

I have a spoilery question about Hell's Rebels, an AP which I believe you were heavily involved in. I was hoping you could provide some insight into a matter. I'll put it in a spoiler, since it's definitely spoilerific.

Hell's Rebels Spoiler:

Near the end of book 1, you mention 'Trailblazer Huni' whose name is actually an anagram for Barzillai Thrune. I'm super curious, was Barzillai's name based off Trailblazer Huni? Or perhaps vice versa? Or was it just a really neat coincidence that you were able to come up with the anagram? Thank you in advance for your answer!


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No worries, DM. Thank you for the clarification.

Also, Zanbabe, we have to stop meeting like this. : )


DM Fang Dragon wrote:

Looks good, and Desna is for sure one of the most appropriate Deities for this AP.

Good to know. I noticed from your original recruitment post that you were using Automatic Bonus Progression. Is that still in effect? If so, are you using it exactly as written or with some tweaks?


Hello DM Fang Dragon,

I would like to submit Zandomir Talathel for consideration. He's a half-elf warpriest of Desna whose specialty in combat is archery.

I believe everything is in order on his profile page, but please let me know if I can clarify anything or if you have any questions.

Thank you for your consideration!


I notice you have to repeat the 'one question per post' rule a lot. Would it be possible to have a site administrator or moderator add a banner or heading of some sort at the top of the thread with the rules for posting? It might free you up to spend less time repeating yourself and more time answering questions. Just a suggestion!


Hello DM Brainiac, I would like to submit Maya Watersby for consideration.

She's a Halfling Court Bard looking to make a name for herself. She'll likely be taking the Rising Star campaign trait, but Young Reformer is also possible pending the exact wording of the traits.

I believe everything is in order on her profile page, but please let me know if you have any questions or if I should adjust anything.

Thank you for your consideration!


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Definitely a major improvement. My eyes say thank you!


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First of all, thank you for working to improve the boards. It's definitely needed and appreciated.

I do have to echo the feedback of others, however. I thought it was just me, but apparently others are also experiencing headaches from the new font. It's really not pleasant for the eyes, my eyes, at least. I think the base font size also needs to be larger.

Some issues from the previous site also persist, like not being able to 'list' the first post in a thread, making it impossible to track threads that way.

I also would very much like quick links at the top of the site to my campaigns tab and the forums tab. There was something similar before and it made navigating the site much quicker.

I can't say definitively whether or not the site is faster or slower. The fact that I can't tell leads me to believe it's probably about the same for now. Hopefully that will improve once more kinks have been worked out.

I do think the new site layout has the potential to be more aesthetically pleasing, but it's hard to say for sure at this point.

Also, all of this feedback is coming from a Chrome user, so I hope that helps.


She might could wear it as a scarf.


Thank you for taking the time to answer so many questions, James!

Any plans for any Red Mantis and/or Achaekek related content in the near future (or ever)?


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An issue I've been having is with 'listing' posts. When I go to list the first post in a thread, it sort of grays out the post's words, the post disappears temporarily, then reappears a few moments later. The post never actually gets added to my wishlist or gives me the option to add it. The problem only seems to be with the first post in the thread, as I'm able to list later posts.


GM Phntm888 wrote:

@Zektolna: Studied Target will stay at a move action and +1, unless I decide not to do Quarry and replace it with an increase to Studied Target and the swift action ability at 19.

Alright, then. Thank you for the clarification.


GM Phntm888 wrote:

@Zektolna/Inarus: Ranger VMC gives the First Favored Enemy, and Fighter VMC gives Weapon Training 1 and 2. I’ve actually done some thought for a Slayer VMC, and you can see below for it.

** spoiler omitted **

Thank you for the reply! So would studied target go up to a swift action and/or +2 or +3 eventually or just stay +1 and a move action?


Hey GM Phntm888,

I'm interested in VMC'ing into slayer, so I wanted to see what abilities you would have me get from that. I would be interested in getting studied target, sneak attack, maybe a regular or advanced slayer talent, slayer's advance, and perhaps quarry/improved quarry. Thank you in advance for your thoughts on the matter!


I think Artemis might have been the only one in the party capable of identifying magical items. That could be an issue going forward...


Just realized/remembered that hell in the Pathfinder setting has nine layers. I'll just chalk it up to Ramul having no ranks in Knowledge (planes). lol


Save being a ninja for Pathfinder : P But seriously, hope you feel better soon. Glad you're back.


Thank you for selecting me! And thank you for the warm welcome! I'll put together an alias, dot into the gameplay thread, and post in the discussion thread asap.


Hope you feel better soon! And thank you for letting us know.


It's worth checking, probably. I'm not sure just outright killing it is what th AP intended for us to do, but then creative solutions are usually a bit unorthodox. We should probably wait to see what all your attacks did to it. It could be dead at this point.


I wonder what would happen if we placed the mirror in front of it?


Well, we haven't tried hitting it repeatedly at a distance. Maybe we should do that and see if it reacts or if we can kill it safely that way.


Yeah, apart from trying to attack it again, I'm out of ideas. If that's truly the only path forward, we're kind of stuck without more direction. *hint hint*


Here's my submission. I decided to just go with two normal traits, since it didn't seem to make sense to take a campaign one at this point. Please let me know if you have any questions or if I should revise anything. Thank you for your consideration!

HP: 2d6 ⇒ (5, 5) = 10

Backstory:

Pellius Alazario is a Korvosan of Chelaxian descent. He belongs to a minor noble family in Korvosa that is well-regarded by most of the city. Pellius, Pel for short, has one younger brother named Rutilus, Rut for short.

In almost everyway, Rutilus, about four years younger than Pel, looked up to his older brother. For his part, Pel tried to reciprocate his brother’s affection by spending time with him and just generally being a good brother. It wasn’t always easy as Rutilus could be quite annoying at times, but Pel did his best to grin and bear it. By the time they were both teenagers, they were close friends.

Despite being the oldest of two sons, Pel was always rebellious. Whenever the opportunity presented itself, he would sneak out and visit a Caydenite tavern and enjoy a bit of freedom from the strict rules of his household. He started doing so when he was a teenager and continued going there for a couple years till his parents found out and forbade him from doing so.

Pel had tasted freedom, though, so he didn’t take well to his parents’ new restriction. Adding to the problem was the fact that Pel knew his parents attended midnight services at Korvosa’s church of Asmodeus. Pel had already been flirting with the idea of becoming a Caydenite before his parents found out about his excursions. Their new restrictions pushed him over the edge and he began saying nightly prayers to Cayden Cailean. Out of spite, he would try to do so around the same time he imagined his parents were offering praise to Asmodeus.

When Pel turned eighteen, his parents, Imperia and Morvius, had him sent to the Acadamae in Korvosa. They hoped that Pel might learn a bit of discipline at the place. He hated it. And yet, despite his hatred for the Acadamae, he excelled in his studies. His professors found his arcane abilities a bit unorthodox, but they were nonetheless impressed. Pel trained at the school for three years till a fateful day when smoked darkened Korvosa’s sky.

That day, Pel ran from his classroom along with the other students to see that chaos had engulfed the city. The king was dead and the city teetered on the brink of complete anarchy. Despite the dire state the entire city found itself in, Pel’s first thoughts were for Rut. He had to make sure his brother was okay.

He ran from the Acadamae to his family’s estate. As he neared it, his heart sank as he saw smoke on the horizon. Pel arrived to find his home in flames. His brother and parents were nowhere to be found.

Falling to his knees, he began to weep, not for his parents, but for his brother. Despite the loss of his family’s estate and the impossibility that anyone inside could have survived, he refused to believe his family had perished in the fire.

Slowly, he stood up and walked away, eventually making his way back to the Acadamae. He gathered his things and informed the headmaster of his resignation. Then he left the school, intending to never return. What he did intend, however, was to find his brother, no matter the cost.

Vignette:

Wherever Pel turned, it seemed like there was someone else who needed help. Frustratingly, that person was never Rut. Despite searching Old Korvosa, Southshore, and everywhere in between, his brother was nowhere to be found. During his search, he had a couple run-ins with a pair of thugs and a would-be cutpurse, but his magical abilities took them by surprise and soon sent them scurrying away.

With no leads on his brother’s whereabouts, Pel went to the one place he knew he would be welcome – the Caydenite tavern he had frequented as a teenager. He found it much the same as the last time he had been there. A warm glow issued from within and he could hear sounds of laughter coming from inside.

Pel found an open spot at the bar, ordered an ale, and pondered what to do next. His face must have looked sad as a fellow next to him soon said, “What’s got you down, lad? Korvosa’s in a sorry state, but there’s no need to fret over something you can’t control.”

Pel glanced over at the man and raised an eyebrow. The man wore a necklace bearing a silver ale-mug, the symbol of Cayden Cailean, and his ethnicity appeared to be distinctly Varisian. As a Chelaxian, Pel naturally harbored some racist tendencies toward Varisians. He did his best to suppress and overcome them, but they occasionally slipped through. Still, a bonafide Caydenite cleric wasn’t something Pel saw everyday.

“It’s not the city that’s got me down. It’s my brother. He’s missing,” Pel said.

The other man nodded and said, “Ah. I’m sorry to hear that, lad. Seems like a bunch of goodly folks have misplaced someone since the king died.”

Pel grit his teeth before saying, “I didn’t ‘misplace’ him. Our house burned down. He’s out there somewhere, captured, hurt, or worse.” Pel grimaced at his own words. He hadn’t wanted to add the ‘or worse’ part, but it was true. He had no idea what fate had befallen his brother.

“My apologies, son. I didn’t mean to offend. Just saying that you’re not the only one that’s hurting is all. My name’s Zandu. What’s yours?”

“Pellius. Pellius Alazario.”

“Chelaxian, eh? Well, any good city needs a bit of variety, I suppose.”

Pel did his best to suppress a chuckle. I guess prejudice works both ways, he thought.

“There’s no use grovelling in self-pity, you know,” Zandu said. “There are plenty of people out there that aren’t missing but could still use help.”

Pel found himself asking a question before he could stop himself, “Is that you talking or Cayden Cailean?”

“Both, lad. I follow his tenets, so when I say you should help out those in need, I’m certain good ol’ Cailean would say the same. It’s times like these when he wants his people to be brave.”

Pel considered Zandu’s words for a moment. What did it mean to be brave? Had he been brave when he snuck out to go to the Caydenite tavern as a teenager? Had he been brave when he prayed to Cayden Cailean despite the Drunken Hero being diametrically opposed to Asmodeus, the God of his parents?

Deciding to ask the first question, Pel said, “What does it mean to be brave?”

“Ah. Now there’s a good question,” Zandu began. “To be brave is not the same thing as to be reckless. To be brave means to have courage to do the right thing, even if it’s hard. Especially when it’s hard.”

To be brave… it wasn’t something Pel had accustomed himself to being in the last few years. He certainly hadn’t been brave when his parents sent him off to the Acadamae. If he had been brave, he probably wouldn’t have gone at all. Still, it wasn’t too late change.

Pulling himself from his thoughts, Pel said to Zandu, “Perhaps it’s time for me to be brave, then. Since I can’t do anything right now for my brother, perhaps I can do something for other Korvosans.”

“Now you’re talking, lad. If you’re looking for a place to start, I hear the Korvosan Guard has been stretched pretty thin since the king’s death. I’m sure the good Field Marshall–Cressida Kroft, I believe was her name–would be grateful for the help.”

Taking one last sip of ale, Pel stood up from the bar. He gently patted Zandu’s shoulder as he said, “Thank you for the advice. I think I’ll try to find this Kroft and see if I can lend a hand somehow.”

Zandu nodded and smiled before raising his own mug in salute.

Pel's resolve to be brave grew as he left the Caydenite tavern and began walking down the street.

Now, then, he thought. I just have to find this Cressida Kroft and see what can be done for Korvosa.

Q & A:

1. What is your character’s connection to Korvosa? Why is he here?
Pellius Alazario is a former student of magic at the Acadamae in Korvosa. He is a lifelong Korvosan and a son of a minor noble family from the Heights.

2. Who is one NPC your character thinks of as a friend or ally?
Pellius considers his brother, Rutilus, to be his best friend, despite it being at least a couple years since they’ve had the chance to talk at length.

3. What is one goal for your PC other than the one provided in your campaign trait?
To find his brother, Rutilus.

4. If your character is anything other than human, explain how she fits in to Korvosa.
N/A

Description:

Pellius Alazario stands 6’1’’ tall with pale skin and black hair and eyes. He prefers to dress in a simple fashion, despite his noble heritage. In a pinch, he can adjust his appearance as needed with his Sleeves of Many Garments.

Pel is a lesson in contrasts. He tries to keep a serious exterior and a no-nonsense attitude when dealing with other nobles or strangers. With those he knows, and especially with his brother, he takes on a much more relaxed appearance. If pressed on the matter, he would likely say that his serious exterior is a facade whereas his relaxed exterior is a true expression of his personality.

Crunch:

Pellius Alazario
Arcanist 3
CG Human
Age: 21

Statistics
Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 16
HP 22
Init 6
BAB 1; CMB -1; CMD 11
AC 12 touch 12 ff 10
Fort 3, Ref 4, Will 5* (+2 against charm and compulsion effects)
Speed 30 ft.
Melee weapon -1
Ranged weapon +3
Feats Improved Initiative, Extra Arcanist Exploit (Potent Magic)
Alternate Racial Trait Dual Talent
Traits Strong-Willed, Theoretical Magician
Languages Common, Infernal, Dwarven, Elven, Varisian, Shoanti, Orc, Draconic

Skills

2 + Int (4) per level

Knowledge (arcana) +10
Knowledge (local) +10
Knowledge (nature) +8
Knowledge (nobility) +8
Knowledge (planes) +8
Linguistics +10
Spellcraft +12
Use Magic Device +10

Equipment
Cloak of Resistance +1 (1000 gp)
Wand of Mage Armor (750 gp)
Sleeves of Many Garments (200 gp)
Potion of Cure Moderate Wounds (300 gp)
Potion of Cure Light Wounds x2 (100 gp)
Arcanist’s Kit (21 gp)
Spellbook (0 gp)
Light Mace (5 gp)
Light Crossbow (35 gp)
Crossbow bolts x20 (2 gp)
Explorer’s Outfit (0 gp, starting outfit)
587 gp

Spells Known

CL 3rd; concentration +7, Spells per day: 5 first level [DC 15]

0 Level
All

1st Level
Magic Missile, Silent Image, Grease, Mage Armor, Color Spray, Charm Person, Comprehend Languages

Arcanist Exploits:
Flame Arc: The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.

Sonic Blast:The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals an amount of sonic damage equal to 1d6 + the arcanist’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also deafened for 1 minute. The target can attempt a Fortitude save to halve the damage and negate the deafness.

Potent Magic: Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.


Sounds good. Thank you for the responses. I'll work on a character concept. One last question (for now, anyway), do you still want us to take one of the standard campaign traits or should it just be two regular traits?


Interested, but a few questions before I work on anything in-depth.

Are you okay with players who've played in a bit of the campaign before? I've also read through the AP, so are you okay with a player who's done so? Distinguishing between in-character and out-of-character knowledge shouldn't be a problem. Also, are you looking for any particular classes or roles? Do you have an intended method of introducing the new characters into the plot? Thank you in advance for the answers!


@GM Nayr: We don't currently have permission to view the latest map you linked.


Congrats, indeed!


What's the DC?


Samnell wrote:
** spoiler omitted **...

Thank you for such a detailed background on Ilmater and the Ilmatari. I will definitely be incorporating many of those details into my character's backstory. When I was doing a bit of research on my own, I noticed there was an order within the Ilmatari called the Broken Ones who function as the defenders of Ilmater and/or his people. Do they exist during the timeframe in which this campaign takes place?


Samnell wrote:
Zektolna wrote:

I'll certainly understand if you don't have time to get up more info on Ilmater, but I would greatly appreciate it if you do. He's probably the God I'll be going with as it makes the most sense.

Also, would it be possible to take Deadeye Bowman as a trait? It's intended for worshippers of Erastil in Golarion, but it would fit really well with the backstory I'm working on.

Trait approved. Ilmater stuff coming in a few hours.

Great. Thank you. Looking forward to the Ilmater stuff.


Samnell wrote:
Zektolna wrote:
The "have four times this amount at 1st level" is the part I'm a bit confused about. It might be a typo, but read as is, it makes it sounds like you would get 6+int x4 skill points at level one, but that doesn't really make sense. I'm assuming by "purchase skills" it's just referring to putting ranks in said skills. Any clarity you could bring on the subject would be appreciated. Thank you again in advance!

It's a 3e-ism. In 3e, which is where the Gestalt rules are from, you didn't get the +3 bonus for trained in a class skill. Instead you had max skill ranks = class level+4. At first level you got four times the usual skill points so you could max yourself in the same assortment of class skills as PF allows. Paizo simplified things by putting in the +3, thus removing the unintuitive business of buying skills one way at first level and then a slightly different way every level after.

Which is a long way to say you can just ignore it. :)

Also I can see about providing more information Ilmater and the southlands (not a formal term you'd find on an FR map, but a general reference to all points south of the North) where he's most revered later today.

Ah, okay. That makes much more sense. Thank you (and Johnnycat93) for the clarification.

I'll certainly understand if you don't have time to get up more info on Ilmater, but I would greatly appreciate it if you do. He's probably the God I'll be going with as it makes the most sense.

Also, would it be possible to take Deadeye Bowman as a trait? It's intended for worshippers of Erastil in Golarion, but it would fit really well with the backstory I'm working on.


Samnell wrote:

Gah. Very sorry, I saw your post earlier and forgot to answer it. Unchained zen monk archer with the linked conversion looks good to me.

No worries and thank you. Your detailed response was well worth the wait. Sounds like it would make the most sense for a monk to be journeying to Sundabar rather than be native to there. I'll have to dig into more about Ilmater and the Southlands.

Since this will be my first time applying to a gestalt game, I did want to clarify one thing about the rules. The line about class skills says, "Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid [sic] can purchase skills from both the barbarian and bard lists as class skills."

The "have four times this amount at 1st level" is the part I'm a bit confused about. It might be a typo, but read as is, it makes it sounds like you would get 6+int x4 skill points at level one, but that doesn't really make sense. I'm assuming by "purchase skills" it's just referring to putting ranks in said skills. Any clarity you could bring on the subject would be appreciated. Thank you again in advance!


I figured I'd go ahead and roll while I wait for your verdict on the unchained monk/zen archer conversion.

Rolls:

4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (6, 1, 3, 6) = 16
4d6 ⇒ (1, 3, 3, 2) = 9
4d6 ⇒ (5, 1, 1, 4) = 11
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (2, 1, 3, 5) = 11

I think I'll go with the 25-point buy option.


Hey Samnell,

First of all, thank you for being so thorough in your opening post and providing background on many aspects of your setting. It makes building a character a lot nicer.

A couple questions:
Would you allow this conversion of the zen archer archetype to be compatible with the unchained monk?
As a correlary, would a monk be thematically appropriate for this setting or is there a way it could be reskinned to make more sense?

Thank you in advance for your answers!


I'm still here. Just not much for me to do while unconscious.


No worries. I'm not in any danger now, so kill her first. Then you can see to Ramul.


Welp, I think he'll just take a nap for a while, I guess.


I'm guessing it would be best for you to do so, but I would like to put in a vote for him to cast daze. : )


He doesn't seem to have posted on any of his aliases for the last few days. He might be out of town.


Campus does seem pretty savage for a cleric, so I wouldn't put it past him. ; )

Full Name

Dariusz Reyman

Race

HP -9/12 | AC 16, T 12, FF 14 | Fort +3, Ref +4, Will +2 | Init +2 | Perception +6

Gender

Male Human (Ulfen) Slayer 1

Size

6' 1"

Age

38

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Skald

Occupation

Caravan guard / Merchant

Strength 16
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 14
Charisma 14

About Dariusz Reyman

Dariusz comes quite close to the stereotype of the ‘rugged adventurer’ from a corny romantic tale, at least on first impression. He is an Ulfen of powerful built, with strong facial features, a full but well-trimmed beard and wings of gray in his half-long hair. His gray eyes don’t show a lot of emotion, which seems to fit with the way he expresses himself. His seeming lack of interest has a deeper origin, though, as he wasn’t always this jaded. Dariusz began his adventuring life as a curious youngster, eager to see the world. He signed on as a guard for the trader’s caravan of a half-orc named Garomma. He was happy there and saw much of the Inner Sea Region. His life changed when his convoy was betrayed by Garomma, who sold out to the Aspis and left his guards to die. Dariusz managed to survive, and swore revenge. He pledge to Calistria and joined the Pathfinder Society. He doesn’t hold the Society’s ideals close to heart, but he sees it as his best opportunity to get back at the Aspis and Garomma.

Dariusz Reyman
Male Human Slayer 1
CN Medium Humanoid (Human)
Initiative +2; Senses -; Perception +6
=============================
DEFENSE
=============================
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+1) (+1 fcb)
Fort +3, Ref +4, Will +2
Defensive Abilities -
=============================
OFFENSE
=============================
Speed 30 ft
Melee Greataxe +4 (1d12+4, 20/x3), or
Ranged [+3] Composite Longbow +3 (1d8+3, x3, 110 ft.), or
Melee Whip +4 (1d3, x2) Nonlethal, disarm (+2), trip, reach (15 ft)
Special Attacks Power Attack
Note Focus target +1 Attack and Damage.
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STATISTICS
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Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 14 (+2), Charisma 14 (+2)
Base Atk +1; CMB +4; CMD 16
Feats 1: Power Attack, H: Quick Draw
Skills Bluff +6 (+7 vs attracted persons), Diplomacy +6 (+7 vs attracted persons), Perception +6, Profession (Merchant) +6, Stealth +4, Survival +7. -2 Armor check penalty
Traits Charming (+1 on Bluff and Diplomacy on character who could be attracted to you), Adopted (Half-Orc), Caravan Drover (Whip as martial weapon, up to 10 animals or people can hustle or forced march 1 hour longer)
Languages Common, Skald
SQ Racial: Skilled, Bonus Feat. Class: Studied target, move action (+1 on Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival), Track (Half level to Survival to follow tracks)

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SPELLS
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EQUIPMENT
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Weapons Greataxe, Whip, Composite Longbow [+3], Cold iron dagger, 40 arrows
Armor Chain shirt, Traveler's outfit
Slotted Items -
Wands, Rods, Etc -
Bandolier Potion of Cure Light Wounds, Alchemist’s fire (x2)
Backpack Ranger's kit, Grooming kit
Belt Pouch 20 gp, 95 sp
Mount -
Other -

Background:

To be detailed in the future