Interest Check in a single player game


Recruitment


I was thinking maybe the emerald spire,. But not married to that at all. I am open to any AP as well as I have most of them. Honestly an existing one is probably more attractive to me but I am open.

I would be looking for someone who can post A LOT and probably should be in close to the same time zone.

Build rules

30 pt build
Paizo only
Mythic Tier 1
Max hp per level
Bonus feats at levels 1,4, 8, 12, 16, 20

Post if you would be interested and WHAT you would want to play. I am open to all of it

and yes the desire for this is stolen from some other recruitment a on the boards right now!

Scarab Sages

I am really curious how this would work out. It might be something I am interested in, although it would be a little strange not having others in a party to RP with.

I've played, GMed or taken part in the following AP's at least in part:

Rise of the Runelord
Kingmaker
Skull & Shackle
Reign of Winter
Shattered Star

I would be happy to try those out or any other AP for a new experience. Emerald Spire might be really cool too though :P I will see about putting a character together this weekend, but am interested to hear your thoughts on how you see this playing out.

As for posting I can post quite frequently from around 8am-3pm Central and on the weekends.


No rush on crunch, unless that's fun for you of course!

The interaction would be w npcs. Also if you had an eidolon or familiar I would rp him out of combat


Solo Reign of Winter would be a hilarious experience for all parties involved. It would take a truly awesome character to pull it off.

(Emerald Spire sounds cool too.)

If I was to play such a game, I'd probably go with a melee druid. Adding the mythic tiers in really helps out.


I do have access to RoW


I have applied to several Row and S&S games and never gotten in. I would be very interested in either of those(But any really is fine as I've not played through many AP's in general)


Bane what type of character would you have in mind?

I do not have skulls and shackles though.

I guess it would help

I have RotRL (currently running that)
RoW
some of WotR
JR (currently running that)
CoT (running that, but it is slow, good but slow)
Second Darkness
Legacy of Fire
CotCT


I've never done any of that, save that I am running RotRL for my tabletop group right now. With the extra feats I would be sorely tempted to be a master of many styles monk. Or I have a character with a background already, he is a follower of Asmodeus and practitioner of the Order of the First Sword, so a fighter.


Curse of the Crimson Throne sounds lovely as well. In that sort of setting, I'd go with an Oracle.


Ok it seems like someone would be interested. So I tell you what go ahead and post a character outline (crunch basics), basic fluff (just detailed enough to get an idea of your style) and which AP you want to do.

Bane I will note that I don't usually like evil characters.


My Monk, Orin Godhand:
Orin Godhand
Human Monk (Master of Many Styles) 1
LG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 untyped)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5; +2 trait bonus vs. divinaton effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6+4)
Special Attacks stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +4; CMD 18
Feats Blind-Fight, Deflect Arrows, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist
Traits carefully hidden, reactionary
Skills Acrobatics +6, Escape Artist +6, Intimidate +4, Perception +6, Sense Motive +6, Stealth +6
Languages Common
SQ ac bonus, fuse style, stunning fist (stun), unarmed strike
Other Gear 35 gp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Blind-Fight Re-roll misses because of concealment, other benefits.
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
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.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
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.

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'm also going to crunch out some sort of other character, maybe a magus, or a fighter.


I will have something ready later today.


Ok

Remember all I need is basics but I so need some fluff and what game you are looking to play


I'd like Orin to be a kind helper of the common man, and a traveler. Kind of like a less preachy or zealous Paladin and more a hero of the everyman and a friend of all he meets.

I would really be down for JR, or any of the others except RotRL. I know nothing about,
Second Darkness
Legacy of Fire
CotCT

So any of those would be a total surprise for me.


Wanted to propose Killean for a Wrath of the Righteous game.

Working on Fluff. Thinking essentially a cleric caught up in the crusades. A sole survivor complex when his unit was massacered by an excusrion into the WorldWound. Obviously has a thing out for the demons at this point, as he is a bit of a loner and his only real friends were in that unit.


Personally, I would love to try Reign of Winter. I got partway into it once, than the GM dropped. It made me sad-face, because I was looking forward to Rasputin Must Die!

I would probably go with either a dwarf cleric looking to aid the poor "tenderskins", a human paladin (because I really haven't played those much yet) or a kobold sorcerer who is just passing through and gets swept up in all the fuss becoming an unwitting hero (because going solo just would be hard enough).


Nevermind! I totally have a character for a solo adventure: a kobold paladin!

Granted, he needs a bit of work to get his stats and stuff up to par, but gimme a bit and I shall fix that!

Short version: he's a kobold who survived drowning and believes it was the work of a whale god, so he serves "Baalooguh" and the rest of "The Great Wet Ones" by spread the divine saline word to all!


What would be the starting wealth of our characters?

My idea is a good-hearted barbarian (Titan Mauler) fighting with reach weapons, when they get up too close, switch to a greatsword.

He will protect his fellow men in combat and will fight in the frontlines, standing against overwhelming odds would just be a good day to him.

WotR seems to fit him, perhaps Second darkness or Legacy of Fire as well, many of the others I've already played or am playing in.

I've got much of the crunch done already, let me know when you'd want it.


Double max for your class


Yea pop up the basic fluffiness!


crunch:

Curse of the crimson throne

Belroar Trannyth
Human Paladin 1
LG Medium humanoid (human)
Init +6; Senses Perception +0
-----------------------
AC 14, touch 14, flat-footed 10 (+4 Dex, )
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2;
--------------------
Offense ------------
Defense
-----
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6+4)
Special Attacks smite evil (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats two weapon fighting, double slice, weapon finesse
Traits drug addict, reactionary
Skills Diplomacy +7 knowledge (local) +2 knowledge (religion) +4
Languages Common
Other Gear 350 gp
--------------------
Special Abilities
--------------------
Aura of good
Detect evil
Smite evil

I can finish character if I get accepted.

quick backstory:
The main points of Belroar backstory is he came from a horrid family and turned to drugs to get away then got saved by a local cleric who trained him. The cleric now passed away from old age he feels he needs to stop Gaedren before more evil spreads.

I can flesh it out more if I get accepted


Which AP would he be for?


I would like him to be in curse of the crimson throne


Got ya!

So far

Curse
Belroar-paladin


Stats:
Karp the Kobold
Male Kobold Paladin/1
LG Small Humanoid (Reptilian)
Deity: The Mighty Baalooguh Faction: None, Homeland: Andoran

Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 21 Touch 13 Flat-footed 19 (+5 Armor, +1 Size, +1 NA, +2 Shield)
HP 11/11
Fort +3 Ref +2 Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Trident +4 (1d6+2/x2) or Heavy Shield Bash +4 (1d3+2/x2)
Ranged Trident (thrown) +4 (1d6+2/x2)
Special Abilities Detect Evil (At Will), Lay on Hands (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 12, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Traits Called,
Skills Diplomacy +8, Perception +3
Languages Draconic, Common
Combat Gear Scale Mail, Longsword, Trident, Light Wooden Shield
--------------------
Equipment
--------------------
Scale Mail
Trident
Longsword
Light Wooden Shield
Paladin's Kit (10 gp, 9 sp, ~15 lbs)
-backpack
-bedroll
-belt pouch
-cheap holy text
-flint and steel
-iron pot
-mess kit
-rope
-soap
-torches (10)
-trail rations (5 days)
-waterskin
-wooden holy symbol
Fishing Net
77 gp 1 sp


About Karp:
Karp used to be a simple kobold miner, happily digging his days away in the mines for his tribe's benefit. However, a tunnel he was digging ran right into an underground waterhole, and flooded the tunnel, with poor Karp trapped and drowning. Just before blacking out, he believed he saw the image of some big fish coming to his aid. When he woke up, he was somehow safely at the entrance of the tunnel and saved from the water. Being the only one around, he believed he was saved by a whale deity (in spite of the fact he's never a whale or knows what one looks like). From that day on, he became dedicated to this magnificent being of the sea, and promised to spread the word of "The Great Wet Ones" to the world. When he presented this news to his tribe, they laughed in his face and bullied him for it. Taking their insults as a challenge, he left and journeyed out to hopefully find his mighty whale god to receive his true instructions. In the process, he helps any and all that he can provide aid to.

Karp is generally a good-natured kobold, willing to aid and assist those in need, though he has a habit of jumping at the chance and getting in over his head. He constantly fights his urge to horde and hide as his instincts demand, but he recognizes sometimes, it's necessary to get the upper hand. Karp constantly preaches the good word of his whale deity, hoping to inspire others with the "divinity of salinity" and usually meets with little success. He has a poor sense of direction, so in spite of his efforts to find the ocean, he's never actually gotten to it. Karp has no sense of when to quit, as evidenced by his devotion to a nonexistent god of whales, but at the same time, this dedication serves him well, pushing him to extremes and providing quite the inspirational sight when he continues to get up and keep going when others would falter.

Edit: My preferred AP would be Reign of Winter


Karp is adorable

Curse
Belroar-paladin

RoW
Karp-paladin


oh i forgot

3 traits one must be campaign


Cosmic Dream Lord here. This is my submission for a single player Reign of Winter. As I said earlier, that campaign seems perfectly suited for a druid to solo.

Crunch:

Dove Starstrider
Female Aasmiar (Angel-Blooded) Druid (Menhir Savant) 1/Hierophant-Champion 1
Neutral Good Medium Outsider (Native, Mythic)
Initiative: +4; Senses: Detect Magic, Spirit Sense; Perception +7
--------------------
Defenses
--------------------
AC: 17, Touch: 12, Flat-Footed: 15 (10, +2 Dex, +4 Armor, +1 Shield)
HP: 14 (1d8+2+4)
Fort: +4, Ref: +2, Will: +5
--------------------
Offenses
--------------------
Speed: 50 ft.
Melee: Scimitar +4 (1d6+4/18-20/x2)

Spell-Like Abilities (CL 1th)
1/Day—Alter-Self

Druid Spells Prepared (CL 1th; Concentration +4)
1st (2)—Cure Light Wounds, Endure Elements
0th (at will)—Detect Magic, Light, Create Water
----------------------
Statistics
----------------------
Str 18, Dex 14, Con 14, Int 12, Wis 16, Cha 10
BAB: +0; CMB: +4; CMD: 16
Feats: Arcane Strike, Celestial Servant, Dual Path [M]
Traits: Paragon of Speed, Dirty Fighter, Northern Ancestry
Skills: +4 Handle Animal (1), +5 Knowledge Nature (1), +7 Perception (1), +5 Spellcraft (1), +8 Survival (1)
Languages: Common, Druidic, Sylvan
Gear: Scimitar (15 gp), Hide Armor (15 gp), Light Wooden Shield (3 gp), Sling, Druid's Kit (14 gp), Leather Barding for Gaia (20 gp), 3 gp
----------------------
Tracked Resources
----------------------
Mythic Power: 5/5
----------------------
Special Abilities
----------------------
Divine Spellcasting and Orisons (Sp)

Spontaneous Summoning: Dove can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Natural Bond (Ex): Animal Companion - Gaia the Tiger

Spirit Sense (Sp): Dove can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.

This ability replaces nature sense and wild empathy.

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Gaia the Tiger - Animal Companion:

Gaia the Tiger
(Effective Druid Level 1)
Female N Medium Magical Beast
Initiative: +3; Senses: Darkvision 60 ft., Low-Light Vision, Scent; Perception +6
--------------------
Defenses
--------------------
AC: 16, Touch: 13, Flat-Footed: 13 (10, +2 Leather Barding, +3 Dex, +1 Natural)
HP: 18 (2d8+5) [8, +5, +2 (1 * 2) Con]
Fort: +4, Ref: +6, Will: +2
Resist: Cold 5, Acid 5, Electricity 5
--------------------
Offenses
--------------------
Speed: 40 ft. (Land)
Melee: Bite +2 (1d6+1), Claws +2 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk: +1; CMB: +2; CMD: 15
Feats: Toughness
Skills: Acrobatics +7 (1), Perception +6 (1)
SQ: Tricks (Attack [all creatures], Come, Defend, Flee, Heel, Stay)
Gear: Leather Armor Barding

Fluff:

Appearance: Height wise, Dove is a bit on the petite side at five foot four inches, and her tendency to slouch makes her look even smaller. Her body build is slender but surprisingly well-muscled. Her skin is smooth and fair but also a bit scarred, and she sports dark black hair and piercing blue eyes, which makes her exact ethnicity difficult to pin point. Walking on the tips of her bare feet, her movements are best described as quick, graceful, and light. If she were cleaned up a bit (running around in the wilderness tends to give a druid a second skin of dirt), Dove would probably strike some individuals as somewhat pretty.

Personality: Given her past experiences with xenophobia and racism toward the Shoanti, Dove is naturally a little weary and distant toward other people she has just met. Over the years, she has developed a good sense of judgement when it comes to a person's true character, and in general, the druid is a highly observant person. However, once she decides that somebody can be trusted, Dove is very friendly and open toward them. If she trusts somebody, Dove will talk their ear off. Otherwise, she remains silent. Nonetheless, Dove is always a careful soul in all of her dealings. She thinks long and hard about everything she does and their possible consequences.

Dove strangely enjoys the hustle and bustle of city life. Traveling by herself for several years has given the druid a general disliking of being by herself. Gaia usually serves enough for this purpose, but as of late, Dove has been wanting to stay in the company of fellow humanoids. She has been making a point to improve her social skills for the purpose of this goal. Dove is also a dedicated follower of Desna, who by all accounts appears to be the source of Dove's spells. The druid is also an oddly nocturnal person.

History: To her knowledge, Dove is the only "Starstrider" in the world. It is a surname that she created for herself when she left. The context comes from her religion: she who strides under the stars of Desna. Her beginnings are humble; she was born to a small family in the Land of the Linnorm Kings many decades ago to Ulfen druids, though something was slightly different about her compared to her two human parents. For one, her hair was black as midnight, while theirs was bright and fair, and her eyes were a piercing blue that neither of them had. She also aged a bit more slowly than the other children.

She left her home to literally follow her dreams. For fifty six years, she has wandered the world as one of Desna's agents, trying to keep travel routes safe and nature balanced wherever she goes. Recently, she has noticed abnormal chills in the air. At first they seemed similar to coldness back home, but after careful inspect, she has found that there is something rather sinister about the chills. Something that warrants further inspection...


Some good ones...maybe I will run two


I'd like to do this, I can post a lot too. Have you thought about gestalt since its single player though?


i have thought about it, but I think with 30 pt buy and extra feats and mythic it is probably sufficient, though if you want to put together a Gestalt build I will consider it.


Marhok:

Marhok
Human male Barbarian (Titan Mauler) 1
CG Medium Humanoid (Human)
Init +7; Senses: Perception +6 (Low-Light Vision)

--------------------
DEFENSE
--------------------

AC 17, touch 13, flat-footed 14. . (+3 Dex, +4 Armor) (+1 Dodge vs Large or larger creatures)

HP 15 (12+2+1)
Fort +4, Ref +3, Will +2

--------------------
OFFENSE
--------------------

Speed 30 ft. (Light Armor)
Melee: Ranseur +5 (2d4+6/x3)
With Power Attack +4 (2d4+6+3/x3)
With Rage +7 (2d4+9/x3)

Melee: Greatsword +5 (2d6+6/19-20x2)
With Power Attack +4 (2d6+6+3/19-20x2)
With Rage +7 (2d6+9/19-20x2)

--------------------
STATISTICS
--------------------

Str 18 (16+2), Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 18 (10 +4 Str +3 Dex +1 BAB)
Feats: Power Attack (-1+2)(1st), Combat Reflexes (Human), Improved Initiative (DM Bonus)
Traits: Stolen Fury;
Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
Demon Smiter
Benefit(s): Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.
Blood of Dragons Gain Low-Light Vision

Skills: Acrobatics 1 rank (+7), Climb 1 rank (+8), Perception 1 rank (+6), Knowledge (Nature) 1 rank (+5), Survival 1 rank (+6)
Languages: Common, Celestial
Combat Gear: Greatsword (50gp,8lbs), Ranseur (10gp, 12lbs), Chain Shirt (100gp, 25lbs)
Other Gear: Bedroll (1sp,5lbs), Medium Tent (15gp, 20lbs) 2 blankets (1gp, 6lbs), food equalling 7 trail rations (3,5gp, 7lbs), backpack (2gp, 2lbs), Belt Pouch (1gp, 0,5lbs), Bandolier (5sp), 2 waterskins (2gp, 8lbs), 50ft silk rope (10gp, 5lbs) 2x Thunderstone (60gp, 2lbs), 1 Tanglefootbag (50gp, 4lbs), Explorer’s Outfit (Free, 8lbs), 10 sunrods (20gp, 10lbs), Flint and Steel, Soap (1cp, 0.5 lbs), Compass (10gp, 0.5lbs)
Encumbrance: 123,5 lbs; Medium Load, (Light Load up to 100lbs, Medium up to 200lbs) (Before combat, drop backpack as a free action; backpack contains: bedroll, medium Tent, 2 blankets, trail rations, Flint and Steel, Soap.)
Combat load: 85 lbs; Light Load
Money Left: 14 gp, 9 sp, 9 cp left
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits
Heart of the Fields Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
(6/rounds/day)
Big Game Hunter (Ex)
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonusto AC in melee with creatures larger than themselves.
This ability replaces fast movement.

Rage Powers:
Favored class (Barbarian) (+1 hp)

Here is Marhok's crunch, I'm still working on his backstory, but I shouldn't have too much trouble with him. He is an inspiration to many young warriors, people don't know exactly why that is or how he has become so good at fighting, but something in his heritage and his mannerisms seems to demand respect.

Also, he's made for Wrath of the Righteous.


ok looks good.

I have

Belroar
Karp
Dove
Marhok

I will finalize my decisions today, I am leaning toward doing two games...two different AP's. That would be an experiment so I will select a 1st choice and a 2nd choice. There is a slight chance that the 2nd game gets dropped. Just want to give full disclosure.


Does this mean, you are closed?


If you want to submit go ahead you have a few hours


I have decided to take Marhok to Wrath of the Righteous, loved the PM'd story basics

Markok come on over to Here

I will make the other choice later today.


Here is my crunch and still working on gear and history. As for campaign, I'll let you decide. What do you want to run? I can also add it into my back story.

Calanon Megildur:

CG Medium Humanoid (Lightbringer Elf)
Gestalt Magus/Cleric - Merficul Healer/Rogue, Mythic-Tier 1 - Dual Path Chapion/Archmage
Init , Perception +0
---------------------
DEFENSE
---------------------
AC 10, Touch 14, Flat-footed 15
HP 15 (1d8+1+5+1)
Fort +3 Ref +5 Will +4

Chain Shirt

--------------------
OFFENSE
--------------------
Speed 30 ft.

Broadsword: ATK: +5, DAM: 1d10+3/+4, R: melee, TY: SL, Threat 19-20, x2

----------------------
STATISTICS
-----------------------
STR 16, DEX 16, CON 12, INT 16, WIS 14, CHA 10
Base Attack +0 CMB +3 CMD 16

--------------------------
Special Abilities
--------------------------
Light Bringer Elf

STANDARD RACIAL TRAITS

1. Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
2. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
3. Type: Elves are Humanoids with the elf subtype.
4. Base Speed: Elves have a base speed of 30 feet.
5. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

FEAT AND SKILL, OFFENSE RACIAL TRAITS

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

SENSES RACIAL TRAITS

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet. Due to Lightbringer racial trait, light sensitivity does not apply to him.

1st Level Magus Abilities

1st Level Cleric Abilities (Merciful Healer)

*******************

The merciful healer is a master of battlefield revivification, sustaining and restoring allies to keep them in the fight.

A merciful healer has the following class features.

Willing Healer

A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain. A merciful healer must channel positive energy.

Channel Energy (Su)

As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.

Combat Medic (Ex)

A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Merciful Healing (Su)

At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions.

The merciful healer chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst.

At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst.

She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst.

Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst.

Feats and effects that affect a paladin’s mercy also affect this ability.

True Healer (Su)

At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

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1st Level Rogue

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Traits
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Bladed Magic: +1 Craft Magic/MW weapons, AP Enhancement duration is doubled

Paragon of Speed: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

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Mythic
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MT Feat: Dual Path Champion/Archmage

Champion Path: Sudden Strike

Archmage Path: Wild Arcana

Path Ability: Universal Path Feat - Mythic Spell Casting

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Feats
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1. EWP - Bastard Sword
2. Dodge

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Skills
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1. Disable Device +7 (r1, +3 DEX, +3 CS)
2. Stealth +7 (r1, +3 DEX, +3 CS)
3. Sleight of Hand (r1, +3 DEX, +3 CS)
4. Perception +6 (r1, +2 Wis, +3 CS)
5. Knowledge (Arcana) +7 (r1, +3 Int, +3 CS)
6. Knowledge (Religion) +7 (r1, +3 Int, +3 CS)
7. Heal (r1, +2 Wis, +3 CS)
8. SpellCraft +7 (r1, +3 Int, +3 CS)
9. Escape Artist (r1, +3 DEX, +3 CS)
10. Knowledge (dungeoneering) +7 (r1, +3 Int, +3 CS)
11. Diplomacy +4 (r1, +0 CHA, +3)

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[b]Gear[b]
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Ander.

The idea is that you make a choice of what the character is for, then create the character for that campaign


Ok, I think it's best for me to withdraw because I'll run out of time before I can finish the back story. Thank you!


Alright my second choice is Karp for Reign of Winter.

Karp go ahead and finish up your crunch with your mythic tier and we can start sometime this week. Thank you all for applying, I will see how this goes. Maybe I will do another one if all goes well.


Best of luck to everyone.


damn it, i lost track of this thread and missed out

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