Wings of Liberty: A PF1 Campaign Setting in Andoran - Recruitment


Recruitment

51 to 100 of 128 << first < prev | 1 | 2 | 3 | next > last >>

3 people marked this as a favorite.

Only because I'm bored:

Dotted and Ideas:
Ouachitonian: Magus, or maybe a Warpriest.
Phlynn: Wizard, likely
KeeperofRunes:
Dslak: Kian sword binder wizard
Ellioti:
Louxman:
Ruin Explorer: Druidic Herbalism Natue’s Bond Variant
Trevor86: Shaman or Bard?
hustonj: Paladin
Sarabian: fighter
Chyrone: halfling cleric or huntsmaster inquisitor riding a wasp.
polyfrequencies: Human Vigilante?
Dragoncat:

Finished Characters:
TheWaskally: Willim Goldfield Male Human Bard/3, Cleric of Sheln/2
Mightypion: Aurelie de Simone-Simmons Female Human Bard 5
Robert Henry Ivar "Goldilocks" Theodinson Male Human Barbarian 5

I apologize if I've gotten anyone's name or information incorrect, please let me know and I will fix it.

Arjuna332, if you have a preferred method of organization please let me know.


Well, this looks good enough.

Dark Archive

1 person marked this as a favorite.

Finished my Sword Binder Wizard.

Kian Liës:

Male elf (Forlorn) wizard (sword binder) 5 (Pathfinder Player Companion: Arcane Anthology 11)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 28 (5d6+10)
Fort +3, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cunning elven curve blade +7 (1d10+5/18-20) or
. . cold iron dagger +5 (1d4+3/19-20)
Special Attacks hand of the apprentice (10/day)
Wizard (Sword Binder) Spells Prepared (CL 5th; concentration +12)
. . 3rd—protection from energy, greater thunderstomp[ACG]
. . 2nd—bull's strength, frigid touch[UM], garden of peril (DC 18)
. . 1st—chill touch (DC 16), infernal healing[ISWG], mage armor, shield, shocking grasp
. . 0 (at will)—detect magic, light, mage hand, touch of fatigue (DC 15)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 21, Wis 8, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Point-Blank Shot, Scribe Scroll, Weapon Focus (elven curve blade), Yuelral’s Blessing
Traits focused mind, sovyrian pantheist
Skills Appraise +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +12, Knowledge (history) +12 (+13 to recognize or evaluate art), Knowledge (local) +13, Knowledge (nature) +13, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +9, Perception +1, Spellcraft +13 (+15 to identify magic item properties, +14 to checks involving crystals or gems), Survival -1 (+0 to hunt game); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Halfling, Sylvan
SQ arcane bond (+1 cunning elven curve blade), elven magic, sword of the mage
Combat Gear pearl of power (1st level), potion of cure light wounds (2), potion of invigorate, potion of remove sickness, scroll of feather fall, scroll of touch of the sea, air crystal, antiplague[APG], antitoxin, bladeguard[APG] (2), vermin repellent[UE] (2); Other Gear +1 cunning elven curve blade, cold iron dagger, cloak of resistance +1, allnight (2), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, kian lies' spellbook, masterwork backpack[APG], mess kit[UE], pot, scroll box[UE], smoked goggles[APG], soap, spell component pouch, torch (10), trail rations (5), waterskin, 80 gp
--------------------
Special Abilities
--------------------
Arcane Bond (+1 cunning elven curve blade) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (Bonded sword only, 10/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sword of the Mage Bound sword can deliver touch spells (0 wep dam).
Yuelral’s Blessing You can substitute gems for any expensive arcane component.
--------------------
The son of a Kyonin diplomat to Taldor, Kian was trained by some of the nation's few remaining sword binders. He is old enough to recall the Chelish Civil War, and he still nurses a hatred for those who brought a formerly great kingdom to ruin. His greatest ire however is reserved for his enemies in the Goblinblood Wars. Dispatched by the elven queen as part of a team to ensure the conflict remained in the Chitterwood, his small force fought a guerrilla campaign against the creatures. When the confict was over, the queen's refusal to help liberate Isger from ithe diabolic power of Cheliax sat uneasily with Usiel, and he retired to Andoran.

Kian is a stern and aloof companion, nostalgic for the time before Age of Lost Omens. He still remains unwaveringly committed to people's right to self-determination, and is more ready to return to the fight than he's willing to admit to himself.


1 person marked this as a favorite.

Sarabian here with Leo Valerius! He might look like a rough-and-tumble boy from a logging town with pretensions of dandiness and Taldan nobility, but that's only because he is. (He is a surprisingly well-read himbo, however.)

I ended up going with swashbuckler instead of fighter, it felt more on-brand.


1 person marked this as a favorite.

Here's Ouachitonian's submission. Lysander is a scimitar-wielding Bladebound Magus. He's a skilled melee combatant who can hit for really high damage as long as his spells hold out, but even after that he'll hold his own. While he doesn't have the skill points of a true skillmonkey, he has at least one point in most skills, and can definitely help in that area as well. And his sword talks (not to mention that it can make its own perception rolls etc.).


1 person marked this as a favorite.

I dotted before as well - posting here my submission, Charlize Kudd. She's a defensive brawler, someone concerned with protecting the group mostly when in combat (more than actually doing damage). Finishing up some details on her background and will post it later.


1 person marked this as a favorite.

Actually started working on a Paladin (Sacred Shield) after the grandkids played with some sparklers and watched the neighbors burn their money.

But I'm a long way from done and need to get up for work tomorrow, so . . .. Guess we'll see if I get to finish the concept by your deadline. No sweat either way. I'm sure you will have plenty of solid applications.

Silver Crusade

Was there ever a stated deadline? I have the crunch mostly done but probably wont be able to post it until tomorrow.

I'll go with a life shaman, though he's built and roleplayed like a hosptaler paladin who can fly. He *is* an eagle knight after all :) Full divine caster and healer, at your service.


Planning to keep the application open until 15th of July, at least. Maybe longer if I want to open a second table.


1 person marked this as a favorite.

@GM, Charlize profile is more complete now with background and some extra details. Please feel free to let me know if you want me to update or explain anything. Thanks for the opportunity to apply!


TheWaskally wrote:


Please don't take my post as a request to not submit your bard! Who knows! We may both be picked! The polarizing difference between Willim's privileged upbringing and Aurelie's fight for survival would be very interesting to explore and RP.

For me it is background first, crunch later. I am seeing my character as a very optimistic, genuinely good charismatic teamplayer, who is more a support character, and has a idealistic rags to riches background.

Urban Skald, Bard, some Oracles or Omdura (if thats allowed, never played one) would all work. 30 point buy and starting at level 5 very much makes we want to play MAD classes too.
I would need about 2 hours top to adjust the build towards any of these classes.


1 person marked this as a favorite.

Sounds like a very interesting game. If you run two tables is there any chance the groups would know of each other? Possible interaction between them?

I've got the beginnings of my character put together using this profile.

Cleric/Divine Paragon of Torag submitted. I'll work on finishing the build and writing up his history.


Julian Vorast wrote:
Sounds like a very interesting game. If you run two tables is there any chance the groups would know of each other? Possible interaction between them?

About that, I'll give it some thoughts first.


Mechanics question.

Can I take and use a feat that the RAW indicates the character doesn't qualify to take? Explanation:

Feat: Protector's Strike.

It requires the Smite Evil class ability.

The Sacred Shield archetype replaces Smite Evil with Bastion of Good, which is related, but less aggressive and far more defensive ally support.
- Bastion of Good still provides the Cha-based Deflection bonus that Smite Evil does.
- Bastion of Good says that things which improve the number of Smite Evils can improve the number of Bastions of Good, but it doesn't grant qualification for other Smite Evil Feats.

Protector's Strike takes the Cha-based Deflection bonus and allows the Paladin to assign it to someone else in Line of Sight instead of benefiting from it himself.

It feels to me like Protector's Strike fits the ally defensive support theme of Sacred Shield very well. I can take something else, obviously. But I figure it doesn't hurt to ask. Well, hopefully not.


Hmm... I'd say that since Smite Evil has been replaced, perhaps you should take a different feat instead.


with such a nice point buy, I am considering an off-attribute build. Like a charismatic Goblin. Does a Goblin build stand a chance to be selected?
Most likely a bard, a magnificient dancer that wanted to become famous. But all the Humans just laughed at him, which made him sad and looking for another career choice to prove his worth.


Ellioti wrote:

with such a nice point buy, I am considering an off-attribute build. Like a charismatic Goblin. Does a Goblin build stand a chance to be selected?

Most likely a bard, a magnificient dancer that wanted to become famous. But all the Humans just laughed at him, which made him sad and looking for another career choice to prove his worth.

You're certainly free to try.


are traps going to play a strong part here, I ask because I am deciding between 2 archetypes for alchemist and one of them is largely for trapfinding.

Grand Lodge

I'm interested! Working on a few builds.

A question about the Character Creation guidelines: the entry in the original post states that we get 11k gold and that this represents characters being 'loaded'. But the wealth by level guidelines for level 5 suggest 10.5k. That is more, but I thought I'd check.


Nathan Goodrich wrote:

I'm interested! Working on a few builds.

A question about the Character Creation guidelines: the entry in the original post states that we get 11k gold and that this represents characters being 'loaded'. But the wealth by level guidelines for level 5 suggest 10.5k. That is more, but I thought I'd check.

Well, I give you extra 500 gp, right?


Arjuna332 wrote:
Hmm... I'd say that since Smite Evil has been replaced, perhaps you should take a different feat instead.

Fair enough. Honestly the expected answer.

But if you don't ask, the answer is always no.

Thank you for taking the time to look at it.

Scarab Sages

I'm cooking up a witch!

Oh, not literally. Witches are usually the ones doing the cooking.


It’s been three days, seemed like it was time for an update:

Dotted and Ideas:
Phlynn: Wizard, likely
KeeperofRunes:Alchemist
Ellioti: A charismatic Goblin
Louxman:
Ruin Explorer: Druidic Herbalism Natue’s Bond Variant
Trevor86: Shaman or Bard?
hustonj: Paladin (Sacred Shield)
Chyrone: halfling cleric or huntsmaster inquisitor riding a wasp.
polyfrequencies: Human Vigilante?
Dragoncat:
Nathan Goodrich
rdknight: a witch

Finished Characters:
TheWaskally: Willim Goldfield Male Human Bard/3, Cleric of Sheln/2
Mightypion: Aurelie de Simone-Simmons Female Human Bard 5
Robert Henry Ivar "Goldilocks" Theodinson Male Human Barbarian 5
Dslak: Kian Liës Male elf (Forlorn) wizard (sword binder) 5
Sarabian: Leo Valerius Male Human Swashbuckler 5
Ouachitonian: Lysander The Swordsman Male human magus (bladebound) 5
Lapyd: Charlize Kudd Human (Taldan) Brawler (Shield Champion) 5
AGM Lemming: Julian Vorast Male Human Cleric/Divine Paragon of Torag

I apologize if I've gotten anyone's name or information incorrect, please let me know and I will fix it.


WOW - guess there will have to be like 3 tables. Was going to submit Zephyr today, but maybe not. An Elementalist Shifter, Zeph's shapechanging allows him to fly, and survive underwater, and, coming soon: burrowing. By that time he will also be able to create a sandstorm in addition to his downpour ability.

As a Wisdom based build, he's also incredible with Perception & Sense Motive.

I'll share his character sheet if anyone wants the submission, but there is a LOT on the table here already. WOW.

Silver Crusade

Still working on my shaman, just with 8 days left I'm going to take it slowly.


1 person marked this as a favorite.
Zephyrrr wrote:
WOW - guess there will have to be like 3 tables. Was going to submit Zephyr today, but maybe not.

Yep, that sounded like a Evindyl character. You should definitely submit Zephyrr!


TheWaskally wrote:
Zephyrrr wrote:
WOW - guess there will have to be like 3 tables. Was going to submit Zephyr today, but maybe not.
Yep, that sounded like a Evindyl character. You should definitely submit Zephyrr!

Good to see you too! I will wrap him up in just a bit: it's a pretty cool archetype to be honest, and the versatility would be cool in a campaign like this.


I'd like to throw my hat in the ring. Caesus isn't fully fleshed out but he's Human Ranger.

His mother was born in Cheliax and as a result Caesus hates all things Chelish and despises Devils. For most of his early adult life he's fought on Andoran borders to keep the nation safe. He's relishes any opportunity to use his talents to further the cause of Andoran over that of Cheliax.

He fights primarily with his bow, but when his enemies get too close, he sticks his wolf 'Ghostblood' on them.


I'd like to submit my 16 year old human Feyspeaker Druid with his caring familiar. If this adventuring party is going up against some fey, he's your guy!



Buggles:
Male Brownie Familiar (Egotist archetype)
TN Tiny fey
Init +8, Senses low-light vision; Perception +12
=================================================
DEFENSE
=================================================
AC 24, touch 17, flat-footed 19 (+4 Dex, +1 dodge, +2 shield, +2 size, +5 natural)
hp 21
Fort +5, Ref +6 (improved evasion), Will +6, +2 vs. illusions
DR 5/cold iron; SR 12;
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee short sword +10 (1d3-2/19-20) [Reach 0 ft.]

Innate Spell-Like Abilities
1/day: confusion (lesser) (DC 14), ventriloquism (DC 14), mirror image, dimension door (self only)
at-will: dancing lights, mending, prestidigitation
=================================================
STATISTICS
=================================================
Str 7, Dex 18, Con 12, Int 14, Wis 15, Cha 17
Base Atk +3; CMB +8; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse, Alertness
Skills Acrobatics +8 (+4 jump), Bluff +7, Craft (shoes) +6, Climb +2, Fly +16, Heal +3, Knowledge (Nature) +10, Perception +12, Spellcraft +7, Sense Motive +10, Survival +3, Swim +2, Use Magic Device +11, Handle Animal +8, Lore (Venduran Forest Fey) +10, Stealth +16 (+20 in forest)
Languages Common, Elven, Gnome, Sylvan
Gear Wand of Cure Light Wounds (50 charges), Wand of Grease (50 charges), tiny darkwood heavy shield, tiny short sword
=================================================
SPECIAL ABILITIES
=================================================
Song of Myself An egotist gains Alertness as a bonus feat rather than providing that feat to its master. It gains the variable familiar bonus (such as the bat’s +3 bonus on Fly checks) instead of granting the bonus to its master. This alters alertness and the variable familiar bonus.
Order Master An egotist gains speak with master at 3rd level instead of 5th level. This alters speak with master.
Receive Touch Spells At 5th level, an egotist can demand a particular touch spell as a standard action. If it does so, until the egotist’s next turn, its master can cast that spell on the egotist once as a ranged touch within close range, as if using Reach Spell. This replaces deliver touch spells.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Billy:
Billy
Male Human Druid Archetypes Feyspeaker
NG Medium humanoid (Human)
Init +7, Senses Perception +8, low-light vision
=================================================
DEFENSE
=================================================
AC 22, touch 14, flat-footed 19 (+5 armor, +3 shield, +1 deflection, +3 Dex)
hp 43 ((5d8)+10+5)
Fort +7, Ref +6, Will +6 (+5 vs. charm and compulsion)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee
Ranged

Known Spells
Druid (CL 5th; concentration +10)
3rd: open, call lightning, fly*
2nd: barkskin, flaming sphere, charm person, eagle’s splendor*
1st: call animal, charm animal, entangle, burning disarm, longstrider, aspect of the falcon*
0th: create water, detect magic, light, guidance
*domain
=================================================
STATISTICS
=================================================
Str 9, Dex 16, Con 14, Int 13, Wis 10, Cha 20
Base Atk +2, CMB +1, CMD 15
Feats Spell Focus (Enchantment), Spell Specialization (Call Animal), Improved initiative, Improved Familiar
Skills Acrobatics +3, Bluff +9, Climb +3, Fly +11, Heal +4, Knowledge (Nature) +9, Perception +8, Spellcraft +9, Sense Motive +8, Survival +4, Swim +3, Use Magic Device +10
Backgrouns Skills Handle Animal +13, Lore (Venduran Forest Fey) +9
Traits Gifted Adept, Irrepressible
Languages Common, Druidic, Sylvan, Elven
Gear
=================================================
SPECIAL ABILITIES
=================================================
Feyspeaker Druid
Fey MagicAt 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).
At 4th (Charm Person), 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.
A feyspeaker loses the ability to spontaneously cast summon nature’s ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.
This ability alters wild shape and spellcasting.

Fey SpeechAt 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus.
This ability replaces nature sense and alters the druid’s base attack bonus, class skills, and skills ranks per level.
Wild MischiefAt 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check).
To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions.
Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
This ability replaces the druid’s proficiency with medium armor.
Nature Bond Eagle Domain
Familiar
Hawkeye As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure

Human
Bonus Feat
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Traits
Gifted Adept Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level: Call Animal
Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Favored Class Bonus
5x 1 hp

Backstory:
Buggles has been in the Dornrock house for more than two centuries. He's a grumpy little "house elf" that stands only 35 cm tall and would look like a garden decoration if he stood still. Most Dornrock clan members have never seen him in their life, but the more observant ones noticed his presence. Regularly he'd steal something to eat and in return do housework when nobody was looking. Be it at night when the family slept or during the day, when they were working the fields. He'd do the dishes, take care of the garden, or repair stuff. Especially shoes, he was really good with shoes. He had always liked the Dornrocks, a Dwarven trader clan, and some of the matriarchs even left something for him intentionally.
All changed 16 years ago. He was in-between darning socks and hasn't yet decided if he'd keep or return them, when he heard screams from the neighbors. Awful screams of panic and death. He looked outside and saw all kinds of people running around, running towards and past the Dornrock house. He didn't know what it was that panicked them, but he decided to wake the family. While he was busy running to the kitchen - he wanted to make noise with the dirty pans and dishes - they had already arrived. Spectres and oder Undead were storming through the doors and trashing the place.
Buggles wanted to help, but what could he do, the tiny fey creature? Instinctively he scaled the house wall and looked inside. He reached the bedroom and witnessed the father lose a fight to a Ghost despite the ancient sword he wielded. The mother screamed in fear shielding her baby. She turned her face away from the battle and out of the window - towards Buggles who was standing on the window sill. For the first time, they made eye contact and for a brief moment out of time, it gave him a feeling of familiarity. She seemed to recognize him or knew who he was at the least. With a mother's instinct she ran for the window and pressed the baby in Buggles' arms, who was barely taller than it. With the heavy baby in his arms he jumped into the grass and ran for their lives.

Buggles ran and ran and after an hour slowed to down to processs the situation. Eventually, after a few days of foraging, he arrived at the only other plays he actually knew. They were deep in the Venduran forest now, but it was the grounds of the Fey, his people. They took them in and helped nurture and raise the little Human. But only until the little one was not so little any more and at his eleven's birthday, a group of evil satyrs tried to ambush and kill Billy. Luckily, Buggles was prepared and had friends, too. They managed to escape and this time, he took the hard road and brought the Human to a Human settlement. Across the Sellen River, out of the forest, they reached Steyr, and Buggles found a home for Billy with very nice foster parents. Of course, Buggles never left, he felt it was his duty, very unfeyish, to protect the boy as long as necessary.

Now that he's all grown-up and ready to do his part for the country that took him in so warmly, a fact that Buggles totally disagrees with, Billy makes his way to join the Andoran forces offering his deep understanding of the Verduran Forest fey-menace.

Gear is missing, I need to add that later over the weekend.


"Hey! It's me! Your ol' pal, Bernie! What, you don't remember? Well, there was a lot of drink to be had that night, I suppose it might be a bit fuzzy after all. Not to worry, not to worry. It's like we are therefore meeting again for the first time! And you know what that means, right? That's right, drinks are on me! What will you be having? Let's sit and catch up. Tell me, what is new with you...?"

Submitting Benedict Adams, or Bernie as he tends to go by. Ex-circus performer, actor, artist, occasional spy, information gatherer, and maker of reservations at your finer establishments. Unchained rogue, specializing in making friends, gathering information, and as a combat flanker or occasional sniper and scout.


Here is my submission of my druid, Lith. In short, she grew up split between the wilderness with her druid mother and in cities with her merchant father. It led to her her becoming a Menhir Savant. Last year, she retired from adventuring after a near death experience and loosing two companions. She’s current makes a living as an herbalist, though that’s about to change.

Background:

Lith was born in the Verduran Forest. Her mother was a druid; her father was a a merchant who frequently traveled through the forest on his route. She was raised by her mother in the forest but would see her father whenever he would pass through, and when she became old enough, she would travel with him to one of the nearest towns and back. On their trips, he would teach her how to shoot a bow with his father’s bow. She enjoyed her life in the forest but longed for company of cities.

When she became of age, Lith spent a year traveling with her father. It was what she thought she always wanted, however, when she began meeting her bastard half-siblings, the excitement quickly wore off and she found out how little a parent her father actually was. After that eye-opening year, Lith returned home to her mother, carrying her grandfather’s longbow.

Lith began preparing for her druidic initiation, but she remained unsettled. She felt driven to join the druid circle, but also longed for more. After much thought and meditation, she decided again to head out. This time she visited different druid circles, learning more and more about the various practices. Eventually taking up the practices of a Menhir Savant and herbalism.

Lith continued to travel, joining up with an adventuring band. She ventured with them to many places and for many years. Their last encounter was with a green dragon. While they defeated it, victory came at the cost of two companions. Rather than continuing on, Lith decided to retire.

Lith decided to settle down and start an herbalist business. This is where we find her today.

Quirks:

- Wonderlust
- Polishes heirloom bow each night

Personality:

- Feels divided between her urban and wilderness roots
- Extraverted
- Flighty
- Unresolved trauma from last adventure
- Doesn’t know how to measure herself, like is she doing enough, doing good, is she successful

Physical Description:

- Brown hair pulled back into a short ponytail.
- Brown hide armor
- Green cloak


I'll have to see if I can get an application put out in time. I actually have a barbarian/alchemist sitting at first level from an abandoned campaign I should be able to easily update for this. She was already from Andoran. Excited to pay in the setting, as I had to study it extensively before.


1 person marked this as a favorite.

Well, here's my first "completed" take on Timo Goldfield.

I need to go through the mechanics one more time to make sure that I have captured all the updates as I changed my mind about how to implement things, but I know it is pretty close to correct. I hope it is enough for you to evaluate what I have in mind, regardless. I do build by hand using notepad, so I am more likely to make mistakes than those working inside a software package.

Timo Goldfield
Paladin of the Empryeal Lord Arshea, former angel and androgynous demigod of freedom, physical beauty, and sexuality; Champion of Repressed and Weary; and the Spirit of Abandon.

Description: The first thing that strikes the casual observer about this younger human male is not the armor and weapons, but his simple presence. Apparently without action or effort, he draws people's attention, and they seem to want to hear what he might choose to share. But he is well outfit with ornate plate mail sculpted to an idealized (though out-sized) image of a well-formed and proportioned man's torso, with two sashes across the form. One sash is enameled purple and the other in white. The decorative trim, pauldrons, greaves and so on are also partially enameled in purple and white. The visor of his helm is enameled white and crafted to look like a swan, with the wings sweeping back to the hinge and the neck and head laying against the top of the helmet instead of standing out to be targeted.

His face is as close to perfectly formed as you could imagine. Symmetrical, with a smaller, almost effeminate nose and full lips which part to reveal a warm comfortable smile and nearly perfect teeth. His raven hair, cut short, matches the nearly black pools of his eyes, both contrasting the almost alabaster color of his unblemished skin.

Personality:
Timo is very dedicated to freeing everyone he possibly can. The combination of Andoran ideals and the teachings of Arshea have him focused on the right of individuals to do and be whom they choose, as long as they do nothing to harm others who are also trying to do and be whom they choose. This helps him temper moral issues with Arshea as the Spirit of Abandon, which many followers invoke as a far more chaotic viewpoint than works in Timo's mind.

Timo sees himself as a protector, not a warrior. He does his share of the fighting, of course, but his primary concern is getting those he and his associates are rescuing to safety while still healthy enough to appreciate being rescued. Keeping his associates alive is his secondary concern.


Background:
Born into House Goldfield, there was little doubt that Timo would be provided the best education and have a life or relative luxury and ease. His parents took the three-year-old boy with them on a trip which went badly. Their ship was attacked by pirates. Senus, his father, was slain during the attack. Bonia was captured, trying to protect Timo. She identified who they were, and the pirates quickly saw the opportunity to ransom them back to the family. Thing is, Senus was the fifth son of a fourth son, had not yet made a truly positive impact on the family's fortunes, and the family leadership cared more about punishing the pirates than recovering the woman and child. The mercenaries dealt with the pirates, but ignored the now abused woman and her child. They ended up sold into slavery, in her ancestral lands of Cheliax, just to add insult to injury.

Timo spent 6 years as a slave before a group of Andoran freedom fighters rescued him, his mother Bonia dead three years earlier. Other slaves introduced him to the concept of the Empryeal Lord Arshea as a divine agent of freedom, of the right for people to live in harmony, but each as they might choose, with none enslaved either directly or indirectly. After Bonia died, he began to replace her in his mind with Arshea.

As they freed slaves were transported to Andor, the Freedom Fighters tried to establish who each might be, and if they would have any family to be returned to, or if they would need to be passed on to one of the rescue and rehabilitation organizations. When Timo said he was a Goldfield, and clearly didn't understand what that meant, the Freedom Fighters got what information Timo could provide and sent a letter to the family identifying where he was found, and who he claimed his parents were. They were surprised when the local Goldfields recognized the claims as reasonable, and asked to meet the child.

His rescuers had ensured that their charges were properly fed and clothed, within reason, and young Timo had begun to restore the healthy layer of fat appropriate for a child, softening his features and revealing just how pretty he could be. He looks more Chelaxian than Taldane, taking after his mother, but the family representatives he met with recognized the shape of his cheekbones and eyes as family traits. He was welcomed back into the fold he didn't really know he had lost.

He finally received his education, though he focused on a few things that seemed unusual to his teachers, such as Arshea. Instead of blossoming into a politician or merchant negotiator as the family might have hoped, Timo took a far more martial path, dedicating himself to finding, releasing, and protecting others who were being forced to live as he had, to represent the core freedoms that Champion of the Repressed and Weary taught all should have. While family leadership wasn't happy to have him refuse to learn to turn profits for the family, they were willing to settle for having him choose a path that should reinforce positive public opinion of the family.

Timo worked with Andoran Freedom Fighters for a few years when he received notification that the Supreme Elect wished to present him an offer. Discovering that the offer was to work in a government sponsored group working to free slaves, Timo had no hesitation. He considers the offer an opportunity provided by Arshea herself to make a bigger impact and lead to more people being freed than otherwise.


Combat:
Init +1 (Dex+1)
Speed 20'; 30' w/o armor (worn or carried).

Melee+7, Ranged+6, CMB+7 (BAB+5, Str+2, Dex+1)

Standard Attacks
+1 Light Flail +8 for 1d8+2 @ x2, B, Disarm/Trip
(Melee, +1)
Shield Bash +7 for 1d3+2 @ x2, B
(Melee, Upsetting Shield Style)
MW Composite Str (+2) Longbow +7 for 1d8+2 over 110' @ x3, P, 40 arrows
(Ranged, MW)
Scimitar +7 for 1d6+2 @ 18+, S
(Melee)

Full-Round Attacks
Two-Weapon Fighting
+1 Light Flail +4 for 1d8+2 @ x2, B, Disarm/Trip
(Melee, +1, TWF)
Shield Bash -1 for 1d3+1 @ x2, B
(Melee, Upsetting Shield Style, TWF)

Andoran Freedom Fighter: +1 Trait bonus to attack & Damage vs slavers or anyone holding others against their will
Upsetting Shield Style: Successful Shield Bash with buckler gives target -2 attack vs me until my next turn

AC 24, T 11, F 23, CMD 18 (Armor+10, Shield+3, Dex+1, BAB+5, Str+2)

Bastion of Good: Allies receive half damage from target, I get +8 Deflection from target
Divine Bond (Shield): +1 Enhancement to Shield
Holy Shield: Provides Shield bonus to adjacent allies; I glow like Light spell

HP 49 (10 + 4x6 + 5xCon+2 + 5xFavored Class+1)

Fort +12 (Base+4, Con+2, Divine Grace+6)
Ref +8 (Base+1, Dex+1, Divine Grace+6)
Will +11 (Base+4, Wis+1, Divine Grace+6)

Aura of Courage: Immune to Fear; +4 Morale vs Fear to allies w/i 10'
Divine Health: Immune to all diseases, magical included


Magic:
Spells Prepared

Level 1: 1+2; DC 16
- Bed of Iron
- Fastidiousness
- Cure Light Wounds

Bastion of Good: 2 per day, +8 Deflection

Lay on Hands: 8 per day; 2d6
Greater Mercy: +1d6 healing if no selected Mercy applies for Lay on Hands target
Mercy: Fatigued

Holy Shield: Uses 2 Lay on Hands charges, lasts for 8 rounds

Divine Bond (Shield)+1 enhancement once per day for 5 rounds


Skills and Languages:
2 + 0 Int modifier + 1 Skilled for 3 Adventuring and 2 Background per Paladin level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 1-Acrobatics (Dex) 1+0+0+ACP
+ 1 Appraise (Int) 1+0+0
+ 6 Bluff (Cha) 6+0+0
+ 2-Climb (Str) 2+0+0+ACP
+ 1 Craft (Int) 1+0+0
+14 Diplomacy (Cha) 6+5+3
+ 6 Disguise (Cha) 6+0+0
+ 1-Escape Artist (Dex) 1+0+0+ACP
+ 1-Fly (Dex) 1+0+0+ACP
+ 1 Heal (Wis) 1+0+0
+15 Intimidate (Cha) 6+5+3+1 Influence
+ 6 Linguistics (Int) 1+5+0 [Background]
+ 1 + 6 Lore (Empyreal Lords) (Int) 1+5+0 [Background]
+ 1 Perception (Wis) 1+0+0
+ 6 Perform (Cha) 6+0+0
+ 1-Ride (Dex) 1+0+0+ACP
+ 9 Sense Motive (Wis) 1+5+3
+ 1-Stealth (Dex) 1+0+0+ACP
+ 1 Survival (Wis) 1+0+0
+ 2-Swim (Str) 2+0+0+ACP

Armor Check Penalty: -5

Languages known: Common (Taldane), Halfling, Hallit, Infernal, Kellish, Skald, Varisian


Feats and Traits:
** FEATS **
Human: Upsetting Shield Style
1: Shield Focus
3: Improved Shield Bash
5: Greater Mercy
(7: Unhindering Shield)
(9: Extra Lay on Hands ?)
(11: Extra Mercy ?)
(13: Ultimate Mercy ?)
(15: ?)
(17: ?)
(19: ?)

** TRAITS **
Region: Andoren Freedom Fighter: +1 trait attack & damage vs slavers or any creature holding others against their will
Social: Influence: +1 Intimidate & Intimidate is a Class Skill


Gear:
11,000 Gp Budget
x2,650.0.0 +1 MW Full Plate (50#, +10/+1/-5/35%/20'/x3)
x1,155.0.0 +1 MW Buckler (5#, +2/-/-0/5%)
x4,000.0.0 +2 Headband of Alluring Charisma (1#)
x2,308.0.0 +1 MW Light Flail (5#, 1d8/x2/B/Disarm, Trip)
xx,600.0.0 MW Str (+2) Composite Longbow (3#, 1d8/x3/110'/P)
xx,x15.0.0 Scimitar (4#, 1d6/18+/S)
xx,xx2.0.0 40 Arrows (6#)
xx,x11.0.0 Paladin's Kit (30#, backpack, bedroll*, belt pouch, cheap holy text*, flint and steel, iron pot*, mess kit*, rope*, soap*, torches (10)*, trail rations (5 days)*, waterskin*, wooden holy symbol)
xx,x49.0.0 Upgrade to MW Backpack (+2#)
xxxFREE Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, tunic, gloves, cloak with plenty of pockets)

For 10,790 spent and 114# weight (79.5# w/o Pack), leaving 210 GP on hand.

Light <= 58# [76# w/ pack](By armor)
Medium <= 116# [153# w/ pack](+3/-3/20'/x4 - By armor)
Heavy <= 175# [230# w/ pack](+1/-6/20'/x3)


Paladin (Sacred Shield):
Alignment: Lawful good.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of good, bastion of good 1/day, detect evil
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Bastion of good 2/day, holy shield
5th +5 +4 +1 +4 Divine bond
6th +6/+1 +5 +2 +5 Mercy
7th +7/+2 +5 +2 +5 Bastion of good 3/day
8th +8/+3 +6 +2 +6 Aura of resolve
9th +9/+4 +6 +3 +6 Mercy
10th +10/+5 +7 +3 +7 Bastion of good 4/day
11th +11/+6/+1 +7 +3 +7 Improved bastion
12th +12/+7/+2 +8 +4 +8 Mercy
13th +13/+8/+3 +8 +4 +8 Bastion of good 5/day
14th +14/+9/+4 +9 +4 +9 Aura of faith
15th +15/+10/+5 +9 +5 +9 Mercy
16th +16/+11/+6/+1 +10 +5 +10 Bastion of good 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness
18th +18/+13/+8/+3 +11 +6 +11 Mercy
19th +19/+14/+9/+4 +11 +6 +11 Bastion of good 7/day
20th +20/+15/+10/+5 +12 +6 +12 Perfect bastion
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Bastion of Good (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight as the target of Bastion of Good. If this target is evil, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of Bastion of Good. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level).
The Bastion of Good effect remains until the target is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may invoke Bastion of Good one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day. This ability replaces smite evil.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Holy Shield (Su): At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active. At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell. At 20th level, any allies within 20 feet are protected. Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). This ability replaces channel positive energy.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Spells Per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 0 - - -
5th 1 - - -
6th 1 - - -
7th 1 0 - -
8th 1 1 - -
9th 2 1 - -
10th 2 1 0 -
11th 2 1 1 -
12th 2 2 1 -
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3
Divine Bond (Sp): At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
If a shield with a celestial spirit is destroyed, the sacred shield loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this period, the sacred shield takes a –1 penalty to her armor class and on saving throws.
Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Improved Bastion: At 11th level, the radius of a sacred shield’s bastion of good ability increases to 20 feet. This ability replaces the paladin’s aura of justice.
Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Perfect Bastion: At 20th level, a sacred shield and her allies within 20 feet gain regeneration 10 against the target of her bastion of good ability (essentially regeneration that is overcome by any damage not caused by the target). This ability replaces the sacred shield’s holy champion ability.
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
30 Point Build
Base Race Level Magic Current
x5 14 +0 14 +0 14 +0 S 14 +2
x3 13 +0 13 +0 13 +0 D 13 +1
x5 14 +0 14 +0 14 +0 C 14 +2
x2 12 +0 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 W 12 +1
13 17 +2 19 +1 20 +2 H 22 +6


hustonj wrote:

Well, here's my first "completed" take on Timo Goldfield.

Timo Goldfield
Paladin of the Empryeal Lord Arshea, former angel and androgynous demigod of freedom, physical beauty, and sexuality; Champion of Repressed and Weary; and the Spirit of Abandon.

We should collaborate and get Timo's and Willim Goldfield's backstories in synch!


<wink> The two are obviously from different branches of the family.

Was Senus Goldfield your uncle, or a more distant cousin?

If uncle, then the odds are higher that Timo's later education and training could have overlapped with some of yours. Timo might well have spent some time in temples of Shelyn, but obviously his training wouldn't have focused there.

The further afield that relationship, though, the less likely the two have even heard of each other. Though I imagine a family member being rescued from slavery would be newsworthy within the clan, I'm not sure how old William would have been when that news hit.


I like the possibility of Timo and William being cousins, both 'black sheep' of the family, unable or unwilling to go into banking. I can see a close bond forming between both cousins, like brotherhood, both understanding the other better than other family members.


I'd like to submit Anna, a young Chelish noble who grew increasingly disappointed with her nation's course and decided to leave it behind. She eventually made her way to Andoran, and, impressed with the nation's values, she now intends to make sure they keep being upheld.

She is a Wizard specialized in Enchantment, bringing along good social skills as well as the typical knowledge skills and arcane support. I'm still finishing her crunch (picking spells and equipment mostly), but I should be done later today.

Backstory:

Anna was born to a Chellish noble house, the daughter of a diplomat and a famous opera singer.

Anna was thaught from an early age on the ways of politics and subterfuge, and would often join her father on his assignments - where she would put her people (and magical) skills to use, getting close to nobles or other important figures and either swaying them to support Chellish interests, or finding out secrets that could be used to further them.

And while Anna enjoyed the political game and took pride in honing her skills, she was becoming increasingly disillusioned with her own country's government - and she soon grew tired of basically being a simple pawn of house Thrune, who seemed more focused on maintaining their Infernal grip on the country while its future seemed ever more hopeless.

After finishing her arcane studies, she convinced her parents to let her travel the world for a while, to better understand the people of other nations and expand her network of contacts, both of which would be invaluable to her following on her father footsteps as a diplomat - and although she could never tell if her father believed her fully or realised she wasn't thinking of coming back to Cheliax, he agreed to her proposal.

She eventually made her way to Andoran, a country that had always piqued her interest, as a nation that presented itself as a complete opposite of her own. Their system seemed nice on paper, but she'd seen enough of political circles around the world to know that positions of power inevitably attracted those wanting to abuse that power and who would stop at nothing to achieve it and keep it, at the expense of the country's population.

Presenting herself as a simple wandering musician, she traveled around and spoke with the common people to get a better handle on their views regarding their government, and was surprised to find that most were passionate about their country and its future, with everyone having individual and usually differing opinions on how the country should grow, as well as a great degree of suspicion and scrutiny towards those in office, to ensure their government is as transparent as it's supposed to be.

Inspired by the people's resolve (as compared to the imposed resignation of her own countrymen), and curious to see if things are run as well as they appear to be or if they are just an elaborate facade by those in power to keep the population inline, Anna decided to use her skills to get closer to the center of power and find the truth out for herself - hoping to do as much as she could to expose what corruption she could find and shape the country towards the ideal it claimed to be.


"Good evenin' all!
A traveller strolls in, humming a soldier's tune under his breath
"I was invited to check in 'ere? I was told there was work needed doin'?"

I would like to submit Elias Quince for consideration. There is a bit of wiggle in this backstory that, if lucky enough to be selected, I'll fill in with the rest of the party. The same goes for final purchases and consumables.

Story:

A rider, in expensive but ill fitting travellers clothes, crosses paths with a man walking the other way. The rider is headed West, approaching the Chelaxian boarder. The walker is headed home, Augustana, he has been away for too long.
”G’morning trav’ller. A moment of your time?”
“I have not time nor inclination for delay, peasant” reluctantly, the rider slows his horse.
”Fo’give me. Fo’give me. I’ve been away so long and I ain’t quite got me bearin’s yet. This is the coast road right? I crossed a boarder not a mile past; I’m in Andoran now, yeah?” the walker approaches the horse with a calm ease that the rider is unaccustomed to. He subtly but undeniably blocks the riders onward path, under the guise of greeting the horse with a friendly pat.
”This is Andoran.” The rider is wrongfooted by the walkers ease ”I… I must be on my way. Whoever you are…”
The walker interrupts “and now I gotta beg fo’giveness again, I’m Elias, Elias Quince. Born an’ raised in these parts. Now like I said, I been away for a time. But unless things ‘av changed and I ain’t heard about it, which let me tell you ain’t at all likely given my business.” Elias is now looking the rider squarely in the eyes. ”Then the fact that you’re a big shot ‘cross the Cheliaxian boarder back yonder don’t mean jack here.” Elias pats the horses flank, indicating the owners brand there. ”and we’ll add horse theft to the charges shall we? Mr Mellifoss Giltain, your slave tradin’ days are done. Down you hop, no man gets to look down on me, not even when he’s getting what’s owed to ‘im.”
Some hours later, it is dusk and candle light flickers from the windows of a farmstead as a rider approaches
”Bilby you old fool, I leave you alone for a few years and you start giving your horses away to any Cheliaxian toff that walks past!” The farmhouse boor bangs open and a large man limps out leaning heavily on a makeshift crutch.
”Elias?! That can’t be Elias?! ‘an you even brought my ol’ Bess back.”
The two men embrace, brothers reunited.

10 Minute Character:

Five concept capturing points
1) Fanatically loyal agent of the Elect, the People’s Council, and of Equality as an ideal
2) No job too big or too small, maximum effort. No specific natural talents or specialities.
3) Enjoys the irony of being peasant born using the fighting styles of the elite to defend equality.
4) Enjoys life’s many vices, when appropriate. Is happy to share with, cook for, and sing with any who share his outlook on life.
5) Comfortable and at ease in a myriad of social settings, slum bar or courtly ball.

Two character goals
1) (Known to Character) To spread the ideals of Andoran in foreign lands, and specifically to prevent and end slavery wherever he encounters it.
2) (Unknown to Character) To become a legend! For people to sing songs about him.

Two secrets
1) (Known to Character) Elias enjoys violence. He is not slave to it and does not relish taking lives. But if it needs to be done then he secretly gets a thrill from shedding blood.
2) (Unknown to Character) The People's Council is not as unified and idyllic as Elias would like to believe, he is a pawn in a much larger game.

Dramatis Personae
1) Bilby Quince. Elias’ older brother, injured as a young man Bilby remained on the farm, making a good, if quiet, life for himself and his daughters. Elias’ drive to live life to the fullest is in part to ‘live for’ his brother.
2) Lucius Crowe. Elias’ main contact point in Andoran, Lucius gives Elias his tasks.
3) Fullerton Mysbah. Head of a Chelaxian slave cartel, Elias has been circling this man for many years but never quite manages to tighten the rope.

Three key memories
1) Taking a sentient life for the first time. As a teenager he was a little too zealous in his love for the People’s council. He got into a brawl in a bar, the man he was fighting pulled a knife and in the ensuing scuffle Elias came out on top, covered in the other man’s lifeblood. Elias still has flashbacks, seeing his hands covered in blood.
2) Being called to serve the council. Elias’ line of work meant that he didn’t always know the true people he was working for, all was well as long as the job meat his exacting moral standards. He suspected for a few months that he was working for someone of authority. When this was confirmed by Lucius Crowe it was his proudest moment. He swore that day to exclusively serve the council as long as they would have him.
3) In a classic Sadistic Choice trope Elias is forced to choose: Get his hands on Fullerton Mysbah finally, or free a caravan of would be slaves. The slaves were freed but Elias still wonders if this was the right call.

…and a fear!
1) Mockery. Being laughed at or having people see him as a failure,

More details in this alias (my ooc tags don't seem to working so I'll look into that...)


1 person marked this as a favorite.

I finally have my witch mostly done. I still have to sort out gear and add some details about personality.

Hendrina Verkirk, Half Elf Bonded Witch.


Good morning all. I think I'm working something up for this. I was an avid poster in many games before the world ended with the pandemic. I found while working from home I played more video games and lost interest in the boards. Now that I work from the office again I'm interested in getting back involved and this game looks sweet. I will look through applicants and put something together. Happy Gaming.


1 person marked this as a favorite.

Hey Ashe it's been a bit! Johnny Panic's Alt-earth game I think?

Arjuna332 wrote:
Planning to keep the application open until 15th of July, at least. Maybe longer if I want to open a second table.

So it's Monday the eleventh, we have four days left. It seemed like a good time for another applicant update.

Dotted and Ideas:
Phlynn: Wizard, likely
KeeperofRunes:Alchemist
Trevor86: Shaman
Chyrone: halfling cleric or huntsmaster inquisitor riding a wasp.
polyfrequencies: Human Vigilante?
Dragoncat:
Nathan Goodrich
Evindyl: Zephyrrr Elementalist Shifter
SqueezeMeNow: barbarian/alchemist
Ashe

Finished Characters:
TheWaskally: Willim Goldfield Male Human Bard/3, Cleric of Sheln/2
Mightypion: Aurelie de Simone-Simmons Female Human Bard 5
Robert Henry Ivar "Goldilocks" Theodinson Male Human Barbarian 5
Dslak: Kian Liës Male elf (Forlorn) wizard (sword binder) 5
Sarabian: Leo Valerius Male Human Swashbuckler 5
Ouachitonian: Lysander The Swordsman Male human magus (bladebound) 5
Lapyd: Charlize Kudd Human (Taldan) Brawler (Shield Champion) 5
AGM Lemming: Julian Vorast Male Human Cleric/Divine Paragon of Torag
Bonnocloudwolf: Caesus Fallstar Male Human Ranger 5
Ellioti: Buggles Male human Feyspeaker Druid 5
PJP: Benedict “Bennie” Adams Male uman Rogue 5
Ruin Explorer: Lith Female Human Druid (Menhir Savant) 5
hustonj: Timo Goldfield Male Human Paladin (sacred Shield) 5
Pancakes: Anna Versilphar Female Human Wizard 5
Louxman: Elias Quince Human Male Swashbuckler (Inspired Blade) 5
rdknight: Hendrina Verkirk Female Half Elf Bonded Witch 5

I apologize if I've gotten anyone's name or information incorrect, please let me know and I will fix it.


Zephyrrr is actually being reforged: as a Wereraptor.

Zephyrrr, the Spirit of Andoran.


1 person marked this as a favorite.

Presenting Adweard Holte, undercover commando, improvised weapon master, and aspirant Twilight Talon!

Stats:

Adweard Holte
Human brawler (hinyasi) 5 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +3 Dex, +1 dodge)
hp 42 (5d10+10)
Fort +6, Ref +8, Will +3 (+2 vs. attempts to scry upon you or read your mind)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 improvised one-handed weapon +14 (1d8+7) or
. . +1 improvised two-handed weapon +12 (1d10+7) or
. . unarmed strike +9 (1d8+4) or
. . unarmed strike flurry of blows +7/+7 (1d8+4)
Ranged +1 thrown improved weapon +13 (1d8+7)
Special Attacks brawler's flurry, brawler's strike (magic), improvised maneuver (trip), maneuver training (dirty trick +1), martial flexibility 5/day
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 13, Int 12, Wis 13, Cha 14
Base Atk +5; CMB +9 (+12 dirty trick); CMD 24 (27 vs. dirty trick)
Feats Additional Traits, Catch Off-guard, Dirty Fighting, Improved Dirty Trick[APG], Improved Unarmed Strike, Throw Anything, Twilight Tattoo
Traits deep cover, highlander (hills or mountains), improvisational equipment, surprise weapon
Skills Bluff +10, Disable Device +7, Disguise +19, Escape Artist +6, Handle Animal +7, Knowledge (local) +7, Linguistics +4, Perception +9, Sense Motive +7, Sleight of Hand +7 (+9 to hide small items on your person), Stealth +11 (+13 in hilly or rocky areas); Racial Modifiers highlander (hills or mountains)
Languages Common, Infernal, Kelish, Shadowtongue, Varisian
SQ brawler's cunning, humble beginnings, improvisation mastery, martial training
Other Gear +1 chain shirt,+1 gloves of improvised might, cloak of resistance +1, hat of disguise, ring of protection +1, masterwork thieves' tools, 850 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvisation Mastery (One-handed) (Ex) +2 attack & +2 damage with improvised One-handed weapons.
Improvised Maneuver (trip) As free action perform selected maneuver at -4 CMB after hitting with an improvised weapon.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Twilight Tattoo +2 Sleight of Hand to hide small obj on person, +2 to WIll vs. scry and read mind.

Backstory:

Since he was young, Adweard has loved Andoran. Growing up in the far-flung reaches of the Aspodell Mountains, the threat of raids by Cheliax, Isger, or the many monstrous tribes that lived higher up the mountain’s slopes, the soldiers of Andoran provided the safety that his little town sorely lacked. His childhood was hard but happy, and he grew up training with the town militia, finding a talent for fighting with whatever he had on hand, striking hard and fast from where the enemy expected it least. A gremlin raid was repelled from the town in no small part due to Adweard’s skill in underhanded combat and the surprising resilience of his grandmother’s old iron skillet.

That defense of the town piqued the interests of greater powers in Andoran, and some time later he was subtly approached by a representative of Marshal Helena Trellis, the leader of the Twilight Talons branch of the Eagle Knights. He had potential that the often inscrutable Twilight Talons intended to foster. Adweard was honored, and accepted their invitation without any hesitation. He would serve Andoran, serve the cause of liberty across the inner sea by doing what he had found he did best. That of course being beating the hell out of would-be tyrants or slavers with anything heavy enough to beat them with.

After a tearful goodbye and a small village festival, Adweard left for Almas under the auspices of getting a job with the Andoren bureaucracy. In truth, he would undergo several years of intensive and often grueling training. His natural talent was honed to a razor’s edge, and he found himself capable of defending himself from almost anyone with almost anything. By the time he had finished his training, he distinguished himself far and away from his other peers, and he was given his first mission.

A cell of Kelish slavers had kidnapped an Andoren merchant ship bound for Jalmeray, and Adweard was to go undercover into the ring and destroy them from the inside. He was nervous of course, but thrilled to finally get to see some action. Two weeks later, Adweard was in chains boarding a slaving ship off the coast of Absalom, the slave-master’s lash leaving painful cuts on his back. This was his first true test, and the following days on the way to the slaver’s base were miserable. Yet Adweard persevered. Liberty was never easy, and the destruction of its enemies was harder yet. It was his purpose, fully and truly. The slaver’s base was woefully undefended, and the surprisingly sturdy mug he was given to drink some water out of in his cell turned out to be the slaver’s downfall. A day later, the slavers were bound in chains and a band of Gray Corsairs were on their way to take the freed slaves to liberty and the slavers to justice. Adweard slipped into the crowd, never divulging to the Gray Corsairs that it had been him that took down the slavers. His duty was not to bask in the light and glory of freedom. His was to delve into the dark recesses of oppression and drag its perpetrators into the light.

Though not yet a fully initiated member of the Twilight Talons, Adweard continued his service. His record was sterling. He freed Nidalese pain-thralls bound to Ridwan for sacrifice, he worked with the Bellflower Network to smuggle halflings out of bondage in Cheliax, even serving alongside a squad of Rahadoumi commandos to to topple a Thuvian Water Lord who had been trading slaves to the blasphemous Usij. Yet despite this service record, Adweard couldn’t quite manage to get the appointment to the full station of the Twilight Talons.

His life changed yet again when he was personally contacted by the Supreme Elect with an offer. He was to work for Codwin personally, serving as an agent to carry out his agenda. In exchange, he would secure full membership among the Twilight Talons. As with the last offer given to him by the Andoren government, he accepted without hesitation.

Appearance and Personality:

Adweard is a male human in his late 20s, sharp-featured but with a face that makes him look a good five years younger than one would expect. His strawberry blonde hair is shoulder length but almost always tied back into a ponytail. Though not especially tall or bulky, his slim frame belies his constant training having given him greater strength than a man twice his size and almost lightning-fast reflexes. He’s extremely proficient in disguise and deception, with a magical hat of disguise on loan from the Twilight Talons armory as well as thorough training in the languages and mannerisms of the enemies of Andoran. Rather than carrying weapons that would give away his undercover identity, Adweard specializes in unarmed combat and improvised weapons, able to turn almost anything into a deadly weapon. Secret from almost everyone is a magical tattoo on his upper right arm, that of the black eagle of the Twilight Talons. Able to disappear with a command word, it is the only indication that he is affiliated with that mysterious organization.

When not undercover in life-threatening situations, Adweard is a kind and deeply passionate man. He has few, if any, friends, a result of the constant deployment on missions in far-flung parts of the Inner Sea and the inherent secrecy demanded of anyone associated with the Twilight Talons. While firm in his belief that his path has been the right one, at times he wishes he could find others to share at least some part of his life with. His struggles against injustice in conditions that would make other balk have had their toll on him, and though he is sworn to secrecy, having others to fight alongside would make his struggles less taxing. Skilled in solo tactics, he does find the idea of a team to be a bit nerve-wracking however. In the few moments when he is not on deployment or training, he enjoys nothing more than a long, hot bath or sketching wildlife in the great outdoors.


1 person marked this as a favorite.

Quite a lot of applications. Let me think whether to make a third table or not. This will be hard to decide.


I have gotten a lot of crunch updated for Anastasia and adjusted her backstory and description. A lot of her shopping done as well. I think I might have it 100% tomorrow evening.

As an Alchemist (Ragechemist)/Barbarian she has a lot of skill utility and windows of incredible raw power. She also has a high will for a front line melee due to the nature of ragechemist. A sturdy fighter (barbarian) who can do some cool things other than just get smacked or smack enemies.


Arjuna332 wrote:
Quite a lot of applications. Let me think whether to make a third table or not. This will be hard to decide.

If it will be hard to decide, don't do it.

The players are better served if the GM is having fun and doesn't feel obligated to work at running more games than he enjoys.

The GM is ONLY served if he enjoys every table he sends time running.

I would much rather miss getting into a successful, long running game than get into one where the GM burns out because he overextended.

Only you know your limits, of course. I simply request that you don't push past them because you feel obigated.


Agreed - it’s better to not stretch! If two tables or even one will make you more comfortable to handle the game and have fun yourself, then by all means go for it.


and as excited as I am with the campaign concept, I would also be excited to make this a little easier. I will withdraw ... until such time as you need someone to fly in an replace a loss ;)

Good luck!


I decided to stick with Vigilante and see who I could come up with. Sebastian was a lot of fun to write, and I hope that he could fit within your campaign ideas.

Sebastian Iolaus/Vincenzo Coltellato:
Sebastian Iolus is the son of a Oregentan lumberjack, Lucius, and a glassworker, Petrulio. His fathers were hard-working men who raised Sebastian on the ideals of honesty and forthright dedication. After an accident that nearly paralyzed his best friend, his father Lucius sought to start the first labor union in the Oregent Lumber Consortium. He was met with fierce resistance from the Gavels, especially Cedrog Deadknuckle. After one day of campaigning amongst other lumberjacks, Sebastian and Petrulio found Lucius beaten nearly to death in a ditch outside of town. Sebastian and Petrulio suspected that Cedrog or some of his thugs were responsible, but Lucius was too rattled to make any accusations (or possibly even remember what had happened), and no one else was willing to voice their concerns.

Young Sebastian was not as strong as either of his fathers, not enough to satisfactorily join the lumberjacks. And given the Lumber Consortium’s stranglehold on the local industry, his fathers weren’t too keen on him joining either family business. Sebastian was decently sharp, but even then not so much that he could convincingly grasp all the complexities of the law of the burgeoning democracy of Andoran. But he was a good speaker. During his father’s recovery, Sebastian began speaking with the other lumberjacks, trying to pick up where Lucius had left off. He learned enough of the lingo that he could pepper in appropriate words, but mostly oozed with his natural charisma as he sought to convince his fellow Oregentans to rise up and demand their rights. He would climb up on barrels and crates, beating his chest and declaiming in a loud voice that the Consortium’s profit margins far outstripped the wages of the lumberjacks. He encouraged his father’s coworkers to organize and demand raises.

During this period, Petrulio encouraged Sebastian to apply for the law school at Almas University. Sebastian was reticent to go, generally preferring the on-the-ground activism that he had been participating in with his fathers. But Petrulio insisted that Sebastian at least apply. Sebastian was surprised when he was accepted to the program, though his fathers insisted that his passion for helping people likely overshadowed any lack of understanding of policy or law. Besides, in Almas Sebastian would have an opportunity to meet other activists and learn how to work within the system to affect change.

During his training, Sebastian struggled with the finer points of the law, but he learned what he could. After graduating, he sought work with those who were often exploited by larger businesses lack the Lumber Consortium. Of course, the Consortium had their own lawyers, and Sebastian often found himself buried in paperwork. Never mind that the clients that he wanted to represent were often poor. Despite the promises of Andoren society, where the poor had as much voice as the wealthy, Sebastian grew concerned that the same principles of monarchy and exploitation would continue to play out so long as disparities persisted.

At a tavern meeting with some other likeminded types, Sebastian was grousing about the state of rot within Almas, how the rich and powerful were controlling everything and that good people couldn’t get anything good done. One of his friends, Jacques, cornered him drunk on the way home and invited him to an exclusive underground party where he might be able to rub elbows with the rich and powerful and begin to get to know them and how they thought. This friend had bribed someone for an invitation, and all that Sebastian had to do was pretend to be someone else: a former Lumber Consortium Gavel named Vincenzo Coltellato. Jacques had caught Vincenzo in a precarious position (that he would not disclose to Sebastian) and blackmailed him into leaving Andoran forever. No one expected much from Vincenzo anymore in Falcon’s Hollow, and he was a relative unknown entity in Almas. It seemed perfect.

That first outing was nearly a disaster: a rival almost recognized Sebastian within the first hour of the party, and it was only thanks to a dose of blue whinnis poison that Sebastian was able to avoid being exposed. But the party was thrilling! Not only did he enjoy more sumptuous treatment than he had ever thought possible for a common boy from a small city, but—more importantly—he had learned some information about upcoming court cases and laws going through parliament. Armed with such information, he was able to prepare more effectively for upcoming cases. After securing further high society invitations, his legal practice began to do very well, as he had cutting edge information.

Leading a double life was beginning to become tiring, but Sebastian knew that he could do more good armed with the information that he was able to get as Vincenzo. And so he has kept up appearances. Vincenzo had a reputation as a gruff reputation, not merely as a no-nonsense business leader and emerging politico, but also as someone with a history of adventuring. That was a role that Sebastian had to grow into, and so he began practicing his combat skills so that he would be able to prove himself worthy of the fled man’s reputation just in case it was ever called for.

And called for it was. After nearly three years of leading a double life as a lawyer for the downtrodden and a slimy adventurer turned mob boss turned semi-redeemed socialite, Vincenzo received an invitation from the Supreme Elect Cowin I of Augustana himself. Sebastian received a similar invitation. The timing made his blood run cold. Was it coincidence? Had he not been careful enough to hide his separate identities? Or were both men being called to serve at the Supreme Elect’s behest? Either way, Sebastian was curious, and resolved to respond to the invitation and find out what more he could do for his country.

I rather like the Marked by Unknown Forces trait, but I would rather work out with the GM what direction that takes, or if I should choose another trait. I have a few others that might fit better without requiring any additional work, but the idea of someone who can pull off a glove and reveal something interesting just seemed like a lot of fun. True to the his name, the symbol is a butterfly (after the genus of Lycaenid butterflies), so maybe he has an association with Desna. I have most of the equipment bought as well, but I have 800 gp worth of odds and ends that I could also grab to fill out Sebastian’s role depending on who else is in the party.

Sebastian Iolaus/Vincenzo Coltellato
Male Human Vigilante 5
LG/N Medium humanoid (human)
Init +5; Senses low-light vision; Perception +6

--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 armor)
hp 41 (5d8+15)
Fort +3, Ref +9, Will +4
Defensive Abilities Shield of Blades (AC +2 (shield) while power attacking), Unshakeable (Intimidate DC +5)

--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +1 kukri +12 (1d4+5, 18-20/x2); TWF Power Attack +8/+8 (1d4+9, 18-20/x2, 1d4+6, 18-20/x2)
Special Attacks: Lethal Grace, Startling Appearance
Spell-Like Abilities: 3/day—light (palm only)

--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 13, Wis 10, Cha 16
Base Atk +5; CMB +7 (+2 to disarm, +2 if flanking); CMD 22

Feats: Dirty Fighting, Improved Disarm, Two-Weapon Fighting, Weapon Focus (kukri)
Traits: Marked by Unknown Forces (social), Secret Keeper (faith)
Skills: Acrobatics +13, Bluff +11 (+4 in social identity, +3 vs opposed Sense Motive), Climb +6, Diplomacy +11, Disable Device +15, Disguise +11 (+20 seamless guise), Knowledge (dungeoneering, local, nobility) +5, Lore (legal) +7, Perception +6, Perform (oratory) +9, Sense Motive +6 (+4 in social identity), Sleight of Hand +111 (+2 at night), Stealth +13 (+2 at night), Swim +6
Languages: Common (Taldane), Halfling
SQ: dual identity, seamless guise, social talents (many guises, owl’s sight, social grace [bluff, sense motive]), startling appearance, unshakable, vigilante specialization (avenger), vigilante talents (lethal grace, shield of blades)
Gear: Belt of Incredible Dexterity +2, +1 Kukri (2), +1 Mithral Shirt, Masterwork Thieves Tools, 800 gp

--------------------
Special Abilities
--------------------
Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Many Guises (Ex): The vigilante can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or vigilante): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the vigilante does not gain the benefit of either his social or vigilante identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the vigilante in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). A vigilante must be at least 5th level to select this talent.

Owl's Sight (Ex): The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in low light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.

Social Grace (Ex): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Vigilante Specialization (Ex): At 1st level, a vigilante must choose to be either an avenger or a stalker. An avenger gains a base attack bonus equal to his vigilante level. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal. Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization.

Vigilante Talent: Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.

If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.

Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Shield of Blades (Ex): The vigilante’s wild attacks allow him to block his foes’ counterattacks. He gains Power Attack as a bonus feat. If he already has the Power Attack feat, he can immediately swap it for another feat for which he qualified at the level he chose Power Attack. When he takes an attack or full attack action, if he uses Power Attack on every attack to make melee attacks that use his Strength bonus on attack rolls, he gains a shield bonus to his AC until his next turn equal to his penalty on attack rolls from Power Attack. This bonus applies only if he actually takes that penalty on at least one of the attack rolls.

Unshakable (Ex): Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Startling Appearance (Ex): At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante’s presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante’s turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge). The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante’s next turn.

Human Race Traits

  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

    Traits

  • Marked by Unknown Forces (social): That which has marked you for power has also given you proof to show others. You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
  • Secret Keeper (faith): Avoiding inquisitors and agents of your enemies has required you to become a practiced liar. You gain a +3 trait bonus on Bluff checks when they are opposed by another’s Sense Motive check.

  • I updated Willim Goldfield's character page to include Personality and Appearance Tabs. I also created a special Background Tab to have Willim link up with Timo Goldfield's background, as they are both from the same family.

    If you will indulge me, I've noticed several submissions that have a link to Andoran's upper class. I'd like to roll Knowledge (nobility) to see if Willim knows off them or possibly met them.
    Knowledge (nobility, Hendrina Verkirk): 1d20 + 11 ⇒ (20) + 11 = 31
    Knowledge (nobility, Anna Versilphar): 1d20 + 11 ⇒ (20) + 11 = 31
    Knowledge (nobility, Julian Vorast): 1d20 + 11 ⇒ (18) + 11 = 29
    Knowledge (nobility, Leo Valerius): 1d20 + 11 ⇒ (18) + 11 = 29

    Wow! Those are some good rolls! If Arjuna332 allows it, Willim Goldfield has at least heard of those stated above. If any of those submissions above wish to craft background where they have met Willim, I'd be happy to assist!!

    51 to 100 of 128 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / Wings of Liberty: A PF1 Campaign Setting in Andoran - Recruitment All Messageboards

    Want to post a reply? Sign in.