Belkar Bitterleaf

mbauers's page

RPG Superstar 9 Season Dedicated Voter. Organized Play Member. 792 posts (7,663 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 31 aliases.


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I mean, we have a paladin, druid, and bard. Clerics are always welcome, but don't feel like you have to play it if something else feels better for you.


I actually want to do the bard, from a character standpoint as well as crunch standpoint. I'll stay him or her up, hopefully today/tonight (travelling to my in laws for the day). I need to get the latest version of the rules for PFS, as I imagine it has the faction traits in there.


I GMed the slave ships of Absalom in regular PFS (eben was actually one of the players). I could do that again. When I get home I'll look up all of the scenarios I already own to throw my hat into the ring to GM.


So, I don't have any names yet (I usually name characters last), but I have a few fledgling concepts so I figured I'd throw the out here to see what y'all think.

1) A Taldan nobleman who was educated in all the trappings of nobility and "civility", but who was "asked to leave" his formal training at school due to his terrible temper. I think it could be an interesting take on a barbarian. Someone who has the facade of dignity/upbringing but always has anger boiling at the surface.

2) An ex-officer in the Molthuni army, a grizzled veteran of sorts. With most of his former soldiers slain or having retired, he seeks more of the "easy life" applying his knowledge, tactics, and "motivational skills" for the PFS. Human (or maybe half-elven) bard.

3) A dwarven trophy hunter, an adrenaline junkie who wants to slay great beasts and keep them as taxidermy. Ranger or Fighter.

What do y'all think? Whichever I decide on, I'll start fleshing out the background and crunch more.


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I'm considering bard, barbarian, fighter, monk in that order. I have a few concepts I'm kicking around, but I need to think some more and check out the CRB to get some concrete ideas.


Do faction journal cards apply in Core? I need to think things through--yall have some good concepts!


I'm leaning towards Bard, Fighter, or Barbarian for what that's worth.


Ok, this is sounding doable. I'll start reading up on Core. For example, when I make a Core character (as I have none), would it be my PFS number and then Core-1 or something?

So, as far as something timed like Bonekeep goes. Maybe we could do something like that via Skype/Discord/Roll 20? That could be kinda cool.


Hey Eben! Thanks for the invite, Dien. I'm definitely tempted, but I am a bit out of the PFS loop. Is Core PFS literally just the core rulebook for everything? Classes, feats, equipment, etc?

It sounds interesting, and I'll definitely have more free time starting next weekend (I'm a teacher and next week is our last week). I don't want to slow things down once school starts back up, though. What sort of time commitment are you looking for? With running and participating in a campaign already, and all of the time I spend with Ashes (if you haven't tried it, check it out! It's a card game kind of like Magic or Destiny, but better, IMO) I'm not sure I can do it justice.


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You're level 11? Spend 200 gp and get some Sleeves of Many Garments for your hedgehog. Problem solved.


Yeah, it's still pretty powerful. Especially against a big bad that has to move and only gets one attack on you, for example. You're negating his turn without missing your turn and only using a 1st level spell. Fair trade off.


Reviving this thread to pass on a message from the Four Horsemen--ALL players in this event receive a Hardcover copy of Pathfinder Unchained. Yep, $12 buys you 5-10 hours of amazing RP fun AND a $40 Pathfinder book. Sign up while you still can!


Or you could take Profession (Cobbler) and throw shoes at people like Random Task from Austin Powers. "Honestly, who throws his shoe?"


Thanks Zinou! Yeah, I always check if it's PFS legal before I make any final decisions, but I wanted to check the rules as well.


And could I get one with a Totem Rage Power even though my skald already knows one (yes, I qualify with fame)?


I posted this in the Rules forum but only got one response, and I figured some of you experienced players and GMs here would know the answer (as it's for PFS).

I'm thinking of getting a Poet's Cloak for my PFS Skald.

Poet's Cloak:

Even after cleaning and mending, this traveler's cloak appears worn and weathered. For wearers with the bardic performance class feature, it grants the use of raging song as a 4th-level skald by spending rounds of bardic performance. For wearers with the raging song class feature, it grants the use of inspire courage and inspire competence as a 4th-level bard by spending rounds of raging song.

In addition, each poet's cloak allows its wearer to grant one specific rage power when using raging song in place of his own rage powers (if any). The specific rage power varies by cloak. It must be usable by a 4th-level skald, and can't have any prerequisites other than level.

A skald can only have one type of totem rage power, and I currently have Lesser Spirit Totem. Could I get a Poet's Cloak that grant's Lesser Celestial Totem? I figure it's allowed because it's the cloak that's granting it, I'm not learning a second one. Secondly, in PFS, if I buy a Poet's Cloak, do I get to choose the rage power that it grants?

Thanks!


So I'm thinking of getting a Poet's Cloak for my PFS Skald.

Poet's Cloak:
Even after cleaning and mending, this traveler's cloak appears worn and weathered. For wearers with the bardic performance class feature, it grants the use of raging song as a 4th-level skald by spending rounds of bardic performance. For wearers with the raging song class feature, it grants the use of inspire courage and inspire competence as a 4th-level bard by spending rounds of raging song.

In addition, each poet's cloak allows its wearer to grant one specific rage power when using raging song in place of his own rage powers (if any). The specific rage power varies by cloak. It must be usable by a 4th-level skald, and can't have any prerequisites other than level.

A skald can only have one type of totem rage power, and I currently have Lesser Spirit Totem. Could I get a Poet's Cloak that grant's Lesser Celestial Totem? Secondly, in PFS, if I buy a Poet's Cloak, do I get to choose the rage power that it grants?

Thanks!


Dot


Paradozen wrote:

Inquisitor martials are great. Skills, spells, and full attacks all rolled into one package. Add in a bunch of features that let me fine tune how much power I need, great RP options and a couple of unique abilities and it never gets old.

Oracle Martials are also fun. Combat buffs and social skills, the ability to help the whole party, and a wealth of unique class features combine into a very engaging combats.

Brawler always interests me, with the ability to master combat maneuvers in moments, debuff as I pump out damage, and serve as party scout out of fights.

Skald is cool, I can buff the party (with metal), then move into flank, cast a few buffs/debuffs, and smash away.

As long as my viable list of options are wider than "use a magic item" "move and attack" and "full attack" it stays interesting. Its why I shy away from fighters for full characters.

I agree that Inquisitors, Oracles, and Skalds are good, but they're casters, not martials.


Dotting--I will have an alias up today!


WreckTall wrote:
Recruiting is closed. Now comes the hard part. Selection.

@legoguy: Check two posts above yours :-/


Since Ulroch Longtusk and Urlok Slimetusk are pretty similar, if it helps you could call my character Jonas Longtusk. It's the human name he adopted and is using at the start of the game anyway.


A spell warrior skald's weapon song is great, and giving rage powers to your entire party is no joke.


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Hello everyone, I just wanted to talk up an event that was my most fun experience at Gen Con last year.

The Four Horsemen pathfinder game was amazing--great characters, varied and challenging encounters, a good mix of RP, Puzzles, and Combat.

The GMs were knowledgeable and tactical, but also fun. The writing was amazing.

It was a great time. I thoroughly enjoyed myself and won some great swag in the process.

There are still tickets left, so if you're looking for a fun Pathfinder game at Gencon and you have nothing scheduled Thursday at Noon (and Friday at Noon in case you qualify for the finals) I encourage you to sign up.

If you have any questions, please ask. I will answer to the best of my knowledge based on last year's event.

Event Id: RPG1687968

Link for signup


GM JC Spooks wrote:


You may want to look at the Mad Magic feat so you can retain your ability to cast while raging.

Cool, good suggestion! For now I can pick it up as needed with my Mystic Adaption (I think it's maybe supposed to be "Mystic Adaptation") Mystic Combat ability that I have.


And here's my background:

Arythea’s Background:

The kneeling general took his battered helmet off and raised his aged, scarred face to peer into the bloodmage’s eyes. Though his forces were being routed he smiled: You have no idea what you’ve done. I’ve been where you’re going. You think you’ve saved this world, but all you’ve done is damned yourself. He spit to emphasize his point, and kept his head raised high. Go on, finish it.

Arythea spun her blade before his sentence was finished, allowing Volkare’s arterial spray to land on her face and arms. She could feel the power transfer to her as the lifeblood flew from her weapon. She looked around at the chaos of battle, confident that she’d made the right decision to rid the people of the oppressive, recently-returned leader and his army of orcs and draconum. She took off at a run to join her army, and her vision went black.

When she awoke, the mageknight was in a strange, desolate land, being cared for by disciples of Reistarch, the blood goddess. What place is this, where the God Amara, he who smote the very world with the Breaking, is worshipped as a woman? If any are fit to be a Blood Goddess, it is I, she thought, as they fed her and spoke to her of their ways. Resolved, Arythea rose through the ranks of the Order of the Blooded Maiden, from both her prowess in battle and her ‘divine right’ proven by her Twilight’s Mark, seeking to gain enough power to ascend to godhood herself and, perhaps, find her way back home.


GM JC Spooks wrote:
Has anyone figured out the secret boon in the Player's Handbook yet?

Do you mean the gift? I didn't see anything else, but I may have missed it.

My character is done! I have the background ready but I need to type it up concisely, so I'll post that tonight. I just wanted to post my crunch because there are a lot of rules I'm not accustomed to, so I wanted to make sure there's no mistakes.

Stats:

Tracking
1/1 Slayer of Demons sphere usage
9/9 Spellpool
7/7 Rounds of Bloodrage

Arythea
Female Human Mageknight 6 (Demi-Gestalt Bloodrager)
Medium Humanoid (Human) Covenant: Devotion 6 , Order of the Blooded Maiden
Init +2 (+2 Dex); Senses Perception +9, Darkvision 60 ft.
DEFENSE
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 52 (10 + 6 + 6 + 6 + 6 + 6 + 6 Con + 6 FC)
Fort +7 (5 base, +1 Con, +1 resistance)
Ref +5 (2 base, + 2 Dex, +1 resistance)
Will +5 (5 base, -1 Fth, +1 resistance)
Defensive Abilities Resist Magic: +2 to all saves vs magic, spells, spell-like abilities, and sphere effects, Fast Healing 1, Resilience of Soul: can reroll failed saves by spending 1 spell point
OFFENSE
Spd 30 ft
Melee +1 Keen Bardiche +11/+6 (+6 BAB, +4 str, +1 enhancement) (1d10+7/17-20/x2)
Melee +1 Keen Bardiche /w PA +11/+4(+6 BAB, +4 str, +1 enhancement) (1d10+13/17-20/x2)
Melee +1 Keen Bardiche /w PA and bloodrage +13/+6 (+6 BAB, +6 str, +1 enhancement) (1d10+16/17-20/x2)
Melee Cold Iron Dagger +10/+5 (+6 BAB, +4 str) (1d4+4/19-20/x2)
Ranged Pyromancy Blast +8 ranged touch (+6 BAB, +2 dex) (2d8/x2)(30 ft range)(also DC 14 FS or be staggered)
Ranged Soul Arrow +8 ranged touch (+6 BAB, +2 dex) (1d4/x2)(130 ft range)
Ranged Cold Iron Dagger +8 (+6 BAB, +2 dex) (1d4+4/19-20/x2)
Offensive Abilities Penetrating Blow: spend 1 spell point for all attacks to resolve as touch attacks, Flame Weapon: attach pyromancy blast to a weapon, -1 to attacks when wearing buckler

Space 5 ft.; Reach 5 ft.
STATISTICS (warrior array)
Str 18 (+4) (15 base, +2 racial, +1 Level 4)
Dex 15 (+2)
Con 13 (+1)
Int 16 (+3) (14 base + 2 racial)
Fth 8 (-1) (10 base, -2 racial)
Cha 8 (-1)
Base Atk +6 (+6/+1 Mageknight)
CMB +10 (+6 BAB, +4 Str)
CMD 22 (10 +6 BAB, +2 Dex, +4 Str)
Feats
Power Attack [Level 1], -2 attack/+4 damage (+6 two-handed)
Furious Focus [Level 3], weapons used in two hands don’t get a penalty to attack when using Power Attack (first attack each turn)
Shield Focus [Mageknight 4], +1 AC to shield bonus
Extra Mystic Combat [Level 5], Mystic Adaption (Adaptation?)

Traits
Bruising Intellect: Intimidate is a class skill and Arythea can use Int mod instead of Cha.
Seeker: +1 trait bonus to Perception and it is a class skill
Slayer of Demons: +2 to Spellcraft checks. Once per day Arythea can use a sphere talent that she does not possess using her CL.

Skills
Acrobatics +8 (3 ranks, +3 class, +2 Dex, -1 AC) (+1 additional when jumping)
Climb +8 (1 rank, +3 class, +4 Str)
Intimidate +12 (6 ranks, +3 class, +3 Int)
Knowledge (Arcana) + 9 (3 ranks, +3 class, +3 Int)
Knowledge (Nature) + 8 (2 ranks, +3 class, +3 Int)
Knowledge (Nobility) +12 (6 ranks, +3 class, +3 Int)
Knowledge (Planes) + 9 (3 ranks, +3 class, +3 Int)
Knowledge (Religion) + 8 (2 ranks, +3 class, +3 Int)
Lore (Order of the Blooded Maiden) +12 (6 ranks, +3 class, +3 Int)
Perception +9 (6 ranks, +3 class, -1 Fth, +1 trait)
Spellcraft +10 (2 ranks, +3 class, + 3 Int, +2 trait)
Survival +3 (1 rank, +3 class, -1 Fth)
Swim +7 (1 rank, +3 class, +4 Str, -1 AC)
Total Points: 42 ([2 Mageknight + 3 Int + 2 Background] x6 level)
AC penalty is -1 (0 for climbing and jumping)
Languages Common, Draconic, Ignan, Sylvan(1 base, +3 Int)

Equipment
Traveler's Outfit, 1 gp, 5 lbs.
Cloak of Resistance +1, 1,000 gp, 1 lb.
+1 Mithral Agile Breastplate, 5,400 gp, 12.5 lbs.
+1 Keen Bardiche, 8,313 gp, 14 lbs.
+1 Buckler, 1,155 gp, 5 lbs.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Twilight Lantern (Pyromancy Catalyst), 60 gp, 3 lbs.
Fitful Clock (Sorcery Catalyst)
MW Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, -- lbs.
4 days trail rations, 2 gp, 4 lbs.
2 Tindertwigs, 2 gp
50 ft of hemp rope, 1 gp, 10 lbs
Belt pouch, 1 gp, 0.5 lbs.

6 gp in belt pouch
Weight Carried: 56 lbs. (116 lbs or less is light, 117-233 is medium, 234-350 is heavy)

SPECIAL ABILITIES
Darkvision 60 ft (2 RP)
Fast Healing 1 Heal 1 HP per round (6 RP)
Proficiencies Arythea is proficient in all martial and simple weapons, light armor, medium armor, and shields (except tower shields)
Casting Arythea is considered a low-caster, using her Int modifier as her casting stat.
Spell Pool 9 Arythea has a spell pool of level + Int mod that replenishes each day.
Magic Talents Arythea gains a magic talent at Level 1, 2, and every two levels thereafter.
Resist Magic (Ex) +2 Arythea gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects at level 1. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.
Mystic Combat (Su) At 2nd level and every 4 levels thereafter, Arythea gains a Mystic Combat.
Stalwart (Ex) When Arythea makes a successful Fortitude or Will Save that has a reduced effect on a successful save, she avoids the effect entirely (unless she is helpless).
Combat Feats Arythea gains a combat feat at 4th level and every four levels thereafter.
Fitful clock Arythea can cast Deathwatch at will from her fitful clock.
Arcane Bloodline (Bloodrager) Arythea will gain her bloodline abilities starting at Level 7
Bloodrage (7 rounds per day) Arythea can bloodrage (+4 morale to Str, Con, +2 WS, -2 AC) for a number of rounds equal to her Character Level + Con Modifier

Magic Talents
Sorcery
Soul Arrow: Medium Range, 1d4 points of damage per two levels, can spend 1 spell point to add +20 circumstance to attack roll.
Cast Light: Standard action, can increase light level through concentration and by spending spell points.
Hush: Standard action, spend a spell point to negate all sound a target makes for one minute per caster level

Pyromancy
Pyromancy Blast (2d8): Close ranged touch attack deals 1d8 + 1d8/2 levels (or 1d8/level if spend a spell point). When using Pyromancy Blast, Arythea can apply 1 blast type and 1 blast shape talent.
Black Flame (Blast Type) DC 14: Targets who take damage from Arythea’s blast must make a Fortitude save (DC 10 + ½ CL + Int mod) or be staggered for 1 round.
Flame Weapon (Blast Shape): When making a pyromancy blast, Arythea may attach the blast to a touched weapon. If she is wielding this weapon, she may immediately make an attack roll as a free action. The first target struck by the affected weapon is also struck by the pyromancy blast. If no target is struck within 1 round, the pyromancy blast dissipates harmlessly. She may spend 1 spell point to increase the touched weapons reach by 5 ft. Unlike normal reach weapons, the flame weapon can also attack nearby creatures.

Mystic Combat
Mystic Adaption: Arythea may spend a spell point as a swift action to gain the benefits of one combat feat of her choice for a number of rounds equal to her Int modifier. She must meet all of this feat’s prerequisites. At 7th level, she may gain the benefits of two combat feats when she uses this ability. At 14th level, she gains the benefits of three combat feats of her choice. Multiple uses of this ability do not stack, only the most recent use applies. If a combat feat has a limited number of daily uses (such as Stunning Fist), any uses of that combat feat while using this ability counts towards that feat’s daily limit.

Penetrating Blow: Arythea may spend a spell point as a swift action to cause all of her attacks to be resolved as touch attacks until the end of her turn.

Resilience of Soul: As an immediate action, Arythea may spend a spell point to reroll a saving throw she just failed. She must take the second result, even if it is worse.

Advancement
Level 7: Unhindering Shield?

Gear Priorities


Ok, another question related to sphere powers. If I use the soul arrow or pyromancy blast abilities, are those affected by arcane miss chance from armor or shields? I am a mageknight who is proficient in both. I saw a reference to a drawback about casting in armor, but I don't have those. So can I use those abilities freely, even when wielding a shield/wearing armor?


GM JC Spooks wrote:
mbauers wrote:

Ok, so I've read the Player's Handbook and am reading up on Spheres of Power and the other houserules. This looks really cool--I've never played Dark Souls before, but I've heard good things.

My favorite game is MageKnight, and I saw that is one of the classes, so I'm going to base my character on one of the characters from that game. Right now I'm leaning towards the Mage Knight class with Bloodrager Demi-Gestalt.

One question I couldn't find the answer to--in the Spheres section of the PHB, each sphere has things listed under "Sphere Specialization", but I can't find what that means. How does that work?

A Sphere Specialization is a class feature, like a Sorcerer's Bloodline. To my knowledge only the Wizard and Incanter classes have access to it.

Ok, that makes sense. Thanks!

Another question: the Arcane Bloodline (Bloodrager) applies spell effects to you when you enter a bloodrage.

Would that work as normal for this game, or is that bloodline banned?


Ok, so I've read the Player's Handbook and am reading up on Spheres of Power and the other houserules. This looks really cool--I've never played Dark Souls before, but I've heard good things.

My favorite game is MageKnight, and I saw that is one of the classes, so I'm going to base my character on one of the characters from that game. Right now I'm leaning towards the Mage Knight class with Bloodrager Demi-Gestalt.

One question I couldn't find the answer to--in the Spheres section of the PHB, each sphere has things listed under "Sphere Specialization", but I can't find what that means. How does that work?


GM JC Spooks wrote:
'Bout five days left for submissions, give or take.

That's good to hear--I just saw this thread and the game looks cool, but I'll need some time to make a good character. I'll get started tomorrow!


What I'd like to see is all of the Avengers die or at least vanish and apparently die in the final battle against Thanos. All except Hawkeye, that is, because what the hell is he gonna do, put on a spacesuit and shoot frickin' arrows at Thanos?

The massive threat of Thanos is removed, but now also are Earth's Mightiest Heroes! Who will protect everyone?

The Thunderbolts, of course!

In the comics, the Avengers seemingly died against I think it was Onslaught, so Zemo took a group of second-rate villains and made them pretend to be heroes to gain the public trust and, ultimately, the SHIELD access codes to take over the world.

In his moment of (near) glory, his team decides they like to be heroes and thwart him. Guess who takes over leadership of the Thunderbolts (for a time) after evil Zemo is thwarted? Hawkeye! I woudn't mind having a more grizzled Jeremy Renner lead the team in Thunderbolts 2 and then die heroically. Then Zemo can come back for Thunderbolts 3 and get the moonstones.

I mean, you already have an awesome Zemo (I thought he was great in Civil War) and one who is certainly more likely to redeem himself and become a hero than the one that was in the comics.

This allows a fresh crop of movies and characters and keeps things interesting. I also think it would be cool if, in the current phase of movies, there were just little vignettes of the (future) Thunderbolts getting defeated by the mainstream heroes. Spiderman is web-slinging and gets a call from Tony to go mount up against Thanos.

"Hold on Mr. Stark, one sec." He knocks out Beetle in one punch, webs him up for the cops to get him, and swings off.

I just think this would be awesome. It also gives the actors a break to do other things and, if 8 years later or whatever they decide they want the MCU money again well, poof, Zemo uses the moonstones to bring the heroes back for one last hurrah.


Thanks for your questions! Here are the answers:

Answers to GM Questions:

Jonas’ mother was a half-orc who was at first considered unremarkable but whose station in the tribe rose, over time, as a result of her unmatched storytelling skills. She had an outstanding memory and a way with words, and it was she who first instructed Jonas and set him on his path for acquiring knowledge of all kinds. When she died in a raid from a rival tribe, while shielding young Jonas from harm, Chief Galroch blamed his son and never quite got over it.

Kilgore, now Chief Kilgore, isn’t Jonas’ brother. Jonas was Chief Galroch's own flesh and blood, but he didn't even consider passing leadership of the tribe over to Jonas. Galroch was open to moving his tribe in new directions to change with the times, but when he looked at his son, he saw only weakness. Kilgore was strong and unerringly loyal to Chief Galroch, and the latter knew he could trust Kilgore to follow his vision for the Longtusks. When Ulroch (Jonas) defeated Kilgore, it showed that he was stronger than the others knew, and that he was willing to do what it takes to lead the tribe. Kilgore thought he could better serve the tribe alive and keeping Ulroch safe rather than dying for his pride. He swore a sacred oath to accept Ulroch as the rightful chief, and the Longtusks (especially those who revere honor and tradition, like Kilgore) do not break their vows lightly. If Jonas were to ever lead the tribe into dishonor or ruin, only then would Kilgore think of betraying his oath. Furthermore, Kilgore has seen in recent years that the tribe has achieved never-before-seen heights of prosperity with Jonas leading from the shadows. Side note: Jonas is chaotic, but I see the alignment of the tribe as a whole being LN.

Creation Myth: Centuries ago, the Father, after slaying a great venomous scorpion ten times the size of a man, knelt in a stream to bathe his wounds. His blood mixed with the grey, clay-like mud on the riverbank. He knew the beast’s venom would surely kill him, and he greatly feared death. Not because he was a coward or was afraid to face the challenges of the Great Beyond, but because he would leave behind no trace of his time in the world. So he sculpted a woman out of the grey-red clay, and his very desire to leave behind a legacy infused her with life. She awoke and stayed with him by the river, cleaning his wounds and fetching him water and food (uncooked meat from the drying corpse of the scorpion) and he, miraculously, recovered. Together they built a simple, unadorned hut out of the clay and lived there for many years, raising their children in the beliefs that would one day form the basis of the Longtusk tribe.

Society: Originally the Longtusks were more sedentary, living in small agrarian communities in their adobe houses. They valued storytelling and familial bonds above all else and only resorted to violence when absolutely necessary, such as defending themselves from predatory beasts. It wasn’t long before other orc tribes and, worse, militarized human societies burned the Longtusk communities to the ground and enslaved the captives. The survivors fled and, over time, evolved into a more nomadic society. They lived in tents made from dried out animal skins, honed their hunting skills, and began valuing physical prowess over other attributes. Their oral tradition remained, but the stories about deeds of mighty hunters and warriors began being valued over the more philosophical discussions of the past.

In recent times, Chief Galroch formed a potent military and was able to start colonizing areas more consistently. Chief Kilgore (under the orders and advice of Jonas Longtusk) has put down roots trying to revive the Longtusk customs of old. They are establishing more permanent settlements, returning to their agricultural background, but this time also forging weapons and expanding their military to vigorously defend any hostile encroachment of their territory. Simultaneously, Jonas is reaching out to other orc tribes and even human settlements, attempting to bury the old grudges and forge new alliances and trade relationships.

Children/Family:
Life has long been hard for the Longtusk tribe, and that fact is reflected in their gender roles and child rearing. That is to say, a person’s worth is judged by their value to the tribe, not by their age or gender. Children learn early on how to contribute to chores, whether it’s planting crops, bringing in the harvest, or simply fetching water. Both women and men are called upon in times of war for defense of the tribe, and helping one another is second nature. If one family’s crop fails, it is seen as a burden of the tribe, not the individual, and other families provide food to compensate.

During their times wandering, it was a detriment to have to carry several personal possessions when breaking down camp and moving to a new location. For several generations, the Longtusks have not had many “things”, only the tools and weapons necessary for survival. They value stories above all and those with the skill to spin them, for those will last long after physical artifacts crumble to dust.

With the permanent settling in recent years, the Longtusks have finally begun collecting things “of their own”. Weapons and tools of necessity are still valued, but now they can return to their artistic pasts, and pottery (for both function, but also artistic expression) has returned as a prized pastime.

The Longtusks desire to grow and thrive, and they understand that requires peaceful interaction with other groups of people. Visitors are treated as honored guests and served from the Chief himself, given places of high honor at feasts and, if they desire, asked to speak first to tell their tales. But the Longtusks have been burned by outsiders in the past and show no mercy to any who forsake their generous hospitality or attack their lands unprovoked.

Ceremonies/Tradition:
The Longtusks are not a tribe who celebrates frivolously. They enjoy stories with humor, or fear, in them, particularly at night around the fire. But their tales often hold moral advice to remind the listeners of the values of the tribe.

They do, however, at harvest time take a couple days to feast, rest, have competitions of skill and knowledge, and give praise for the bounty that they have.

One tradition that exists, though hasn’t been invoked in decades is the Trial of the Father. Any tribe member who is displeased with the Chief’s leadership can invoke the trial. The Chief must find a scorpion, capture it alive, and allow it to sting him in front of the tribe. If he survives the venom, he is deemed worthy to rule, and the challenger is burned at the stake. If he dies, the trial was considered just.


Ok, here's my submission, Jonas Longtusk, secretive leader of the Longtusk tribe. I will of course make a profile. GM, I'm interested to see what you think about my submission and if I need to clarify anything. Thanks!

Background: Ulroch’s ascension:

Ulroch was a frequent disappointment to his father, Galroch, the strong, bold chieftain of the Longtusk Tribe. Called “Runt” for most of his childhood, Ulroch accepted his position in the tribe, though he didn’t understand it. He was strong enough to hold his own in battle, but in his father’s eyes he was nothing but a weak half-human.

Since brute strength would not help him, Ulroch learned at a young age that, in his hands, guile and deception were his most powerful weapons. He pitted his rivals against each other, skillfully manipulating conflicts as his father grew older and weaker with age. When the time came for Galroch to name his successor, he summoned his favorite, Kilgore, to his tent. Ulroch lie in wait and sprung, catching the would-be suitor off guard and setting the point of the spear on his throat. Ulroch only spared the orc’s life when Kilgore swore on the souls of his ancestors, and by his blood oath to Chief Galroch, that he accepted defeat.

Ulroch helped the man up and told him that he is chief in name only—Ulroch is the true power behind the Longtusk tribe. Following his stealthy ascension, and his father’s death, Ulroch adopted a human name, Jonas, to further alienate himself from his orcish brethren. He was given a role in an advisory capacity to the new chief (a puzzling decision in the eyes of many of the tribe members), and he didn’t want his true value to the tribe to be seen by outsiders. Only “Chief” Kilgore and a select few know that Jonas is the actual leader of the Longtusks.

Longtusk tribe:

Honor, Loyalty, Tradition—these are the tenets by which the Longtusk Tribe has prospered for generations.

Fierce in battle and not above deceitful tactics, the Longtusk accept a genuine surrender, content to show their superiority to a worthy opponent.

In years long past the tribe had been isolationist, particularly towards humans and other non-orc races, believing their influence to “weaken the blood” and “poison the mind”. As he aged, Chief Galroch branched out his interactions to other orc tribes as well as human settlements, attempting to negotiate mutually beneficial trade. This is something that Jonas intends to expand upon.

Long nomadic, the Longtusk have recently begun putting down roots, attempting to establish agriculture and forging their own tools and weapons. They are proud of their history and hold in high regard those with the skill to pass on stories of the tribe’s past deeds.

Army:

Tactics: Dirty Fighters (from Boon), Standard, Withdraw
Leader: Jonas Longtusk (most mistakenly assume Chief Kilgore is the leader)
Str mod: +3 (increases with mutagen, spells)
Profession (Soldier): 6 ranks
Leadership: 9 (increases with mutagen, spells)
Boons: Bonus Tactic (Dirty Fighters), Hit and Run

Crunch:

Jonas Longtusk
Male Half-Orc Investigator (Mastermind) 6
CN Medium Humanoid (Human, Orc)
Init +2 (+2 Dex); Senses Darkvision, Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (8 + 4 + 5 + 4 + 5 + 4 + 12 Con)
Fort +5 (2 base, +2 Con, +1 resistance)
Ref +8 (5 base, + 2 Dex, +1 resistance)
Will +6 (5 base, +0 Wis, +1 resistance)
Defensive Abilities Poison Resistance +4, Mastermind Defense
OFFENSE
Melee Longspear +1 +9 (+4 BAB, +3 str, +1 feat, +1 enhancement) (1d8+4/x2)(brace, reach)
Melee Cold Iron Dagger +7 (+4 BAB, +3 str) (1d4+3/19-20/x2)
Ranged Chakram +6 (+4 BAB, +2 dex) (1d8+3/x2)(30 ft range)
Offensive Abilities Studied Combat (+3), Studied Strike +2d6
Spd 30 ft
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 20 (+5) (starting 15 +2 racial +1 Level 4 adjustment +2 headband)
Wis 10 (0)
Cha 8 (-1)
Base Atk +4 (+4 Investigator)
CMB +7 (+5 BAB, +3 Str)
CMD 19 (10 +4 BAB, +2 Dex, +3 Str)
Feats
Power Attack [Level 1], -2 attack/+4 damage (+6 with two-handed weapons)
Weapon Focus (Longspear) [Level 3], +1 to attack
Extra Investigator Talent (Underworld Inspiration) [Level 5]

Traits
Bruising Intellect: Intimidate is always a class skill for Jonas, and he may use his Intelligence modifier when making Intimidate checks instead of his Charisma modifier.
Meticulous: Jonas takes a -2 penalty on skill checks for which he is untrained.
Pragmatic Activator: Jonas may use his Int modifier instead of Cha when making UMD checks.
Student of Philosophy: Jonas can use his Intelligence modifier in place of his Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.

Skills
Bluff* +16 (6 ranks, +3 class, +5 Int, +2 racial)(+2 additional vs humanoids, +2 additional to feign ignorance, -6 when feinting in combat)
Craft (Alchemy) +17 (3 ranks, +3 class, +5 Int, +6 competence) (-6 if skill is not used to craft items)
Diplomacy* +16 (6 ranks, +3 class, +5 Int, +2 racial)(+2 additional vs humanoids, -6 when gathering info)
Disable Device* +12 (5 ranks, +3 class, +2 Dex, +2 circumstance)
Disguise* +8 (6 ranks, +3 class, -1 Cha)(+10 additional using Hat of Disguise)
Intimidate* +14 (6 ranks, +3 class, +5 Int)
Knowledge (Arcana)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Dungeoneering)* +9 (1 rank, +3 class, +5 Int)
Knowledge (History)* +9 (1 rank, +3 class, +5 Int)
Knowledge (Local)* +14 (6 ranks, +3 class, +5 Int)(from the headband)
Knowledge (Nature)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Planes)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Religion)* +9 (1 rank, +3 class, +5 Int)
Perception +9 (6 ranks, +3 class, +0 Wis) (+10 additional with Elixir of Vision)
Sense Motive +10 (5 ranks, +3 class, +0 Wis, +2 racial)(+2 additional vs humanoids, +2 additional to intercept secret messages)
Spellcraft +10 (2 ranks, +3 Class, +5 Int)
Stealth +8 (3 ranks, +3 class, +2 Dex)(+10 additional with Elixir of Hiding)
Use Magic Device +14 (6 ranks, +3 class, +5 Int)
Profession (Soldier) +9 (6 ranks, +3 class, +0 Wis)
Knowledge (Geography)* +11 (3 ranks, +3 class, +5 Int)
Sleight of Hand* +8 (3 ranks, +3 class, +2 Dex)
Total Points: 84 ([6 Investigator + 2 Background + 5 Int] x6 levels + 6 Favored Class)
*= can add inspiration die without spending a usage of inspiration
-2 on all untrained skills
AC penalty is 0
Languages Common, Orc, Abyssal, Draconic, Giant, Goblin (2 base, +4 Int)

Equipment
Soldier’s Uniform, 1 gp, 5 lbs.
+1 Mithral Kikko Armor, 5250 gp, 12.5 lbs.
+1 Longspear, 2,305 gp, 9 lbs.
Javelin x2, 2 gp, 4 lbs.
Hat of Disguise, 1800 gp
Cloak of Resistance +1, 1000 gp, 1 lb.
Headband of Vast Intelligence +2, 4000 gp, 1 lb.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
MW Thieve’s Tools, 100 gp, 2 lbs
Smelling Salts, 25 gp, 0 lbs.
Potion of Heroism (CL5), 750 gp, 1 lb.
Elixir of Hiding, 250 gp
Elixir of Vision, 250 gp
Scroll of Faerie Fire x2, 50 gp
Alchemy Crafting Kit, 25 gp, 5 lbs.
Formula Book, 15 gp, 3 lbs.
Antiplague, 50 gp
Belt pouch, 1 gp, 0.5 lbs.
(35 gp spent to add another spell to formula book)
24 gp in belt pouch
Weight Carried: 55 lbs. (76 lbs or less is light, 77-153 is medium, 154-230 is heavy)

Extracts Known:
1st—Comprehend Languages, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Heightened Awareness, Monkey Fish, Shield, True Strike

2nd—Alchemical Allocation, Barkskin, Focused Scrutiny

Extracts Prepared:
1st (6x/day)—Enlarge Person, Heightened Awareness, Monkey Fish, Shield, ____, _____

2nd (4x/day)—Alchemical Allocation, Alchemical Allocation, Barkskin, ____

SPECIAL ABILITIES
Darkvision Jonas can see in the dark up to 60 ft away
Orc Blood Counts as both an orc and a human
Overlooked Mastermind +2 racial bonus on Bluff, Diplomacy, and Sense Motive (+4 against humanoids). +2 additional racial bonus (stacking with above) on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages (replaces Intimidating, Orc Ferocity, and Weapon Familiarity).
Proficiencies Jonas is proficient in all simple weapons, hand crossbow, rapier, sap, shortbow, short sword, sword cane, and light armor (but not shields).
Alchemy (Su) Jonas gains a competence bonus equal to his class level on Craft (Alchemy) to craft alchemical items. He can identify potions as if by Detect Magic by using Craft (Alchemy). He can create extracts from his Formula Book.
Inspiration (Ex)(8) Jonas has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Diplomacy and Intimidate (changed from Mastermind archetype) and Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (from Underworld Inspiration) skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
A Quiet Word (Ex) (3x/day) At 1st level, once per day Jonas can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (Jonas’ choice when preparing the ally) within the next 24-hour period at Jonas’ behest. This skill check uses his skill ranks instead of the ally's. The affected ally still uses its own ability bonus for the check. Furthermore, when Jonas uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.
At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally's Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.
This ability replaces trapfinding and trap sense.
Poison Lore (Ex) At 2nd level, Jonas cannot accidentally poison himself when applying poison to a weapon. If he spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. Jonas has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance +4 (Ex) At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Mastermind Defense (Ex) Jonas can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If he has the combat inspiration talent, he can expend one use of inspiration instead of two. This ability replaces swift alchemy.
Keen Recollection (Ex) Jonas can attempt all Knowledge checks untrained.
Studied Combat (Ex)(+3) Jonas can use a swift action (quick study talent) to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
Jonas can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the swift action to use this ability.
Studied Strike (Ex) (2d6) At 4th level, Jonas can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If Jonas’ attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike benonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
Jonas must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use studied strike against a creature with concealment.
Investigator Talents Jonas gains investigator talents at 3rd level and every 2 levels thereafter.
Alchemist Discovery (Ex) (Mutagen) Jonas can drink his mutagen to gain a +2 natural armor bonus and +4 alchemical bonus to a physical ability score (with a -2 penalty to the associated mental score) for 60 minutes. It takes one hour to brew.
Quick Study (Ex) Jonas can use studied combat as a swift action instead of a move action.
Underworld Inspiration (Ex) Jonas can use his inspiration on Bluff, Disable Device, Disguise,Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Advancement
Level 7: Leadership (Yojimbo bodyguard?)
Level 9: Cornugon Smash

Gear Priorities
1,050 potion of Glibness
Inspired property on spear


WreckTall wrote:
mbauers wrote:

My investigator is coming along nicely. GM, how do you feel about pregame crafting? Nothing huge, just some alchemical stuff and maybe some poisons.

No Pregame crafting. If you have the time and money, post game craft to your hearts content.

Thanks! One last crunch question: when you say half HP per level, do you mean rounded down, up, or alternating?

For example, average on a d8 is 4.5. If I choose average, do I get 4 every time, 5 every time, or alternating 4,5,4,5, etc?


My investigator is coming along nicely. GM, how do you feel about pregame crafting? Nothing huge, just some alchemical stuff and maybe some poisons.


My idea is a half-orc mastermind archetype investigator who is the actual leader of a tribe, but no one knows it. He's the puppetmaster and the "chief" is actually his lackey and does everything he says (and therefore takes all of the heat for assassination plots, for example).

I have some good fluff and crunch ideas, so I'll get started.


WreckTall wrote:
mbauers wrote:
Cool idea! GM Wrecktall, how do you feel about 3rd party content? I have an interesting character that uses the Engineer class from the Four Horsemen. I can PM you the details if you'd consider 3rd party content. Thanks!
No 3p, just Paizo

That's cool, I have a couple ideas floating around. When do you want submissions by?

Also, do we get any starting BP to buy resources for our army?


Cool idea! GM Wrecktall, how do you feel about 3rd party content? I have an interesting character that uses the Engineer class from the Four Horsemen. I can PM you the details if you'd consider 3rd party content. Thanks!


Spoiler:

Yeah, that was dumb that he saved his mom, when in the past he specifically prevented himself from doing so. He said he'd already made peace with his mom's death. If he was going to do that, why not go back and save his dad? I mean, I know we already have the same actor portraying Jay, but in terms of the story it makes way more sense for him to save the dad.

Barry's plan was ok, I guess, and the team's plan kind of worked, but it was ridiculous. "We'll boot him and send him back to Earth 2 for good." Uh, in the past he just cut the boot off with his hand and he can make his own breaches, so I don't really understand why they think their plan would work. Even if they succeed (and he doesn't capture Joe--man I'm sick of Zoom constantly kidnapping them), can't he just instantly make another breach and come right back?


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RainyDayNinja wrote:

Rip: "We need to go to three different time periods to kill Vandal Savage simultaneously."

Stein: "OK, which one should we do first?"

Rip: "First? No, we need to split up into three teams and do it simultaneously."

Stein: "I don't think you understand what 'simultaneously' means. Even our entire team has never beaten Savage before. Besides, we have a time machine, remember?"

Rip: "I SAID WE'RE SPLITTING UP, OK?!"

Sarah: "Fine, let me get my sniper rifle, and I'll set up-"

Rip: "No sniper rifle. We kill him in hand-to-hand combat!"

Ray: "But Firestorm and I can fly and shoot energy beams."

Rip: "I SAID HAND-TO-HAND COMBAT, OK?!"

I loved how Ray was boxing one of those crappy Hawk-girl wannabes while Mick beat Savage in a street fight. It's like Ray forgets he has powers. And Savage in 1944 literally used knives to deflect automatic weapons fire and slaughter a platoon of Nazis by himself, but 14 years later he can't beat (weaponless) Mick in a one-on-one brawl? They could've at least had Ray say: "Gee, that Chronos training really paid off" or something like that.

Carter and Kendra are such worthless fighters. She gets sniped when they're flying away and then Rip's just like: "Don't worry, we'll just rescue her later," She's more useless than Princess Peach.

And really, the whole season we're told that only Kendra can kill Savage, and then it ends up not mattering at all?

Finally--yeah, Savage can go back and talk to himself (without causing too much damage to the timestream, apparently) but there's still only one of him. If they kill him in 1958, he doesn't survive to 2021 to go back and find himself. So why do they need to kill him three times?


How about have the guy who's made of nuclear energy stick HIS hand in there? Martin Stein was already able to contain nuclear energy (that Russian thingamabob) by himself when he wasn't even merged!


I'm not too familiar with the Occult classes, but I was just browsing them looking for inspiration and stumbled upon the Occultist.

I think it would work really well in this setting as someone who is a collector of items of historical significance--someone who wants to preserve knowledge and travel to exotic locales. Anyway, that's the basic outline of what I'm working on now.


This looks awesome! Count me as very interested--going to think through a few concepts.


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episode:

Sure, the time masters manipulating time explains a lot of the incompetent things the team did throughout the season. In the end battle during this episode, the team was actually successfully killing their opponents instead of shooting over their heads, so that was good.

I liked that they achieved success, though I think it would've been cooler if Snart froze his hand, cut it off, and wedged it in there, then ran out with the others. "What? You didn't think I was gonna stay behind, did you? Our ship can regrow my hand!"

Believe it or not, the worst bit of writing that was handwaved had nothing to do with time travel, the Oculus, etc. It was something that happened off camera--please show me how 110 lb Sara carried 250 lb unconscious Mick to the time ship. I know she's tough and a good fighter, but as Marcus from Bad Santa said: "Special treatment? It's a matter of f!++ing physics! So unless you got a forklift handy, maybe you can lend a hand!"


Dalla is done--I will be creating a profile for her tonight, but I thought I'd post her background/ RP sample in case someone wanted to read it.

RP example:

The man was cruel—that much was plain. He had a pig-eyed look to him, which matched his protruding tusk-like lower teeth just the same. He grabbed the serving girl’s wrist roughly and whispered something dirty in her ear, then laughed at his own joke as only he could.

Wonderful the Ulfen woman said to herself, taking one last sip of beer. I was getting bored. Before she could stand, a middle-aged, bespectacled man approached the offensive half-orc and confronted him.

The fighter couldn’t hear the exchange, but it was clear to her that the older gentleman was in for trouble when the drunken brute pushed himself back from the table.

The Ulfen woman leapt the table in her path and caught the half-orc’s haymaker on her wrist, driving a knee into his groin and crashing the crown of her head into his nose. The lout flipped over backwards ungracefully, knocking the table and his drinks to the floor as he fell unconscious.

The scholar tripped, backing away in fear and then surprise, as the Ulfen offered her hand to help him up.

You are a soft man—your hands are soft, your belly is soft, even your pretty face is soft. My aunt Reyna grows a more impressive beard than you. I think a good beating might serve you. But, she said, emphasizing the last word. You have a strong heart, and that, my friend, cannot be learned. Let me buy you a drink. The name’s Dalla…

Appearance:

22 years old, 5’6”, 130 lbs., Blue Eyes, Blonde Hair

Dalla walks quickly and with purpose, looking people in the eye squarely when she speaks to them. She has no time to mince words and despises sweet-talking. Though her blunt comments can sometimes be off-putting, she only approaches conversations that way out of respect for people. In her mind, flowery language and dancing around issues is insulting to other’s intelligence.

She favors functional, tight-fitting garments—not for aesthetic, but for ease of movement in combat (including her closely-shorn hair). Her bare arms and neck display ornate tattoos in the Varisian style, but can’t hide her Ulfen heritage.

An often-broken nose and several bruises and cuts are ever-present on her face, but the matching wounds on her knuckles show she dishes out more punishment than she receives.

Background/Personality:

Born Dalla Hrólfsdottir, the young girl was not content to follow the path of toil and anonymity that her father set before her in the Land of the Linnorm Kings. She longed to travel the world and make a name for herself, eventually making her way to Riddleport and the fighting pits there. Her martial prowess grew—she had a great eye for technique, borrowing from the styles of various fighters from distant lands.

She knew she could take care of herself and did so for a time, but Dalla ultimately realized that, though she could survive on her own, she didn’t want to. The young woman missed the bonds of friendship and family that she had left behind, and sought to forge new ones in Varisia. A group of wandering Sczarni took her in and accepted her as one of their own, putting her muscle to good use. She learned their language and their ways, and showed loyalty as though they were of her blood.

On the outskirts of Sandpoint a routine job went wrong, and Dalla took the heat to spare her family the trouble. She fled to the Feedbag and sought aid from Jubrayl Vhiski, a distant relative, offering to work for him in exchange for a place to stay.

This is just the bare bones of her background to give you an idea, but obviously I’m willing to tweak things to mesh with the party.

And here's the statblock:

Statblock:

Tracking
Martial Flexibility: 6/6
Knockout: 1/1

Dalla Stolojan
Female Human (Ulfen) Brawler (Shield Champion) 6
CN Medium Humanoid (Human)
Init +2 (+2 Dex); Senses Perception +10
DEFENSE
AC 22, touch 14, flat-footed 18 (+5 armor, +3 shield, +2 Dex, +2 Dodge)
hp 72 (10 + 10 + 10 + 10 + 10 + 10 + 12 Con)
Fort +8 (5 base, +2 Con, +1 resistance)
Ref +8 (5 base, + 2 Dex, +1 resistance)
Will +4 (2 base, +1 Wis, +1 resistance)
Defensive Abilities Mobility: +4 additional dodge bonus to AC; Juke: +4 additional dodge bonus to AC vs charging foes
OFFENSE
Spd 30 ft
Melee +1 Heavy Shield +11/+6 (+6 BAB, +4 str, +1 enhancement) (1d6+4/x2)
Melee Unarmed Strike +10/+5 (+6 BAB, +4 str) (1d8+4/x2)
Melee Longspear +11/+6 (+6 BAB, +4 str, +1 MW) (1d8+6/x3) (reach)
Ranged +1 Heavy Shield +9 (+6 BAB, +2 dex, +1 enhancement) (1d6+4/x2)
Ranged Dagger +8 (+6 BAB, +2 dex) (1d4+4/19-20/x2)

Space 5 ft.; Reach 5 ft.
STATISTICS
Str 18 (+4) (15 base, +2 racial, +1 Level 4)
Dex 14 (+2)
Con 14 (+2)
Int 12 (+1)
Wis 13 (+1)
Cha 8 (-1)
Base Atk +6 (+6/+1 Brawler)
CMB +10 (+6 BAB, +4 Str) (+1 competence on grapple checks and to break a grapple)
CMD 23 (10 +6 BAB, +2 Dex, +4 Str, +1 Dodge) (+6 to CMD vs Trip and Grapple, Favored Class x6)
Feats
Power Attack [Level 1], -2 attack/+4 damage (+6 two-handed)
Dirty Fighting [Human], when attempting a combat maneuver against a flanked foe, forgo +2 bonus to not provoke an AoO (or gain +4 if Dalla doesn’t provoke on the maneuver from another feat or ability). This counts as Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for meeting feat prerequisites.
Improved Unarmed Strike [Bonus], 1d8 damage, lethal or nonlethal
Dodge [Bonus 2], +1 Dodge bonus to AC
Mobility [Level 3], +4 additional dodge bonus to AC vs AoO provoked from movement
Sidestep [Level 5], Whenever an opponent misses Dalla with a melee attack, she may move 5 feet as an immediate action so long as she remains within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If she takes this step, she cannot take a 5-foot step during her next turn. If she takes an action to move during her next turn, she subtracts 5 feet from her total movement.
Juke [Bonus 5], When an opponent charges Dalla, she gains a +4 dodge bonus to your AC. If the charger's attack roll misses her and his movement ends while he is adjacent to her, she can switch places with the opponent as an immediate action, and he is considered to be flanked by Dalla until the end of her next turn. She can't use the benefits of Juke if she readies an action to set a weapon with the brace special quality against a charging foe.

Traits
Criminal: +1 trait bonus on Disable Device checks and Disable Device is always a class skill.
Armor Expert: -1 AC penalty, minimum 1
Family Ties: You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.

Skills
Acrobatics +8 (3 ranks, +3 class, +2 Dex)
Climb +10 (3 ranks, +3 class, +4 Str)
Disable Device +14 (6 ranks, +3 class, +2 Dex, + 1 trait, +2 circumstance)
Knowledge (Dungeoneering) +7 (3 ranks, +3 class, +1 Int)
Knowledge (Local) +11 (6 ranks, +3 class, +1 Int, +1 trait)
Perception +10 (6 ranks, +3 class, +1 Wis)
Sense Motive +10 (6 ranks, +3 class, +1 Wis)
Swim +10 (3 ranks, +3 class, +4 Str)
Total Points: 36 ([4 Brawler + 1 Int + 1 Human] x6 level)
AC penalty is 0
Languages Common, Ulfen, Varisian, Giant (2 base, +1 trait, +1 Int)

Equipment
Traveler's Outfit, 1 gp, 5 lbs.
Quick Runner’s Shirt, 1,000 gp
Cloak of Resistance +1, 1,000 gp, 1 lb.
+1 Chain Shirt, 1,250 gp, 25 lbs.
Armbands of the Brawler, 500 gp, 1 lb.
Darkwood Heavy Throwing Shield +1 with +1 weapon enhancement 3,307 gp, 7.5 lbs.
Silver Morningstar, 98 gp, 6 lbs.
MW Longspear, 305 gp, 9 lbs.
2 javelins, 2 gp, 4 lbs
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
MW Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
MW Thieves’ Tools, 100 gp, 2 lbs.
Smelling Salts, 25 gp, 0 lbs.
Flask of alchemist’s fire, 25 gp, 1 lb.
Flask of alchemist’s fire, 25 gp, 1 lb.
Vial of holy water, 25 gp, 1 lb.
Alchemical Grease, 5 gp, 1 lb.
Vermin Repellant x2, 10 gp
Antiplague, 50 gp
Antitoxin, 50 gp
Potion of CLW, 50 gp, 1 lb.
50 ft of hemp rope, 1 gp, 10 lbs
Belt pouch, 1 gp, 0.5 lbs.

103 gp in belt pouch
Weight Carried: 87 lbs. (116 lbs or less is light, 117-233 is medium, 234-350 is heavy)

SPECIAL ABILITIES
Bonus Feat Extra feat at level 1
Skilled +1 skill per level
Proficiencies Dalla is proficient in all simple weapons and with shields as weapons, light armor, bucklers, light shields, and heavy shields
Brawler’s Cunning Int counts as 13 for feat prerequisites
Martial Flexibility (Ex) (6/day) Dalla can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. She must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). Dalla can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, Dalla can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
Martial Training (Ex) Dalla counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike (1d8) Dalla gains Improved Unarmed Strike as a bonus feat. She may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. Dalla applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler.
Bonus Combat Feats Dalla learns bonus feats at level 2 and every three levels after 2nd.
Brawler’s Flurry (Ex) Dalla can make a brawler's flurry as a full-attack action. When doing so, she has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
AC Bonus +1 At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
Knockout (Ex) DC 17 Once per day Dalla can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler'sStrength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
Close Weapon Mastery (Ex) At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
Throw Shield Dalla can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield's range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. Dalla is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet all prerequisites before selecting that feat.This ability replaces maneuver training at 3rd, 7th, and 11th levels.
Returning Shield (Ex) Dalla can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not Dalla hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion's attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic's adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability.
If a Dalla has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to oneattack roll (such as true strike) only apply to the first attack and not to the others. Dalla can throw a shield as part of a brawler's flurry.
At 9th level, Dalla gains Greater Shield Focus as a bonus feat. She must meet all prerequisites before selecting that feat. At 12th level, a shield champion can use her unarmed strike damage when dealing damage with a shield (whether in melee or thrown) or the shield's damage, whichever is greater. At 17th level, by ricocheting her shield off a nearby surface before hitting your intended target, she can treat that surface as the origin square of the attack to determine whether the target is flanked and whether the target gains a cover bonus to its AC. She can use this ability to attack a creature with total concealment from her if she knows what square it occupies, but the attack still has a 50% miss chance. This ability replaces brawler's strike.


DM Papa.DRB wrote:

Ok, three of the four in the current group have checked in and agree. I am confident the fourth will also, so I will move the submission deadline up.

New Submission Deadline: Wednesday, 11 May at 20:00 Eastern US time.

That is 32+ hours from now, which gives folks who have posted intent a chance to finish up. Will announce as soon as we make a choice, but it should hopefully not be later than Thursday 12 May afternoon.

-- david

Sounds good! Mine will be fully formatted and submitted tonight.


My Character is Dalla Stolojan, Female Brawler (Shield Champion). Her background is all done, I'm just working on equipment.

DM Papa, would you allow a mithral breastplate to (eventually) get the brawling enhancement?

Mithral important wording, bold added for emphasis:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light.

Brawling enhancement:

The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer's unarmed strikes from provoking attacks of opportunity or make the wearer's unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.

I think it should work, but I wanted to make sure before I finalize equipment.


Cool, I've done book one before but never past that. I also started a character in a RotRL anniversary game that never quite got off the ground.

I'd like to submit that character and just level her up to 6th. How would you feel about a Shield Champion Brawler? I'll have a good number of skills and should be pretty versatile in combat with Martial Flexibility.

I do lose Brawler's Strike, though--how do you feel about me enchanting a shield as a weapon?