Currently there is a slayer, cleric, wizard and bard.
In my mind and in alphabetical order a barbarian, fighter or paladin would be a good fit, but we are open to other options.
- 7th level
- max hit points all levels
- wealth: 10,500 but nothing more than +1 enhancement.
- 20 point buy, max one 18, min one 8 after racial adjustments at 1st level. Fourth level bump.
- 3 traits, 1 of which is a Campaign trait
- no race builder nor technology nor psionics
For those that know anything about RotR, the group is at the very end of book 2 in the Clock Tower. The new character would come in after they finish that section so probably in a couple weeks, so I will leave this open for about 1 week.
You could be a long lost friend of the fighter, or know her adoptive halfling parents, which would be your hook into the group.
Any questions, please ask.
|The Emerald Duke|
Hm... dot with a few questions.
1) What do you mean by 4th level bump? Just the standard extra stat point at 4th level or something additional?
2) You state no race builder, which is fine, but what about the featured races from the ARG? (Granted some would fit more than others, but before I start dreaming up concepts it would be good to know if there are any other hard restrictions.)
3) Any alignment restrictions?
4) Finally, what role was the fighter playing in a nutshell? Was he the 'charge in first and smash it hard' type or more the 'let's make a plan of attack before moving in' type? Granted that any replacement would be different, but knowing what is no longer on the table might be useful.
I might be able to brew a fighter or brawler, though a cavalier might be appealing too in the right circumstances.
|The Emerald Duke|
Granted we are still awaiting the DM to get back to us on questions asked, so there is that, but after some thought I think I will start working on a Paladin of the Temple Champion archetype. Not sure which race or god yet (kinda partial to an Aasimar, but probably would revert it to a human or half-elf if that turns out to not be an option) but will start baseline construction once I get home.
My submission: Varisian paladin of Iomedae
Male Varisian Human Paladin 7
LG Medium humanoid (human)
Init: +3; Senses: Perception -1
Speed: 30 (20), Languages: Common
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
Melee: [/i] +13/+8 (1d8+5 19-20/x3) [Power Attack -2/+4
Ranged: chakram +8 (1d8+4) range 30, Ammo: 5
BAB 7/2 CMB +11 CMD 22
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
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.
As a party, race-wise, we are pretty vanilla at the moment. 2 humans, a half-elf and a halfling.
I was recruited a while back to fill a previous gap and the recruitment thread from that is HERE.
Summarising a couple of things from that thread: DM Papa isn't a fan of Unchained classes but does like VMC.
We are not using background skills, not sure abut combat stamina.
Fourth level bump is the +1 stat point at fourth level - nothing special.
The fighter was built as a bodyguard, who did more attacks through AAO and combat reflexes than on a full attack. Currently we have
Marcellano - Wizard/Cyphermage (absolutely what you expect from a wizard)
Robin - Bard [Wit] (does what you expect from a bard)
Cadas - Cleric (does what you expect from a cleric)
Adolina - Slayer (later applicant, high dex sneaky trapfinding type)
Fights generally involve Robin and Adolina sneaking in with their silly high stealth - then Cadas and Marcellano starting the fight off with a magical bang. Applicants that could stand with/in front of the casters would be useful since Adolina isn't built to be slamming down lots of full attacks we need someone with consistent large scale damage. As a group we have tended to prefer having a plan rather than just ploughing in - we have the stealth capacity to do good information gathering, so a "HULK SMASH" type might jar a bit.
Hope this helps - DM Papa will correct me if I got anything wrong.
Planning on bringing a Shoanti Barbarian who has family ties to Cadas. Idea is that he's was working as a Gladiator in Magnimar but was kicked out after being the star of the show for many years. Now he is downtrodden and looking for a new purpose in life.
I'm having trouble with the campaign trait though as they all seem very specific to Sandpoint.
What would be your criteria for selecting?
I'd like to apply with a half-orc monk but will need a bit of time to whip up a stat block, unless a pathbuilder link is OK with you for the application?
For reference, I played RotRL before but had to drop soon after the Clock Tower due to life reasons. With luck, I hope to continue it.
I've played half or so of the first book with this character, would love to get a chance to play some more. I'll need to bring him up to 7th level (and double check his archetypes and whatnot, been a while since I dusted him off). The idea though is that he's a fighter who trained in a martial academy that claims to have roots in an ancient Thassilonian fighting style- in addition to teaching him the language and history of Thassilon he learned a thoughtful/flexible style of combat with an emphasis on tactics. His primary fighting style is combat reflexes with a reach weapon but he's perfectly capable of others as well.
Cadas here. I'll add a couple of things. First, as Adolina pointed out, we are pretty vanilla race wise. I like that for a change and want to encourage that in applicants. While I am not the GM, all players get a voice in who is selected and since I am pro core races I thought it fair to state that.
Second, and this is meta-gaming a little, this AP gets pretty hard and I'd like to see someone who can bring some melee damage dealing and tanking that can deal with large opponents, or grow into that. Maybe too much meta gaming, but I worry about this. lol.
Yesterday, December 6th, was my wife and my 47th (yes, 47) wedding anniversary and after getting the original post out for this thread we spent the day together doing our volunteer work, going out to dinner, etc.
Thanks Adolina and Cadas for chiming in. To answer the questions above.
No Background skills.
No Combat stamina.
4th level bump is the +1 ability score at 4th level.
Keep races to Core is my preference.
Good or Neutral alignment only please.
No to Kineticist or Occult classes (that is what I meant by psionic).
Magus is really not a martial to my way of thinking.
A high damage monk should be ok. I would like to see the build before saying anything further.
Adolina has the right of it as far as the fighter is concerned. She is the protector of the group and can dish out lots of damage. And looking ahead, that will be needed as Cadas points out.
Campaign trait - You could just pick another trait, but do not take more than one from any of the trait subdivisions.
Character sheet - You can use any tool you wish to create the character (I am a PCGen person myself). However if selected, the alias will have to contain a complete character sheet (see Cadas or Adolina alias, or any of the other players).
Selection Criteria - All five of us vote (DM & four remaining players), using a 1st choice - 3 points, 2nd choice - 2 points, 3rd choice - 1 point. Highest point total is in.
|DeathQuaker RPG Superstar 2015 Top 8|
I'd like to throw my hat in if you're still recruiting. You know certainly from your Moru Country game I post regularly, though whether you want my big fat mouth running in two games might be another question. :) I played in a RotRL game once but it fizzled before we finished the first book. Will get a submission up in a bit.
I'm not optimized for damage, but I can hit pretty hard and definitely have some durability (and with martial flexibility I can already adjust to different situations, and at 9th I'll be able to pick up specialization in whatever weapon I wield if I need a little damage boost). I use reach/combat reflexes like the player you're losing (and can add things like tripping to help keep the baddies off our casters).
still updating to 7th
@DeathQuaker. Still recruiting, and Misha "big fat mouth" just makes my day sometimes.
@All. Forgot to add Brawler to the list, also Monk and Ranger. However, we will consider other options.
Like I, and others from the group have said, they need a protector and damage dealer, especially in book 3 and beyond.
Here's my submission Bobo aka Beast Man. Formerly famed Gladiator turned down-trodden alcoholic. He really needs someone to get him back on track so show some pitty!
Mechanically he is a natural weapon Babarian with a twist. From his days in the Arena he's learned how to fight dirty and so he's not only a damage dealer but also a wickedly competent debuffer. Thanks to savage dirty trick he can easily take a foe out of the fight for two rounds with one of his many natural attacks and things like blinded, and staggered should aid both his own survivability as well as allies trying to get that sneak attack in. Despite being a bit spoiled by city life he even knows his way around the wild if need be!
NG Human Shoanti Barbarian
Untamed Rager Archetype (Dirty Tactics Toolbox)
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)
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
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
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]
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
Rage: 24 rounds per day
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.
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.
|DeathQuaker RPG Superstar 2015 Top 8|
Here's a rough draft of my submission; elements possibly subject to change. Halfling barbarian. Yeah, not exactly optimal, and I don't typically play martials so I have a lot to learn there--a notable disclaimer. I hope the concept works though.
If accepted I'll throw this into an alias.
CG Halfling Barbarian (Superstitious) 7
Senses Low-light vision; Perception +8
Init +5 (Dex 2 + Trait 1 + Sixth Sense +2); Speed 20 ft. (Medium armor, fast mvt)
(18/19 while raging)
hp 105 (7d12+14 + 7 favored class) (119 while raging)
Fort +8 (Base 5 + Con 2 + cloak 1) Ref +5 (Base 2 + Dex 2 + cloak 1) Will +4 (Base 2+ Wis 1 + cloak 1) (+6 while raging)
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Underfoot: Gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Sixth Sense (Ex): (+2) At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense. ((I am interpreting this as the bonus to initiative is all the time and the bonus to AC is during surprise rounds)
Uncanny Dodge (Ex): Cannot be caught flat-footed, nor does he lose Dexterity bonus to AC if the attacker is invisible. Still loses Dexterity bonus to AC if immobilized or if successfully feinted against.
Improved Uncanny Dodge (Ex): Can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
+1 Falchion +13/+8 (1d6+6)/18-20 x2
Power Attack: +1 Falchion +13/+6 (1d6+12)/18-20/x2
While raging, +1 Falchion +15/+10 (1d6+9)/18-20/x2
While raging, Power Attack: +1 Falchion +15/+8 (1d6+15)/18-20/x2
Mwk staff sling +10/+4 (1d6+4)/x3
While raging, Mwk staff sling +10/+4 (1d6+4)/x3
See also feats and traits below
To confirm crits: +1, +3 vs Medium or larger creatures
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Low Blow: Gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses. (+2 with Improved Low Blow feat, see below)
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Rage (Ex): (16 rounds/day) As a free action, Rage for a number of rounds per day equal to 4 + Constitution modifier +2 rounds after 1st level. 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. 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, gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves; plus 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.
Can end 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.
Rage Powers (Ex): A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. (3 rage powers)
- Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
- Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.
- Boasting Taunt (Ex): While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.
===Statistics and Other Abilities===
(20 point buy, halfling racial bonuses, +1 to Str at 4th level, belt of giant strength)
BAB +7/+2, CMB +9, CMD 21
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields); treat “Halfling” weapons as martial.
Power Attack (Lv 1): (-2 penalty for +4 bonus to damage (+6 two-handed)—ignore this penalty on first attack, see below). 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 Strength modifier on damage rolls. This bonus to 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.
Point-Blank Shot (Lv 3): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Improved Low Blow (Lv 5): Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you can reroll the confirmation roll, but must take the new result even if it is worse.
Furious Focus (Lv 7): When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Favored Son: Sherriff (Campaign): The no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
Anatomist (Combat): You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battle (Religious): You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
==Skills and Skill-Related Abilities==
Skill points: 4 + 0 Int/level (28)
Climb +10 (7 ranks + 4 Str -1 ACP)
Handle Animal +2 (2 ranks + 0 Cha)
Intimidate +7 (7 ranks + 0 Cha)
Knowledge (nature) +5 (5 ranks + 0 Int)
Perception +8 (7 ranks + 1Wis)
Languages: Halfling, Common
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Keen Sense (Ex): At 7th level, the superstitious barbarian gains low-light vision (triple normal vision range in dim light if she already has low-light vision). At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed). At 13th level, she gains scent. At 16th level, she gains blindsense 30 feet. At 19th level, she gains blindsight 30 feet. This ability replaces damage reduction.
=Sheathed on back=
+1 falchion (1d6 18-20/x2 S) (2, 375 gp, 4 lbs)
=Strapped to back on other side=
Mwk Halfling Slingstaff (1d6 damage, x3 80 ft.) (320 gp, 1.5 lbs)
Soldier’s Uniform (free; guard uniform)
+ 1 agile breastplate (+7 armor, +3 max dex, -3 ACP, 20 ft. mv) (1,550 gp, 12.5 lbs)
(The armor check penalty for Climb checks and jump checks is only –1. )
Belt of giant strength +2 (4,000 gp, 1 lb)
Cloak of resistance +1 (1,000 gp, 1 lb)
Mwk Backpack (50 gp, 1 lb)
x50 Sling bullets (5 sp 25 lbs) (bag of)
1x tanglefoot bag (50 gp, 4 lb)
Belt pouch (1 gp, 0.125 lb)
Hip flask (human size) (1 gp, 1/2 lb)
=In belt pouch=
5 x Acid flasks (50 gp, 5 lb)
1 x thunderstones (30 gp, 1 lb)
1 x oil of keen edge (750 gp)
1 x oil of magic weapon (50 gp)
1 x cure light wounds (50 gp)
Bedroll (1sp, 1.25 lbs)
Blanket (5 sp 0.75 lbs)
Crowbar (2 gp 5 lbs)
everburning torch (110 gp, 1 lb)
Flint and steel (1 gp)
Gear maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 0.5 lbs)
Manacles, masterwork (50 gp, 2 lbs)
Mess kit (2 sp, 1 lb)
Signal whistle (8 sp - )
Silk rope (50 ft) (10 gp, 5 lbs)
Stove can (10 gp, 1 lb)
Teapot (1 sp, 1 lb)
Mug (2 cp, 1 lb)
Whiskey (2 quarts) 8 sp, 4 lbs
Waterproof bag (5 sp 1/2 lb)
==Inside waterproof bag, inside backpack==
= 1 week's halfling trail rations (2 gp + 0.125 lb per, x7 = 14 gp, 0.875 lb)
= Tea (1 lb) (4 cp, 1 lb)
=Coinage (half in belt pouch, half in boot)=
16 gp, 8 sp, 4 cp
Total weight carried: 84.625 lbs
Max light load (with belt + mwk backpack): 87 lbs
Dekklan Springwall’s family escaped slavery from Cheliax when he was but a young lad, and he learned early on to fight ferociously to protect his precious freedom and his even more precious loved ones. Fueling early years of pain and shame into a terrifying rage that drove his weapon’s blows, he grew quickly into a formidable warrior. However reckless his style appeared to be, he deftly protected his family and friends from all that threatened them as they moved into Varisia for freedom. He learned a few special tricks fighting folk with magic-gifts, to defend his family from Cheliaxan wizards and their summoned spawn, and he knows how to use his small stature to his advantage when catching larger opponents off guard.
Eventually, he joined as a caravan guard for a traveling circus show, the “Flying Suncatchers” comprised largely of his own distant cousins and associates. The troupe was well known for taking in strays, including a human lass Kizzy, who shared with Dek a love of swordplay. Always on the alert for all manner of assailants, thieves, he is sometimes accused of being paranoid, but one cannot argue that he failed to keep his charges safe.
When the Suncatchers decided to settle in Sandpoint, Dek took it as an opportunity to settle as well, eager to finally gain a sense of belonging, of home in one place after many years of travel. Still eager to use his fighting skills to protect those around him, he signed up for the constabulary and quickly befriended the town’s sherriff, who appreciated Dek’s willingness to get things done fast and thoroughly. Dek has been busy since goblins have been raiding Sandpoint, and he’s getting tired of pounding the ferocious little buggers, and looks forward to dealing with more substantial foes.
Bryn Corwin, the Halfling Paladin, a cousin Bethany Corwin, arrived too late to Sandpoint for the Swallowtail festival and to help in the defense of the town. Bethany has spoken at great length to Bryn of the heroism of those who defended the town and helped to rescue of her friend. Learning that the group is still in the field as a result of their aid to Sandpoint Bryn is seeking them out to stand as the steady wall of Erastil between the party and those who wish them, and the empire harm.
Bryn left home at an early age insisting that he become the squire to the Granstof after he had saved his family from a and of goblins. Of course Granstof did not know he was accepting a squire and Bryn’s family did not know he was leaving. Bryn simply waited until night fell and followed after the old paladin, sneaking away from his family and then surprising Granstof in the morning. While not thrilled with the over-exuberance of his new “friend” his faith and good heart could not be denied and he allowed Bryn to travel with him. As time when on a strong bond developed and continued until the old paladin declared his adventuring days over and had his blade re-forged into a great sword for Bryn.
St 16, Dex 12, Con 13, Int 10, Wid 12 and Cha 14
Weapon of preference Greatsword
Male Dwarf Fighter (Foehammer)
Init +1; Senses Perception +X
AC 25, touch 12, flat-footed 24 [+10Armor+1dex+3shield+1deflection]
Fort: +8 (+4 vs spells, SLA abilities and effects or poisons)
Ref: +4 (+4 vs spells, SLA abilities and effects)
Will: +6 (+4 vs spells, SLA abilities and effects)
Speed 30 ft.
PA Warhammer: +13/+8
Twohanded Warhammer: +15/10(+13/8)
Light Hammer: +9
Str 18, Dex 12, Con 14, Int 13, Wis 12, Cha 08
Base Atk +7
CMB +12 (+19 for bullrush, +14 for trip)
CMD 23 +4 vs bullrush
1- Steel Soul
2- weapon focus Warhammer
3- Power attack
4- Weapon specialization Warhammer
5- Improved Bullrush
6- Greater Bullrush
7- Iron Will
Traits: Seeker, TBA, TBA
Arms and Armor: +1 Warhammer, +1 Fullplate, +1 heavy steel shield
Cloak of resistance +1, ring of protection +1,
here is a quick rough draft for my fighter, friend of the family AND the last fighter. Also works as a merchant on the side of his adventures. Gotta pick some skills for him still and finish his equipment, but this is pretty much how I see him playing out. He can hit things pretty decently, but he can also keep people off the squishier folk and provide free AoOs for the other melee characters.
He's built to fill roles both as a damage dealer and a controller tank. The next big purchases for the character will be an adaptive longbow and gloves of dueling. Build-wise, I think the character would take Golden Legionnaire to 8 for maximum protective bonuses and then take...something else for more damage dealing. Not sure what yet!
This is what I have seen so far, but these old eyes have been known to miss things, so pipe up if anything is wrong or missing.
Thelizardwizard – Ivan, Dwarf fighter
The Emerald Duke -
Varian Crestfallen – Human fighter
Raltus – Half-orc fighter
Twistlok - Bryn Corwin, the Halfling Paladin
CircadianRythms - Atrius the Black, half-elf Fighter 5/Golden Legionnaire 2
colin spear -
psionichamster - Milosh Sugravia, Human Paladin
Alex Mack - Bobo Bissonstep, Human Shoanti Barbarian
Baldric Moore – Human Fighter [lore warden/martial master] 7
DeathQuaker - Dekklan Springwall, Halfling barbarian
Male half-orc fighter
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +10 (+11 vs. giant subtype creatures)
AC 23, touch 10, flat-footed 23 (+10 armor, +1 natural, +2 shield)
hp 88 (7d10+18)
Fort +8, Ref +3, Will +4
Defensive Abilities armored vigor (4 temporary Hp)
Speed 30 ft. (20 ft. in armor)
Melee armor spikes +11/+6 (1d6+4) or
handaxe +11/+6 (1d6+4/×3) or
Skull Cracker (+1 Warhammer) +13/+8 (1d8+6/×3)
Ranged javelin +7 (1d6+4)
Special Attacks breaker momentum, breaker rush, weapon training (hammers +1)
Str 18, Dex 11, Con 14, Int 14, Wis 12, Cha 10
Base Atk +7; CMB +11; CMD 21
Feats Artful Dodge, Poised Bearing, Power Attack, Spiked Destroyer, Step Up, Vital Strike
Traits giant slayer, linebreaker (belkzen), world traveler
Skills Acrobatics -4 (-8 to jump), Bluff +0 (+1 vs. giant subtype creatures), Climb +5, Intimidate +7, Knowledge (dungeoneering) +12, Knowledge (engineering) +6, Knowledge (local) +9, Perception +10 (+11 vs. giant subtype creatures), Profession (soldier) +6, Sense Motive +1 (+2 vs. giant subtype creatures), Survival +11; Racial Modifiers +2 Intimidate, +2 Perception
Languages Common, Giant, Goblin, Orc
SQ armor training 2, orc blood
potion of barkskin +2 , potion of bull's strength , potion of cure light wounds (5), potion of cure serious wounds , potion of enlarge person (2), alchemist's fire (5), smokestick (3)
+1 armor spikes full plate , mwk heavy steel shield, skull cracker, handaxe, javelin (2), amulet of natural armor +1 , cloak of resistance +1 , bedroll, belt pouch, flint and steel, masterwork backpack APG, mess kit UE, pot, silk rope (50 ft.), soap, sunrod (5), tindertwig (5), trail rations (5), waterskin, musk ox, bit and bridle, blanket, feed (per day), riding saddle, saddlebags, 341 gp, 1 sp
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Armored Vigor (4 temporary Hp, 5/day) (Ex) As a swift action while armored, gain temporary hp for 1 min.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Breaker Momentum (Ex) As a free action after successful bull rush, attempt overrun.
Breaker Rush (4 damage) (Ex) When bull rush or overrun foes, deal damage to foes.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Poised Bearing Treat self as +1 size when determine who can be target of bull rush/drag/overrun/trip.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spiked Destroyer You can attack with your armor spikes while using bull rush or overrun.
Prerequisite: Proficient with armor spikes.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
Growing up on the Border of Last Wall and Belkzen was no easy task, Denlar and his parents (Orc Mother and Human Father) were constantly going from one homestead to another when the Orcs would push into the human controlled lands.
Denlar was trained by a few Knights who were friends with his father, who was also a Man at Arms in Last Wall. His mother taught him tactics that the Orcs of Belkzen used to break the lines of Humans trying to defend their county. After coming of age Denlar joined up with a group of giant hunters.
After venturing around the Belkzen and Last Wall hunting giants, Denlar and his band heard of newer Giants taking up Residence near Sand Point. The Giant hunters took their leave of the Knights and Orcs, preferring to test their mettle against some giants who did not know of the reputation of "The Giant Bashers"
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
Other Gear bit and bridle, blanket APG, feed (per day) (2), riding saddle, saddlebags
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
|The Emerald Duke|
First off, congrats on the anniversary. Takes a lot of grit, determination, love, sacrifice, et alia to last in a relationship for that long (so if I wore a hat I would take it off in salute).
That said, my idea has morphed a bit. Working up a dwarven paladin (Temple Champion archetype from Advanced Class Guide) in service to Torag (toss up between taking Artifice or Protection as the domain granted by the archetype, though I am leaning toward Protection for practical purposes) out to slay giants like those that destroyed his birth community. That said, I was hoping to take two alternate racial traits presented in the Advanced Race Guide for dwarves:
Craftsman (grants +2 racial bonus on all craft/profession checks made relating to metal or stone) which replaces the normal Greed (+2 racial on appraise checks to determine nonmagical goods worth if they have precious metals or gemstones); and Giant Hunter (+1 bonus on attack rolls against humanoids with the giant subtype and +2 bonus on survival checks to find/follow tracks made by giants) which would replace the standard Hatred (+1 bonus on attack rolls verses Orcs and Goblinoid subtypes). Would these be acceptable substitutions from the vanilla core Dwarf?
I might be interested and have 2 character ideas for this AP and group.
This is the first one.
Jiao Feng RL
Female human (Tian-Min) monk (unchained) 7 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +2; Senses Perception +14
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
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
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 (flying kick)
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
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.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
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.
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.
Character and gear are not set in stone. Would greatly profit from a little support by cleric and/or wizard, especially with mage armor and greater magic weapon. Could provide pearl of power.
Half Orc Polearm Master Fighter
Protection, AoOs, Trip Specialist
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)
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 91 (7d10+21)
Fort +9, Ref +7, Will +5
Defensive Abilities sacred tattoo
Speed 30 ft.
Melee +1 horsechopper +12/+7 (1d10+6/×3) or
. . dagger +10/+5 (1d4+3/19-20)
Ranged +1 composite longbow +11/+6 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 horsechopper)
Special Attacks pole fighting -3, polearm training, steadfast pike
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Base Atk +7; CMB +10 (+14 trip); CMD 23 (25 vs. trip)
Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Greater Trip, Improved Trip, Power Attack, Vital Strike, Weapon Trick (polearms)
Traits fate's favored, giant slayer, highlander (hills or mountains)
Skills Acrobatics +4, Bluff -1 (+0 vs. giant subtype creatures), Climb +7, Handle Animal +3, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +2, Perception +5 (+6 vs. giant subtype creatures), Ride +7, Sense Motive +1 (+2 vs. giant subtype creatures), Stealth +11 (+13 in hilly or rocky areas), Survival +8, Swim +7; Racial Modifiers highlander (hills or mountains)
Languages Common, Giant, Orc, Thassilonian
SQ orc blood
Combat Gear potion of cure light wounds (2), potion of hide from animals, potion of hide from undead, potion of pass without trace, potion of shield of faith +2 (3), acid (2), alchemist's fire (2), durable arrow (20), holy water (2), spider sac[ARG], thunderstone (2); Other Gear +1 mithral chain shirt, +1 composite longbow (+3 Str), +1 horsechopper[ARG], dagger, ring of sustenance, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spider's silk rope (100 ft.)[APG], string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 18 gp
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.
Steadfast Pike +2 (Ex) +2 to hit on readied attacks and AoO with polearms & spears.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
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Fluff to come
Davorik is from a small farming community a few days travel east from Sandpoint. As a kid he grew up helping out on the farm and hunting small game to provide some additional meat. It was during one of these small hunting trips a the age of 14 that he saw smoke on the horizon and thought the small community was having a large bonfire for a boar roast. It wasn't till after he got down hunting that he saw the damage down to the apothecary and heard what happened to the proprietor. Even at age 14 Davorik wished he could have been there to help fight the hill giants that were the cause of the mayhem. He knew he didn't have the strength nor training though to be of much help.
This desire stayed with Davorik over the next few years. At the age of 16, with blessings from his parents, he left for the short trip to Sandpoint to join the town guard/militia. Two years of work and training have gone by without him needed to help defend Sandpoint or his families community. This is a good thing to Davorik as only a fool looks for trouble. Indeed, he keeps his sword sharp and armor ready in case they are needed, but does not wish to use them.
Davorik does make trips back home. See his family or have them visit him in Sandpoint if they need to make some purchases of items they can't make themselves. The swallowtail festival is one such occasion that his family would be in town.
If an event were to happen that Davorik would have to choose between family and duty he would probably be forced into resigning and go help his family. However, Davorik hopes that eventuality never occurs as his family is close enough to run to Sandpoint if any major threat is known of in enough time.
Male human fighter (two-weapon fighter) 7 (Pathfinder RPG Advanced Player's Guide 109)
LN Medium humanoid (human)
Init +3; Senses Perception +12
AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 77 (7d10+7)
Fort +7, Ref +6, Will +7 (+2 vs. fear)
Defensive Abilities defensive flurry
Speed 30 ft. (20 ft. in armor)
Melee +1 handaxe +8 (1d6+7/×3) and
heavy shield bash +8/+3 (1d6+10) or
armor spikes +9/+4 (1d6+8) or
sap +9/+4 (1d6+8 nonlethal) or
warhammer +9/+4 (1d8+8/×3)
Ranged longbow +10/+5 (1d8/×3)
Special Attacks twin blades (+1 to attack and damage when full attacking with 2 weapons)
Str 18, Dex 16, Con 12, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +9; CMD 24
Feats Double Slice, Improved Shield Bash, Iron Will, Power Attack, Shield Focus, Shield Slam, Two-weapon Fighting, Weapon Focus (shield, heavy), Weapon Specialization (shield, heavy)
Traits eyes and ears of the city, giant slayer, indomitable faith
Skills Acrobatics -1 (-5 to jump), Bluff -1 (+0 vs. giant subtype creatures), Climb +8, Handle Animal +7, Perception +12 (+13 vs. giant subtype creatures), Profession (soldier) +5, Ride +6, Sense Motive +1 (+2 vs. giant subtype creatures), Survival +5, Swim +8
Combat Gear alchemist's fire (2); Other Gear +1 armor spikes breastplate, +1 shield spikes heavy steel shield, +1 handaxe, arrows (40), longbow, sap, warhammer, campfire bead[APG], cloak of resistance +1, backpack, bedroll, belt pouch, crowbar, flint and steel, hammer, hemp rope (50 ft.), iron spike[APG] (4), quickrunner's shirt, sack, saw[APG], shovel, sunrod (5), trail rations (10), waterskin, weapon cord[APG], whetstone, 2,737 gp, 9 sp, 4 cp
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Originator - DFang
Tried to draft up a monk but can't find a decent balance between offense & defense.
So here's One-eye Rhuk, a hobgoblin Armored Hulk Barbarian. If the race is not OK, I can swap it up to a half-orc. Combat wise, he would mostly tank up damage in his fullplate, indimidate his foes, then pummel them with elemental fury.
Rhuk was a champion in his tribe. They hunt and they win, all because of him. When their warchief called for them to assault a caravan of merchants passing by, Rhuk was the first to charge among his kin. Unfortunately, they were rebuffed by the royal guard and mercenaries clad in steel, for they were protecting the king's gift to a neighboring country.
It was here where Rhuk met Krizzy, with a blade upon his throat. Spared from death out of respect of his skill, Rhuk surrendered as the adrenaline ebbed away. Refusing to beg for his life, he offered his neck to the victor. Instead, Krizzy shook his head and left, leaving Rhuk in the boiling rage of defeat. One he vows to balance someday...
CircadianRythms wrote:@DM, if the PrC is a no-go, let me know and I'll rebuild a bit.
I would prefer not, but I am only one vote of five.
I'm taking a prestige class too, although mine is Shadowdancer so straight out of core. Having had a look at the class I think it looks nice - only trouble I see is how will you be invited to join, since the Golden Legion doesn't feature in the AP? If you took the first level before joining us, that might help a bit.
@Adolina, I already factored in two levels of the class to the build. In the character background I also have Atrius as a member in good standing of a good-aligned mercenary company, which could function as the "Golden Legion"; IMO, you can use various outfits flavor-wise and keep the same crunch.
But yeah, the character already has levels in the class so nothing extra has to be contrived to get him entry.
I'd be interested in this game as well.
I'm most likely looking at a character with a few levels of Unchained Rogue in addition to Fighter but I'm not sure about that yet. It would be a total of 3-4 levels of Rogue, 3 at the moment of creation.
The character would focus on battlefield control using a reach weapon and a way to threaten the surrounding area as well.
As far as background goes the character would be an ex-highwayman who was given the opportunity to repent after he was brought low by a Paladin of Sarenrae. The character would now be a follower of Neshen, Empyreal lord of penitence and repentance as he's of the opinion he doesn't deserve forgiveness just yet.