| DM Jonasty |
I'm looking for hearty adventurers ready to brave the wilds of the lost jungles. Cowards need not apply!
I'm still hashing out the specifics of this game currently, as far as the who's and why's, but the bare bones of the campaign is that I'm looking for a party of brave adventurers willing to brave the wilds of the Mwangi Expanse to obtain all of the treasures and relics hidden within. There will be intrigue, danger, adventure, horror, and every other type of thing I can throw at you, up to and including the kitchen sink.
The premise is that the PC's are a group of established adventurers hired to brave the Mwangi Expanse. Who hired you, what you're exactly looking for, and other details are still in the works but its enough to know that the campaign will be set largely, if not solely, in the Expanse so plan accordingly.
I'm looking for 4-6 PC's of 6th level with the following:
- An interesting backstory that catches the attention. Excellent builds won't inmpress me without a cool concept to attach them to.
- 20 point ability buy per the core book.
- Standard core races only. (I might make an exception if I'm really wowed by a concept but just note you'll be starting at a disadvantage in the selection process.)
- Any material is open from the Core Book, Advanced Player's Guide, Ultimate Magic, and Ultimate Combat. (A note. I'm a big fan of the Gunslinger class and the firearm rules in general. However, guns and gunslingers are suitably rare as is standard in Golarion which I also like. To maintain this feel, I will only allow for one character with any levels in the Gunslinger class or any firearms related builds, so other classes with firearm-based feats, etc. This is not a guarantee that a Gunslinger will be accepted, just that if you submit one you understand it should probably be a strong concept to beat out any others.)
- Max HP for ALL levels. (I want to be able to throw some really nasty stuff your way, should I choose.)
- Starting gold appropriate for 6th level characters. There is no restriction on items based on price. (If you want to blow your entire wad on the Super Longsword of Ultimate Awesome while leaving yourself no funds for food, shelter, armor, etc, then by all means, knock yourself out. :-) Just understand that it's on you when you're wishing you hadn't.)
- I'm looking for a balanced party, at least within reason. This is not to say that I won't accept 2 wizards or something if the concepts really call to me, just note that if a bunch of casters are applying, you might do well to submit a martial character.
Lastly, I don't need a fully fleshed out character sheet and separate profile for your submission unless you feel like putting one together. Just the basics so I have an idea (stats, feats, archetypes/abilities, rough idea of skills, etc). You can flesh it all out with crunch and gear purchases and whole new alias if/when accepted. I personally can understand how it can be frustrating to put in all that work and then not be picked. I can always ask for more details if I need them so no worries.
Well this is a daunting post and I hope I didn't lose any of you on the way. I look forward to seeing your submissions and running a (hopefully) sweet campaign for some of you. Good luck to you all.
Jonasty
| martinaj |
I'd like to submit a wizard by the name of Mahlturis Rhaed, specialized in conjuration magic. Ideally, he'd be a tiefling, but if that's not cool, he can work just as well as a half-elf or half-orc. Beyond that, I'd really like to use either the Diabolist Prestige Class from Princes of Darkness, or, barring that, the Infernal Binder archetype from the Inner Sea Primer. It'd be great if they're allowable, but I can live without them if need be.
The birth of Mahlturis threatened to upset this balance. His fiendish heritage marked his bloodline as tainted, and conventional wisdom would have dictated that he be disposed of. Fortunately, his mother, who lead the house, was a pragmatic women, unwilling to so swiftly discard a potentially useful resource. Mahlturis was posed to the public as a child of one of the slaves in manor, and the child which House Rhaed's matron had been expecting, so far as everyone knew, was a stillborn.
From that point on, Mahlturis was raised with a fierce sense of national pride, and an equally strong sense of duty. Throughout his childhood, he was quietly tested - challenged as others watched quietly, seeing whether or not he would display the ingenuity his family was known for. And indeed he did. Though he was almost useless when it came to his day to day chores, he demonstrated an incredible knack for coming up with unorthodox solutions to any problem that was presented to him, and proved to be a skillful manipulator in the internal politics of the manor and its servants. Of course, no tiefling could hold a noble title, but his mother saw that this creature would have its uses, and began grooming him as the house's next Seneschal.
Mahlturis was given new responsibilities and a new agenda. He had to be educated, and for the scrawny lad, this was a welcome change of pace. He learned finances, politics, and the basic principles of governance, but he developed a love for two subjects in particular - history, and the matters of the arcane. With his manor's vast library at his disposal, Mahlturis was able to decipher the fundamental concepts of wizardry, emulating the time-honored tradition of Chelaxian devil-binding.
As a young man, he took charge of the day-to-day management of the estate, and again he did well. He took pride in his work, and, quietly, so did his mother. He never garnered much publicity, given his heritage, but behind the scenes, House Rhaed began to grow in leaps and bounds under his management. In fact, his relative ambiguity caused the rival houses to overlook his machinations, instead fixing their eyes on those who had spawned him. This made the House's rise to power all the more surprising.
One evening, in a fit of sentimentality, Mahlturis's mother summoned him before her and revealed to him the truth. She offered an apology for the decades-long deception, and thanked him for what he had done. In turn, she expected a gracious acceptance of the apology, and an even stronger loyalty to the house. Mahlturis did was expected, but inwardly he seethed. It was then he realized that no matter how he excelled, no matter what he accomplished, he would never be more than a second-class citizen in his country. All the work he had done up until now had culminated in nothing more than a private confession of parentage. His ambitions would never be realized. Not in Cheliax.
He found himself longing for more enlightened societies, and his mind began to wander back to the ancient civilizations which he had read about, and the great leaders who had commanded them. Aroden, Xin, even Tar-Baphon. The names of these visionaries dominated his thoughts. He began to see his own nation in a different light - a failed experiment in a diabolist society - a sound theory but poorly executed. Where had they gone wrong? He resolved to find out.
Mahlturis began embezzling funds from the treasury, and after two years, he had enough to make his flight. He left Egorian, and then Cheliax, determined to ply the ruins of the great civilizations of old, searching for common threads. He would learn what made them so successful. He set out first for Varisia, and spent some time exploring the ruins of Thassilon. After that, he made a study of the empire of the Whispering Tyrant, followed by a quiet study of ancient Cheliax and Taldor. Now, he turns his eyes away from Avistan and towards the southern continent, wondering what secrets might be found within the ruined cities of the Mwangi Expanse.
Note: As I mentioned, Mahlturis can be easily re-styled as a half-elf or a half-orc, with his non-human heritage and the circumstances of such a birth (clearly an affair) being the major conflict in his upbringing.
As far as his personality, he is intelligent, shrewd, and when the situation calls for it, ruthless. He's currently LN, but it wouldn't take too much to make him slip. He follows the philosophy of Diabolism, hoping to emulate the "utopian" structure of the nine hells. He beliefs in the strength of hierarchies, though they need to be rigid or inflexible. He promotes personal and social growth, first and foremost in himself, but in others when he can help potential flourish. He would like to see all people realize whatever they might become, and in this respect, he often takes on the role of a teacher in dealings with others. He tries to avoid making premature judgments about others, though he does not tolerate those that prove themselves fools. He also holds that commitment and conviction are important driving forces for any individual, and will offer a modicum of respect to those who embrace ideas he may disagree with, if only because they stand by their beliefs. He is fascinated with "greatness" in sentient beings, and does all he can to help it flourish, believing an ideal society helps to hoist up its most brilliant individuals so they might lead the masses to achieve.
He has a focus on summoning spells, enchantments, and fire spells. His opposition schools are illusion (too frivolous) and necromancy (too crude).
As far as skills go, he will cross class into a few social skills, especially Diplomacy, but most of his skill points will be invested into knowledge skills, especially History and Arcana. If the Diabolist is disallowed, he may even pick up the Loremaster prestige class.
I'm still not certain on feats - I really want to give my available sourcebooks a good, solid read once I know more clearly what direction he's going to take. However, One or two selections of Spell Focus are all but guaranteed, POSSIBLY spell mastery.
| Rotolutundro |
A younger son of the respectable Valdane family in Taldor, Barker stands to inherit little but his title, and so has few responsibilities, which suits him just fine. His real dream is of fame and glory, specifically that of a great hunter-explorer. He spent his childhood poring over old maps and enthralled by the stories of explorers that his uncle Markane, a member of the Pathfinder Society, would tell. Lured by tales of lost treasure and mighty monsters, as a young man he joined the Society himself (unless that conflicts with your planned story), and set off to the Mwangi Expanse.
Since then he's brought down a number of great beasts and led expeditions into the dark jungles as a guide, but he hasn't yet found the glory and riches he's been looking for.
More passionate about hunting than most of his dilettante comrades, Barker has no other great interests but willingly dallies with whatever his friends are currently engaged with. He presents himself as an unassuming and mildly charming fellow, using the name Barker rather than his real name, but being a noble is ingrained in him and his worldview.
Barker is often found at a tavern, hanging about quaffing ale, polishing his heavy crossbow, Alexina, and telling tall tales with his fellow bravos. His dusty clothes are of good quality, appropriate to the class of wealthy younger sons of nobility to which he belongs: trousers tucked into his boots and a khaki vest over his dun shirt. His wide-brimmed hat is banded with fangs and claws from the animals he's brought down. His ribs are scored by claw marks and his left forearm with bite marks, souvenir of an encounter with a tiger.
Barker is a human ranger 6 with the crossbow combat style. I'm open to suggestions for his favored enemy - if you have no suggestions, I'll go with magical beast. His hunter's bond is group-focused and his favored terrain is, amazingly enough, jungle.
stats:
STR 13
DEX 18
CON 10
INT 10
WIS 15
CHA 12
lvl. feat
1 dodge human
point blank shot normal
2 precise shot ranger
3 endurance ranger
5 shot on the run normal
6 crossbow mastery ranger
If you're allowing traits, I'd like to take the Jungle Fighter (combat) and Mwangi Scholar (campaign) traits. (I found them on d20pfsrd.com.)
Primary skills: Knowledge (geography, local and nature), Perception, Profession (big game hunter), Stealth, Survival and Swim.
Anything else you want to know, just ask! :)
| Bilbo Bang-Bang |
Had to give up on a shaman. I became obsessed with the idea of a Teddy Roosevelt-inspired halfing gunslinger or Trophy Hunter Ranger.
Theodore Turnfelt came to the Mawangi drawn by the idea of the massive creatures said to roam the jungles and savannahs of this wild land. Having collected quite an impressive array of creatures in his adventures, Theodore seeks the ever greater beast to add to his game room. While it may seem at odds with his hunter side, Turnfelt is also a bit of a conservationist. Frequently documenting the habits of the beast he hunts in volumes used in universities across the Inner Sea.
Build to follow.
| Quantum |
Str:10
Dex:14
Con:8
Int:16
Wis:16
Cha:12
Feats: by level
1st-Thoughness
3rd-Improved Familar
5th-undecided
Traits-undecided
Skills-Knowledge(arcana), Knowledge(History), Knowledge(Nature), Craft(Alchemy), Spellcraft, Intimidate
Familiar is the Nosoi from the improved familiar list
Spells and whatnit to come if accepted unless requested
| DM Jonasty |
To all: Variant abilities/classes/races/etc that are not from the 4 base books will depend a lot on if I have access to the book it's from. I will let you know based on your request.
Regarding monster races for all that asked, I'm not saying no to anything, it could be the party will be ALL monstrous races. A lot of that will depend on how it's written up. If you sell me an awesome backstory that really defines and captures my imagination, that's a win. If you're backstory is minimal and doesn't really explain to me why you had to be a goblin instead of an elf or halfling, it might fall by the wayside, so to speak.
martinaj: I have Princes of Darkness and I'm fine with the PrC so go ahead and submit your concept with that build if you want. Take whatever race you want, it's all about how you sell it to me over the actual mechanics.
Quantum: I have the Harrowstone book so you can submit the Changeling. Regarding the monster race thing, see above but feel free to submit both the changeling and the hellknight if you'd like, it could only help your odds.
| DM Jonasty |
So I didn't post this initially cause in my mind it's kind of a given for most on these boards now but I am looking for at least once a day posting during the weekdays but more is always appreciated. Weekends are of course a lot more flexible, real life, yaddah yaddah yaddah.
I figure most of you either know the drill or at the very least it's common sense. But putting it in writing just to say that I did.
| martinaj |
Alright then, I'll keep Mahlturis as a tiefling. It's soooo much more scandelous (in Cheliax, anyways). Because he was considered an outcast merely because of his race (not because of the questionable origins of his parentage, as would be the case with a half-orc or half-elf) he takes an almost instant dislike towards those who make such judgments, and in spite of his own sense of superiority, he makes it a point to render his own judgments on individual merits.
As far as his crunch, here's what I've got...
Wizard (Conjurer) 5 / Diabolist 1
Str 8
Dex 14 (12 +2)
Con 14
Int 19 (16+2, +1 for 4th level)
Wis 10
Cha 12 (14-2)
Class Choices: Arcane Bond: Bound Item (Ring)
Disabled Schools: Illusion and Necromancy
Primary Skills: Spellcraft, Knowledge (Arcana, The Planes, History), Diplomacy, Bluff (A few ranks in Knowledge - Religion, and in Linguistics)
Feats: Improved Initiative, Spell Focus (Conjuration), Craft Wondrous Items (or a metamagic feat if item creation won't be feasible). Last feat will be either the "Split Slot" arcane discovery or Toughness. Not sure which yet.
Please let me know if I've left out anything important.
Galahad0430
|
for consideration :)
Finnian Suratova hails from Brevoy. Graduate of the Restov Dueling Academy, he had no interest in becoming part of his family's merchant business. He has traveled most of Avistan participating in tournaments and occasionally making money as a dueling champion. A few months ago he met a Mwangi gladiator and, intrigued by the exotic fighting style, decided to travel there to try matching his style versus theirs. However, since arriving, he has been hugely disappointed. The frontier aspect of the area does not lend itself to the stylized dueling competitions he enjoys. Instead he finds himself in constant conflict with the blunt natures of the locals. Tired of his futile attempts to start a fighting school near the coast, he has decided to explore the interior in hopes of discovery new styles.
Human fighter 6 (Aldori Swordlord archetype)
Str 14
Dex 20
Con 12
Int 14
Wis 10
Cha 8
Traits
Threatening Defender
???
Feats
Exotic Weapon Prof. (Aldori Dueling sword)
Combat Expt.
Weapon Finesse
Weapon Focus (ADS)
Improved Disarm
Weapon Spec. (ADS)
Quickdraw
Aldori Dueling Mastery
Class Abilities
Bravery +2
Defensive Parry +1 (+1 AC when full attacking)
Disarming Strike (I deal normal damage w/o Str bonus when disarming)
| DM Jonasty |
I've seen some people referencing this and I looked it over myself. So let me modify my materials post with the following.
As long as something is Paizo official and can be found on the PFSRD, you may use it when building your character. 3rd party publisher content on the PFSRD will not be allowed. If it doesn't meet the PFSRD guidelines I just mentioned AND I don't have the book for it, then it's not allowed. Hope this opens up options for people.
Traits have been mentioned or included in builds. It was not expressly mentioned but each character may take 2 traits, if they desire, but they are not mandatory.
Galahad0430: Could you give me just a little more general info, feat selections and class ability selections type of thing?
| Deevor |
May I present Ito L'Rangi, a Mawangii Druid (Eagle Shaman).
The stats are a first effort, though I've not played a druid in pathfinder before and I'm not sure if it's a good one or bad one.
Ito born of the nomadic tribe of the Bas'o, was a peaceful and considerate young man. His mother, a woman of compassion and healing, gave birth to Ito under the midday sun whilst gathering the wild berries of the Onachi trees. As she lay, her brow hot with the sweat of labour, several tribeswomen noted that high up in the blue sky
a great eagle circled, its shadow covering the Bas'o woman, as she held the child in her arms for the first time. A high
pitched shriek, left the eagle's beak, as it circled one more time before silently using the currents of the air to disappear
into the vastness of the sky above plains and mountains of Mwangii. The mother knew, her child was special, chosen by the forces of nature.
His childhood was much like any Bas'o child, moving, working and herding. It was apparent from an early age that he built an easy rapport with the domestic animals of the tribe, but it was also noted by the shamans that this was more than just a skill. Even as a child he was able to calm the goats and sheep when wild predators
where close, seeking out easy prey. And so Hir T'Morio one of the tribes elders took the boy under his wing and nurtured his abilities, teaching him the ways of the Eagalii (Shaman with affinity to Eagles). It was in his early days whilst still tending the herd, he was elevated in the eyes of the Bas'o, using the natural magic of the
Eagalii to turn a giant spider away with just his mind. In fact he found he was able to control all sorts or vermin and of course certain animals too, but he kept such abilities close to his chest. His teachers knew, though he never told them, so they continued his education in the way of all of natures keepers.
Such was his ability, that when he tended sick or injured animals, he was invariably able to bring them back to full fitness and life. There are even rumors that the wolves of the plains no longer approach the animals in his care, because he was able to heal Branji the great gray wolf, father to all wolves. When questioned about this, Ito just smiles and says that he is not the father of all, but he has helped many beasts in need of healing.
His life amongst his Bas'o tribe seemed secure and his destiny to be a mighty shaman, a true Bas'o Eaglii. Yet it was not to be.
It was during the rains, when his life changed. Once more he took a small herd of goats and sheep away from the main body of the tribe,
finding good pasture and safe ground for them to graze. All was quiet, apart from the sounds of the incessant rain, all was as it should be.
Yet maybe a mile away, where the Bas'o encampment had been set, a group of colonialist slavers had their eyes on the Bas'o natives. It was
quick and no-one was left to bear witness to the massacre and capture. Without warning, the Bas'o were encircled by armed and viscous men and women slavers. They bore down on the village, killing the weak and the old, beating those who stood in their way and herding frightened Bas'o that ran straight into a trap.
Rusting metal irons clamped around the necks of the captives, held the tribe, or what was left of it, as they marched their prizes away and back to the colonial fortified towns, for selling in the slave markets there. Back at the encampment, the ground red with the blood of the slain, quickly attracted the wild creatures and beasts, able to gain a free meal, ripping apart the bodies of the dead and defenseless wounded, leaving piles of half eaten corpses.
It was to this carnage that Ito returned, with his flock. It was with his sisters young corpse that he remained that night, as sobs of sorrow
racked his body. It was with his prayers to the dominions of gods of the air, that he turned away the carnivorous creatures of the night and
as dawn revealed the new day, he was able to gain control of himself and build a pyre. As best he could, he let the spirits of the dead return to their
patrons, the sun, the stars, the wind and the many divine animals of the world, before what was left of their remains burnt in the cleansing intense heat of the pyre. The young man, watched the last embers of the fire go out, his eyes red with the tears that had long since streamed down his bronzed skin.
His mind in turmoil, his soul seemingly wrenched from him, a dark despair in his heart, he looked around the scene of the Bas'os encampment alone.
He crawled into a last remaining shelter, though its blue and yellow patterned covering was ripped and holed by the preceding day's violence. There he stayed lying down hunched into a ball, that night and for many nights thereafter, alone with just the blackness of his misery filling his mind. How long he stayed like that, Ito cannot tell, but it was only when he heard a high pitched wail outside that he tore his mind away and brought it back to the world. It was a mighty bird calling, its strong talons grasping the bough of half dead tree, its psyche reaching out into Ito's dark places, bringing him back to the light. It wings extended, a white and brown plumage, it feather tips outlined in black seemed so large, that they might cover the whole of the eastern sky. They flapped silently towards Ito, and the bird took to the sky, Ito transfixed by its majesty as it rose up. Ito watched intently, the bird effortlessly gainly altitude and gliding away from the encampment over the long grassy plains, before it suddenly fell from the sky like a stone, talons extended earthwards. Once more Ito saw it rise up, and glide towards him, a freshly killed rabbit in its talons. The rabbit landed at Ito's feet as the eagle returned to perch once more on the tree. Ito understood, somehow, by some connection. It was time for him to look after himself and food and drink were the first order of the day. Ito knew he was not alone, was not without a friend and mentor.
Since that day, Ito has never had the strength he had before, he had grown inwardly, his strength of mind, but by not eating for that time his strength deserted him, as though he had become prematurely old. He followed the trails of the slavers, but to no avail, other than being able to provide the last rites to those whose strength gave out and whose bodies were left carelessly by the wayside. Eventually the trail took him to a river and thence nothing to allow him to follow his people, his mother, his father. All that was left was to follow the river, until eventually he came to colonial civilisation. Yet the first villages and towns knew nothing of the slavers, or would not tell. All tracks seemed to be lost, yet Ito needed to find some sort of employment to look after himself. He hired his skills, being able to find safe grazing for flocks, good healthy soil to grow crops. He was able to accompany the colonials and guide them through the wilderness, much like those rare rangers could. His reputation grew in the small villages and towns, so much so that he became known to a group of adventurers, The Company of the Green.
Initially they hired Ito to accompany them into the Mawangii searching for the Lost Orb of Karakas, a minor treasure. Unfortunately it turned out to be a fools errand and the group returned with their lives. Yet they were grateful for even that, after they had been stalked by leopard and only escaped death through Ito's abilities to control the animal and provide healing to wounded companions. So they invited him to be part of their group, and so his adventuring began. Now after several adventures, the group have squabbled and gone their separate ways, leaving Ito to pursue his own way again.
With long flowing graying locks, unkempt and untidy a tall but weak looking bronzed skinned figure stands before you. Compassionate blue eyes, yet ringed with the darkness and heaviness of tragedy, look deep into your soul. A smile greets the new acquaintance, exposing white teeth between the thin lips that part.
He wears little, just a white cloth vest and dirty graying shorts, on his feet sandals exposing calloused and hard skinned feet. His scrawny arm extends a hand in greeting, as a voice, slow, low and emotionless says "Welcome". The word sounds like a full stop, as though it's the only word he can say at the moment.
ITO L'RANGI CR 5
Male Human (Mwangi) Druid (Eagle Shaman) 6
NG Medium Humanoid (Human)
Init +1; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 54 (6d8+6)
Fort +6, Ref +3, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (30 feet, Average)
Melee Unarmed Strike +3 (1d3-1/20/x2)
Druid (Eagle Shaman) Spells Known (CL 6, 3 melee touch, 5 ranged touch):
3 (3/day) Neutralize Poison, Remove Disease, Spike Growth (DC 16)
2 (4/day) Delay Poison (DC 15), Owl's Wisdom, Feast of Ashes (DC 15), Hold Animal (DC 15)
1 (4/day) Cure Light Wounds (DC 14), Calm Animals (DC 14), Faerie Fire, Obscuring Mist
0 (at will) Light, Detect Magic, Know Direction, Purify Food and Drink (DC 13)
--------------------
STATISTICS
--------------------
Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 18
Base Atk +4; CMB +3; CMD 15
Feats Craft Wand, Dodge, Druid Weapon Proficiencies, Endurance, Vermin Heart
Traits Sacred Touch, Suspicious
Skills Fly +10, Handle Animal +13, Heal +9, Intimidate +8, Knowledge: Geography +4, Knowledge: Nature +6, Perception +12, Sense Motive +9, Survival +9
Languages Common, Druidic, Polyglot
SQ +3 Diplomacy or Intimidate to change a creature's attitude, Animal Companion Link (Ex), Eagle Wild Shape (3/day) (Su), Eagle's Totem Transformation (Standard Action) (6 minutes/day) (Su), Eagle's Totemic Summons (Su), Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +10 (Ex), Wild Shape (1/day) (Su), Wild Shape (Beast Shape I: Small - Medium animal), Wild Shape (Beast Shape III: Diminutive - Huge totem animal), Woodland Stride (Ex)
Other Gear Wand of Aspect of the Falcon, Wand of Barkskin, Wand of Cure Moderate Wounds
--------------------
TRACKED RESOURCES
--------------------
Eagle Wild Shape (3/day) (Su) - 0/3
Eagle's Totem Transformation (Standard Action) (6 minutes/day) (Su) - 0/6
Wild Shape (1/day) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+3 Diplomacy or Intimidate to change a creature's attitude Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Eagle Wild Shape (3/day) (Su) Shapeshift into an eagle one or more times per day.
Eagle's Totem Transformation (Standard Action) (6 minutes/day) (Su) At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid m
Eagle's Totemic Summons (Su) At 5th level, an eagle shaman may cast summon nature’s ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th-level list), and these summoned creatures gain temporary hit points equal to her druid level. This abilit
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Flight (30 feet, Average) You can fly!
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
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
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Beast Shape III: Diminutive - Huge totem animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Galahad0430
|
Here is the completed character:
FINNIAN SURATOVA CR 5
Male Human (Taldan) Fighter (Aldori Swordlord) 6
NG Medium Humanoid (Human)
Init +7; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 22, touch 16, flat-footed 17. . (+5 armor, +1 shield, +5 Dex, +1 deflection)
hp 66 (6d10+6)
Fort +8, Ref +9, Will +4
Defensive Abilities Bravery +2, Defensive Parry +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Sword, Aldori Dueling +14/+9 (1d8+4/19-20/x2) and
. . Dagger +11/+6 (1d4+2/19-20/x2) and
. . Dagger +11/+6 (1d4+2/19-20/x2) and
. . Unarmed Strike +11/+6 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 19/21, Con 12, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +8 (+10 Disarming); CMD 24 (26 vs. Disarm30 vs. Feint30 vs. Grapple)
Feats Aldori Dueling Mastery, Combat Expertise +/-2, Exotic Weapon Proficiency: Sword, Aldori Dueling, Improved Disarm, Power Attack -2/+4, Quick Draw, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling
Traits Sword Scion, Threatening Defender
Skills Acrobatics +11, Climb +8, Linguistics +5, Ride +11, Survival +12, Swim +8
Languages Aklo, Common, Dwarven, Polyglot, Sylvan, Varisian
SQ Disarming Strike (Ex), Heart of the Wilderness +3, Hero Points
Combat Gear +1 Mithral Chain Shirt, +1 Sword, Aldori Dueling, Dagger, Dagger; Other Gear Adventurer's Sash (empty), Backpack, Masterwork (empty), Bedroll, Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Flint and steel, Grappling hook, Pouch, belt (empty), Ring of Protection, +1, Sunrod (4), Waterskin, Whetstone, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Bravery +2 (Ex) +2 Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Heart of the Wilderness +3 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Improved Disarm Disarm at +2, without an attack of opportunity.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
| Bilbo Bang-Bang |
Theodore Turnfelt's sheet.
This is only Abilities, Stats, skills and feats. I will add the gear and fluff if picked up.
UNNAMED HERO CR 5
Male Halfling Gunslinger (Musket Master) 6
NG Small Humanoid (Halfling)
Init +9; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 18, flat-footed 11. . (+5 Dex, +1 size, +2 dodge)
hp 60 (6d10)
Fort +6, Ref +11, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +7/+2 (1d2/20/x2)
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 10, Int 12, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 20
Feats Big Game Hunter, Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload: Musket, Vital Strike
Traits Mwangi Scholar, Reactionary
Skills Acrobatics +10, Bluff +5, Climb +4, Diplomacy +6, Fly +7, Handle Animal +8, Intimidate +5, Knowledge: Geography +3, Knowledge: Nature +4, Linguistics +3, Perception +8, Ride +11, Sleight of Hand +9, Stealth +12, Survival +9, Swim +6
Languages Common, Draconic, Elven, Halfling, Polyglot, Vegepygmy
SQ Deadeye (Ex), Deeds, Fast Musket (Ex), Fearless, Grit (Ex), Gunslinger Initiative (Ex), Musket Training (+5, misfire value -2) (Ex), Pistol-whip (Ex), Quick Clear (Ex), Steady Aim (Ex)
--------------------
SPECIAL ABILITIES
--------------------
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Fearless +2 morale bonus vs Fear saves.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rapid Reload: Musket You can reload fast with one type of Crossbow.
Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Vital Strike Standard action: x2 weapon damage dice.
| DM Jonasty |
I'm liking what I'm seeing so far. Keep em coming!
Applicant list so far:
martinaj - Mahlturis Rhaed; Tiefling Wizard/Diabolist
Rotolutundro - Barquiel 'Barker' Valdane; Human Ranger (Crossbow style)
Quantum - Foux; Changeling Witch
Deevor - Ito L'Rangi; Human (Mawangii) Druid (Eagle Shaman)
Galahad0430 - Finnian Suratova; Human (Taldan) Fighter (Aldori Swordlord)
Bilbo Bang-Bang - Theodore Turnfelt; Halfling Gunslinger (Musket Master)
Shaundakul - Xandrel; Half-Elf Sorcerer
imimrtl - Alexander Do'Rafien; Aasimar Cleric of Groetus
Balodek - TBD
Arknight - TBD
Let me know if I missed anyone or if something has changed from what I have above.
| Quantum |
hey, the witch is actually a changeling, sorry if I didn't mention that or make it clear in the background, I can edit this if it does not attribute well to her race. If she is of interest i'll flesh out a detailed personality and physical description, as well as a complete statistics write up. kind of been a busy day I'll still try to get the Hellknight up soon though
| imimrtl |
Ok DM Jonasty I have a somewhat weird one here. May I present Alexander Do'Rafien. Alexander is an Aasimar Cleric of Groetus. He is a believer in the idea that all things must end. He does not seek to usher in the end of the world but more sees himself as preparing those that live within the world for the eventual end. He uses the despair, fear, and madness that the threat of oblivion engenders against his enemies and those who would seek to end others lives and purposes before their time. Alexander is descended from a celestial that went to explore Groetus's realm in the moon above Pharasma's boneyard and came back as a prophet and disciple of Groetus. This legacy has been passed down father to son for generations.
Here are my preliminary stats.
Male Aasimar Cleric 6
CN Medium Outsider (Native)
Init +0; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 60 (6d8+6)
Fort +6, Ref +2, Will +9
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6 (1d3+2/20/x2)
Special Attacks Touch of Chaos (7/day), Vision of Madness (7/day)
Spell-Like Abilities Daylight (1/day), Touch of Chaos (7/day), Vision of Madness (7/day)
Cleric Spells Known (CL 6, 6 melee touch, 4 ranged touch):
3 (3/day) Summon Monster III, Magic Circle against Evil (DC 17), Displacement (DC 17), Dispel Magic
2 (4/day) Restoration, Lesser (DC 16), Owl's Wisdom (DC 16), Silence (DC 16), Resist Energy (DC 16), Align Weapon (DC 16)
1 (4/day) Comprehend Languages (DC 15), Bless, Confusion, Lesser (DC 15), Murderous Command (DC 15), Sanctuary (DC 15)
0 (at will) Detect Magic, Create Water, Purify Food and Drink (DC 14), Read Magic (DC 14)
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 18, Cha 16
Base Atk +4; CMB +6; CMD 16
Feats Selective Channeling, Versatile Channeler
Traits Dangerously Curious, Sacred Conduit
Skills Diplomacy +5, Heal +8, Knowledge: Religion +4, Knowledge: The Planes +4, Perception +6, Spellcraft +7, Use Magic Device +12
Languages Celestial, Common
SQ Aura (Ex), Cleric Domain: Madness, Cleric Domain: Protean, Spontaneous Casting, Versatile Channel Positive Energy 3d6 (6/day) (DC 17) (Su)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain: Protean Associated Domain: Chaos
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Versatile Channel Positive Energy 3d6 (6/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Versatile Channeler Channel both positive and negative energy
Vision of Madness (7/day) (Sp) With a melee touch attack, target gains +3 on attack rolls, saving throws, or skill checks and -3 on the others.
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Any feedback you have would be awesome!
| DM Jonasty |
hey, the witch is actually a changeling, sorry if I didn't mention that or make it clear in the background, I can edit this if it does not attribute well to her race. If she is of interest i'll flesh out a detailed personality and physical description, as well as a complete statistics write up. kind of been a busy day I'll still try to get the Hellknight up soon though
I updated the list accordingly. Lol, I was trying not to burn dinner while putting the list together.
| DM Jonasty |
Ok DM Jonasty I have a somewhat weird one here. May I present Alexander Do'Rafien. Alexander is an Aasimar Cleric of Groetus. He is a believer in the idea that all things must end. He does not seek to usher in the end of the world but more sees himself as preparing those that live within the world for the eventual end. He uses the despair, fear, and madness that the threat of oblivion engenders against his enemies and those who would seek to end others lives and purposes before their time. Alexander is descended from a celestial that went to explore Groetus's realm in the moon above Pharasma's boneyard and came back as a prophet and disciple of Groetus. This legacy has been passed down father to son for generations.
Here are my preliminary stats.
** spoiler omitted **...
Solid concept and catches the eye. The only thing that I am curious about is the choice of having it be an Aasimar being a disciple of a creature of madness. It's a quick reference at the end about the celestial and it leaves me wanting to know what this means. Not saying I don't like the concept but maybe you could elaborate more as to why an Aasimar and not another race. Even if you're going the half celestial route, Tiefling would almost seem to fit this better thematically, although maybe not mechanically I haven't checked.
Once again, don't feel this is a rejection or disapproval, I'm just curious how you came to this portion of the character.
| imimrtl |
Tiefling would fit but that is the reason why I went with Aasimar. I saw his ancestor as being a student of the realms of death but from the perspective of easing souls passage and alleviating the suffering that is inherent within the process of death. That sort of compassion fits more with a good aligned celestial creature and through his studies would have found out about the secrets of oblivion and true endings that Groetus represents. He would have been fascinated with the idea of exploring that otherworldly abode to see what secrets lie there that he could tap in his quest. Through going he was turned a little bit mad as all who go to Groetus find out. Being a celestial creature he would have had a little bit of the hubris that is a hallmark of such creatures and thought that he would be able to succeed where others had failed. Obviously he suffered a similar fate but because of his nature was able to turn it to a "good" end, by swearing to prepare the worlds for the end of all things. I almost see it as the stories from lots of scifi novels where people reach the edge of space and see the vast emptiness and go a little nuts. Not violently crazy, more a bit off. So it was kind of a fall from grace sort of thing except not a true fall to evil, more to madness (from a lot of peoples perspectives, they don't consider themselves mad, just informed lol)
What do you think?
| DM Jonasty |
Just FYI for people, Monday is the last day for submissions. Please get them posted by Monday evening (I'm Boston area to give you an idea of what Monday night will mean for me). I will be reviewing them and making my decision on Tuesday. I could leave the recruitment open longer but I've clearly already received a lot of strong concepts that seem to run the gambit of class types so I'm already going to have a tough time choosing. I'll let anyone else who wants a shot to get their stuff in over the next few days but I'm not going to drag this out only to mean more people I have to say no to.
So if you haven't submitted a concept and wanted to, get it in soon. And if you have submitted a concept and want to propose a second one to better up your chances, by all means go nuts. I'm excited that there's this much interest and I look forward to starting this real soon!
| DM Jonasty |
Tiefling would fit but that is the reason why I went with Aasimar. I saw his ancestor as being a student of the realms of death but from the perspective of easing souls passage and alleviating the suffering that is inherent within the process of death. That sort of compassion fits more with a good aligned celestial creature and through his studies would have found out about the secrets of oblivion and true endings that Groetus represents. He would have been fascinated with the idea of exploring that otherworldly abode to see what secrets lie there that he could tap in his quest. Through going he was turned a little bit mad as all who go to Groetus find out. Being a celestial creature he would have had a little bit of the hubris that is a hallmark of such creatures and thought that he would be able to succeed where others had failed. Obviously he suffered a similar fate but because of his nature was able to turn it to a "good" end, by swearing to prepare the worlds for the end of all things. I almost see it as the stories from lots of scifi novels where people reach the edge of space and see the vast emptiness and go a little nuts. Not violently crazy, more a bit off. So it was kind of a fall from grace sort of thing except not a true fall to evil, more to madness (from a lot of peoples perspectives, they don't consider themselves mad, just informed lol)
What do you think?
This is what I was looking for! Awesome explanation that really makes me understand the choice. Thanks.
| Chris Parker |
Hmm... here's the sheet for a Survivalist Rogue, I'll get a background and suchlike together when I have some idea of the setting, though he'd probably be a local hired for his knowledge of the area.
Male Chaotic Good Human
Rogue (Survivalist) 6
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 10 (0)
Intelligence: 14 (+2)
Wisdom: 10 (0)
Charisma: 12 (+1)
Acrobatics: +12
Appraise: +11
Bluff: +1
Climb: +12
Diplomacy: +10
Disable Device: +10
Disguise: +1
Escape Artist: +12
Fly: +3
Handle Animal: +1
Heal: +0
Intimidate: +1
Knowledge: Geography: +12
Knowledge: Local: +11
Linguistics: +2
Perception: +9
Ride: +3
Sense Motive: +0
Sleight of Hand: +3
Spellcraft: +2
Stealth: +12
Survival: +9
Swim: +12
Use Magic Device: +1
Hit Points: 48 HP
Hit Dice: 6d8
Initiative: +3
Attack Bonus: +4
(melee: +7)
(ranged: +7)
Fortitude Save: +3
Reflex Save: +9
Will Save: +3
Armor Class: 19
(touch: 14)
(flat-footed: 15)
CMB: +7
CMD: 21
(flat-footed: 17)
Feats & Traits:
Armor Proficiency (Light)
Combat Expertise
Dodge
Improved Feint
Martial Weapon Proficiency: Kukri
Rogue Weapon Proficiencies
Simple Weapon Proficiency - All
Weapon Focus: Kukri
Child of Nature: Survival
Scholar of Ruins: Knowledge: Geography
Special Abilities:
Evasion (Ex)
Uncanny Dodge (Ex)
Sneak Attack +3d6
Endure Elements (CL 6) (1/day) (Sp)
Hardy (Ex)
Resiliency (1/day) (Ex)
Undetected Sabotage +6 (Ex)
Sextant
+1 Keen Kukri (+9, 1d4+4 damage, crit 15-20/x2)
Unarmed Strike (+7, 1d3+3 damage, crit 20/x2)
Magic Items:
+1 Keen Kukri
+1 Studded Leather
Amulet of Natural Armor +1
Bag of Holding I (empty)
Cloak of Resistance, +1
Other Gear: Sextant
Thieves' tools, masterwork
Tindertwig (x10)
| Groth |
I've put together a submission for Jahael, an elven Hedge Witch. Main focus is on healing and support, with some direct combat ability to back it up. Let me know if you have any questions.
CG elf Hedge Witch 6
Str 12, Dex 14, Con 10, Int 19, Wis 9, Cha 14
Feats: Arcane Strike, Extra Hex, Improved Familiar
Skills: Fly, Heal, Intimidate, Knowledge (arcana), Spellcraft, UMD
Hexes: Flight, Fortune, Healing, Ward
Party role: Healing, support, and ranged attacks
That is no longer the case. One of the great spirits has fallen, the bones no longer speak the future, and dark things rattle at their cages. Even the most stubborn now admits that change is come. The next question, then, is what to do about it. The debates were long, often thoughtful, sometimes heated. In the end, the only answer they could decide upon was that they didn't know enough to answer. So it was resolved by the elders to send explorers out into the world. They would need elves with youth, curiosity, cleverness, and a sufficient lack of common sense that they wouldn't rebel at being exiled from their home. One of the first names to be spoken was Jahael of the Rain.
Jahael was a gifted student of the element weavers, whose touch brought health and good fortune like a nourishing rain. Were that all she was known for, her name would not have been spoken at that time. No, what she was also known for was her drive to discover new things, to dig secrets from dangerous places, to learn things long forgotten, and to pull others who ought to know better into helping her with these attempts. For this she was also compared to the sudden deluge of rain that washes people away and leaves debris in its wake.
So it was decided that Jahael would be one of those tasked to venture forth from the homes of the Ekujae. So it came to pass that Merisial of the Dew exerted much effort to appear saddened when she informed her most troublesome apprentice that Jahael was to leave the tribe for a time. And as expected Jahael was most pleased by this news. Many a time around the fires had she listened to stories of the explorers from afar who transpassed the Mwangi, to slay monsters with spell and blade and steal the treasures from the hidden places. Many a time had she wished that she could be one of them, daring great dangers instead of tending to sick animals or sprained ankles. With a few short farewells she took up her hunting bow and happily set out, with every intention of finding one of these bands of foreign heroes and making herself a part of it.
| DM Jonasty |
Updated
Applicant list so far:
martinaj - Mahlturis Rhaed; Tiefling Wizard/Diabolist
Rotolutundro - Barquiel 'Barker' Valdane; Human Ranger (Crossbow style)
Quantum - Foux; Changeling Witch
Deevor - Ito L'Rangi; Human (Mawangii) Druid (Eagle Shaman)
Galahad0430 - Finnian Suratova; Human (Taldan) Fighter (Aldori Swordlord)
Bilbo Bang-Bang - Theodore Turnfelt; Halfling Gunslinger (Musket Master)
Shaundakul - Xandrel; Half-Elf Sorcerer
imimrtl - Alexander Do'Rafien; Aasimar Cleric of Groetus
Chris Parker - Umgabwe; Rogue Survivalist
Groth - Jahael of the Rain; Elf Witch (Hedge Witch)
Balodek - TBD
Arknight - TBD
Balodek
|
Ok I have the crunchy bits, I'll work on a good story today and post it.
GRUTSNICK CR 5
Male Half-Orc Barbarian (Invulnerable Rager) 6
CG Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 18. . (+5 armor, +2 Dex, +2 natural, +1 deflection)
hp 84 (6d12+12)
Fort +7, Ref +4, Will +2
Defensive Abilities Guarded Life; DR 3/-;, 6/lethal; Resist fire 1, Extreme Endurance (Fire)
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Adamantine Greataxe +12/+7 (1d12+8/20/x3) and
. . Kukri +11/+6 (1d4+5/18-20/x2) and
. . Unarmed Strike +11/+6 (1d3+5/20/x2)
Ranged Longbow, Comp. (Str +5) +8/+3 (1d8+5/20/x3)
--------------------
STATISTICS
--------------------
Str 19/21, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +11; CMD 24
Feats Ferocious Tenacity, Ironhide, Power Attack -2/+4
Traits Jungle Walker (Mwangi Expanse), Killer
Skills Acrobatics +6, Climb +11, Handle Animal +4, Intimidate +6, Knowledge: Nature +4, Perception +9, Profession: Sailor +1, Sense Motive +1, Stealth +8, Survival +9, Swim +11
Languages Common, Orc
SQ Fast Movement +10 (Ex), Orc Ferocity (1/day), Rage (16 rounds/day) (Ex), Reckless Abandon (+/-2) (Ex), Renewed Vigor 1d8+2 HP (1/day) (Ex)
Combat Gear +1 Adamantine Greataxe, +1 Mithral Chain Shirt, Arrows (40), Kukri, Longbow, Comp. (Str +5); Other Gear Amulet of Natural Armor +1, Backpack (9 @ 21.08 lbs), Bedroll, Belt of Giant Strength, +2, Fishing net, 25 sq. ft., Potion of Cure Light Wounds (4), Rations, trail (per day) (5), Ring of Protection, +1, Rope, silk (50 ft.), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance: Fire (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Tenacity When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and
Guarded Life (6 HP) (Ex) If reduced below 0HP, convert some damage to non-lethal. Auto-stabilize below 0HP.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Jungle Walker (Mwangi Expanse) +2 trait bonus on Survival checks in jungle terrain.
Killer Add weapon's critical modifier to its critical bonus damage.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Renewed Vigor 1d8+2 HP (1/day) (Ex) 1/day while raging, heal yourself for 1d8+2 HP
| Quantum |
Ok here are the basics of the Hellknight, I'm not sure how effective the build itself will be, first Hellknight.
Maximilian Henderthane IV
LE or LN (if LE isn't allowed)Fighter 5/Hellknight(order of the scourge) 1
Str 18
Dex 13
Con 10
Int 14
Wis 10
Cha 14
Feats: Exotic wep prof(Elven Curve Blade), Weapon Focus(curve Blade), Weapon Specialization(curve Blade), Antagonize or Iron Will
Fighter Feats: Dazzling Display, Power Attack, Intimidating Prowess
Skills: Climb 6, Intimidate 6, Perception 6, Ride 3, Sense Motive 6, Swim 6, Knowledge(planes)2
Primarily seen as a tankish type, able to control the battlefield... still kind of experimenting
The only activity Maximilian found remotely as pleasing as swordplay was public adoration (or perhaps resentment) for he could often be found parading throughout the streets Egorian. One such walk had been thus far uneventful to his great dismay, as he could usually have gotten involved in several confrontations by this time, causing him to delve deeper into the more dangerous districts than he otherwise normally would have. He came upon the scene of a small child being chased ruthlessly by several men with murder in their eyes, of their exact motive he knew not, but nevertheless was instantly driven to action. He dispatched the men with ease sparing none, even beating one to death in the process of trying to discern their motive. He later found the child to be a street orphan in the wrong place at the wrong time, as the criminals had been involved in a previous murder, and tried his best to find a foster home for the poor child (It took quite a few contacts and coin before he eventually sent the child to a far-off merchant family were he became educated and well cared for). In the end, something inside of Maximilian became awakened, for he now had purpose. He propositioned the Hellknights of the Scourge for initiation, and due to his position, attained a trial and the resentment of his family.
Although he obtained the right to try he was by no means given his current position in the Hellknights. He, like all members, had to engage in single combat with a Devil of the hells for his right to bear the title. His opponent was a rather ferocious and temperamental barbazu. The battle itself was hard fought and very nearly cost Maximilian his life until the devil grew frustrated and threw down its glaive (allowing Maximilian to impale the creature as it came in to swipe with its foul claws) in a spiteful dying effort the creature raked its tendrils down his right arm inflicting minor wounds but leaving behind its foul disease, it gurgled curses through a bleeding mouth and vanished with a wicked grin on its face. He was victorious, but nearly unconscious from blood-loss, the satisfaction of success would have to wait.
fluff not quite finished will finish later today
| therealthom |
Let me throw a bard or ranger/bard into the mix.
Amaka Gry:
Daughter of a Varisian adventurer and Mwangi camp follower. Devotee of Shelyn. Dad died while she was young. Mother felt she couldn't go back home and remained near the civilized settlements, working as a servant until she married a Cheliaxian stablemaster a few years later. Amaka grew up caught between two cultures. Not good enough for the colonials. An oddity , an object of pity, or a symbol of loss to the natives. Her father resented her, but suffered her presence. Her mother loved her, but didn't mind when Amaka stayed out all day, or as Amaka's half-sisters were born and grew up, for days at a time.
She made friends in a hit or miss fashion. And often those friends were taken away by parents who didn't care for her.
Two constant presences in her life. . An old Mwangi drunkard. At their first meeting he was just waking to a mind-obliterating hangover. She got him some water . He was a hunter who would work the woods for days or weeks at a time, then bring his catch in. With the money from the sale of his catch he would get blind drunk. Then he would repeat the cycle. He showed her a little basic woodcraft and carving.
The young priestess at the small shrine to Shelyn on the outskirts of town. She was kind and helped Amaka get work sweeping the artisan's floors and doing menial jobs. She also encouraged Amaka's carving.
The jobs with the artisans put Amaka in touch with colonials and she learned she could make "good" money by pretending to be a boy, hanging around the port and running errands for the colonials. At least until she hit puberty. Then the job offers changed and the docks became too dangerous.
Luckily by then, she'd developed a reputation for reliability when given a task. A local trader hired her to help his trail cook and pick up around camp.
Her big break came when the tracker on a safari lost the quarry and she was able to point out the proper trail. Since then she's been able to independently hire out to expeditions as a guide and translator.
Amaka is determined to survive and prosper without becoming beholden to anyone.
Not 100% on the ranger levels, but I really wanted the tracker and survival boost. Favored enemy would probably be animals. May go straight bard with traits. She'll be a support character and face out of combat. She's deliberately setup up not to be a leader. In combat she'll provide bardic support and directly contribute by ranged fire. The carving bit is mostly for RP. If crafting looks like an option I may sink some skill points in carving to provide a basis for item creation. Definitely plan on linguistics focusing on local human languages and one or two "old languages". Actual build coming. Gear is likely to be a collection of little items, talismans, etc.
| DM Jonasty |
Updated
Applicant list so far:
martinaj - Mahlturis Rhaed; Tiefling Wizard/Diabolist
Rotolutundro - Barquiel 'Barker' Valdane; Human Ranger (Crossbow style)
Quantum - Foux; Changeling Witch OR Maximilian Henderthane IV; Human Fighter/Hellknight
Deevor - Ito L'Rangi; Human (Mawangii) Druid (Eagle Shaman)
Galahad0430 - Finnian Suratova; Human (Taldan) Fighter (Aldori Swordlord)
Bilbo Bang-Bang - Theodore Turnfelt; Halfling Gunslinger (Musket Master)
Shaundakul - Xandrel; Half-Elf Sorcerer
imimrtl - Alexander Do'Rafien; Aasimar Cleric of Groetus
Chris Parker - Umgabwe; Rogue Survivalist
Groth - Jahael of the Rain; Elf Witch (Hedge Witch)
Balodek - Grutsnick; Half-Orc Barbarian (Invulnerable Rager)
therealthom - Amaka Gry; Ranger/Bard
Arknight - TBD
| DM Jonasty |
Just as a reminder to those of you who have submitted builds only or with only a small line of fluff, my choices for the group will be made a lot on backstory and concept. The builds can be tweaked and fixed to work with almost anything so I'm really looking to see what type of character you plan on playing to make my choices. Also, the backstory submissions allow me to gauge your writing style and tone which also helps.
I wanted to toss that out there so people have time to whip something together. It doesn't need to be a huge novel or anything but maybe a paragraph at least so I can understand your idea of the character.
Balodek
|
Backstory for Grutsnick.
Grutsnick was born to a small tribe of orcs and half-orcs in the Mwangi Expanse. Upon reaching the age of majority he was inducted into the hunters and warriors of the tribe. On one of his first solitary hunting missions, he found himself on the coast, looking out over the ocean. What could have been a rare moment of introspection for the young half-orc was ruined by a band of pirates, who took him unawares and kidnapped him to crew their vessel.
Spending several years aboard a pirate vessel, Grutsnick was able to jump ship in Port Peril, avoiding capture by fleeing the city and slaying several of his former crew-mates in the wild. Living on his own for years, he made his way back to Port Peril and took ship to Eledar.
It was there he found his true calling, hiring himself out as a part time guide and full time muscle to various merchant caravans and adventuring groups. He never speaks of his past and bears a hatred of pirates to this day. Although he will not steal he sees no conflict in taking from those he has bested in combat, seeing it as part of the natural order.
At 6'5" and 240 pounds, Grutsnick is pure muscle. His greataxe was acquired while raiding nameless ruins in the Mwangi interior. Rarely speaking, Grutsnick prefers action to words, and the name he gives people is the sound his axe makes in battle. Grut!snick
| Bilbo Bang-Bang |
I think that I like this character even more than the Turnfelt.
Charlie Boomtilt Halfling 4 Gunslinger (Pistolero)/ 2 Bard (archaeologist)
Full write up to follow, but here is the general idea.
While exploring ancient ruins Charlie came upon a firearm of foreign design and tome giving him the secrets to its use. After constant pratice and devotion to his new found tool, Boomtilt set out again to search for the untold riches of lost civilizations seeking to earn a name as one of the greatest Pathfinders in all of Golarion. Knowing that few have ever ventured into the depths of the Mwangi Expanse and come back to tell of its secrets, Charlie made the straightest course for its borders.
More to come.....
| HarbinNick |
Hi I'm interested in a PbP game, but I'm behind the great firewall as WELL as behind a horrible university firewall. I lose websites for days at a time. I lost this board for 8 hours today for example. I'm pretty sure I'm not the only person on this board with this problem. I was actually making up a character for this post only to lose everything. Oh well. Advice?
| Quantum |
Brief conclusion to my hellknights fluff as it would not let me edit my previous post
Thought I would do a quick description to help show you what I'm going for here.
Having been born not just a simple noble, but one of his unique status has ingrained within him a certain level of comfort... he dreads to go without. He is also single-minded, unable to focus on multiple endeavors at any given point, often devoting himself entirely upon his current course of action. His obsessive compulsive nature correlates well to his suitability as a Hellknight, he requires constant order and scheduling, EVERYTHING has a time and meaning assigned to its existence.
However, harsh though he may be, Maximilian means well and given the proper circumstances quite noble in his own right, even if his methods may be 'questionable'
| Deevor |
Hi I'm interested in a PbP game, but I'm behind the great firewall as WELL as behind a horrible university firewall. I lose websites for days at a time. I lost this board for 8 hours today for example. I'm pretty sure I'm not the only person on this board with this problem. I was actually making up a character for this post only to lose everything. Oh well. Advice?
If you use firefox, try using the Lazarus plug-in to save posts from being lost. Try it out and take a look, I use it for these boards.