DM John's The Reaping Stone

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I'm looking to recruit six characters to run through the Total Party Kill adventure, The Reaping Stone. This is an adventure that begins at level 2 and should end at level 5.

Adventure Information:
This is to be considered OOC knowledge, and should not form part of the characters' background.

Three years ago, Azrenar, a half-elf cleric devoted to the goddess Maramaga, met with King Thurzen XVI of Maerh-Varza to request the king’s royal blessing to build a public temple. King Thurzen, well-versed in ancient history and religion, knew the truth behind the ancient worship of Maramaga and declined the cleric’s request with great vehemence. The learned king had read tales of mass human sacrifice of the old and the infirm, and of the proliferation of rot and disease, all in Scythe Mother’s name.

Azrenar’s request filled King Thurzen with dread, revulsion, and anger. So strong was the king’s fury that several days after ejecting Azrenar from the royal court, he ordered his assassins to seize the cleric, put his followers to the sword, and hang their bodies in full view of the road into Maerh-Varza as a warning to others. The king’s orders were carried out, but his assassins failed to capture Azrenar. Instead, Azrenar lost his wife, three children, and a dozen loyal followers when the king’s men laid siege to the cult’s temporary encampment just outside the city walls. Azrenar was away at the time, and when he returned he was driven mad with rage and despair at the sight of his slaughtered family hanging limp and bloody alongside his loyal followers. He swore a blood oath to Maramaga that he would have his revenge.

Azrenar had originally chosen Maer-Varza as the site of his temple because a lifelong series of mystical dream-visions led him to believe that an ancient holy site sacred to Maramaga existed somewhere in the deep catacombs beneath the city. So, after burying his family and gathering his few remaining followers, Azrenar slipped into the city and secretly began months of painstaking subterranean exploration. Finally, after many setbacks and lives lost, Azrenar and his cult discovered the great vaulted cavern of Hrazhad-Kul and the ancient and profane Temple of Maramaga.

Azrenar’s exploration of the ancient temple soon revealed the site was originally constructed by an evil sect of dwarves devoted to Maramaga centuries before the city of Maerh-Varza even existed. These dwarves were led by a wizard-priest of great and terrible power called the Midnight King. The Midnight King oversaw the creation of the Reaping Stone, a profane artifact rumored to be a divine fragment of the goddess Maramaga herself. When Azrenar finally breached the doors leading into the temple’s inner sanctum and laid eyes upon the Reaping Stone, his already unstable mind was immediately inundated with visions of pestilence, blood, and horror that coalesced into a cruel and twisted plot for vengeance.

Now, three years after his fateful meeting with King Thurzen, Azrenar is finally putting his mad plan of revenge into motion. Having tapped into the power of the Reaping Stone, Azrenar has created a supernatural disease he has dubbed the reaping sickness. Though terrible for its ability to slay those it afflicts and then animate their corpses as ravenous plaguecarrying zombies, the reaping sickness is even more
devastating because Azrenar controls the only cure.

Azrenar’s goal is to unleash the reaping sickness on Maerh-Varza in a series of coordinated attacks. He then plans to spread word that he holds the only cure, which he promises to those who pledge themselves to Maramaga and join his crusade to overthrow King Thurzen. If his plan fails and the king is not overthrown, Azrenar is content to let the reaping sickness slay every living creature in Maerh-Varza, and turn the city into a great zombie-infested necropolis.

Now that you've read the synopsis, a disclaimer. Having read this adventure, it has the distinct possibility to seriously hammer the party involved, likely causing some character deaths. If you are applying for the game, you are accepting this fact.

Character Creation
Level: 2

Point Buy: 25 points

Races: Any Paizo-created race. For sake of simplicity, I'm not going to permit custom races from the ARG, or third-party races.

Classes: Any Paizo-created class, with the exception of the Gunslinger. Again, for the ease of simplicity, no third-party classes.

Archetypes: The only archetype excluded is the Synthesist Summoner.

Wealth: 1,000 gp plus average for your class.

Alignment: Any non-evil.

Background: This is yours to create, but the common link is that you're all members of a mercenary group, The Shining Blade. You've been employed by The Guild of Streetsweepers and Lamplighters to combat an otyugh in the sewers of Maer-Varza. Your first night at The Stirge and Hammer Inn has already been paid for by The Shining Blade.

Submissions
I expect to see the crunch, although this can be in a spoiler rather than a profile, a background suitable for a second level character along with a short physical description and your character's personality.

Any questions, feel free to ask below.

Applications close Friday the 25th of October, with the game looking to start on Monday the 28th.

Scarab Sages

Hmmm. Interest dot. I'm thinking paladin because I haven't played one ever. I'll get to formulating. :)


dotting for interest


Dotting for interest as well.


Sounds interesting, in a lethal sort of way. This character is a ratfolk crypt breaker alchemist who could fit in with a mercenary company, basically being the ordnance expert/quartermaster type. The character was built on 20 points and is L1, so would have to be updated to fit.

Background, Appearance, and Personality:
The ratfolk matron looked somewhat askance at the patchy-furred creature brought before her. The pair of her grandchildren grooming her did not even register in her thoughts, so used was she to the constant crush of the warren. Who is he? Ah, yes. From his scent...what I can distinguish over his reagents...he is my fifteenth niece's second son, her get from that roving scavenger who came through here from Outside. It looks like she finally got him to stop chewing on his tail. "Ah, R!Kktik. So glad you could bestir yourself from your laboratory and join me. I have a task for you."

Whiskers twitching in poorly-suppressed annoyance, the young ratfolk leaned forward. "Whatever it is, it'd better be worth the interruption. I was just before validating Thule's synthesis of the lesser alkahest, and without me there to tend the reaction it'll probably have eaten the retort by the time I get back. Great-aunt." While keeping his attention on her, he began to reflexively groom one of the ratfolk pressed up next to him in the close confines of the warren.

His great-aunt sniffed. Well, at least he remembered who I was. "It is time you did more for your family's interests than putter around in that foul-smelling lab of yours." She cut him off before he could do more than open his mouth to protest. "You have that privilege because your family is wealthy. Well, your experiments have not gained the family anything but ringing ears and aggrieved sinuses, so I have decided that your path should lie elsewhere for a time." She paused to take a bit of smoked meat in one delicately clawed hand. "Take some, R!Kktik. It's quite good. Now, where was I? Ah, yes. Elsewhere. Use some of your vaunted intellect and skills outside of the warren." Where your 'experiments' won't threaten to bring down the walls, she thought to herself. "It will do you good to see the rest of the world, my dear boy. You'll come to appreciate what we have down here so much more. Oh, and keep your eyes and ears open for any new business opportunities. One can never have too many contacts among the humans. In the past one of our septs contracted with a band of mercenaries, who would no doubt be glad to have someone with your abilities. Here is the name of their factor; be off with you, and please don't come back until you have something more to offer the family to make it worth the inconvenience."

Muttering disgustedly to himself, the young alchemist left his overbearing great-aunt and pushed his way to his lab. The smell of hot stone and molten glass told the tale before he reached the place, and he chittered angrily at the cleanup that awaited him. He shrugged in a quick twitch. "Well, she did say to leave as soon as I could. Someone else can clean this up...I'll at least neutralize the last of the bath, so no one gets burned. And leave some instructions." Having done that, he packed up his belongings and set out to meet the Shining Blade.

As expected, his skills were of considerable use to the mercenaries--he could make a wide variety of alchemical items and do incidental breaking & entering, and it was never a bad thing to have someone who could see in the dark along on night fights. Granted, no one wanted to be downwind of his tent, but that couldn't be helped. It's also taken him a while to get used to the concept of personal space; he still has a tendency to crowd up to people when he's talking with them, but at least by now he's stopped trying to groom them. Over his first year with the Shining Blade, he's picked up a few new scars, lost a few companions, saved some more with his extracts, and in general made a place for himself among much larger compatriots. Even though he parted from his family on less than pleasant terms, he's still managed to send them some business, which earned him a guardedly warm letter from home and an exhortation to keep up the good work.

In terms of how he appears to humans, he's a typical ratfolk. He dresses in a loose robe over leather armor, and among nonratfolk he doesn't know he keeps his hood up to avoid giving offense. His fur is brown and still somewhat patchy, the skin of his paws is stained with reagents, and his whiskers tend to be asymmetrically singed depending on which way he was facing during the latest alchemical incident. The fur around his eyes is still in fine shape, though...at least where his goggles sit. He has the racial weakness for shiny things, and typically wears anklets and a tail ring or two (to keep his jewelry away from the corrosive materials he works with).

One question: are you allowing traits, and if so how many?


Sounds interesting. Which time zone do you post in, and how many posts per day will you be aiming for?

Sczarni

dot

Sczarni

How should hitpoints be done?

Sczarni

And hot many traits? 2?

RPG Superstar 2009 Top 16

Either a paladin or inquisitor, will see what I come up with.

Sczarni

Here is the gist, without the knowledge of HP. I present Shelai Stakit, a Suli Paladin with an Oath against Undead.

Background:
Shelai had a very happy childhood. Her family enjoyed wandering from town to town, settlement to settlement, dancing and having a good time with the locals. As soon as they got tired of a town, they moved on. When she was about 12, they arrived in a small town outside of Qadira. The locals were friendly, and after a night of fun, laughter, and drinking, her and her parents went to sleep. She was awoken by a mysterious chanting and, being rash, snuck out of the tent she was staying in and looked for the source, walking into the sands. She searched all night but found nothing. On her return, she looked for her parents, knowing they would be worried to death that she hadn’t been there. Little did she know she was all too right. Her parents were turned undead. She entered the tent to find her mother and father, their rotting flesh and long nails nothing like the beautiful and loving bodies she once knew. Before she could react, her mother lunged forward, scratching her left eye. As the blood rushed into her eyes, she kicked chairs and tables over to get away.
She ran to the nearest city, never stopping, never looking back. When she made it to the city, she told of the attack on the village. She then learned the chanting she heard was a necromancer taking vengeance on the town. Taken in by a family, a family who also hate undead with a passion, she began to train and became a Paladin of Arshea, honoring both her past and her present life. She is now 24. Though now she boasts about her scar, it is only a veil to hide the pain she harbors from her parents turning. She will do anything to end their torment, and that’s what she aims to do.

Appearance:
With long golden hair, she is the fairest in her town. However, this was never important to her. What was important was her armor, iron shielding her entire body. To hide her beauty from those who would judge her for it, she wears a helmet that covers her face. The only imperfection on her face is a scar cutting through her left eyebrow and ending at her cheekbone. Only her ponytail to identify her gender, flowing out of a small slit on the back of her helmet. Without her armor on, which is a rare sight, she is a lean, muscular female, her skin a soft peach.

Personality:
Shela is a complete and utter tomboy. She loves to fight, play dirty and joke about things ladies aren’t supposed to even speak about. She is also extremely determined to kill anything that suffers from being undead. She believes it is an abomination to have to live that way, and will stop at nothing to save these poor souls from eternal torment.

Crunch:

Character Name: Shelai Stahit
Suli Paladin (oath against Undeath)
Languages: Common, Terran
Special abilities: Aura of Good, Detect Undead, Lay on Hands (1d6), Smite Evil (1/day), Elemental Assault (1d6, 2 rounds)
Damage Resistance, Acid (5), Electricity (5), Cold (5), Fire (5)

Ability Scores:
STR 18
DEX 10
CON 14
INT 10
WIS 13
CHA 16
HP: 16/16 | Init +0 | BAB +2
AC: | CMB +6 | CMD 16
Fort +8 | Ref +3 | Will +7
Feats:
Power Attack -1/+2
Traits:
Armor Expert
History of Heresy
Skills: -3 Acrobatics, +5 Heal, +1 Perception, -5 Stealth, +1 Survival, +7 Sense Motive
Weapons:
Acid Blade (Great Sword) Crit: 19-20/x2
Both hands: +7, 2d6+6

Sling Crit:x2
Ranged: +2, 1d4+4
Ranged, both hands: +2, 1d4+6
Armor:
Masterwork Lamellar (iron) armor
+7 Max Dex: +0, Armor Check: -5
Spell Fail: 40%, Heavy, Slows
[spoiler=Gear]
Gear: Backpack, bedroll, belt pouch, cheap holy text, flint and steel, rope, soap, tourches(10), trail rations(5 days), Waterskin, wooden holy symbol, Alchemist's fire x5, Butterfly net, Holy water x6, Potion of cure light wounds x3
Money: 59gp


Considering zone control fighter with polearm and cestus who helps keep the gribblies off the rest of the party.


I would like to submit this alias for play. I need to make some changes. It was originally for another game. Staying with ranger, but the background needs to be re-worked as well as other changes. Add a level for instance. Different point buy, etc. etc.


Katsune here: Here is the alias for Shelai


OK, worked over the background, personality and appearance. Those are ready. Once I know what I should have for traits and hitpoints I can paste the updated stat-block. Then it will be complete.

Dark Archive

Additional Character Creation
I knew I'd forgotten something.

Traits: 2, following normal rules for trait selection. There are no campaign traits.

Drawbacks: 1, which will then grant an additional trait.

HP: Full at first level, with average each level afterward.

Posting Info: I personally post in BST (British Standard) and I would expect one post a day, although I understand that life can get in the way. If you know you're going to be absent, drop a short note in the discussion thread. In an effort to speed up the play, I utilise the following house rules:

Group Initiative: I'll sum the total of the party initiative modifiers, divide it by six (the number of characters) and use that to roll initiative. At the group's initiative, it's a case of who posts first, acts first. This removes the requirement for any kind of ret-con for actions against enemies who are no longer a threat and also means that posters aren't left waiting for anyone.

24 hour DMPC: Anyone who doesn't post in 24 hours in non-combat will tag along with the group and say nothing. Anyone who doesn't post in 24 hours in combat will be put into total defense until their return.

We'll be using battlemaps hosted on Google Docs. These will be presented in PDF so please ensure you have a reasonably recent version of Adobe Reader or another similar PDF viewer on your computer.

-----

Some interesting character concepts coming in, hopefully a sign of good things to come.


Here's Cayden Bray, an Aasimar Sorcerer. He still needs a background but my brain is shutting down for the night :-)


I'm also BST based :)

My first thought was paladin, but I've played those before so I'm now thinking of a warrior with some sort of family curse / taint, mechanically a barbarian channeling Logan / The bloody nine.


Do we have the option of not taking a drawback and foregoing the third trait?

Dark Archive

Sure, if you want. Drawbacks aren't mandatory.


Switching everything to reflect the new info's now.


Here is Peter. Former street urchin, failed legionare and still wet behind the ears member of the Shining Blade.

Peter:
Full Name : Peter

Race: Human

Classes/Levels Fighter 2 (HP)

Gender M

Size M

Age 23

Special Abilities :

Alignment: CG

Deity :The Drunken God

Location

Languages :Common

Occupation : Mercenary

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 17 (+3)
Intelligence 11
Wisdom 12 (+1)
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: fighter (HP)
EXP: 3000
Hit Points: 23
Spd: 30
Init: +6
AC: 18 ( 6 armor shield)/Touch 12/FF 16)
BAB: +2
CMB: +5 (+7 Bull Rush)
CMD: 17 (19 vs. Bull Rush)
Saves: Fort +6 Ref +3 Will +1

Weapons:
Cestus +5 1d4+3 19-20/x2 B or P
Guisarme +5 2d4+3 x3 reach,trip
Shortbow +4 1d6+3 x3 70 ft.

Skills: Perception (2+1)3,Climb (1+3+3)7,Swim (1+3+3)7,Acrobatics (2+2)4

Feats: Power attack(-1/+2), Improved Bull Rush, Combat Reflexes (+2),Improved Initiative
Traits: Axe to Grind (+1 damage against threatoned foes),Deft Dodger (+1 Reflex save)
Special Abilities:Bravery +1 vs. Fear,

Equipment:
Guisarme 9 gp
Cestus 5 gp
MW Breastplate 350 gp (-3 acp)
Shortbow Composite +3 225 gp
20 arrows 1 gp
Backpack 2 gp
Silk Rope 10 gp
bandolier 5 sp
Everburning torch 110 gp
Holy Water (1) 25 gp
Antitoxin (1) 50 gp
Antiplague (1) 50 gp
2 Sunrods 4 gp
waterskin 1 gp
2 days rations 1 gp
Flint & Steel 1 gp
3 CLW Potions 150 gp
375 gp

Peter stands a few inches over six feet tall and has a thickly muscled form that is still quite nimble. His black hair is trimmed short and his skin is tanned
from marching in the sun and has a few scars here and there as a sign that he has seen a few battles.

Peter(no last name) was an orphan who was dropped at the orphanage with no knowledge of his parents. He grew up a surly child and seemed destined to join the
ranks of the many boys kept by the thieves guild as a flunky but a guardsman saw potential in Peter and urged him to join the srmy. Unfortunatly, while Peter did
have good potential as a mercenary he had the wrong attitude for the strict life in the legions and after receiving basic training signed up with the
Shining Blade hoping that such a group will turn out better for him. It remains to be seen although some say that even if Peter can bring dragons low, he will
still be a low-ranking grunt.

Peter, despite having some experiance under his belt is still very unsure of what he wants in life. He doesn't have any ambition to lead a group and right now
is happy with being a mercenary. He dislikes being in a strict comman structure but is practical enough to heed more experianced soliders and
follow their lead.


dotting


Alright, my Wild Stalker ranger is set. He is mainly an archer, but can handle melee as well.

I usually can post once in a 24 hour period, but always late, because of my Western time zone. GMT -7 I do my PbP after work, in the evenings.


Where is this city the adventure is taking place under located. Golarion? if so where in Golarion?


It's not nominally set in Golarion; see the product description HERE.


Here's the troubled Captain Johnson for your consideration.

Show:

Captain Adam Johnson is outwardly a kind soft spoken man with a privileged if troubled past and quite literally a demon within him clawing to get out. Captain Johnson's family have a illustrious long military history. His Fathers line back 10 generations back have been officers or commanders in one nation or other's army. The demon is a most unwelcome family heirloom, in every generation one member of his family is doomed to be driven mad, and die young and unlamented.

Johnson's always had big families, and many of the second sons sought fame in the great mercenary companies of the day. Captain Johnson was no exception, serving in Clarts Company for two and a half years. He was popular with the men and generally acquitted himself with honor, although on the battlefield men found themselves wary of him, for he could be unpredictable and prone to anger... In truth Captain Johnson found it hard to keep things together once battle was joined, the whispers of the insidious creature within goading him to madness.

In his last season with Clarts, the enemy had a wizard who summoned several Hell Hounds which causing unleashed havok resulting in the deaths of most of Johnson's squad and his squire Toby. Enraged by the loss of his friends, Captain Johnson willingly let the demon take over and leapt forward to bloodily slay the creatures, ignoring terrible wounds that would have stopped any lesser man. After dispatching the hounds, he scarcely knew friend from foe, attacking all who came near. Once he fighting was over and the enemy crushed, it took six men to subdue him.

Captain Johnson wasn't exactly expelled from Clarts (he had helped save the day), but it was decided by mutual agreement that it was best if he left never to return. To this day he is racked by guilt at not saving his squire and the men, and he's hunted in his dreams by the faces of those he's hurt or slain. As for the demon, it was satiated after feasting on souls of in that battle and has been quiet for a season, but already it is stirring from is slumber...

After wandering aimlessly for a while, Johnnson slipped back into the military life, joining the Shining Blades, because that's what he knows. He may probably doesn't hold a high rank in the Shining Blade, and will be guarded about his past, due to the shame of it...

Description:
6ft tall male human, with a reasonably handsome chiseled physique. He has close cropped dark hair and haunted piercing blue eyes. He's wearing a military style oiled cloak, faded but well made clothes under a battered breastplate. Sling over his back is a hunting bow and a huge axe, all his gear is clean and well kept. If nothing else, he's a professional Soldier and knows how to care for his kit.

Captain Johnson
Human Barbarian (Invulnerable Rager) 2
CG Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (2d12+6)
Fort +6, Ref +2, Will -1
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Cold Iron Greataxe +6 (1d12+4/x3)
Ranged Masterwork Composite longbow (Str +0) +5 (1d8/x3)
Special Attacks rage (9 rounds/day), rage powers (reckless abandon [+/-1])
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 12, Wis 9, Cha 12
Base Atk +2; CMB +5; CMD 17
Feats Power Attack -1/+2, Raging Vitality
Traits Armor Expert, Starchild
Skills Acrobatics +4, Climb +0, Escape Artist -1, Fly -1, Perception +4, Profession (soldier) +2, Ride +4, Stealth -1, Survival +4 (+8 to avoid getting lost), Swim +0; Racial Modifiers starchild
Languages Common, Elven
SQ fast movement +10, heart of the fields +1 (profession [soldier]) (1/d
Combat Gear Potion of cure light wounds (2), Potion of enlarge person (2) Other Gear Breastplate, Arrows (20), Blunt arrows (20), Masterwork Cold Iron Greataxe, Masterwork Composite longbow (Str +0), Survival kit, 842 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +1 (Profession [soldier]) (1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Starchild +4 survival to avoid becoming lost. Automatically determine north.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'd like to submit this wizard. Fluff and Crunch are in the profile.


This looks interesting. I will write up a Dervish of Dawn for your approval.

Liberty's Edge

This looks fun. I'll write up a Cavalier, Order of the Cockatrice mercenary sargent.


Here he is, Symond Murcatto, renound soldier of fortune. Out to prove he is not a piece of worthless trash like the rest of those mercenaries. But please pay him anyway. I used the Ultimate Campaign system for picking traits and drawbacks, with appropriate changes to fit how the character was evolving. I also took a Story feat from there.

Story:
Symond grew up on a relatively poor farm on the frontier of the River Kingdoms. His parents were peasants, though his mother Monza would often tell stories about how she used to lead a very successful mercenary company before, injury, and betrayal caught up with them. Hiding out on the fringes is now the best the pair could manage, and Symond's life mostly consisted of backbreaking farm labor. He snatched eagerly at the sword lessons and tactic lectures that his mother would sometimes dole out when her injuries kept her from working or she'd had a bit to drink. Symond idolized the mercenary life, and when he heard that a company was passing nearby, barely thought twice. Leaving a note for his folks and taking a horse, he rode to where the company was camped.

When he arrived, he found out that the company was on a recruiting trip before heading back towards Galt for more work. About a dozen prospective recruits, men and woman of varying marshal skill, had gathered to try and join up. Waiting on the outskirts of the camp while the potential recruits were paired up and made to fight, he snuck in and challenged one of the prospective mercenaries himself. The man laughed him off and tried to push him out of the ring, but got the shock of his life when the kid summarily disarmed him with his rusty longsword and left him ringing with a flat blow to the head. Though defeated in subsequent matches when he didn't have the element of surprise, the mercenary captain took a liking to the boy and brought him in, apprenticing him to the companies doctor, lawyer, and chronicler, a grizzled old veteran named Croaker.

Symond entered adulthood in the Company, seeing many fierce battles and recieving lessons on how to combine the tactics, politics, savvy, leadership, and personal strength required to excel in a mercenary band. This came as a kind of code, a code of self-serving aggrandizement that pushed away mercy, charity, and pity... but a code nonetheless. He took on the role of Chronicler for the company, discovering a love and talent for storytelling. His readings of the companies' past exploits would pack the command tent to capacity, with more soldiers sitting outside to hear the story. He grew to respect and love Croaker as a second father and made his way up to Sargent in the organization. Things changed when the company sucessfully sacked a city and Symond got a first hand look at what a sack entails. Sick with a combination of defiance and shame at being part of the atrocities common to capturing a city, Symond got in over his head. He got very drunk in the burned-out shell of a tavern, and when he wandered out, saw that a group of his company had a couple young woman pinned down in the street. Symond tried to stop the rape and was called out for being "no better than the rest of us" by a fellow officer. Outraged and guilty, Symond challenged him to a duel, and was defeated. He was banished from the company for attacking a fellow officer, a rule that cannot be broken no matter the circumstances. Croaker bid him goodbye, telling him to come back when he'd conquered his pride and become a leader of men.

Since then, Symond has wandered, vowing to never again be so utterly defeated. He recently joined The Shining Blade and hopes to quickly move up the ranks to something approaching his former position.

Crunch:
Symond Murcatto
Male Human Bard (Savage Skald) 1/Cavalier (Strategist) 1
LN Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 19 (1d10+1d8+4)
Fort +4, Ref +3, Will +3
Resist cockatrice's skills
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
. . Masterwork Longsword +4 (1d8+2/19-20/x2)
Ranged Longbow, Comp. (Str +2) +2 (1d8+2/x3)
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +1, cockatrice's challenge +1 (1/day)
Bard (Savage Skald) Spells Known (CL 1):
1 (2/day) Silent Image (DC 15), Grease (DC 15)
0 (at will) Detect Magic, Ghost Sound (DC 14), Dancing Lights, Unwitting Ally (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 11, Wis 12, Cha 18
Base Atk +1; CMB +3; CMD 14
Feats Champion (Challenge Foe: +1 to AC & att), Lingering Performance, Paired Opportunists
Traits Natural-Born Leader, Oathbound (1/day), Tactician (1/day)
Skills Acrobatics -3 (-7 jump), Bluff +8, Climb +5, Diplomacy +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist -3, Fly -3, Intimidate +9, Perception +6, Perform (oratory) +8, Ride +1, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +4, Stealth +1, Swim -2, Use Magic Device +8; Racial Modifiers +4 ride while riding your bonded mount.
Languages Common
SQ animal companion link, bardic knowledge, bardic performance: insiring blow (+4 hp), orders (order of the cockatrice), pride, tactician (paired opportunists) 3 rds (1/day)
Combat Gear Potion of cure light wounds (3); Other Gear Masterwork Agile breastplate, Masterwork Heavy steel shield, Longbow, Comp. (Str +2), Masterwork Longsword, Backpack (empty), Bedroll, Belt pouch (empty), Chronicler's kit, Fishhook (2), Flint and steel, Mug/tankard, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Waterskin, Whetstone, Pathfinder's Kit, 2 GP, 12 GP of Valuables
--------------------
Special Abilities
--------------------
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Insiring Blow (+4 hp) (Su) Begin a performance as an immediate action after a critical hit, gain CHA temp HP and grant allies within 30' +1 on next attack roll
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Champion (Challenge Foe: +1 to AC & att) +1 to att & AC vs challenged foe only you threaten. If others att you/foe, -2 penalty for 1 rd.
Cockatrice's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 damage when you are the only one threatening the target.
Cockatrice's Skills +4 (Ex) +4 to DC vs. demoralization.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Oathbound (1/day) Reroll a saving throw against a Charm or Compulsion effect.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Tactician (Paired Opportunists) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.


John Stout wrote:
Having read this adventure, it has the distinct possibility to seriously hammer the party involved, likely causing some character deaths

Sounds like a good time.

Deadline looks to be anywhere from five hours ago to 17 hours from now, depending on the time zone and time of day the GM had in mind. I'm gonna hope it's toward the latter end of that distribution, finish my character up this morning (CST).

One question: what sort of gods might one find worshiped in Maerh-Varza? Maramaga is unique to this lore, I take it, but is there a whole new pantheon, the Golarion core, or something else?

Dark Archive

I'm closing next Friday, to give folk plenty of time.

Use the Golarion pantheon, although Urgathoa has been swapped out with Maramaga.


Oh, that 25th. Well, those are both good to know. Might take the weekend, then, get things polished up.

Dark Archive

Cool, no problem!


An for your hopeful approval, I present Keegan, a straight up barbarian born in the foothills of Isger. I've got most of his crunch completed save for some purchases for gear. In addition, I've got a history for him. I'll post both here:

Crunch:
KEEGAN SON OF RAHLAND
Male Barbarian 2
CG Medium Human / Humanoid (Human)
Init +1; Senses Perception +5

==DEFENSE==
AC 18, touch 12, flat-footed 17 (+6 armor, +1 dex)
hp 24 (2d12+6)
Fort +6, Ref +2, Will +0
Armor Masterwork Chainmail, Medium
Defensive Abilities Uncanny Dodge (PFCR 34)

==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Heavy Flail +7 (1d10+6) 19-20/x2 CM +1; trip, disarm
Melee Boar Spear +6 (1d8+6) 20/x2 brace, see text
Melee Cestus +6 (1d4+4) 19-20/x2 monk
Melee Brass Knuckles +6 (1d3+4) 20/x2

==STATISTICS==
Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 12
BAB +2, CMB +6, CMD +18
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Dodge (PFCR 122), Improved Unarmed Strike (PFCR 128), Shield Proficiency (PFCR 133)
Skills Climb +5, Intimidate +6, Knowledge (nature) +4, Perception +5, Ride +1, Sense Motive +6, Survival +5
SQ Rage [9] (PFCR 32), Rage Powers (PFCR 32-34)
Traits Deft Dodger (Combat) (PFAPG 328), Suspicious (Social) (PFAPG 330)
Languages Common

History:
An orphan child of the Goblinoid Wars in Isger, Keegan was a horrid product of the harsh ministrations of the Devil Nuns of Cheliax and the even harsher training of a group of mercenaries who purchased Keegan when he was 12. Caras, the mercenary band leader who bought him, saw in Keegan the brutal foundations of a prized fighter and enforcer.

Into the foothills of the Five Kings Mountains the young boy was taken. At times combat was all Keegan learned, at others he was left to fend for himself in the wilds. But in all the years he served Caras there was little to be done but to survive. Caras and his bloody band of men were sought after by both caravans traveling into Druma to the very bandits who sought to raid them. Inside Keegan, there were small embers of fire that continued to burn. Banditry, assault, pit fighting, this was not a the destiny his father had hoped for his son.

Many years later, in the summer of Keegan’s 19th year, Caras & Co stumbled upon a farmhouse on the edge of a forest, a small creek running nearby. The sight caught Keegan by surprise, a stirring in his guts that brought back memories of his home in the south of Isger all those years before. He hadn’t been more than 8 when his family was slaughtered, but the home before him was a gut-wrenching reminder.

”Burn it,” Caras had ordered, his words ever simple, his facial features not altering from their normal cast of stone.

His mercenary band lept forward with glee, eight of them including Keegan, armed and armored. Keegan stepped into the clearing, but stopped after a moment, heavy flail at his side swinging like a pendulum of death from the oaken haft.

”Why wait?” Caras asked from behind him. In the distance, the rest of the band was already whooping and joining the attack. L’oh the half-orc kicking in the front door and going inside.

”I won’t…” Caras’ boot connected with his back and sent him to the ground.

Caras spat upon Keegan ”You will, you will or I’ll…” But his words were cut off as a longbow shaft took him in the throat. All of the mercenary leader’s years culminated in blood.

Keegan looked up and saw the rest of the band either shot or cut down or burned alive as a trio of humans emerged from the home, one of them a spellcaster sending gouts of flame from his mouth like a dragon from the north.

Though the band of mercenaries had been ruthless and unforgiving, Keegan’s loyalty - however misplaced - urged him to stand up and charge, the battle rage clouding his mind as he closed the distance. Through the red haze of his anger, Keegan saw the spellcaster raise a hand in his direction and mutter a single foreign word.

The next moment Keegan saw black and was rendered unconscious.

-----

Many hours later, the sun having set in the west, Keegan awoke to the night. The rest of the band still lay dead in the clearing and around the perimeter of the house, but of those who killed them there was no sign save for a letter pinned by an arrow to the front door of the house.
Stranger:
At the behest of a man smarter than me, I’m giving you a chance. Apparently a man of your stature shouldn’t be gutted and purged like the rest of these slimy foothillers. Journey south to Maer-Varza. It will take you some time, but if you find your way there in one piece, seek out **insert name** and tell him you’re in the market for a shiny knife. There may be work for you that pays more gold and less in blood.

Keegan remained in the house for the night, gathering up the gear of his comrades and finding what he could use and what he may be able to sell. Then he considered his options. Although there was only two, it seemed to Keegan more options than he’d had his entire life after being taken from his home.

So the next morning, gathering the gear he’d collected, Keegan set off for Maer-Varza.

Let me know what you think! If there's any updates or changes you'd like to see, let me know.


Updated Cayden's background and made some minor tweaks.

Sovereign Court

Presenting Seldon:

stat block:

Seldon
Male Human Fighter (Weapon Master) 1/Monk (Master of Many Styles) 1
LG Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 11 (+3 armor, +4 Dex, +1 dodge, +1 Wis)
hp 17 (1d10+1d8+2)
Fort +5, Ref +6, Will +4; +1 vs. evil outsider's spells and effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+2/19-20/x2) and
. . Dagger +5 (1d4+2/19-20/x2) and
. . Masterwork Rapier +7 (1d6+2/18-20/x2) and
. . Unarmed strike +5 (1d6+2/x2)
Ranged Longbow, Comp. (Str +2) +5 (1d8+2/x3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +3; CMD 19 (20 vs. Grapple, 20 vs. Trip)
Feats Crane Style, Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12), Weapon Finesse, Weapon Focus (Rapier), Web of Steel
Traits Expert Duelist, Omen (1/day), Purity of Faith
Skills Acrobatics +9, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +7, Perception +6, Sense Motive +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +9
Languages Common, Elven
SQ ac bonus +1, fuse style (2 styles), pride, stunning fist (stun), unarmed strike (1d6)
Other Gear Arrows (40), Dagger, Dagger, Longbow, Comp. (Str +2), Masterwork Rapier, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 539 GP
--------------------
Special Abilities
--------------------
AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Expert Duelist +1 to Armor Class if adjacent to only one foe.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Omen (1/day) As a swift action, Demoralize an opponent.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Purity of Faith Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Web of Steel A character in light or no armor and no shield, who weilds a weapon he has weapon focus with adds 1/2 his BAB +3 as an armor bonus. He loses this bonus if he is denied his Dex bonus to AC.

Special: A character who gains the Heavy Armor Prof. feat at 1st level can replace it with Web of Steel.

story:

Seldon was raised in a monastary of Iomedae. His preternatural reflexes made him a natural for the fusion of styles of swordsman and martial artist. After his initial training as a Sword Saint of Iomedae, he was sent out to further the aims of the church. Careful of his associations, Seldon makes sure to work only with reputable groups.

description:

Dark haired and dark eyed, Seldon is not especially handsome. However, his optomistic and polite demeanor makes him very likable. His one failing is his pride. He is quick to take insult and is very sensitive of criticism, but he is slow to forget such perceived slights.


Im getting excited! the 25th is coming up!


Counts of fingers... Tuesday, Wednesday, Thursday, Friday!

I need to drag my trash can to the curb tomorrow morning.


Zull:
Full Name : Zull

Race: Half Orc
•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

•Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

•Darkvision: Half-orcs can see in the dark up to 60 feet.

•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Classes/Levels Fighter (Brawler) 1, Monk MoMS 1

Gender M

Size M

Age 18

Special Abilities :

Traits: Defender of the Society, Fates Favored, Adopted (Warrior of Old)

Drawback: Headstrong

Alignment: LG

Deity : Torag

Languages Common, Orc

Occupation : Boxer

Strength 19
Dexterity 16
Constitution 14
Intelligence 7
Wisdom 14
Charisma 7

Height: 6'6" Weight: 310 Hair:Blond Eyes: Green
Favored Class: Fighter
EXP:
Hit Points: 21
Spd: 20'
Init: +5
AC: 21 T:14 FF:18 (+7armor,+3Dex,+1trait)
BAB: +1
CMB: +5
CMD: 18
Saves: Fort +8 Ref +7 Will +6

Weapons: (Always Power Attack w/ Furious Focus)

Great Sword +6 2d6+9 19/20x2
Long Spear +5 1d8+9 x3

Javelin +3 1d6+4 x2 30'

Skills: 4 Ranks

Acrobatics +1 (2rank,2dex,-3AC)
Profession Boxer +6 (1rank,3class,2wis)
Survival +6 (1rank,3class, 2wis)

Feats:
Power Attack
Furious Focus
Endurance
Improved Unarmed Strike
Stunning Fist
Tiger Style

Equipment:
MW Great Sword (350)
Long Spear (5)
MW Breast Plate (350)
Armored Kilt (20)
Javelin x3 (3)
Pathfinder Kit (12)
Bedroll(.1)
Blanket (.5)
Rope 50' (10)
Crowbar (2)
Grappling Hook (1)
5 vials of acid (50)
potion shield of faith (50)
5 potion cure light wounds (250)

71.4 gp remaining

backgroung:
Zull was born in Magnimar. He is the bastard of an elven woman. His mother was raped in an Orc assault. She was exiled when she decided to keep the baby, making Magnimar her home. Zull was a scrapper and always was getting into trouble with the other children. He got a job assisting a shaman before taking up the life of an adventurer. He became a sell sword, and would take back ally fights to pay for meals and lodging. He now finds himself in Maer-Varza part of the group the Shining Blades. Seems a nasty Otyugh is causing some trouble in the sewers. Zull is ready to slay the beast with his companions.

appearance:
Zull is a massive half orc, he is well defined and has bulging biceps. He has a massive tiger eating a dragon/dragon eating tiger yin/yang style tatoo on his back. His armor is polished and maintained. His face has sharp features. He is average looking for a half breed. He is know for being brash and speaking his mind with out much of an interanl filter. people normally are put off by this and his massive size.


I've got R!Kktik updated to 25 pts and second level; haven't finalized his equipment yet, but that's not a big deal.


C'mon 25th!


2 more days!!

Dark Archive

I will be announcing the successful applicants on Sunday, to give me Friday and Saturday night to review the applications. We'll then look to make a start on Monday night (GMT).


Here is my submission (crunch in profile)!

Background:
For the first 30 years of his life, Rhen spent them in his home mountain range, bored out of his mind and entertaining himself by pilfering gems, gold, and precious metals from his neighbors. It turned out he was quite good at it and even when he was caught, no one was tougher than Rhen. Now this would have been punished severely under dwarven law, except that Rhen was the 3rd son of the proud Stoneheart family, whose father was ambassador to some human city. Thus, due to his family's political influences, Rhen was kept from the stockade but his actions still brought shame to his family name, so his father hoped a trip outside the mountain range would teach old Rhen responsibility. Unfortunately, on the trip to the city, the dwarven caravan passed through a forest and was ambushed by orcs, leading to the death of Rhen's father and brothers. He would have surely died but he was rescued by a patrol of elves at war with the orcs. Th elves took pity on Rhen and were inspired by his chants of vengeance against the orcs. In his short time with the elves, Rhen learned the use of the bow and eventually got revenge on the orc quartermaster who ordered the ambush. His time over with the elves and his immediate family dead, Rhen ventured toward the human city where he took the role of mercenary, until he eventually landed with the Shining Blade, as they were missing a trapmaster.

Personality and role:
Rhen is a sour dwarf, who has a weakness for coin and gems. Known in the group as the Coin-spinner for his common practice of balancing coins on his knuckles, Rhen is greedy to say the least, quite greedy. He cares for his band members but for little else other than his personal enrichment. He has an unnatural hatred for orcs, given his family tragedy and even looks with disdain on half-orcs. He tolerates elves and regards the other races as indifferent. In the mercenary band, he plays the role of trap spotter, disabler, stealth member, comfortable in pitch darkness, providing ranged and melee support for the band.


No mercenary company would be complete without a Battle Cleric. Or at least that's my hope! Here's my submission for a Tiefling Cleric of Gorum.


Whew. Alright, here's the character, just under the wire: Zrair, Catfolk Vivisectionist. Full profile alias is already set up as well.

I really like R!Kktik's concept, and didn't want to step on its toes with another alchemist, but they are really complements rather than competitors. Cryptbreaker has bombs and trapfinding, while vivisectionist has sneak attack and combat mutagens. Each is a different half of rogue, and a different half of alchemist.

Also, John, didn't realize we were both at the Rescue at Azlant Ridge table (<-- Slachagok).

Appearance:

By dwarven standards tall, by human standard short, by both standards strange. White fur mottled brown. Typical features of his race, in their typical positions: protruding muzzle below, pair of black-slit yellow orbs above, and a soft pink nose in the middle framed by short whiskers. A tattered leather coat covers a light mail shirt, thin cloth pants, and a pair of soft leather boots made for quiet steps.

Background:

”Why is Loggy still in bed?” The white kit yanks at his father’s tail. He has learned this is the best way to get an adult’s attention, so Zrair is surprised when the he does not even turn to face him.

He replies, after a moment: “She isn’t feeling well, Zrair, she needs to rest. Go outside, and play with your cousins.”

“I don’t want to. They’ll climb trees and throw the needlecones at me again.”

His father rose from his stool, and set the pestle and mortar on her place. Zrair didn’t struggle as he lifted him up by his scruff, to set him down outside the healer’s hut. He made to walk back to toward the main square, but after a moment turned back and quietly crept back to the hut. Quietly, he pushed the flap slightly to the side. Straining to balance on his paw-tips, he tried to catch a glimpse of his sleeping sister. Loggy must be faking it, he decided, scared to join their mother on her first hunt.

But as their father rose again from the stool and cleared his view, Zrair couldn’t imagine how even that dedicated trickster could fake the bare patches of skin dotting his sister’s arms and forehead, or the suppurating sores exposed beneath. He closed the curtain, and went off to find his cousins.

...

“You have barely begun your apprenticeship,” his father replied in a weary tone. "You may be my eldest child, but you are still just that: a child. Your studies are not for you to direct.”

“The study is ancient superstition,” Zrair hissed back. “Herbs and chants, and the spirit will heal the sickness? It’s blind mummery!” Before his father could chasten him for the outburst, the young apprentice turned and dashed ran out of the healer’s hut. He was already in the treeline by the time his father had step outside himself.

Zrair heard his name being called from the village, but he paid it no heed. He slunk around the pines and thrashed through the undergrowth. A minute after the voices had faded into the distance, he stopped, and bent over to lift a rock that leaned against a rotten stump. He reached into the damp darkness, and drew out a crude wooden box.

Brushing aside the leaves and needles from a small patch of forest floor, he set down the container and lifted the lid. The strong stench of decay filled his nostrils, but his muzzle did not wrinkle. From one compartment of the box, he withdrew a stubby bottle capped with cork and half-filled with a clear liquid. He removed the stopper, and the strong smell of lye mixed with the present putrescence. Extending claw from his other hand, he poked at sparrow lying in the second compartment.

Dead, he observed, but less decomposed, and no maggots. He noted with curiosity the thin white gelatinous layer coating the inside the compartment. That substance had not been there with his previous specimen.

He tipped the bottle carefully, dripping a few more drops onto the partially decayed corpse, then recorked it and set it back in its original compartment. Leaning back against the stump, Zrair withdrew his journal and a thin charcoal pencil from the inner pocket of his shirt, and set about to recording the results of yesterday’s experiment.

Crunch:

Zrair
Male Catfolk Vivisectionist 2
N Medium humanoid (catfolk)
Init +4; Senses scent; Perception +5

===== Defense =====
AC 18, touch 14, flat-footed 14; (armor +4, Dex +4)
hp 16 (2d8+4)
Fort +4, Ref +6, Will +0
Defensive Abilities Cat's Luck

===== Offense =====
Spd 30 ft., climb 20 ft.
Melee claw +5 (1d4+2), claw +5 (1d4+2)
Special Attacks sneak attack +1d6, mutagen (+4 Dex, -2 Wis, +2 natural armor, 20 minutes)

Formulae Known
1st--Anticipate Peril, Cure Light Wounds, Deathwatch Enlarge Person, Shield, True Strike
Extracts Prepared (Alchemist CL 2nd)
1st--Cure Light Wounds, True Strike

===== Statistics =====
Str 14, Dex 18, Con 15, Int 14, Wis 10, Cha 9
Base Atk +1; CMB +3; CMD 17
Feats Weapon Finesse, Throw Anything
Traits Slippery, Secret Knowledge (religion)
Skills Craft (alchemy) +6 (+8 when creating items), Climb +8, Disable Device +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +3, Knowledge (nature) +6, Knowledge (religion) +8, Perception +5, Spellcraft +6, Stealth +8

Languages Common, Catfolk, Elven, Sylvan
SQ alchemy (alchemy crafting +2, identify potions), discovery (feral mutagen), poison use, sneak attack, throw anything
Gear chalk x10, antiplague, alchemy crafting kit, bloodblock, summoner's kit, spring-loaded wrist sheath, potion of touch of sea, smelling salts, antiplague, earplugs, pathfinder chronicle (religion), traveler's outfit, masterwork backpack, masterwork chain shirt, softpaw boots, cold iron dagger, alchemical silver dagger, cold iron mace, alchemical silver mace, sling, bullets (60), miner's lantern, silk rope 50 ft., pathfinder's kit

Crafted Alchemical Items:
Alchemical Grease (1.67 gp, 1 lb)
Buoyant Balloon (3.33 gp, 1 lb)
Chill Cream (5 gp, 1 lb)
Distilled Terrap Sap (10 gp, 0.5 lb)
Fire Ink (0.33 gp, -)
Ghast Retch Flask (16.67 gp, 1 lb)
Potion Sponge x3 (2 gp, -)
Shard Gel (8.33 gp, 1 lb)
Smokestick (6.67 gp, 0.5 lb)
Vermin Repellent x6 (10 gp, -)
(69 gp, 7.5 lbs)

===== Special Abilities =====
Cat's Claws (racial) Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Cat's Luck (Ex, racial) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Climber Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Scent Catfolk with this racial trait gain the scent ability. (Racial)
Secret Knowledge (trait) When you initially take this trait, it has no effect. At any point thereafter, before making a check, you may choose one Knowledge skill. You gain a permanent +2 trait bonus on checks for that skill, and it becomes a class skill for you. Once this skill is chosen, it cannot be changed. Note: Set to Knowledge (religion).
Slippery (trait) You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
Weapon Finesse (feat) With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Not Rescue at Azlant Ridge, but DM Beckett's Voice in the Void. Surly half-elf here.

Even if we don't get into this campaign, I'm amused by the idea of a ratfolk and a catfolk as a couple of complementary and competitive alchemists, coming up with ways to subtly (or not-so-subtly) denigrate each other's choice of specialization. (They would, of course, actually be great friends.)


I present the jovial, loveable, brew master of Cayden Cailean Gyness Stout.

Gyness Stout crunch and background:
Gyness Stout
Male Human Cleric 2
CG Medium Humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 12 (2d8)
Fort +3, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash -1 (1d4+2/x2) and
. . Cold Iron Morningstar +3 (1d8+2/x2) and
. . Masterwork Rapier +4 (1d6+2/18-20/x2) and
. . Silver Sickle +3 (1d6+1/x2)
Special Attacks cleric channel positive energy 1d6 (7/day) (dc 13), ferocious strike (+1) (7/day)
Cleric Spells Prepared (CL 2):
1 (3/day) Cure Light Wounds, Bane (DC 15), Magic Weapon, Enlarge Person (DC 15)
0 (at will) Guidance, Detect Magic, Light, Purify Food and Drink (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 10, Int 12, Wis 18, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Extra Channel, Selective Channeling
Traits Dangerously Curious, Sacred Touch
Skills Acrobatics -4, Climb +0, Diplomacy +6, Escape Artist -4, Fly -4, Heal +8, Knowledge (arcana) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +5, Profession (brewer) +8, Ride -4, Sense Motive +8, Spellcraft +5, Stealth -4, Swim -3, Use Magic Device +7
Languages Common, Draconic, Goblin
SQ aura, domains (exploration, ferocity), door sight (7/day), spontaneous casting
Combat Gear Potion of cure light wounds (2); Other Gear Masterwork Agile breastplate, Heavy wooden shield, Cold Iron Morningstar, Masterwork Rapier, Silver Sickle, Backpack (8 @ 20 lbs), Chalk, Grappling hook, Holy symbol, wooden (Mug Cayden), Silk rope, Torch (2), Waterskin (2), Whetstone, 21 GP, 5 SP, 5 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Exploration) Associated Domain: Travel
Cleric Domain (Ferocity) Associated Domain: Strength
Door Sight (7/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Ferocious Strike (+1) (7/day) (Su) +1 damage for an attack.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Gyness Stout was found abandoned on a road as an infant by a priest of Caidyn Cailean. At least that is what he has beed told. The priest brought the baby boy back to the monestary / brewery of Caidyn Cailean. There he was raised as a ward and taught the ways of Caidyn Cailean, brewing, and healing arts.

Over the years he was found to be wise beyond his years as the young man and grew in his knowledge of the faith and of beer. Cayden had blessed the boy with the ability to brew and to heal, but the clerics believed he had lived a life too cloistered. So at the age of 17 the other clerics decided that Gyness had go on a journey of discovery and enlightenment. He needed to discover the essence of Caidyn Cailean in himself and let if flow.

The Master Cleric, Johan Amberbock, had received a request from the nearby Cleftwood Village to send clerics to help with a problem. It seemed a notorious wererat sorcerer was building an army of evil creatures and the village wanted brave souls to eliminate this threat. Clerics were needed to help with healing and battle. Johan believed that this was the opportunity Gyness needed to become the cleric Cayden wanted him to be, so Gyness was sent to Cleftwood and his life would never be the same.

He soon proved himself in battle and was intricate in bringing down the evil that was let loose in Cleftwood, but he knew his journey was not yet over. He continued to travel the country side helping where he could and spreading the cheer and healing of Cayden Cailen.

One day he came across members of the Shining Blade looking for help. He felt this was the perfect opportunity to grow in battle and healing. He eagerly joined the group and soon found himself on a mission for the Guild of Streetsweepers and Lamplighters to combat an otyugh in the sewers of Maer-Varza.

His large rotund size is offset by dark flowing black hair with inset bright green eyes that sparkle with a bit of trouble and resolution. He looks to be the type to be a friend and defender. Caregiver and life of the party. A true follower of Caidyn and a friend to the oppressed

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