Cooper Hawkes |
Introducing Cooper Hawkes, a Human (Taldan) Hunter and his wolf companion Mikela, Mickey for short. Coop and Mickey wander the Fangwood keeping an eye out for any dangerous beasts that might prey upon those who call the forest and it's environs home.
They find themselves in Phaendar on that fateful day to purchase supplies during the Market Festival before returning to the woods again.
Twilik |
I have Dalvin Arikani, a gnome hunter who was beset by the Darkblight in Fangwood Forest during his childhood, and his companion Drako the dog.
Shisumo |
Applying with Variam Molliern, the Blackpowder Butcher!
Male Keleshite human vigilante (gunmaster) 1
NG/NE Medium humanoid (human)
Init +4; Senses Perception +5
DEFENSE
AC 16, touch 14, flat-footed 12
(armor +2, Dex +4)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +3
OFFENSE
Spd 30 ft
Melee quarterstaff +0 (1d6, 20/x2)
Ranged pistol +4 (1d8, 20/x4, misfire 2) or
musket +4 (1d12, 20/x4, misfire 3)
Special Attacks none
STATISTICS
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 13 (+1), Cha 14 (+2)
Base Atk +0; CMB +0; CMD 14
Feats Gunsmithing, Point Blank Shot, Rapid Reload (musket)
Skills Craft (alchemy) +4, Craft (metalworking) +4, Intimidate +6, Knowledge (local) +4, Perception +5, Stealth +8, Survival +5
Languages Common, Kelish
SQ dual identity, gunmaster, seamless guise, social talent (renown - Phaendar)
Traits Rich Parents, Unbreakable Survivor
Combat Gear flask of alchemist’s fire (x2), oil of magic weapon (x2), potion of cure light wounds (x2); Other Gear pistol, battered musket, masterwork leather armor, alchemical cartridge (paper, x16), bandolier (x2), masterwork backpack, gunsmith’s kit, powder horn with ten doses of black powder (x2), bullets (x30), 9 gp, 8 sp
XP XX; Next Level XX
Wanted by the gunmarshals and having been burned by everyone around him, Variam fled north, trying to lose himself as thoroughly as possible. Eventually he found his way to Nirmathas and specifically Phaendar, where he finally settled, and although he has turned his hand back to raiding traders traveling to or from Druma or Tamran or anywhere in Molthune, Phaendar and those traveling to or from there are safe from the predations of the so-called Blackpowder Butcher. This is his home now, and he's come to love it - and to his surprise, they love him too. He makes wind sculptures in his spare time, and though few understand how he can support himself with the few sales he makes (and his frequent gifts of completed works), a Variam piece is a mark of some distinction now in Phaendar homes. He's especially looking forward to this spring's Market Festival, because he has collaborated with local alchemist Vane Oreld on a spinning work that will be driven by four lit fireworks - very exciting! Yes, this Market Festival will be one to remember...
Appearance: Variam is in his mid-thirties, hale and healthy even as he approaches middle age. He has caramel-brown skin and dark hair, the legacy of his Alkenstar heritage, and is typically seen around town with a padded jacket, leather chaps over cotton pants, and boots. When he assaults merchants as the Blackpowder Butcher, the change is more about attitude than actual disguise - the only thing he modifies in terms of actual appearance is a wide-brimmed hat a kerchief to hide his noes and mouth. He normally carries a pistol in a holster as Variam, but prefers his musket for his raiding. Th Blackpowder Butcher is entirely merciless, killing or maiming at even the slightest provocation, while Variam is know for his kindness to the locals.
Wulfram Bartos |
Here is my submission: Wulram Bartos, a Human Flame Spirit Shaman, and village blacksmith. Info in profile.
GM: I have taken the Frontier Healer trait. I want to check whether this will work with Healing Hex (which I plan to take at 2nd lvl). The trait's wording is a bit ambiguous (Healing Hex acts as Cure Light Wounds but isn't specifically a cure spell itself).
Kudera Rivani |
Kudera Rivani wrote:I don't see why not.I'm submitting Kudera Rivani for consideration. Her backstory and description were just uploaded. Please let me know if you have any questions or if I can clarify anything.
Side question for R0B0GEISHA: I'm interested in going with the Herb Witch archetype as it would probably be more thematic for the Adventure Path, but RAW would prevent me from taking a hex (other than cauldron) till level 3. If I went with that archetype, would you allow me to use my level 1 feats for extra hexes? Thanks in advance!
Great! Thank you.
ToxicDragon |
AdamWarnock |
Presenting Mia Curseborn. Tried something different with the background this time. I also wound up making her pretty scarred. Poor girl has not had it easy.
Mia Curseborn
Female agathion-blooded aasimar (idyllkin) ranger 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . gladius +4 (1d6+1/19-20) or
. . machete +4 (1d6+1/19-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—summon nature's ally II
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse
Traits animal whisperer, speech of the wilds
Skills Climb +4, Craft (bows) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Linguistics +1, Perception +6, Stealth +6, Survival +8; Racial Modifiers +2 Survival
Languages Celestial, Common, Elven, Sylvan
SQ track +1, wild empathy
Other Gear studded leather, arrows (20), dagger (4), gladius[UC], longbow, machete, backpack, bedroll, belt pouch, flint and steel, masterwork bowyer tools, trail rations (5), waterskin (2), winter blanket, 51 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
I never knew my parents.
The old woman that raised me, Mama Gotti, often said they abandoned me for being a monster. I guess she was right. I've got fangs. They're small, but I've got 'em. I've also got the ears of a wolf or one o' them mean huntin' dogs rich people use. I can hear pretty good with them, but it makes it hard to hide when I'm feelin' down or happy. Never a good thing around that old witch. My eyes are also wrong. They're different colors, silver and blue.
She raised me, taught me manners and that kinda thing, but she never missed a chance to tell me how worthless I was, or how much of an ugly monster I was. I never saw it, but then, I guess monsters don't see themselves as monsters. Sometimes, someone would comment on how pretty I was, but she let me know right quick that it was only out of pity. Didn't matter how much I looked like some o' the pretty girls 'round town, no one with mis-matched eyes and dog's ears could be pretty.
I guess she was right.
Some o' the other kids would play with me, but some o' the others would chase me an' throw rocks at me. They even ripped up the only pretty dress I ever got the only time I wore it. Told me I was too ugly to wear pretty things. The kids that'd play with me tried to cheer me up, and I tried, I really did. I guess they could tell I was lying when I said I was okay.
Mama Gotti never did buy me a pretty dress after that. Said I was too stupid an' clumsy to bother with it. That's when she got me apprenticed to the bowery. He and his sister agreed to teach me things an' pay me for any help I gave 'em. Mama Gotti told me I was old enough and threw me out when I started my apprenticeship. From the way my mentor and his sister looked when I told them about it, they musta thought I'd done somethin' wrong.
That first winter was hard. I didn't have enough food to last, an' what I did have went bad after a few weeks. I passed out one night while tryin' to build a fire, and woke up shiverin' in my mentor's home. He told me I was stayin' with him while I was his apprentice. I think that made Mama Gotti mad. She hardly ever talked to me after that, though she washed out my mouth with soap when I started speakin' strange languages. I never had no schoolin', but I was able to speak these languages no one had heard. Mama Gotti said it was 'cause I was cursed.
I guess she was right.
Some of the people in town said I was a werewolf an' would kill 'em all. Other's said I was possessed, or I had demon blood in me, or that I was a beast given the form o' man. Didn't help that I don't know what I am. After my apprenticeship was over, I started wanderin' the woods. I'd bring back some o' my kills, though the coin was never as good as others got. The butcher an' tanner say it's 'cause I don't bring in good 'nough kills. Mostly, though I keep to myself.
No one likes a monster. Goblins sometimes get too close, an' I got real good at killin' 'em. I feel kinda sad when I do. They're monsters, just like me. Does that mean that someone's gonna kill me an' take my ears for some bounty? Maybe that's why I do it. If I can kill 'em and keep 'em from town an' all the people in it, maybe they'll think I'm not a monster, or that I'm not a monster that's a bad monster.
I made the mistake of telling Mama Gotti this once. She said I was stupid. Monsters are monsters, and nothing will make good people love a monster. I guess I should know better, but it's hard. I guess monsters want to belong too. Is that why they keep comin' to town and too close to good people?
I don't know. Mama Gotti would probably say that I'm stupid for thinkin' that.
I guess she'd be right.
I haven't told her about somethin' that's been happenin' to me lately, though. If Mama Gotti knew, she'd say I was mad. She'd probably be right. Normal people, good people, don't hear voices in their head, do they? They don't hear someone callin' to them where no one else can, right? I heard that happens to people with guilty consciouses, whatever those are. I don't know what I did, an' I've prayed and prayed for forgiveness.
But monsters don't get forgiven for being monsters, do they.
I tried to ignore 'em. I tried to block 'em out, but they wouldn't go away! They just got louder and louder, an' kept tellin' me to follow 'em. I couldn't sleep, or even think. It started to hurt so much I'd cry until I was too tired to do anything but sleep. Even when I did, though, I could still hear 'em. I couldn't stand it.
A man found me by the road durin' one o' those times it was too much. He gave me a drink, somethin' he said would help calm me down. He called it Cayden's Nectar, or somethin' like that, though I think it was just ale. I drank until I was warm an' everythin' tingled. It was nice. I felt like I was floatin'. It was so nice that I almost didn't realize the voices were very quiet.
Mama Gotti says I've turned into a drunk, or somethin', but it's not like I take the drinks for free. I pay with coin from the furs an' skins an' meat I bring in. Still, she says I've shown my true nature, or somethin', and it's only a matter o' time before I start doin' bad things. Some of the townsfolk agree with her, but I don't want to do bad things. I just want the voices to stop callin' me and speakin' in my head.
I just want to be left alone.
Pedwiddle |
Here is the submission for Malkk Dilkash, half-orc slayer (sniper).
ABILITIES
Str: 16 + 2 = 18
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 7
RACIAL FEATURES
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Common, Draconic, Goblin, Orc
CLASS FEATURES
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
TRAITS
Chernasardo Hopeful: You’ve pledged your skills and your life to the Chernasardo rangers, studying to protect your homeland from foreign invaders. You currently remain a neophyte in this secretive guerrilla army. You have yet to be entrusted with many of their secrets, and spend a great deal of time training with the old ranger Aubrin in Phaendar to hone your skills of hunting and tracking. In forest or plains terrain, you may reduce a single target’s effective level of concealment against you (from total concealment to concealment to not concealed) by studying your natural surroundings as a move action. This reduced concealment ends immediately once the target moves from its current location. At 10th level, you may study your terrain as a swift action instead.
Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
FEATS
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Power Attack: 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 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.
SKILLS
Acrobatics: 2 (0 + 2 (Dex))
Bluff: -2 (0 + -2 (Cha))
Climb: 4 (0 + 4 (Str))
Disguise: -2 (0 + -2 (Cha))
Heal: 1 (0 + 1 (Wis))
Intimidate: -2 (0 + -2 (Cha))
Knowledge (dungeoneering): 5 (1 + 3 (Class Skill) + 1 (Int))
Knowledge (geography): 5 (1 + 3 (Class Skill) + 1 (Int)) (Background)
Knowledge (local): 5 (1 + 3 (Class Skill) + 1 (Int))
Linguistics: 6 (1 + 3 (Class Skill) + 1 (Int) + 1 (Trait)) (Background)
Perception: 5 (1 + 3 (Class Skill) + 1 (Wis))
Ride: 2 (0 + 2 (Dex))
Sense Motive: 5 (1 + 3 (Class Skill) + 1 (Wis))
Stealth: 6 (1 + 3 (Class Skill) + 2 (Dex))
Survival: 6 (1 + 3 (Class Skill) + 1 (Wis) + 1 (Trait))
Swim: 4 (0 + 4 (Str))
Malkk Dilkash was born in Urgir, in the Hold of Belkzen. He was never considered a particularly large or strong child, but he wasn't weak or sickly, either. He suffered through the other kids' ridicule and derision until, when he turned 7, he was chosen to become an apprentice to the tribe's shaman.
...
How humiliating... thinks Malkk as the tribe's shaman moves down the line of 7-year-olds. Four young boys stand next to the shaman thus far, full of pride, ugly smiles on their ugly faces. A sickly-looking one, whose mother had obviously bribed the old orc to take him on, grins foolishly as he joins the others. He won't last a year.... As the decrepit shaman's shuffling gait brings him closer, the young half-orc's pulse quickens. Why am I so nervous? Everyone knows he hates half-breeds; no chance he's going to choo... His thoughts are interrupted by a stern voice echoing in the small room. "You will come with me, half-breed." The old orc's finger points at Maligoth, unwavering. The young half-orc quickly looks around him, confirms there is no mistake, no misunderstanding, then steps forward to the shaman's side. Well, this should be interesting...
...
"You are weak! A failure! You will never succeed, in this or anything!" the old orc screamed at Malkk, his eyes crazed. Again, Malkk's lessons had degraded into name-calling and other expressions of his master's boundless frustration. "You are not deserving of my time, my food, or my shelter! You will sleep outside from now on, fend for yourself, train yourself! Go, I have wasted enough time on you!"
Malkk left, then, smiling. He knew that this was his final victory over his master. Former master, that is. Through all of the pain, torture, exhaustion, as well as the attempt on his life not three days ago, he had survived. Of course, it had taken three years to get to this point, but that was better than another two years to finish out his apprenticeship. Now he was free.
Well, free might not be the right word... He realized that, despite the reasons behind it, this "failure" would reflect badly on him. He would suffer for it, but he was determined to make the most of the situation. In fact, now that he was getting bigger, he could start training himself for other, more fitting jobs. Scout, for example, had always sounded intriguing.
...
Malkk's bow creaks quietly and his bowstring shudders under the strain as his hand nears his cheek. He looks along the arrow at his targets: two human children who have wandered off on their own, too near the area he was scouting. They're completely oblivious to his presence as they pick wild flowers and sing softly to each other; their giggling echoes off the nearby trees as they begin playing some game or another. He holds the string for five seconds, then ten, twenty...then he sighs and releases the tension in the string. If I leave them, the next scout will surely kill them, or follow their tracks back to their home. It would be as if I had killed them myself. He sighs again and steps forward to reveal himself to the children, to warn them and theirs of the need to move or defend themselves.
...
Years have passed since those days, and, once the people got over their initial distrust of him, Maligoth was accepted into their society. He doesn't live in town, but keeps mostly to himself, living in the lands near Phaendar. Given his past, he is understandably uncomfortable around people. He spends quite a bit of time with Aubrin, the old ranger, honing his skills and learning what he can about the Chernasardo rangers, having pledged himself to the defense of these lands that are his new home.
Vince Hellbound |
If I get chosen, would it be possible to work the Damned story feat (and/or the devil-bound template) into the story, and if so, around what level?
Seth86 |
Keelex
Nagaji druid (naga aspirant) 1 (Pathfinder RPG Advanced Race Guide 196, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +1 natural, +2 shield)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +4; +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee shortspear +3 (1d6+3) or
. . shortspear +3 (1d6+3) or
. . shortspear +3 (1d6+3) or
. . shortspear +3 (1d6+3)
Druid (Naga Aspirant) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, magic fang
. . 0 (at will)—detect magic, detect poison, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 14
Feats Toughness
Traits blight burned (disease), suspicious
Skills Acrobatics -4 (-8 to jump), Craft (alchemy) +4, Handle Animal +5 (+7 vs. reptiles), Knowledge (geography) +4, Knowledge (nature) +6, Perception +8, Sense Motive +7, Survival +8; Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Languages Common, Draconic, Druidic
SQ nature bond (constrictor snake named Nagi), nature sense, resistant, serpent's sense, wild empathy
Other Gear hide armor, heavy wooden shield, shortspear, shortspear, shortspear, shortspear, belt pouch, blanket[APG], canteen[UE], flint and steel, grappling hook, holly and mistletoe, masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), small tent, soap, spell component pouch, 6 sp, 5 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Nagi
Constrictor snake
N Medium animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d3+3 plus grab)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 12, Cha 2
Base Atk +1; CMB +3 (+7 grapple); CMD 16 (can't be tripped)
Feats Weapon Focus (bite)
Skills Acrobatics +3 (-1 to jump), Climb +14, Stealth +7, Swim +10
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
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.
Swim (20 feet) You have a Swim speed.
Keelex was part of a small grove a few miles from Phaendar, he grew up there, trained there, even met Nagi there. Life was quiet, peaceful. Nature helped them, and they helped nature. as was their duty, and their pleasure. He was one of the few druids blessed by their deity, destined to carry the bloodline of Naga into the future of their grove and their families
But his grove and his family were not destined to see this from him. The blight. It came without warning, no time to flee or prepare. it swallowed their grove in a matter of hours. Blackness. death. Decay. Disease. All in one, crashing down on them. when he came to, he was near a well, people around him, he could feel he had had some water, how and when, eluded him. his face throbed, and looking into a pool of water, he realised the blight did not pass him by. A blackened scar was across his face, his scales marred into a blackish hue. yet. he survived. Dumb luck? or divine intervention? he did not know. but he did know that these people, from Phaendar, they helped him, and he would try to return the favour. Nagi and himself will repay them in any way possible
Gwahir777 |
Here is my submission, the Feral Hunter Archetype for Hunter. I know a lot of hunters have made submissions, but my character isn't a traditional hunter.
If you aren't familiar with the Feral Hunter Archetype, pretty much basically they trade the Animal Companion for being able to use the Hunter's Aspect on themselves at will without limits, can wildshape like a druid, and gain some bonuses to summoning spells. You can find the details of the archetype here..
MIHAI SHANDOR
Male Human (Varisian) Hunter (Feral Hunter Archetype) 1
TN Medium humanoid (human)
Init +2; Senses Perception +6(+10 w/ falcon aspect), Normal Vision(Darkvision 60ft w/ bat aspect)
DEFENSE
AC 18, touch 13, ff 15 (+5 armor, +2 Dex, +1 Dodge)
hp 13 (1d8)+2Con+3Feat
Fort +4, Ref +4, Will +2
OFFENSE
Speed 20 ft. (25 ft. with stag aspect.)
Ranged shortbow +2(+3 w/ tiger aspect) (1d6/x3),
Melee greatclub +3(+4 w/ bull aspect) (1d10+4/x2) (w/ bull aspect 1d10+6/x2)
Melee Dagger +3(+4 w/ bull aspect) (1d4+3/19-20x2) (w/ bull aspect 1d4+4/19-20x2)
Melee Punching Dagger +3(+4 w/ bull aspect) (1d4+3/x3) (w/ bull aspect 1d4+4/x3)
Known Hunter Spells (CL 1st, concentration +3):
1st (2/day) - cure light wounds (DC 13), deadeye’s lore, summon nature's ally i
0th (at will) – create water, guidance, light, virtue
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +3(+4 w/ bull aspect); CMD 15 (CMD 16 w/ bull aspect)
Possessions Great Club; Outfit (Explorer's); Scalemail; Shortbow; 10 Arrows; Canteen; Backpack; [Blanket; Blanket (Winter); Chalk (5 Pieces); Fishing Kit; Flint and Steel; Mess Kit; 5 Rations; Rope (Silk/50 ft.); Whetstone; Marlinspike; Animal Call; Wire;] Bandolier; [Dagger; Punching Dagger;] Belt Pouch; [4 GP; 8 SP; 9 CP;] Spell Component Pouch; [Holly and Mistletoe, Various Components;]
Total Weight –80.5 (Medium load. Light Load when Bull Aspect is active)
Feats
Dodge - +1 dodge bonus to AC
Toughness - +3HP at level 1, +1 at every level starting at level 4.
Skills 9 (6 base, +1 Int, + 1 Favored Class +1 Trait)
Acrobatics +4 = (+1 Rank, +3 Class, +3 Dex, +1 Trait, -3 AC]
Climb +4 = (+1 Rank, +3 Class, +3 Str, -3 AC) [+8 w/ monkey aspect]
Heal +6 = (+1 Rank, + 3 Class, +2 Wis)
Knowledge(Dungeoneering) +5 = (+1 Rank, + 3 Class, +1 Int)
Knowledge(Nature) +5 = (+1 Rank, + 3 Class, +1 Int)
Perception +6 = (+1 Rank, + 3 Class, +2 Wis) [+10 w/ falcon aspect]
Stealth +3 = (+1 Rank, + 3 Class, +2 Dex, -3 AC) [+7 w/ owl aspect]
Survival +6 = (+1 Rank, + 3 Class, +2 Wis)
Swim +4 = (+1 Rank, + 3 Class, +3 Str, -3 AC) [+8 w/ frog aspect]
Languages Common, Varisian, Goblin
TRAITS
Bonus Feat - Humans select one extra feat at 1st level.
Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Reckless - You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
SPECIAL ABILITIES
Solitary - Unlike most hunters, a feral hunter does not gain an animal companion.
Weapon and Armor Proficiency - Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) - At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Feral Focus (Su) - A feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action. When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
Available Feral Focuses are listed in the description found further down here
Description
Mihai stands roughly six feet tall, although he is as likely to be hunched as standing straight. His olive skin is usually lined with dirt, and his long hair and beard hang wild and ragged around his face. But despite his feral appearance, his eyes gleam with cunning and intelligence. Hanging over a grey-green suit of studded leather armor is a bandolier with several daggers. He casually leans on the massive great club that he wields when fighting.
Mihai’s role in a group. He doesn’t have much in the way of social skills, being heavily scarred and half-feral. However, with the ability to use any of the hunter aspects at any time he has significant boosts to physical skills. He also has a knowledge of nature and various monsters. He can make an efficient scout, and does pretty well going toe to toe with the enemy as well. His usual strategy depends on what he is doing. If he is traveling with a group, he has Aspect of the Falcon active in order to keep the bonus to perception so he can look for danger, and then will switch to Aspect of the Bull when he closes for combat. If he is scouting he has Aspect of the Owl active to boost his sneak skill and will switch to either Tiger or Bull depending on whether he is using his club or bow.
Background
Mihai’s grandfather was a Varisian traveler named Luca who decided to settle down in Nirmathas. Settling down to become a farmer near Phaendar, he got married and had a two sons, named Muri(Mihai’s father), and Hali (his uncle). Hali became a druid and lives in Crystalhurst, while Luca and Muri farmed the land along with Mihai’s older brother Szal. While most of Mihai’s family are friendly with the rest of the farmers and tradesmen of Phaendar, Mihai tends to be disconnected from anyone except for his own family. He is exceptionally close to his mother Aishe, and his nephew Anders and niece Millie, much to the chagrin of their Chelaxian mother Ann.
Not much of one for farming, Mihai left the fields to the rest of his family. He took to roaming along the Nesmian plains, and up into the Fangwood forest when he was a young boy, and was the happier for it. It wasn’t long past his twelfth year that he first experienced what he came to call “The inner beast”. He found that when he wanted to move around the wilds unseen the serenity of an owl would settle on him. When he wanted to track wild game to take home for his family’s larder, he could pick up the scent with a sense of smell as keen as a wolf’s. And when he ran into goblins or orcs and had to fight for his life, his muscles bulged with the strength of a charging bull. So, while his family farmed and sold crops in town, Mihai hunted and trapped the plains and forests near Phaendar, trading furs and smoked meat.
Recently, both Luca and Muri were actively involved in the Nirmathi siege that ended in the Ironfang Massacre as scouts, and both were killed in the battle. Mihai himself was traveling to bring his father and grandfather supplies when he was ambushed by a scouting party of the hobgoblin army and narrowly escaped into the woods with his life. The experience left him emotionally and physically scarred, but alive. While he has little attachment to Phaendar, he has a deep-seated hatred for the hobgoblin army, and would be driven to rage if any more of his family were to fall in the hobgoblin onslaught.
GM R0B0GEISHA |
* Physical handicap (missing/imcomplete limbs, missing eye, blindness, deafness, muteness, etc) and illnesses?
* ^ rules for prosthetics?* Mental handicap and illness?
* Rules for firearms?
Are there rules for those things beyond firearms?
If I get chosen, would it be possible to work the Damned story feat (and/or the devil-bound template) into the story, and if so, around what level?
It doesn't exactly fit the story, but if accepted, I don't see why it couldn't be worked in.
@ GM R0B0GEISHA:
Still kicking around a few ideas in my head for a submission.
Just trying to narrow down what I can come up with.
Is the material from any Player's Comanions, like People of the North, acceptable?
Yes.
@ GM R0B0GEISHA, please tell us if we are putting too much pressure on you, or if you find us too annoying.
You're not.
---
I'll have a list of completed applications up later today.
Pedro Coelho RPG Superstar 2013 Top 4 |
Here's an initial list sorted alphabetically:
Amyia, CG female half-elf unchained summoner (fey caller)
Arthorion Aegas, CG male human bloodrager (primalist)
Carthas Brambleroad, CG male half-elf alchemist (bramble brewer/chirurgeon)
Charlotte "Clementine" Reed CG female halfling swashbuckler (inspired blade)
Claustipher Whetwhistle, LN male human wizard (evoker)
Cooper Hawkes, NG male human hunter
Corenna Kirklist, CG female half-orc sorcerer (orc bloodline)
Dalvin Arikani, NG male gnome hunter
Hector Denmain, NG male human ranger (skirmisher)
Hubert Rholar, CG male halfling unchained rogue
Keelex, N male nagaji druid (naga aspirant)
Kudera Rivani, NG female human witch (healing patron)
Malkk Dilkash, male half-orc slayer (sniper)
Marget, CG female human ranger (divine marksman)
Mihai Shandor, N male human hunter (feral hunter)
Nilthir, NG male aasimar oracle (life)
Olaf Lodbrok, CN male human oracle (battle)
Otho Goodbarrel, NG male halfling ranger (skirmisher)
Restitution, LN male hobgoblin alchemist (grenadier)
Rickus Vordayne, NG male human warpriest (Molthuni arsenal chaplain) of Erastil
Roet Heineous, LG male dwarf paladin (tortured crusader)
Variam Molliern/The Blackpowder Butcher, NG/NE male human vigilante (gunmaster)
Vince Hellbound, LN male human fighter (druman blackjacket, two-weapon warrior)/Ranger (Nirmathi irregular, spirit ranger)
Wulfrun, LG female human slayer
Vince Hellbound |
Vince Hellbound wrote:If I get chosen, would it be possible to work the Damned story feat (and/or the devil-bound template) into the story, and if so, around what level?It doesn't exactly fit the story, but if accepted, I don't see why it couldn't be worked in.
Eh, don't worry about it. I don't have any idea how fiend heavy the ap is, so was just fishing.
Here's my submission:
Male Human Ranger (Nirmathi Irregular, Spirit Ranger) 1
LN Medium humanoid (Human)
Init +1; Senses Perception +6 (+7 in forest), Low-Light Vision
--------------------
Defense
--------------------
AC 15/17, touch 11/13, flat-footed 14 (+4 armor, +1 Dex, +2 dodge vs goblinoids)
HP 11 (1d10+1)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee
- Falcata +5 1d8+3/19-20x3 (+1 bab, +3 str, +1 weapon focus)
- Kukri +4 1d4+3/18-20x2
Ranged
- Shortbow +2 1d6/x3
Special Attacks
- Focused Enemy: goblinoids (Vince gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures.)
Spell-Like Abilities (CL 1st)
- 1/day (when in Forest terrain)- Mending, Purify Food and Drink, Spark, Blend
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency, Weapon Focus: Falcata
Skills To-Do: ranks in Knowledge(Dungeoneering, Geography, Nature), Perception, Sense Motive, Spellcraft, Stealth, Survival, Heal/Handle Animal?
--------------------
Special Abilities
--------------------
Track (Ex): Vince adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Forest Ghost (Ex): Vince adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.
Racial Traits Low-Light Vision, Fey Thoughts (Sleight of Hand, Use Magic Device), Fey Magic (Mending, Purify Food & Drink, Spark, & Blend)
Traits Suspicious, Ironfang Survivor (Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.)
Gear
9gp
Turns out, 16 year olds aren’t known for their excessive competence. Just about died after maybe a week or so. Some rangers from the Wildwood lodge found me and brought me there. I mostly just spent the next few years following them around. They did a pretty regular route from the lodge to Crystalhurst in Nirmathas. They were good to me, and I learned a lot from them. Not enough, however, to avoid the hobgoblin raiding party that nearly took me out. Once again, they saved me.
After that I mostly stuck to the Fangwood. Even though my physical recovery was quick, I still haven’t really gotten over it. Now I mostly just bum around, hunting and occasionally acting as a guide. The Green Faith druids are still good to me, and the ranger pack that I travelled with still visits from time to time, but now I mostly just stay in the little town of Phaendar and wonder what I’m going to do with my life.
Caðog |
Hi, GMR0b0geisha:
It are I, Xunal, with my submission.
Under the name Caðog
I think I put together a decent backstory for him.
Let me know if there are any oopsies in his profile I need to change.
Thanks!
A short squat rustic and plainly dressed half-orc approaches most any
stranger in Phaendar. He's unsually affable for a half half-orc and eager to
chat with fellow travellers to the village.
"Hi, I'm Caðog. Don't hold it against me that I'm a half-orc. I've had a
lucky life so far. Much of that luck has been downright horrid. I'm an orphaned
slave from Freedom Town in Belkzen. An Ironic start, isn't it?"
"My human ancestry is from the far North. That's probably where my magical
talents with water came from. My Kellid mother, Dekja, was an escaped slave who
somehow made her way to Freedom Town. She died when I was quite young and I
became a slave to a Chelish loan shark, Marotis. Apart from being an orc who
insisted on covering me with these lucky tattoos, I know nothing of my father.
Probably just as well."
"I did escape from Belkzen, into nearby Ustalav. An unpleasant place, to be
sure. But it was still an improvement for me. I drifted to Caliphas and did earn
a meagre living as a fisherman there. But after a dust-up with a nobleman's son,
I had to get on the first boat out of town. Which is how my luck became good for
once and I found myself in Tamran here in Nirmathas."
"While many Nirmathi aren't too fond of half-orcs, I've been treated much
better here than in Ustalav, so I can't complain about my new home. Bad luck
found me again, though. Not long after I set myself up to do some fishing along
the Marideth River, I was caught in the midst of a raid by the Ironfang
Legion."
"So I had to do a runner. Again. By a great stroke of good luck, though, I
survived, and also learnt a few handy tricks to deal with both goblins and
hobgoblins."
"Now that things have settled down, I am in Phaendar to sell some fish. I
rather like this little town. The only place I've haven't been treated as an
outcast. I'm still getting used to the idea of being able to chat people up. As
you've probably noticed."
"Things should be rather pleasant here the next few days, don't you think?"
Caðog Tzoffyn
Male half-orc sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (human, orc)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d6+4)
Fort +2, Ref +3, Will +2
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light flail +1 (1d8+1) or
. . dagger +1 (1d4+1/19-20)
Ranged light crossbow +2 (1d8/19-20) or
. . dagger +2 (1d4+1/19-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—elemental ray (1d6 cold)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—magic weapon
. . 0 (at will)—acid splash, detect magic, disrupt undead, light
. . Bloodline Draconic, Elemental (water)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Toughness
Traits ironfang survivor, outcast
Skills Acrobatics -1 (-5 to jump), Craft (traps) +5, Intimidate +9, Perception +5, Profession (fisherman) +5, Survival +6, Use Magic Device +7; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), orc blood
Other Gear crossbow bolts (10), dagger, light crossbow with 10 bolts, light flail, backpack, basic maps (major landmarks only), bedroll, belt pouch, box of fishing tackle (2 lb), fishhook (2), fishing net, fishing pole, simple (1 lb), flint and steel, knife, utility (0.5 lb), masterwork trapmaking tools, mess kit[UE], trail rations (5), waterproof bag[UE], waterskin, 4 gp, 2 sp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/10
Crossbow bolts - 0/10
Dagger - 0/1
Ironfang Survivor (1/day) - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Elemental Ray (1d6 cold, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
========================================
RACIAL TRAITS - including alternates
• +2 to One Ability Score (Charisma)
• Chain Fighter (flails & heavy flails; replaces Weapon Familiarity)
• Intmidating (+2 to Intimidate checks)
• Orc Blood (counts as both Human and Orc for racial affects)
• Sacred Tattoo (+1 luck to all saves; replaces Orc Ferocity)
• Skilled (+1 skill point per level; replaces Darkvision)
========================================
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
If selected, and should he live long enough, he'll probably pick up a couple of levels as a Brawler.
Just to make him more durable in a fight sort of thing.
And it would be a bit more in keeping with his back story.
That would be my cunning plan!
Yokaiboy |
As she didn't make it in the other recruitment I present (again)
Charlotte Blackbriar
Dhampir(moroi born) Mesmerist 1;
Neutral Medium
Init: +1 Senses: +3, darkvision 60ft
DEFENSE
AC: 15 Touch: 11 Flat-Footed: 14
HP: 10
Fort: 1Ref: 3Will: 1
OFFENSE
Speed: 30ft
Melee: +3 Bite 1d4, morning start 1d6
Ranged: +1
Mesmerist spells known (CL 1; concentration +5)
1st (2/day)- Murderous Command (DC 15), Sleep (DC 15),
0th (at will)- Daze (DC 14), Detect Magic (DC 14), Mage Hand (DC 14), Prestidigitation (DC 14),
Charm person and command x1 per day
STATISTICS
Str 16 Dex 12Con 12Int10 Wis 10Cha 18
Base Atk: 0 CMB 3 CMD 14
Skills: Bluff +9; Intimidate +9; Knowledge (local) +4; Perception +3; Sense Motive +3; Stealth +5;
SPECIAL ABILITIES
Feats: unusual heritage (dhampir)
Specials: Consumate Liar; Hypnotic Stare; Knacks; Painful Stare; trick (mesmerist's mirror), heir to undying Nobility
Equipment:
Traits: princess, ironfang survivor
Looks
The the thing most notice about Charlotte first is her lack of colours, skin white like fresh milk, hair like silk, only her red eyes give her body a hint of colour. She wears a travelling cloak of fine make that has seen better days, under the coak is a also quite worn set of riding clothes, hidden beneath those she wears an slightly rusty suit of chainmeil .
Charlotte was practically raised by the staff of the mansion she grew up in. Her mother tended to visit, the mansion close to the Fangwood once or twice a year, but send letters regularly. The times she saw her father can be counted on one hand.
She grew up sheltered, learning all things a lady needs to know. She rarely left the grounds, venturing into the gardens in the hours of twilight.
In recent years she snuck out from time to time, heading for the closest village to see people, besides the ones working in the mansion.
Her sheltered live came to an abrupt end, when a small troupe of hobgoblins attacked the mansion. She was reading a book like she used to do at night when she heard the sound of fighting and two goblinoids barged into her room. When the two brutes closed in on her she used her inane powers, the ones that are the reason she has been exiled to this old hunting abode. A thought caused one of the attacker's to turn onto the other, striking down the surprise creature with his Morningstar. The scent of blood thick in the air she walked up to the dazed creature, her fangs , tiny but noticeable, lengthening. As her fangs sunk into the soldiers throat her teeth were sharp like needles. The hobgoblins eyes went from confusion about how his best friend could do something like that to understanding to horror and finally went dim. Coming back to her senses the dhampir's horror about what she had just done was pushed back by the worry about her surrogate family.
Her appearance in the great Hall, her eyes glowing in a baleful red, mouth and fangs still covered in blood caused the hobgoblins to flee, as they thought that they had come face to face with a full vampire in the middle of the night.
But she was to late, none of the staff had survived, they fought valiantly but futily. Charlotte broke down crying. When she had no more tears to cry she got up, picked up a shovel and started to dig holes and pick up bodys, a task that should have been imposible with her tiny frame. After she buried those that loved her she decided that she couldn't stay here any longer, so she picked up anything that seemed useful or valuable to her, including the Morningstar of the first being she killed. Before leaving she set fire to the mansion, a act both symbolic and practical to not let anything fall to the raiders.
Her aimless travels that should finally lead her to Phendar, were marked by hardship and danger, both overcome by adaption and natural skills.
KM WolfMaw |
KM WolfMaw wrote:Are there rules for those things beyond firearms?
* Physical handicap (missing/imcomplete limbs, missing eye, blindness, deafness, muteness, etc) and illnesses?
* ^ rules for prosthetics?* Mental handicap and illness?
* Rules for firearms?
Physical Handicaps: Called Shots, Prostetics (don't know how to link directly to it).
Mental Hadicaps and illnesses: There are a few in the Game Mastery Guide.
^ and some more stuff in Horror Adventures and other sources I can't remember.
KM WolfMaw |
Question: can we take into account age effects?
Ability Scores Adjustments? Answered there. (no)
@ GM R0B0GEISHA, not sure if you got one of my PM...
Fabian Benavente |
Hey GM,
You are asking for a completed back-story, and a description of the characters appearance and personality and said the word commitment twice in your opening post so you definitely got me very interested.
The problem is that I'm currently out of the country and with very limited time to post.
I am thinking of a human (maybe half-elf) brawler, a local trapper that frequently trades with the town.
I have a couple of days so I'll see what I can come up with.
If not, then have a great game!
hyperbolicfrolic |
For starters, here's the build for my character, a half-elf rogue with the Knife Master and Bandit archetypes. Hopefully I'll be able to get the background and whatnot in before the deadline.
CG Medium humanoid (half-elf)
Init +3; Senses Perception +7; Low Light Vision
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 10
HP 9 (1d8+1)
Fort +1, Ref +5, Will +1 (+2 vs. Enchantment)
Immune Sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger x5 +3 (1d4+2), dual-weapon +1/+1 (1d4+2)
Ranged Shortbow +3 (1d6)
Special Attacks Sneak Stab (1d8 with knives; 1d4 with other)
--------------------
Statistics
--------------------
Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
Base Atk +0; CMB +1; CMD 14
Feats Skill Focus (stealth); Two Weapon Fighting; Weapons Finesse
Traits Ironfang Survivor; Reactionary; River Rat
Skills Acrobatics +7; Bluff +6; Diplomacy +6; Disable Device +7; Knowledge (local) +5; Perception +7; Sense Motive +5; Sleight of Hand +7; Stealth +11; Swim +2
Languages Common, Elven, Sylvan
SQ Finesse Training, Hidden Blade, Keen Senses
Other Gear Rogue’s kit, spring-loaded wrist sheath x2, studded leather armor, 20 arrows, 24gp
Darkness Rising |
Submitting Katyeva, last name unknown.
Background, description and stats are all completed.
Claustipher Whetwhistle |
Hearing a distant voice in his head say something about some sort of deadline Claustipher nods, not sure why, and heads back to the bar. The young woman's problem was not so complicated that some novice spells could not handle the problem.
As he arrives a "young" dwarf mentions the Minespin Mountains. "A yes, I met a lovely family there once. The... hmmm. Redkegs, it think, yes that it! Well they were excellent smiths and, well, ...."
He continued like this for some time.
Fabian Benavente |
GM:
Please consider Pinto Donasetti for inclusion in your game.
His fluff and crunch are spoilered below; I'll of course make an alias if selected to start playing.
I am playing in a few games and am GMing three games on the boards (well, two game now because we just finished one game). I am a long time poster and I like long-term games with committed players.
Let me know if you have any questions.
Thanks for hosting.
Game on!
---------
Male human brawler 1
NG Medium Type
Init +2; Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor)
HP 15
Fort +4, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Handaxe +4, 1d6+3, x3, S
Punching dagger +4, 1d4+3, x3, P
Hunting knife +4, 1d4+3, 19-20, x2, 10’, P/S
Ranged
Sling +3, 1d4+3, x2, 50’, B
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
Brawler’s Cunning (count as INT=13 for combat feats)
Martial Flexibility (obtain combat feat as move action that lasts for 1 minute, 3+lvl/2=4/day)
Martial Training (count as both fighter and monk for feats)
Unarmed Strike (1d6 damage, even with hands full)
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 11, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD16
Traits:
Indomitable faith , +1 to will save
Unbreakable survivor gain hit points as full round action (CON mod + lvl=3) once per day, +1 on intimidate or diplomacy on Phaendar residents,
Feats:
Toughness
Dirty Fighting (when flanking, forego the +2 flanking bonus to not provoke AoO, if already not provoke then +4 bonus; count as DEX 13, INT 13, combat expertise, and unarmed strike)
Skills (5/lvl + 2/background):
Acrobatics +3 (1 rank, 2 DEX, class -3 ACP)
Craft (leather) +4 (+1 rank, class), background
Climb +4 (1 rank, 3 STR, class-3 ACP)
Handle animal +5 (1 rank, 1 cha, class)
Perception +5 (1 rank, 1 wis, class)
Profession (trapper) +5 (1 rank, 1 wis, class), background
Survival +8 (3 rank, 2 wis, class)
Racial Modifiers:
Extra feat at 1st level, +1 skill rank per level, +2 to any ability (STR)
Languages: Common
--------------------
GEAR/POSSESSIONS
--------------------
Location: On Person
Hand axe (6 gp)
knife (2 gp)
punching dagger (2 gp)
hide armor (15 gp)
sling + 10 bullets (1 gp)
brawler’s kit (9 gp); backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), and waterskin
Left over: 70 gp
--------------------------------------------------
Stats
HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
4/4 Martial Flexibility
------------
A trapper by trade and an outdoorsman by vocation, Pinto was born in a small village to family of hunters. He remembers hunting with his father and brothers until late in his teen years. As his parents grew older, they went to settle in the outskirts of Tamran. Pinto went along but did not stay very long; the outdoors was too ingrained in him and he left on his own.
He started to work as a trapper in the Southern Fangwood Forest and shipped his pelts down the Maredith River to the ‘big city’ of Tamran. This allowed him to keep in touch with his family. However, trapping was far better the further west he went so he started to edge his trade upriver and eventually became a frequent visitor of Phaendar.
Trapping keeps him interned in the wilds so he never quite settled in the small town. He even started a small company with a couple of other trappers and built a couple of cabins out in the woods so his visits to town started to become less and less frequent.
Then disaster struck. His company had started to become too successful and caught the attention of local bandits. A simple attempt at extortion turned ugly when Pinto maimed the messenger. The bandits came back in full force and attacked his cabins. They locked his trapper friends in their cabins and burned them to the ground. Pinto was left alive, barely, but with a nasty burn scar on his face.
That was over ten years ago and he still bears the scars and the grudge of that fateful day. He harbors a deep hatred and thirst of revenge for those bandits. He continued to ply his trapping trade, alone this time, and his visits to Phaender become more and more frequent.
Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.
Adaptable, action-oriented. Focused on immediate results. Living in the here-and-now, he's a risk-taker who lives fast-paced lifestyles. Impatient with long explanations.
Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.
Not that he cares to admit it, but Pinto is definitely uneasy around fire, given the tragedy that befell his friends.
Wt: 230 lbs
Age: 40
Hair: Black
Eyes: Brown
Skin: Tan
Dark hair, heavy eyebrows, and ample facial hair frame Pinto’s face. A nasty burn scar mars an otherwise handsome face. A drab brown tunic covers his hide shirt; leather pants and boots complement his simple attire.
He is called a big-boned man and his ample girth attests to that. However, living in the outdoors, has kept him in excellent shape. He carries a handaxe strapped to his waist next to a large skinning knife.
Arknight |
Here's my concept:
Jevras Harnar
Male human (Varisian) cavalier (emissary) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
NG Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1; +2 trait bonus vs. Disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee bastard sword +4 (1d10+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks challenge 1/day (+1 damage, +1 to attack when not challenging plants or animals)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 13, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Endurance, Mounted Combat
Traits blight-burned, tactician
Skills Diplomacy +5, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Knowledge (nature) +5, Linguistics +2, Perception +2, Ride +2 (+6 to force this mount into an Unnatural Aura.), Stealth +4, Survival +7 (+8 to track aberrations and outsiders); Racial Modifiers +2 Stealth, +2 Survival
Languages Common, Dwarven, Goblin, Varisian
SQ mount (horse (bodyguard) named Faurod), order of the green, shared vigilance
Other Gear scale mail, bastard sword, crossbow bolts (20), light crossbow, 62 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Green's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to attack when not challenging plants or animals.
Military Tradition (ART) Proficient with Bastard Sword and Double Crossbow.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Practiced Hunter (ART) +2 racial Bonus on Stealth and Survival; Stealth and Survival as class skills
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
--------------------
Appearance: Tall with olive skin bronzed from the constant exposure to the sun, Jevras keeps his hair cut short and beard neatly trimmed more by habit than any other reasons. His turquoise eyes reflect his intelligence and sense of humor.
Personality: Quiet and reserved, In unfamiliar situations or among unfamiliar people, Jevras has a tendency to observe rather than speak. Once he gets familiar with his surroundings and companions, Jevras opens up and his humor and good cheer come out. In combat however, he becomes focused on ending the battle as quickly as possible without injuries to himself or his companions.
Background: When you are born and raised in the Fangwood Forest and your parents are a Chernsado Ranger and her husband (who himself is a veteran of many battles for the Worldwound), a ordered life full of peace and tranquility is not in the Harrow Cards for you.
Such was the early life of Jevras Harnar. From the time he was old enough to hold a weapon his mother made sure he was equipped with the skills to, if for nothing else, feed himself and survive in the wilderness (which the Fangwood made hard enough). Shortly before his tenth birthday fate revealed the dark corner it had in store for him, inflicting him and several others in the village with the Darkblight after they had been attacked by infected fey. Jevras showed his deeply rooted strength by beating the infection when so many others (including his father) hadn't.
<to be continued>
--------------------
Faurod
Horse (bodyguard)
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 14 (2d8+4)
Fort +5, Ref +4, Will +1; +4 morale bonus vs. fear and emotion effects.
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Valiant Steed
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Watch
Skills Acrobatics +1 (+9 to jump), Perception +5, Swim +7
SQ combat riding, shared vigilance, watch
Other Gear bit and bridle, blanket[APG], feed (per day) (2), riding saddle, saddlebags
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Watch [Trick] Stands watch over designated area.