Rise of the Runelords - Needed: Martial character


Recruitment

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As I've already read the stuff and there's plenty of interest from people who have not, I'll just bow out.


Robin here, resident halfling bard! Robin hands out the usual Inspire Courage buffs and slings around mind-affecting spells like you'd might expect, so feel free to consider that as you work on your builds.

As people have mentioned, this is a consensus building exercise because we're all voting on who to choose. Some of us are swayed by good crunch that'll fit the role we want. I like a good character concept, so put some thought into your background and personality. Doesn't need to be a treatise, but should be enough to give your character some mannerisms and motivations.


I finally came around and fisnished my submission for this AP. I will bring Torgym knurlheim to the table. He is a paladin of Torag that has been training as a giant hunter ever since his family was slain/ taken by a marauding band of hill giants. He escaped the carnage because he was at the temple of Torag learning to be a priest, but after learning of his family's fate and visiting the remains of his home he changed the focus of his studies to bring vengeance to giants while being able to defend others from similar atrocities.

Torgrym Knurlheim
LG Dwarven paladin (stone lord) 7
Medium size
Init +3
DEFENSE
AC: 23 touch 11 flat-footed 22 (+10 armor, + dex+1, Natural armor +2)
HP 105 (7d10+35)
Saves: Fort +9 ref +2 Will +6 +2 vs. Poison, spells, and spell like abilities,
Defensive abilities: heartstone, DR 3/adamantine, stoneblood 25%, Defensive stance 22 rounds/day, stability, defensive training giants,
OFFENSE
Speed: 20 ft
Melee: +9/+3 earthbreaker +1 (2d6+3 x3)
Ranged: +8mwk composite shortbow (1d6+2 ×3), mwk throwing axe +8 (1d8+2)
Special attacks: stone strike 3/day
STATISTICS
STR: 14 DEX: 12 CON: 18 INT: 10 WIS: 12 CHA: 12
BAB +7 CMB +9 CMD 19

FEATS: power attack, dodge, toughness, cleave,
SKILLS: knowledge local 7 ranks, diplomacy 5 ranks, intimidate 4 ranks, craft weapons 2 ranks, knowledge religion 1 rank, linguistics 1 rank
Languages: common, dwarven, giant,
Traits: giant slayer, reactionary, oath bound,
SQ: earth channel, lay on hands 4 /day 3d6, aura of courage, mercy (fatigued), giant hunter, stone cunning, weapon familiarty, greed, hardy, dark vision 20ft,
Gear: +1 full plate, +1 earth breaker, mwk composite shortbow +2, mwk throwing axe x2

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm going to be adjusting my submission's feats and equipment somewhat and adding in his backstory. Hopefully this is something I can post tonight, maybe tomorrow.

Seep the legs, Johnny!


Still working on gear and backstory (general gist is he is on a sacred quest from Torag to clear Varisia of its giants so that a new dwarven kingdom can be safely established... going to be more to it than that, but still working that out) but wanted to get my dwarven paladin to Torag submitted at least. I present the crunch skeleton for Felir Blackforge, Temple Champion of Torag:

Stats:

STR: 14
DEX: 10
CON: 14
INT: 14
WIS: 13
CHA: 14

Skills:

Craft - Armor: 12 (non metal) / 14 (metal)
Knowledge - Engineering: 13
Knowledge - Local: 13
Knowledge - Religion: 12
Sense Motive: 12
----
Bluff: 3
Perception: 2 (normal) / 4 (to detect "unusual stonework" such as traps or hidden doors within 10 feet, attempted or not)
Survival: 1 (normal) / 3 (to identify/follow giant tracks)

Feats:

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisits: STR 13, Base Attack Bonus +1. Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1 1/2 times your STR modifier on damage rolls. This bonus damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Sunder: You are skilled at damaging your foes' weapons and armor. Prerequisits: STR 13, Power Attack, Base Attack Bonus +1. Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your CMD whenever an opponent tries to sunder your gear.
Protector's Strike: You can use your smiting power to protect an ally from known evil. Prerequisits: Base Attack Bonus +5, smite evil class feature. Benefit: When you choose the target of your smite evil ability, you also choose one creature other than you within line of sight. While your smite is in effect, the additional creature you chose gains a deflection bonus to AC equal to your CHA modifier against attacks made by the target of the smite. This bonus ends when the smite ends. You do not gain the deflection bonus to AC normally granted by smite evil. (Inner Sea Gods)
Greater Sunder: Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike. Prerequisites: Improved Sunder, Power Attack, Base Attack Bonus +6, STR 13. Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Traits:

Civilized: You are well versed in the local laws, customs and politics. You gain a +1 trait bonus on Knowledge (Nobility) and Knowledge (Local) checks, and Knowledge (Local) is always a class skill for you.
Guardian of the Forge (Torag): Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategiest of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (Engineering) and Knowledge (History) checks, and one of these (your choice) is a class skill for you.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Class Features:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, and with all types of armor (light, medium, and heavy), and with shields (except tower shields). Additionally, dwarves are proficient with battleaxes, heavy picks, warhammers, and treat any weapon with the word "Dwarven" in its name as a martial weapon.
Aura of Good (Ex): The power of the paladin's aura of good (as described in the detect good spell) is equal to his paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for three rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid him in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds his CHA bonus (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, and evil-aligned dragon, or and undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his CHA modifier (if any) to his AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains his uses of the ability. At 4th level and every three thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at level 19.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his CHA bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his CHA bonus (if any). With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the target is himself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this ability to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requres a successfull melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability only functions while the paladin is conscious, not if he is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, such as mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target of lay on hands is no longer fatigued.
Diseased: The lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Channel Positive Energy (Su): When a paladin reaches 4th level, he gainst he supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his lay on hands ability. A paladin uses his level as his effective cleric level when channeling positive energy. This is a CHA based ability.
Spells: A temple champion does not gain access to paladin spells, and does not have a paladin caster level or spell list. This is not considered a spellcasting class.
Domain Granted Power: At 4th level, a temple champion selects on domain granted by his deity (or domain suitable for his ethos or goals, subject to GM approval). The temple chamption gains the 1st level granted power of that domain and uses his paladin level as his cleric level for determining the effects of that granted power. Any WIS based aspects of that granted power instead use the temple champion's CHA. The temple champion does not gain access to that domain's spell list.
Protection Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
-Resistant Touch (Su): As a standard action, you can touch an ally to grant them your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for one minute. You can use this ability a number of times per day equal to 3 + your CHA modifier.
Blessing (Su): At 5th level, a temple champion gains the minor blessing (as the warpriest class feature) of the domain he selected at 4th level. He uses his paladin level as his warpriest level for determining the effects of that blessing. Any WIS based aspects of that blessing instead use the temple champion's CHA. At 11th level, he gains the major blessing his chosen domain. This ability replaces Divine Bond and Aura of Justice.
Increased Defense: At 5th level, you can gain a +1 sacred bonus on saving throws, and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. This can be used 3 + 1/2 your paladin level times per day (maximum of 13 times per day at level 20).

Racial Traits:

+2 CON, +2 WIS, -2 CHA: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft and Profession checks related to metal or stone. This racial replaces Greed.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the Hatred racial trait.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Stonecutting: Dwarves gain a +2 racial bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether they are actively looking or not.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks and warhammers,and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high INT scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

I have a church event I need to attend, but my goal is to get the equipment, backstory/motivations, and other random bits of crunch ironed out and posted when I get back.


Hereby I present Delendir.

I have played with him books 1 and 2 of RotRL but our group has been staggering during months in the beginning of book 3. Thus, I decided to make some tweaks to him, by adding him heavy armor and focusing on two-handed weapon and criticals in order to better fit into your group, because I would be honored to continue this adventure with you.

Delendir is a half-elven ranger, son of an elven explorer from the Mierani Forest and a Shoanti woman (which might well be from same tribe as Cadas). He is a mature character of 56 years old who has been through plenty of ups and downs until he settled in a farm in Sandpoint's countryside. One day, coming back from hunting, he discovered the hut had been attacked for what seemed giants and put to torch. Moving to Sandpoint he discovered Major Deverin was not that much committed to solve the giants problem at that time, but Delendir got involved in books 1 and 2 events thanks to his stay in Sandpoint. He is now looking to finally confront his real enemies.

To the group, he can provide his tough armor that can further be strengthen by his few ranger spells. He can deal large amounts of damage, specially once I have enough money for an strength belt, which combined with his large pool of hit points might be enough for him to stand enough time in front of the enemies. Additionally, he is tough mentally, which makes him a bit more hard to twist by spells than your typical tank. More further, he has some decent skill on stealth, so he can potentially follow Adolina and Robin at some distance, just in case problems arise, and has some nature skills that might come handy without significantly overlapping with Adolina. Oh! And there is Ghina, his loyal hawk companion, she is very passionate and always willing to reach where Delendir cannot.

With his favoured enemy bonuses he is going to be a fury on the enemy, and give him an adaptive bow or some enlarge person and he will be controlling the field quite efficiently. If the group needs him to strengthen even further, I have made sure he accomplishes all the prerequisites so he can make it into Stalwart Defender prestige class next level, although I would prefer him to keep leveling on ranger, at least until getting evasion.


I've finished updating all my crunch. When you look at it you'll understand what I mean about being a decent damage dealer with a lot of flexibility... I have a handful of options for fighting style normally, plus with martial flexibility I can pick up any combat maneuver, great cleave, combat patrol, in harms way, spring attack or tons of other stuff...

I'm planning to update the fluff some too, I just need to find the time to do it.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Revised, and re-presented, now with some fluffy bits:

Spoiler:

Franco Maglowd
Male half-orc fighter (polearm master) 7 (Pathfinder RPG Advanced Player's Guide 106)
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 120 ft.; Perception +5 (+6 vs. giant subtype creatures)

--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+5 armor, +3 Dex, +4 shield)
hp 84 (7d10+14)
Fort +9, Ref +7, Will +5
Defensive Abilities sacred tattoo

--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 horsechopper +12/+7 (1d10+6/×3) or
. . dagger +10/+5 (1d4+3/19-20)
Ranged javelin +11 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 horsechopper)
Special Attacks pole fighting -3, polearm training, steadfast pike

--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8

Base Atk +7; CMB +10 (+14 trip); CMD 23 (27 vs. disarm, 29 vs. trip)

Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Greater Trip, Improved Trip, Power Attack, Shield Brace, Shield Focus

Traits fate's favored, giant slayer, helpful(+3 on Aid Another)

Skills Acrobatics +10, Bluff -1 (+0 vs. giant subtype creatures), Climb +7, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +8, Knowledge (history) +2, Linguistics +2, Perception +5 (+6 vs. giant subtype creatures), Ride +7, Sense Motive +1 (+2 vs. giant subtype creatures), Stealth +10, Survival +5, Swim +7

Languages Common, Giant, Orc, Thassilonian

SQ orc blood

Combat Gear potion of cure light wounds, potion of hide from animals, potion of hide from undead, potion of shield of faith +2 (2), quick runner's shirt[UE], acid (2), alchemist's fire (2), spider sac[ARG], thunderstone (2); Other Gear +1 mithral chain shirt, +1 mithral heavy steel shield, +1 horsechopper[ARG], dagger, javelin (6), ring of sustenance, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], string or twine[APG], thread (50 ft.), waterskin, whetstone, 15 gp, 5 sp

--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (120 feet) You can see in the dark (black and white only).
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pole Fighting -3 (Ex) Can attack adj foes with reach spear/polearm at listed penalty.
Polearm Training +1 (Ex) +1 to hit and damage with polearms.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Steadfast Pike +2 (Ex) +2 to hit on readied attacks and AoO with polearms & spears.

--------------------
Franco is the son of the orc chieftan Duhgr Dragonson and a Varisian womand named Meliescent Maglowd. Raised by his mother in Magnimar, Franco was always at odds with his heritage.

Neither human nor orc, nor truly a typical half-orc, Franco has been an outcast for the entirety of his existence. Were it not for the patience and kind love of his mother, it is not to be doubted that Franco would have fallen in with a bad crowd or made a bad end of himself.

Instead, she instilled in him a love of his home city. Lacking in the social graces necessary to integrate himself in with the people of Magnimar, Franco instead became enamored with the city's most famous features: its monuments. He began to study the origins of the Irespan, and the colossal feat necessary to construct such a structure.

His curiosity led him to wander to other monuments in the area, which brought him into conflict with some local Goblins. Noting that the horsechoppers were among the best and most effective weapons used by the Goblins' best warriors, he has adapted the stylized weapon for his own use, becoming quite adept at using the weapon's reach and tripping abilities.

Franco has dedicated himself to Soralyon, the Empyreal Lord of Guardians, Magic, and Monuments. He sees himself as a guardian for groups wishing to explore the ancient ruins of Thassilon, and trains relentlessly for such missions. He has covered himself with tattoos representing the monuments of Magnimar and other local favorites, and gains confidence from his belief in the sacredness of such places and objects.

Franco inherited his mother's grace and a bit of his father's draconic blood, and bears few resemblances to other half-orcs. Many of their common traits were lacking in his upbringing or washed out by the nature of his parents' blood. As Franco never knew his father, he holds a bit of contempt for male authority figures, and has trouble controlling his expressions when it comes to social situations. Not one to bite his tongue, he is rather blunt and unapologetic. Nevertheless, he has a kind heart and good intentions, is a staunch ally and steadfast companion.

Silver Crusade

Some fantastic applications here! I certainly feel very lucky that we're attracting such interest and I'm sure the others will agree with me.


My submission is Krogenn.

He's a half-orc born to an Ulfen clan in the deep north. The Ulfen clan had, over several generations, interbred with the Frostkin orc women to produce a half-breed line of warriors. They were strong and fierce, and they fought bravely for the Ulfen. Krogenn was a gifted warrior who wielded an ancient falchion and was taught to attack with such ferocity that often his enemies would cower as he struck them down.

His clan was decimated by an attack of frost giants and their kin. Krogenn was the lone survivor to awaken the morning after the battle. Amongst the carnage, he saw an artic fox. After setting a funeral pyre of the bodies of his clan, he followed the fox into the foothills of the mountains where he found an ancient shrine to Tolc. There he survived the harsh winter and befriended the fox.

While staying in the shrine, he has a vision from Tolc, who sent him on a quest to the south... to the Varisian town of Riddleport.

Krogen is Fighter(Viking)4 / Paladin(Chosen One)3. He is a power attacking warrior with a falchion that can rage 12 round per day. His armor class is decent at 20, but he comes with a wand of shield, that he'll be looking to use when he can prepare for a fight. His lay on hands is boosted to 3d6+6, so he can self-heal quite well during a battle. He also will be demoralizing the enemy. I've given him lots of options to make him very adaptable in and out of combat.

Krogenn:
Krôgenn
Half-orc fighter (viking) 4/paladin (chosen one) 3 (Pathfinder Player Companion: Familiar Folio 6, 10, Pathfinder Player Companion: People of the North)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5 (+6 vs. giant subtype creatures)
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 87 (7d10+17)
Fort +12, Ref +10, Will +7; +2 vs. death
Defensive Abilities sacred tattoo; Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine falchion +11/+4 (2d4+11/18-20)
Ranged composite longbow +7/+2 (1d8+3/×3)
Special Attacks fearsome, rage (12 rounds/day), smite evil 1/day (+2 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect evil
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 22
Feats Combat Reflexes, Extra Rage, Fey Foundling[ISWG], Furious Focus[APG], Greater Mercy[UM], Power Attack, Vital Strike
Traits deft dodger, fate's favored, giant slayer
Skills Acrobatics -1 (-5 to jump), Bluff +2 (+3 vs. giant subtype creatures), Diplomacy +6, Handle Animal +6, Intimidate +14, Perception +5 (+6 vs. giant subtype creatures), Sense Motive +4 (+5 vs. giant subtype creatures), Stealth +3, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ divine guidance, domain influence, lay on hands 3/day (1d6), lay on paws, mercy (sickened), orc blood, share will, shield defense
Combat Gear wand of shield (50 charges); Other Gear +1 armored kilt breastplate, +1 adamantine falchion, arrows (20), composite longbow (+4 Str), cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 1,793 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Battle/Wrath Variant Channeling (±1 Sacred) Grants a bonus/penalty to damage and confirming criticals
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Domain Influence (Sp) When your or familiar fails a save, the other can roll in their place.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fearsome (move action) (Ex) More quickly make Intimidate checks to demoralize foes.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sacred Tattoo +1 to all saves.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Shield Defense +1 Additional shield bonus when wielding shield and not wearing heavy armor.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
1: Fey Foundling
1: (Fighter) Power Attack
2: (Fighter) Vital Strike
3: Furious Focus
4: (F) Combat Reflexes (?)
5: Greater Mercy
7: Extra Rage
9:
11: Dreadful Carnage

Next:
Blind Fighting
Cornugon Smash
Dodge
Extra LoH
Intimidating Prowess
Weapon Versatility
Skill Focus: Intimidate
Dreadful Carnage

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Grand Lodge

OK, I'd like to jump in with this guy. The crunch needs tidying, and I'm still working on the background, but the basis is there.

Olar is a Half Orc Bloodrager (Primalist/Steelblood). As such, he brings Fighter-like 'to hit', and hit points, which get boosted by his bloodrage. In addition, his arcane heritage boosts his combat capability, giving him a free blur when he bloodrages, while his bodygaurd training and gloves of arcane striking enable him to give +4 AC to anyone on a successful aid another. His Reach weapon, combined with an Enlarge person spell enables him to cover a 20' x 20' area.

I read something about Bloodragers being able to swap out 1st level powers for a familiar; If I can find a source for it I'll do that, otherwise he's pretty much good to go.


bloodline familiars

I think I'm going to withdraw... I'm honestly really busy right now and when things calm down I think I'm going to start GMing another game (a unique version of RotRL actually). Good luck to everyone else.


Baldric Moore wrote:

bloodline familiars

OK, thanks. I don't have Familiar Folio, so I was not familiar with this option (lol).

Unless DM Papa rules it out, I'll take this and Improved Familiar; checking through the list, Lyrakien seems unlikely for a gruff Barbarian, so I think I would go with Silvanshee, if that's ok with you, DM Papa. At +19 Stealth, they would make excellent scouts, especially as they are able to look like an ordinary cat, can DD 1/day, and can use spectral mist (similar to gaseous form) up to 5min/day. Besides, I've always liked them.

So, if you're ok with all that, I'll change Olar Ironhide's crunch to add a 'cat' called Felix; his true nature would be generally secret (to begin with, even to other players).


Pathfinder Adventure Path Subscriber

Is there any particular reason the wealth is so low? 7th level is ~13000gp more normaly. Not that i´m particularly opposed, but still a worthy question.

Think i can post my backstory tomorrow.


Hah, I was actually having a bit of trouble figuring out how to spend that much cash without magic items. Speaking of, below is the kit for Felir Blackforge (crunch posted previously). Still hammering out the details on the fluff, but should have that up soon. If you voting players and the GM wish, I will make a large consolidated post for ease once I have it all together. Also, it goes without saying but I will have an alias created with all of this info in the tabs should I be selected.

Items and Wealth:

10500 GP (Starting Gold Alotment)
-3012 (Adamantine Warhammer)
7488
-3000 (Living Steel Fullplate)
4488
-120 (Living Steel Heavy Steel Shield)
4368
-50 (Masterwork Backpack)
4318
-0.1 (Bedroll)
4317.9
-1 (Beltpouch)
4316.9
-0.5 (Blanket)
4316.4
-2 (Canteen)
4314.4
-1 (Flint and Steel)
4313.4
-5 (Gear Maintenance Kit)
4308.4
-100 (Metal-bound Holy Text: Hammer and Tongs)
4208.4
-0.2 (Mess Kit)
4208.2
-1001 (Mithril Pot)
3207.2
-5 (Signet Ring)
3202.2
-10 (Silk Rope, 50 Feet)
3192.2
-0.1 (Teapot)
3192.1
-10 (Tent, Small)
3182.1
-1 (Waterskin)
3181.1
-0.1 (Weapon Cord)
3181
-5 (Anvil, 10 Pound)
3176
-55 (Masterwork Artisan's Tools: Armorsmith)
3121
-1 (Artisan's Outfit)
3120
-150 (Jewelry)
2970
-75 (Noble's Outfit)
2895
-0 (Traveler's Outfit, free)
2895
-28 (Dwarven Trail Rations, 14 days)
2867
-0.2 (Tea leaves, Black, 5 Pounds)
2866.8
-225 (Composite Shortbow +2)
2641.8
-1 (Arrows, 20)
2640.8
-1050 (Elysian Bronze Dwarven Urgrosh)
1590.8
-530 (Living Steel Dwarven Waraxe)
1060 GP 8 SP

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
The Emerald Duke wrote:
Hah, I was actually having a bit of trouble figuring out how to spend that much cash without magic items.

Don't know why you're trying to do w/o magic. GM said max +1, not no magic.


Reckless wrote:
Don't know why you're trying to do w/o magic. GM said max +1, not no magic.

I know, but most of what I have is made of special mats (adamantine, living steel, elysian bronze, etc.) so getting a plus 1 magic boost would have been... excessive... and ridiculously expensive for the benefits provided. At least that was my opinion. (Then again, who am I to throw stones... I sunk 1001 gold into a mithril pot...)


OK, posting fluff for Felir now. Using the 10 minute format (5 facts, 2 goals, 2 secrets, 3 associates and 3 memories) instead of the more traditional narrative. If you guys would prefer me to flesh it into a more traditional format I can, but I like the way this format presents the core of the character.

Fluff:

Five Fun Facts about Felir:
1) He received most of his training in combat from his father and grandfather. Both were instrumental in fending off the giants that destroyed his hometown long enough for a small band of survivors to escape.
2) He forged his living steel armor, shield, and dwarven waraxe himself. Each piece has a small hammer inscribed in it, dedicating it to Torag.
3) His family, though currently refugees with most of his clan, are considered to be lesser nobility. His father is technically a lord, and Felir is heir to that title.
4) Felir believes Torag speaks to him through the sounds of the forge. While it would be hard to prove or disprove this, none can question that Felir seems to channel the dwarf god's spirt of creation when he is at the forge.
5) Felir hates three things: giants, being cold at night, and imperfectly forged weapons and armor. That last one above the other two, to the point where he has been known to target his opponent's equipment when he deems it inferior.

Two Goals:
1) Above all else, Felir desires to drive the giants out of Varisia. Once this is done a new dwarven kingdom can begin to be established in the newly cleared lands (no, he will not be the king... but his clan will finally have a home again).
2) Rumors had circulated that the mythical Dwarven Thrower (a magical warhammer suited for driving the enemies of dwarf kind, specifically giants, from any land) might be hidden somewhere in Varisia. Even if these rumors prove false (or if it was actually a dwarfbond hammer, the Thrower's smaller brother, that was found) Fenir would be remiss to not run them to ground.

Two Secrets (first known to him, second unknown by him):
1) Felir hates alcohol. He has a decent tolerance to it, but it doesn't taste pleasant to him.
2) Felnir believes that his adamantine warhammer was forged by his grandfather. In actuallity, it was gifted to his grandfather by Torag himself.

Three Associates:
1) Merlir Blackforge (Father): Gruff, traditionalist, loyal. Everything Felir associates with proper dwarven livelyhood and society. Merlir keeps his clan's traditions alive, even in exile.
2) Asa Filmont (Supplier): For a human, Asa is remarkably resourceful. She is the one that was able to aquire the raw living steel Felir used to craft his armor. In return Felir crafted her a pair of daggers from the surplus (in addition to repairing and replacing many of her carivan's armor free of charge).
3) Moira Bittershift (Ex-Fiance): At one point it seemed certain that Moira would marry Felir. Then she abruptly (and controversially) called off the engagement, left the clan, and joined the Pathfinder Society (against her father's wishes). While there is no hard feelings for him on her part, the same cannot be said for Felir.

Three Memories:
1) Felir was too young to remember his birthhome, or even the night of its destruction. What he does remember, however, are the nights spent on the run as refuges. Specifically, he remembers how cold the nights got, how without sheets or a tent the warmth would just evaporate off his body within moments of lying down on the hard earth. To this day, Felir will over prepare his campsites at night against the cold.
2) Felir remembers vividly the first time he was old enough to work in the forge. Prior to then he had serious doubts about the existance of Torag, after all they were refugees... was that not proof he either did not exist or did not care? Being at work in the forge, however, was a religious experience for him, and Torag burned the impurities in his faith away that day, much as he smelted away the impurities in the iron he was working with.
3) Finally, Felir remembers vividly the anger and hurt he felt as he read Moira's farewell letter. Out of all the clan, only he received a goodbye... and yet, the feeling of betrayal he had was only rivaled by that of her father.


Final piece of my submission: random crunchy bits! Again, sorry about it being so scattered.

Boring crunch:

Age: 49
Languages: Common, Dwarven, Giant, Undercommon
Hit Points: 84/84
Hit Dice: 7d10
Favored Class: Paladin
Armor Class: 21 (25 vs giants)
Touch Armor Class: 10 (14 vs giants)
Flat-Footed Armor Class: 21 (25 vs giants)
Saving Throws: (+2 to totals below vs poison, spells & spell-like abilities)
Fortitude: 11 (9 if protection granted to another player)
Reflex: 6 (4 if protection granted to another player)
Will: 10 (8 if protection granted to another player)
Initiative Bonus: 0
Base Attack Bonus: +7/+2
Melee Attack Bonus: +9/+4 (+11/+6 vs giants)
Ranged Attack Bonus: +7/+2 (+9/+4 vs giants)
CMB: 9/4
CMD: 19 (23 vs bull rush or trip while on the ground)
Spell Resistance: immune to disease & fear
Speed:
Base Speed: 20 FT
Armored Speed: 20 FT
Lift/Push:
Light Load: 58 lbs or less
Medium Load: 59 lb - 116 lb
Heavy Load: 117 lb - 175 lb
Lift Over Head: 175 lb or less
Lift Off Ground: 350 lb or less
Drag or Push: 1050 lb or less


Pathfinder Adventure Path Subscriber

Jiao Feng Origins:

Jiao Fengs family is part of a small enclave of people from the mysterious Tian Xia living in Sandpoint since several generations ago a ship stranded somewhere in the vicinity.
As oldest child in her generation, Jiao Feng learned the martial family traditions, which involve unarmed combat and the use of different weapons.
Being trapped between different cultures and in a young age, she tried rebellion and joined a Sczarni family, running away from home.
She quite enjoyed that in the beginning, but her inner convictions and strict morale codes brought her into conflicts with her new "family" more and more often, untill she refused the godfather openly and was run out.
Now she´s back in Sandpoint, where she wanted to meet a Sczarni friend and look for new options in life.

Character:

Jiao Feng RL
Female human (Tian-Min) monk (unchained) 7 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +1 monk, +4 Wis)
hp 91 (7d10+21)
Fort +8, Ref +8, Will +7; +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. enchantments
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee mwk khakkhara +12/+12/+7 (1d8+7/×3) or
. . unarmed strike +12/+12/+7 (1d8+8)
Ranged shuriken +9/+9/+4 (1d2+5)
Special Attacks flurry of blows (unchained), stunning fist (7/day, DC 17), style strike
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +7; CMB +11 (+13 grapple); CMD 29 (31 vs. grapple)
Feats Dodge, Dragon Ferocity[UC], Dragon Style[UC], Elemental Fist[APG], Improved Grapple, Improved Unarmed Strike, Martial Focus, Mobility, Stunning Fist, Weapon Focus (unarmed strike)
Traits family ties, quain martial artist, trap finder
Skills Acrobatics +10 (+25 to jump), Climb +8, Disable Device +11, Escape Artist +8, Intimidate +3, Knowledge (history) +4, Knowledge (religion) +4, Linguistics +2, Perception +14, Ride +6, Sense Motive +11, Stealth +12, Swim +8
Languages Common, Giant, Minkaian, Thassilonian, Tien, Varisian
SQ fast movement (unchained), ki pool (7 points cold iron, magic, silver), ki powers (feather balance, high jump), style strike (defensive spin)
Other Gear mwk khakkhara, shuriken (50), belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, canteen[UE], hip flask[UE], masterwork backpack[APG], masterwork thieves' tools, shinobi shozoku, 980 gp
--------------------
Special Abilities
--------------------
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Dragon Ferocity +2, 1d1+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fist (2d6, Acid, 7/day) You can add 1d6 energy damage to an attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Balance (Ex) As a swift action, use 1 ki to treat all balance checks as auto 20 for 1 min.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1 rd.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons.

Prerequisite: Base attack bonus +5.

Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Stunning Fist (7/day, DC 17) You can stun an opponent with an unarmed attack.

Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.

Comments:

I don´t want to play this out as a traditional monk, but more like a foreign fighting tradition. Therefore reflavoring some "eastern" weapons into inner sea weapons with a different fighting style would be something i like.
The character is tempted by rebellion but tries to follow her inner morale code and what she learned, bringing her back to the lawful side.
Feats etc are not set in stone and i love the idea of being better with shuriken to add some ranged options.
I also took the liberty to add the trap finder trait, just as a nice option because that fits the fluff being a sczarni very well, but isn´t something that has to be insisted on.


OK, I've looked at all the Campaign traits for ROTR and none of them seem appropriate for the background and Hook I've prepared, is it possible to substitute another campaign trait and/or pick up a different trait that is more suitable? I don't have anything in mind yet, but I'm sure there will be something somewhere I can use.


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I have been really sick that last few days and have not kept up with this recruitment. Feeling better but still not great.

I will try and get a list up by Wednesday of what I see and the status of the submissions. You do not need to have every picayune detail, ie. missing "standard" adventuring gear is ok, but make sure you have the major items, ie. weapons, shields, armor. Also, the ability scores, history, etc. Remember the GP limit. And as someone asked, it is lower than normal as the current group has a lower WBL than according to the rule book. Working on it (heh).

The group should finish the last major encounter in Chapter 2 late this week or early the next, so I am giving everyone till Friday, December 16th at 0800 Eastern US time to get a complete submission in (no alias needed now). After that we will look them all over and the team will vote on who we wish to invite to the game. Will probably announce early next week.

-- david


Oooh, a perfect spot! I have a love affair with martial characters! I have never played a game on these boards, but I figure translating my experience elsewhere should be practical.

Any thoughts on a CG Dwarf Fighter (Unbreakable) who is zealously devoted to Trudd, although not initiated into his formal service? Battleaxe and heavy shield tanky-type. Loyal, brave, and considerate. Not quick to dive into battle, but willing to do what needs to be done when combat is called for.

I have such a character designed in 1st level format from a Hell's Rebels game on another site (that died), but I didn't want to advance and tweak for 7th level if he's entirely off-base. Thanks!

Edit: for the Campaign Trait, are only the Black Sheep, Favored Son/Daughter, and Outlander available? If so, I'll work with it, but I figured I'd specifically ask.


Hayato Ken wrote:
Is there any particular reason the wealth is so low? 7th level is ~13000gp more normaly. Not that i´m particularly opposed, but still a worthy question.

Once upon a time under a different DM, wealth was really low for this game. Our current DM is catching us up over time, but anyway you should end up pretty well-geared compared to the party.

Looking forward to seeing what people submit by Friday!


Here is the list of applicants and potential applicants!

Thelizardwizard – Ivan, Dwarf Fighter (Foehammer)
The Emerald Duke - Felir Blackforge, Dwarf Paladin
EmissaryOfTheNorth - Varian Crestfallen – Human Fighter
Raltus – Denlar Nulin, Half-orc fighter
Twistlok - Bryn Corwin, Halfling Paladin of Erastil
XanaverForgedawn
CircadianRythms - Atrius the Black, Half-elf Fighter 5/Golden Legionnaire 2
colin spear - Torgrym Knurlheim, Dwarven Paladin (Stonelord)
psionichamster - Milosh Sugravia, Human Paladin of Iomedae
Alex Mack - Bobo Bissonstep, Human Shoanti Barbarian (Untamed Rager)
DeathQuaker - Dekklan Springwall, Halfling Barbarian (Superstitious)
Neltji - Davorik, Human Fighter (Two-Weapon Fighter)
DFang - One-eye Rhuk, Hobgoblin Barbarian (Armored Hulk)
Balacertar - Delendir Farnes, Half-Elf Ranger (Falconer)
Reckless - Franco Maglowd; Half-Orc Fighter (Polearm Master)
Valjoen_KC - Krogenn, Half-Orc Fighter (Viking) 4 / Paladin (Chosen One) 3
Gavmania - Olar Ironskin, Half-Orc Bloodrager (Primalist/Steelblood)
Hayato Ken - Jiao Feng, U. Monk
Ziether - Dwarf Fighter (Unbreakable)


Man, that's a lot of submissions. That means lots of you will be disappointed, lol.


Thelizardwizard – Ivan, Dwarf Fighter (Foehammer)
The Emerald Duke - Felir Blackforge, Dwarf Paladin
EmissaryOfTheNorth - Varian Crestfallen – Human Fighter
Raltus – Denlar Nulin, Half-orc fighter
Twistlok - Bryn Corwin, Halfling Paladin of Erastil
XanaverForgedawn
CircadianRythms - Atrius the Black, Half-elf Fighter 5/Golden Legionnaire 2
colin spear - Torgrym Knurlheim, Dwarven Paladin (Stonelord)
psionichamster - Milosh Sugravia, Human Paladin of Iomedae
Alex Mack - Bobo Bissonstep, Human Shoanti Barbarian (Untamed Rager)
DeathQuaker - Dekklan Springwall, Halfling Barbarian (Superstitious)
Neltji - Davorik, Human Fighter (Two-Weapon Fighter)
DFang - One-eye Rhuk, Hobgoblin Barbarian (Armored Hulk)
Balacertar - Delendir Farnes, Half-Elf Ranger (Falconer)
Reckless - Franco Maglowd; Half-Orc Fighter (Polearm Master)
Valjoen_KC - Krogenn, Half-Orc Fighter (Viking) 4 / Paladin (Chosen One) 3
Gavmania - Olar Ironskin, Half-Orc Bloodrager (Primalist/Steelblood)
Hayato Ken - Jiao Feng, U. Monk
Ziether - Dwarf Fighter (Unbreakable)

I fixed Davorik's link so it now links to his level 7 profile. Let me know if you want me to correct/update any of these links! In terms of making changes to your background and profile, I'd suggest you make those changes by Friday and post here if you've done so.


Revision of Twistlok's submitting Bryn Corwin. Profile has all the info.


Thanks Jester for linking the correct profile. Of course if selected I will quickly reformat the profile itself.

Also since you are in the campaign any suggestions for tweaks or mundane gear?


Pathfinder Adventure Path Subscriber
Robin the Jester wrote:
Hayato Ken wrote:
Is there any particular reason the wealth is so low? 7th level is ~13000gp more normaly. Not that i´m particularly opposed, but still a worthy question.

Once upon a time under a different DM, wealth was really low for this game. Our current DM is catching us up over time, but anyway you should end up pretty well-geared compared to the party.

Looking forward to seeing what people submit by Friday!

Ah i see. Some GMs way of controlling power level and things^^

Makes for good games sometimes though and i actually dig not being a christmas tree. There´s only 2-3 items i would really love for this character on the long run, one being an immovable rod, because they are awesome fun :)


Actually... given how many applicants there are (honestly, a second table for just applicants not selected could be started and still people would have to be cut) for just one slot, and as my use of dwarven alternate racials from ARG was never green lit explicitly (and changing it to the standard racials would, in my mind, take away from the spirit of the character presented) I think I will improve other's odds by bowing out. Good luck all, but most especially to the players/DM having to sort through this lengthy list of qualified applicants.


If there are any issues with formatting, I apologize in advance. I am unused to this particular set of BBCodes, and unused to manually typing out character sheets. I can alter anything to suit GM preference.

Name: Grunkar, son of Dorin
Race: Dwarf
Class: Fighter
Archetype(s): Unbreakable
Gender: Male
Alignment: Chaotic Good

Personality:
A dwarf not well-suited to a life within the confines of Janderhoff’s walls and tunnels, Grunkar has an intense natural inclination to wander. He is very devoted to the task at hand, but has a hard time truly understanding others. Through shared experience and faithful study, Grunkar forms attachments slowly, needing more time than many to come to function withing the rhythms of operating groups. Grunkar is a very devout religious dwarf, worshipping across the dwarven pantheon, but favoring the mighty Trudd, hoping to emulate his god’s form by standing as a bastion before oncoming danger. He fears the terrors of the deep places of the world, and is distrustful of those who wield mind-altering magics, knowing all too well the horrors that can be unleashed when one is made to act against their will. Grunkar tries to be sociable when involved with others, but finds himself speaking on subjects his fellows seldom care about, or going off on unrelated tangents. He loves his beard more than gold, gems, ale, and she-dwarves, and will compose doggerel verses about it when he has time to spare.

Description:
Grunkar is, well, a dwarf’s dwarf. A stout, hearty fellow, he is broad and well-thewed, made even more stout by the thick armor he wears, a nearly ever-present addition to his own bulk. Even when going about peaceable business and eschewing his favored plates of steel, Grunkar carries a solid shield over his shoulder, a versatile tool when danger presents itself. He favors axes over blunt instruments, primarily the long-hafted blades of his people, but he keeps a smaller axe on his belt as a tool or weapon of last resort. Grunkar favors practicality over displays of grandeur when it comes to his garb, often sticking to drab leggings and tunics, simple leather boots, and warm furs to ward off the elements. His pack is brimming with such garments at most times, however, as they don’t really fit under his armor well.

Grunkar’s bushy brown brows flow from one side of his face to the other with only the barest of breaks between them. He keeps the edges of his moustache and beard neatly trimmed, a flowing mass of deep brown with flecks of red throughout. Impeccably groomed, the adornment begins at his temples, cascading from the edges of the rest of his hair down his cheeks to meet his moustache. From there the combined threads of hair are woven intricately into a fine pattern, various geometric shapes interspersed with each other, occasionally tied off with tiny rings of silver binding them together and pulling them into place. The rare red hairs are wound about the silver rings, giving them a subtle striped pattern. After the beard leaves his chin, it is worked into three larger braids, each bound with a piece of string of a different hue. The leftmost braid is bound in blue, signifying the sky, the vast expanse that limits dwarven ambition. The rightmost is bound in a shiny onyx black, signifying the depths of the world from whence his people came, his history. The middle braid is bound in white, signifying righteousness, his goal in the world. At the tip of each braid, each are brought together and tied with a plain brown band with tiny, poor quality emerald flecks, signifying the life he must live to bind it all into one cohesive whole.

Pre-Adventuring Background:
Dwarves are a proud, ancient race. This pride does not end when left to deal with their own kind, but only intensifies. Grunkar Doransson was born to dwarves of no high standing, but to a miner and a smith. Doran, the father, made simple tools for more adept artisans to create the truly wondrous works that their race was known for, while Mora, his wife toiled in the mines deep below Janderhoff, extracting iron from the earth to feed the city’s never-ending appetite for tools, machines, weapons, and armor. The two could have lived comfortably, owning a small home of their own, but Folgrit deigned to bless Mora with twin boys shortly after their nuptials. Grunkar and Thomkar were born to young parents who had anticipated but one child, and not two.

With Mora needing to remain with the boys to nurture their growth, Doran sought additional employment, but his pleas largely fell on deaf ears. The dwarves of Janderhoff were largely warmhearted, but Doran had, as a youth, been ill-adapted to most tasks. Simple smithing was seen as a stretch of his abilities. He was able to pick up odd shifts, often in the middle of the night, guarding the lower tunnel entrances against the encroaching horrors of the depths that ceaselessly attempted to use the dwarves’ well-built Sky Citadel as an access point to the world above. Grunkar respected his father’s drive to provide for the family, and was disheartened by the talk of the neighbors about how stupid or incompetent Doran was.

Grunkar wasn't stupid. He wasn't deaf, either, and the veiled insults thrown at his father drew his ire, although as a child, he had no means of retaliating. He developed a strong sense of right and wrong, and society be damned if they disagreed. He got in countless scuffles with the other, more reserved dwarves of Janderhoff, either allowing himself to be goaded by actions that fit within the strict laws of their kind, yet were inequitable in some way. Oppression, both legal and societal, became his chosen foe. He trained at arms to be the toughest, the most resilient dwarf he could become.

As soon as he reached majority, Grunkar volunteered for the most demanding guard positions his age and experience would allow. He would prove that his father's line wasn’t incompetent. He would never become a holy warrior like his brother, chosen of Torag, but he would show that a strong shield and layers of steel were warding enough for a dwarf. Unfortunately, his patrol was destroyed by a small raiding party of drow, felled by poisoned blades before assistance could arrive. Only Grunkar was still drawing breath, as close to Death's doorstep as could be, when the medic arrived. Relieved of the poison’s effects, he drowned himself in ale, seeking to forget his ill fortune.

Out and About in Varisia:
Disgusted with himself for surviving, Grunkar considered his life as good as over, choosing to dedicate the measure of Trudd’s strength that coursed in his veins to the protection of others. He could not show his face in Janderhoff any longer after the disgrace in the tunnels, so he turned his eye westward, toward the coastal cities of man. The fecund, shorter-lived people had a presence in his hometown, and were able to provide him with means to reach the coast in the form of a stint of caravan guard duty. The job saw him safely to Magnimar and left a small amount of gold in his purse, enough to begin the search for a new life.

While avaricious adventuring was not his intent, Grunkar found the career of a mercenary to fit his capabilities well. Presenting himself as a tough sellsword when nobles needed a bit of an exotic flair to their protective detail kept him fed and eventually allowed the dwarf to equip himself with rather pricey bits of steel. Working the coast from Magnimar up to Riddleport and back over the span of a decade, he established a reputation as a dependable man of action. As his name spread, Grunkar began working for little or no compensation, choosing to work only for people he respected, and not those who simply had coin. Building up a lengthy list of people who owed him favors, he settled into a steady rhythm of work interspersed with bouts of travel and leisure.

Connection to Kizzy:
Grunkar has spent a good amount of time in and around Sandpoint on various jobs, and may have protected an individual close to Ameiko Kaijitsu (Kizzy’s Sandpoint Connection) and through this avenue be known to any of the party’s members from Sandpoint.

Character Sheet:
Grunkar Dorinsson
CG male Dwarf Fighter (Unbreakable) 7
medium humanoid (dwarf)
Initiative: +1

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

AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 Dex)
HP: 91 (7d10+14 Con+7 Favored Class)
Fort: +9; Ref: +3; Will: +3
Defensive Abilities: Defensive Training, Stability

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

Speed: 20 ft
Melee: +1 dwarven waraxe +12/+7 (1d10+6) x3 crit, or throwing axe +10/+5 (1d6+3)
Ranged: throwing axe +8 (1d6+3)
Space: 5 ft; Reach: 5 ft
Special Attacks: Hatred (+1 racial bonus to attack rolls vs goblinoids and orcs)

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

STR 16, DEX 12, CON 18 (14+2+Belt), INT 14 (13+1), WIS 12 (10+2), CHA 8 (10-2)

Base Attack: +7; CMB:+10; CMD: 21

Feats: Endurance (Unbreakable 1), Diehard (Unbreakable 1), Weapon Focus (dwarven waraxe) (Level One), Shield Focus (Fighter 2), Power Attack (Level 3), Weapon Specialization (dwarven waraxe) (Fighter 4), Heroic Recovery (Unbreakable 5), Combat Expertise (Level 5), Improved Trip (Fighter 6), Combat Reflexes (Level 7)

Traits: Seeker, Armor Expert, TBD Campaign Trait

Trained Skills: Intimidate +6, Knowledge (dungeoneering) +12, Perception +12, Survival +11

Untrained Skills: Will be Completed as Requested

Languages: Common, Dwarven, Giant, Goblin

Combat Gear: +1 full plate, +1 heavy steel shield, +1 dwarven waraxe Other Gear: Belt of Mighty Constitution +2, masterwork backpack, belt pouch x2, bedroll, blanket, canteen, waterskin, masterwork dungeoneering kit (candle x2, chalk, hammer, piton x4, silk rope, sack x2, sunrod x3, tindertwig x4, everburning torch), flint and steel, gear maintenance kit, grooming kit, mess kit, shield sconce, waterproof bag, wire saw, furs, traveler’s outfit x2 (all items Ultimate Equipment)

----------------------------------------------------------------
SPECIAL ABILITIES
----------------------------------------------------------------

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.


Just under two days and I will close off submissions, and we will take the weekend to vote on it.

Please check your submission for both crunch and fluff. With this many (way more than I imagined would apply), both parts will be important.

-- david


Pathfinder Adventure Path Subscriber

Oh good point. I just saw the slayer Adolina d'Jhaltera does have trapfinding, guess it´s not needed a second time then, will change that.

Also will change the backstory a bit.


Updated my submission!

Bobo Bisonstep aka Beastman: :

NG Human Shoanti Barbarian
Untamed Rager Archetype (Dirty Tactics Toolbox)

Stats
STR 19 DEX 14 CON 14 INT10 WIS 12 CHA 8
Init +2, Perception +11
AC 20 (T 14 FF 18), HP 105/105, CMD 24 (25 vs. Dirty Trick), CMB 13 (+5 for Dirty Trick, +2 while raging )
FORT +7 REF +4 WIL +3 (+2 versus mind affecting, +2 while raging)
Claw/Claw/Bite/Gore +18/+18/+18/+18 1d6+9/1d6+9/1d6+9/1d4+9 (while raging)
Traits:
Fortified Drinker: +2 versus Mind Affecting effects while under the influence of Alcohol
Bred for War: +1 to CMB and Intimidate, must be over 6 feet tall.
Giant Slayer: +1 to attack and Damage versus giants
Feats/Rage Powers
1 Power Attack, Iron Will
2 Rage Power: Animal Fury (Gain Primary Bite Attack that deals 1d6)
2 Bonus Feat: Improved Dirty Trick
3 Spirit Oni Master: Gain a primary gore attack that deals 1d4 damage (Harrowed Heroes Handbook)
4 Rage Power: Beast Totem, lesser
5 Extra Rage Power: Reckless Abandon
5 Bonus Feat: Greater Dirty Trick
6 Rage Power: Savage Dirty Trick (Make Dirty Trick in place of attack, add extra conditions)
7 Extra Rage Power: Beast Totem Gain Natural Armor Bonus
Skills:
Acrobatics (Dex) +9 [4 ranks]
Climb (Str) +9 [1 rank]
Intimidate (Cha) +12 [7 ranks]
Knowledge (nature) (Int) +8 [5 ranks]
Perception (Wis) +11 [7 ranks]
Ride (Dex) +7 [1 rank]
Survival (Wis) +9 [5 ranks]
Swim (Str) +9 [1 rank]
Equipment:
Belt of Giant Strength +2 (4k)
Furious Amulet of Mighty Fists (4k)
+1 Agile Breastplate (1.7 K)
Masterwork Bardiche 350
Flagon with Booze
Beast Man Costume
Fancy Clothes
400 GP

Class Abilities

Rage: 24 rounds per day
Fast Movement
Despicable Tactics: At 2nd level, the untamed rager gains Improved Dirty TrickAPG as a bonus feat. This ability replaces uncanny dodge.
Feral Appearance (Ex): At 3rd level, the untamed rager gains a +1 bonus on Intimidate checks. This bonus increases by 1 every 3 barbarian levels thereafter. This ability replaces trap sense.
Deplorable Tactics: At 5th level, the untamed rager gains Greater Dirty TrickAPG as a bonus feat. This ability replaces improved uncanny dodge.
Dishonorable (Ex): At 7th level and every 3 barbarian levels thereafter, the untamed rager gains a +1 bonus on combat maneuver checks when performing dirty tricks and to her CMD to resist others’ dirty tricks. This ability replaces damage reduction.


Background:

Beast Man was the big star in the Arenas of Magnimar. The people loved him! He did not only defeat his adversaries, no he humiliated them! He was savage; he was fearless and could bring down any man with his bare hands. Times were glorious and Beast Man lived the good life. Women, wine, fancy dinners, he had it all! Whenever he wanted! Never before had a man gone undefeated in the battles for three years. But there were also those who said Beast Man was making the product less interesting, that the Arena needed a new star to appeal to younger customers. And then there were those who schemed against him, poisoned his wine and almost killed him.
Now Bobo Bisonstep of the Storm Clan has only few friends in Magnimar, mainly those who owe him money. Binge drinking and arm wrestling for coppers… and the worst of all entertaining the ladies of the high society who adore his muscles…
Bobo longs back to his past life. Wild and free, riding over the plains with no care in the world. Wrestling giants for breakfast and dancing the war dance at night. But he fears to return to his tribe which he left behind in vanity many years ago. And what he yearns for most is a new purpose in life… a mission.


Appearance:

Bobo is a large man, clearly of Shoanti decent. His bald scalp is adorned by a marvelous tattoo of thunderclouds, his face is stern and his eyes are hollow. His garb can easily be identified as fine quality but much like the man it has seen better days.

Personality:

Bobo once was a proud warrior, the strongest of the Storm Clan and one who took what he wanted. Bragging and boasting came natural to him and he would never back down from a challenge or even a taunt. His time in Magnimar might have helped to teach him some manners but never did tame his temper.
But defeat has had quite the humbling influence on him. Not in the sense that he would mature, no his fall was deep and has left him a broken man. For now he downs his sorrow in wine, but he longs back to the glory days when he was adored by all but fears he has no place in this world. And it has also initiated a slow process of critical self-reflection.

Sczarni

Changes made - formatting & numeric values corrected.

Milosh:

Spoiler:

Milosh Sugravia

Male Varisian Human Paladin 7

LG Medium humanoid (human)

Init: +3; Senses: Perception -1

Speed: 30 (20), Languages: Common

Defense

AC 25 (Armor +10, Shield +3, Dex +1, Natural Armor +1)

Touch 11 FF 24

HP 91 (7d10+21)

Fort +11 Ref +8 Will +11

Immune: fear, disease

Offense

Melee: +1 longsword +12/+7 (1d8+4 19-20/x3) [Power Attack -2/+4]

Ranged: chakram +8 (1d8+3) range 30, Ammo: 5

BAB 7/2 CMB +11 CMD 22

Statistics

Abilities: Str 16 Dex 12 Con 13 Int 10 Wis 8 Cha 18

SA: Smite Evil 3/day, Detect Evil (at will), Lay on Hands, Mercy (Fatigue, Disease)

SQ: Favored Class (Paladin; HP), Skilled, Aura of Good, Divine Grace, Aura of Courage, Divine Health, Divine Bond (weapon; +1)

Feats: Power Attack, Weapon Focus (Longsword), Extra Lay On Hands, Toughness, Iron Will

Traits: Exiled (+2 initiative), Focused Disciple (+2 vs charm, compulsions), Steel Skin (don/remove heavy armor in half time, +2 intimidate when wearing great helm)

Skills: Diplomacy +10, Intimidate +10, Knowledge (Nobility) +6, Knowledge (Religion) +7, Sense Motive +9

Combat Gear: alchemist’s fire (5), oil (10), acid (5)

Equipment: +1 fullplate, +1 heavy steel shield, +1 longsword, chakram (5), masterwork chain shirt, masterwork gladius, dagger, morningstar, composite longbow (+3), arrows (20), backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5 days), waterskin, climber’s kit, grappling hook, bullseye lantern, masterwork manacles, masterwork survival kit, +1 amulet natural armor, +1 cloak of resistance

Coin 128gp

Spells Prepared: CL 4, Concentration +8, Spell Save DC Lvl +4

1st: divine favor, lesser restoration

2nd: bull’s strength

Description: Milosh stands just under 6’ tall. Slim and wiry, he weighs 165 lbs without his armor and equipment. He cuts his dark brown hair close, leaving a slightly longer patch running down the center of his skull, but still short enough to avoid being grabbed. Naturally baby-faced, despite being 23, his beard grows in sparsely and he shaves regularly. He obviously spends a significant amount of time outdoors, with weather worn features on his exposed skin. His hands, in particular, are heavily calloused and corded with muscles, indicative of his long practice with weapons.

Background: Milosh grew up in Magnimar, taken into the care of the Church of Iomedae early on in his childhood. Along with many other street urchins, he was tasked with simple chores and rules in exchange for a safe place to sleep and plenty to eat. Unlike many of the other street kids, Milosh took to the religion of the Inheritor, seeing a chance to acquire personal strength in a way that allowed him to maintain an ethical frame of mind.

As he grew older, his superiors in the church saw his promise and trained him in the earthly arts of combat and speech, while also teaching him of the ways of Iomedae. During this early time, he came to befriend a family of halfling entertainers/innkeepers. A frequent attendee at the theatre, Milosh often ate at the Suncatcher Inn, even staying there a few times overnight when he had some extra coin to spend. A few weeks ago, he was approached by the family; they believed something bad had befallen their adopted human daughter, and asked him to seek her out. After praying and receiving the blessing of the church’s superiors, Milosh gathered up his adventuring gear and set out to find the Suncatcher’s daughter and determine her wellbeing.


Thanks for all of your updates! Here's an updated list of applicants and links.

Thelizardwizard – Ivan, Dwarf Fighter (Foehammer)
EmissaryOfTheNorth - Varian Crestfallen – Human Fighter
Raltus – Denlar Nulin, Half-orc fighter
Twistlok - Bryn Corwin, Halfling Paladin of Erastil
XanaverForgedawn
CircadianRythms - Atrius the Black, Half-elf Fighter 5/Golden Legionnaire 2
colin spear - Torgrym Knurlheim, Dwarven Paladin (Stonelord)
psionichamster - Milosh Sugravia, Human Paladin of Iomedae
Alex Mack - Bobo Bisonstep, Human Shoanti Barbarian (Untamed Rager)
DeathQuaker - Dekklan Springwall, Halfling Barbarian (Superstitious)
Neltji - Davorik, Human Fighter (Two-Weapon Fighter)
DFang - One-eye Rhuk, Hobgoblin Barbarian (Armored Hulk)
Balacertar - Delendir Farnes, Half-Elf Ranger (Falconer)
Reckless – Franco Maglowd; Half-Orc Fighter (Polearm Master)
Valjoen_KC – Krogenn, Half-Orc Fighter (Viking) 4 / Paladin (Chosen One) 3
Gavmania – Olar Ironskin, Half-Orc Bloodrager (Primalist/Steelblood)
Hayato Ken – Jiao Feng, U. Monk
Ziether – Grunkar, son of Dorin, Dwarf Fighter (Unbreakable)


Less than 24 hours or so till I close submissions.

I want to thank Robin for being the keeper of the list, and everyone who has submitted a character. This is going to be a tough decision, and I am expecting a wide variance in voting from the five of us.

The "or so" is because when my phone alarm goes off at 08:00, I may just roll back over and catch a few minutes extra sleep. You can do that when you are retired.

-- david


I am so bloody jealous of that. When the 13-month-old wakes up, Daddy has to be up.


Ziether wrote:
I am so bloody jealous of that. When the 13-month-old wakes up, Daddy has to be up.

heh.... I went thru that with two kids that were 2.5 years apart.


Pathfinder Adventure Path Subscriber

Uh nice, mine is 8 weeks, so the clock is kinda irrelevant^^

Origins:

Jiao Fengs family is part of a small enclave of people from the mysterious Tian Xia living in Sandpoint since several generations ago a ship stranded somewhere in the vicinity.
As oldest child in her generation, Jiao Feng learned the martial family traditions that once were brought along from the mysterious region in the distant east her ancestors came from, essentially teaching unarmed and unarmored combat as well as the focus on mystical inner energies. That training involved countless hard sessions and lessons, both for body and mind, requiring a very strict discipline.
Ameiko Kaijitsu, owner of the Rusty Dragon Inn always was a figurehead of the Tian enclave in Sandpoint. As such it was only natural that Jiao Feng spend a lot of her free time at the Inn, where parts of her family also often treaded and worked. There she met and got friends with Qetsiyah "Kizzy", a varisian girl raised by halflings.
Being trapped between different cultures and in a young age, Jiao Feng one day tried to flee the strict discipline and fell for the promises of a young Sczarni scoundrel, running away from home and joining his family.
She quite enjoyed that in the beginning, but her inner convictions and strict morale codes brought her into conflicts with her new "family", as she more often than not could simply not do the things which were requested from her. Eventually it came to a break between her and the "family", after which she was shamefully driven away. While shamed by the Sczarni, she kept her inner pride though and emerged as a stronger person.
Now she´s back in Sandpoint, where she wanted to meet another Sczarni friend as well as her old friends like Kizzy and look for new options in life. She had heard about some unusual events there while she had been away and Kizzy being involved with a troup of adventurers, so she hopes to be able to join as well. In her dreams, this might be a good chance to redeem herself before her family - doing something good - but also a good test of her skills. Last but not least, adventure is always something worthy of itself, a chance to improve oneself just like in the teachings of Irori, and one might meet and see giants.

Jiao Feng:

Jiao Feng RL
Female human (Tian-Min) monk (unchained) 7 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +1 monk, +4 Wis)
hp 91 (7d10+21)
Fort +8, Ref +8, Will +7; +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. enchantments
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee mwk nine-ring broadsword +12/+12/+7 (1d8+5/×3) or
. . unarmed strike +12/+12/+7 (1d8+8)
Ranged shuriken +9/+9/+4 (1d2+5)
Special Attacks flurry of blows (unchained), stunning fist (7/day, DC 17), style strike
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +7; CMB +11 (+13 grapple); CMD 29 (31 vs. grapple)
Feats Dodge, Dragon Ferocity[UC], Dragon Style[UC], Elemental Fist[APG], Improved Grapple, Improved Unarmed Strike, Martial Focus, Mobility, Stunning Fist, Weapon Focus (unarmed strike)
Traits family ties, martial manuscript, quain martial artist
Skills Acrobatics +10 (+25 to jump), Climb +8, Escape Artist +8, Intimidate +4, Knowledge (history) +4, Knowledge (religion) +4, Linguistics +2, Perception +14, Ride +6, Sense Motive +11, Stealth +14, Swim +8
Languages Common, Giant, Minkaian, Thassilonian, Tien, Varisian
SQ fast movement (unchained), ki pool (7 points cold iron, magic, silver), ki powers (feather balance, high jump), style strike (defensive spin)
Other Gear mwk nine-ring broadsword[UC], shuriken (50), belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, canteen[UE], hip flask[UE], masterwork backpack[APG], shinobi shozoku, 1,072 gp
--------------------
Special Abilities
--------------------
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Dragon Ferocity +2, 1d1+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fist (2d6, Acid, 7/day) You can add 1d6 energy damage to an attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Balance (Ex) As a swift action, use 1 ki to treat all balance checks as auto 20 for 1 min.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1 rd.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons. Prerequisite: Base attack bonus +5.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Stunning Fist (7/day, DC 17) You can stun an opponent with an unarmed attack.

Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.


Yeah I know the feeling well with a 3 and 6 year old.

Good luck everyone!


Recruitment is closed....

I will announce as soon as I can the results of our voting.

-- david


Will be using Robin list (7 posts above), except for adding the updated Hayato Ken – Jiao Feng, U. Monk, 3 posts above.

-- david


Pathfinder Adventure Path Subscriber

Wow 17 submissions overall, many of them awesome, you people have some hard work to do^^


Two votes done, three to go.

-- david

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Good luck, folksies.


Yeah, all joking aside, good luck. A lot of us will be disappointed, but you've all made good submissions. Noone has anything to be ashamed of.


Four votes in and counted. With one vote to go, we have essentially a three way tie for first place (5,4,4 points), with three others at 3 points. I knew with this many really good submissions that it would be close.

-- david

1st place - 3 points
2nd place - 2 points
3rd place - 1 point


I was just crunching the math on the possibility of three or more applications tying for 1st earlier today. No more that two can now, though. As someone who's had to deal with these tough decisions on several occasions, I do not envy you.

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