
Maria K. |

Hello, this is FreeRadical's character Maria. She is still a work in progress and has remnants of the previous campaign that just died.
The concept is that Maria Kellston, real name Mary Anne Kerrelian, is an exiled scholar, wanted for a crime that she may have committed upon accident. She has hidden out in the Stolen Lands with most of what she could carry, posing as a professor believe it or not, just from a different school in Absalom (she graduated herself from Magambaya).
Her equipment is a random assortment of supplies that is essentially whatever I could spend that would make sense for a professor. I'll work more on it later.

Zorin Blitz |

I'd like to throw Zorin into the Race. He is a hyde style alchemist focusing on natural attacks with sneak attacks. He will make a good source of alchemical items and potions for the party as well. His full backstory is on the profile but he is interested in exploring the stolen lands to find new undiscovered animals and monsters, as well to set up a shop/hospital to work out of.
I also included a verson of him before and after he drank his mutagen.
zorin pc
Male human (Varisian) alchemist (vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (human)
Init +6; Senses Perception +10
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 32 (4d8+12)
Fort +6, Ref +6, Will +2; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee dagger +7 (1d4+4/19-20)
Special Attacks sneak attack +2d6
Alchemist (Vivisectionist) Extracts Prepared (CL 4th; concentration +6)
2nd—ablative barrier[UC], barkskin
1st—cure light wounds (2), enlarge person (DC 13), shield
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 12
Base Atk +3; CMB +7; CMD 19
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Power Attack, Throw Anything
Traits accelerated drinker, pragmatic activator, scholar of the great beyond
Skills Bluff -1, Craft (alchemy) +9 (+13 to create alchemical items), Disguise -4, Fly +5, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (planes) +7, Linguistics +3, Perception +10, Sense Motive +3, Spellcraft +9, Survival +6, Use Magic Device +8
Languages Common, Draconic, Sylvan, Undercommon, Varisian
SQ alchemy (alchemy crafting +4), discoveries (extend potion, feral mutagen, infusion, tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, swift alchemy
Combat Gear mutagen (feral)[APG], alchemist's fire; Other Gear +1 chain shirt, dagger, amulet of mighty fists +1, alchemist starting formula book, alchemy crafting kit[APG], backpack, backpack, bedroll, belt pouch, belt pouch, flint and steel, flint and steel, ink, ink, inkpen, inkpen, mess kit[UE], mess kit[UE], pot, soap, soap, torch (10), trail rations (5), waterskin, 690 gp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Potion (2/day) Cause any non-instantaneous potion to have 2x duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
zorin pc
Male human (Varisian) alchemist (vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (human)
Init +6; Senses Perception +10
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 32 (4d8+12)
Fort +6, Ref +6, Will +2; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee dagger +9 (1d4+6/19-20) or
bite +10 (1d8+7), 2 claws +10 (1d6+7)
Special Attacks sneak attack +2d6
Alchemist (Vivisectionist) Extracts Prepared (CL 4th; concentration +5)
2nd—ablative barrier[UC], barkskin
1st—cure light wounds (2), enlarge person (DC 12), shield
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Statistics
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Str 22, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +9; CMD 21
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Power Attack, Throw Anything
Traits accelerated drinker, pragmatic activator, scholar of the great beyond
Skills Bluff -1, Craft (alchemy) +8 (+12 to create alchemical items), Disguise -4, Fly +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +6, Linguistics +2, Perception +10, Sense Motive +3, Spellcraft +8, Survival +6, Use Magic Device +7
Languages Common, Draconic, Sylvan, Undercommon, Varisian
SQ alchemy (alchemy crafting +4), discoveries (extend potion, feral mutagen, infusion, tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, swift alchemy
Combat Gear mutagen (feral)[APG], alchemist's fire; Other Gear +1 chain shirt, dagger, amulet of mighty fists +1, alchemist starting formula book, alchemy crafting kit[APG], backpack, backpack, bedroll, belt pouch, belt pouch, flint and steel, flint and steel, ink, ink, inkpen, inkpen, mess kit[UE], mess kit[UE], pot, soap, soap, torch (10), trail rations (5), waterskin, 690 gp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Potion (1/day) Cause any non-instantaneous potion to have 2x duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Balsarius |

Hello,
Here is Bug-eyed Thom, a vigilante, for your consideration. Mechanically he is a melee fighter. But, I am more interested to see how the vigilante’s Social talents interact with the RP side of kingdom building.
I intend to play him with his vigilante/social identity know to all. Like a Jessica Jones, Luke Cage, type of hero. This will make some class features useless but I’m fine with that.
Best of luck and thanks for your time.
The first thing you notice about Thom is his bulging eyes, which appear ready to pop out of his head. The protruding orbs are unsettling to look at but close inspection reveal that they are a dull, unremarkable, brown a shade darker than his hair which he wears in a blunt bowl cut. The lad stands a few inches over five feet with a sinewy build of lean corded muscle. His complexion is dark, a testament to his mother’s Kellid heritage. The wiry young man is always smiling as if laughing at the world. Thom has a rope scar around his neck from a hanging that didn’t take.
Thom is first and foremost a survivor, a bit slow to trust, always looking out for his own self-interest. The wiry young man is a bit lazy and indolent always trying hard to get out of work and he has no great compulsion to keep his word or stick his neck out for others. However, he has a good heart and usually makes the right choices, sometimes, usually with a little encouragement from others, in the end. Thom is also a fun loving free spirit quick of tongue and wit which often lands him in trouble. He also enjoys sharing a good joke, strong drink, and a nice smoke with his companions but his one weakness is fish; poached, boiled, fried, or sautéed he loves them all. He is known for his foul mouth and penchant for cursing.
It is a little before noon as Bug-eyed Thom watched the fort from the concealment, and shade, of a grove of trees. ”Bugger me with an Ogre’s thumb,” he cursed aloud and thought, Looks like the rumors be true. The Stag Lord had gotten himself a slaughtered. His mind began to wander and turn to the past while he considered his next course of action….
The wilds of the River Kingdoms are hard and unforgiving lands that have produced hard and self-reliant people. Thom is one such product born to a family of swampers, people who made a living off the scraps found among the reeds and bogs created by the Pitax River. Thom’s father was an illiterate, gap-toothed, swamper also named Thom who was a short tempered, heavy-handed man and went by the moniker Mumbling Thom. Thom also had two brothers named Thom. To distinguish between the three their father gave them all nicknames. Back then, our Thom, was known as Smiling Thom and his brothers were Brightt Thom, known for his smart mouth and not for any intellectual prowess, and Big Thom who was big really big.
Life as a swamper was hard and food was always in short supply. To escape this hard life and Mumbling Thom’s heavy handedness the three Thoms ran away absconding to the Stolen Lands with hope in finding their fortunes. Unfortunately, none of the three Thoms were known for their work ethic and they turned to banditry to make ends meet. The three Thoms had found their niche and knew some success as bandits but a luck would have it their success drew the attention of another group of bandits ran by the infamous Stag Lord.
In the end the three Thom’s met their end at the hands of these marauders. Bright Thom was not smart enough to avoid the axe of the bandit that cleaved him in two. He was the first to fall which was appropriate since he was the oldest of the Thoms. While Big Thom and Smiling Thom were hung from a tree by the bandits. Big Thom died but Smiling Thom managed to survive, however, the strain from being hung caused his eyes to nearly pop out of his head. Unfortunately, that meant that the surviving Thom had to dig a bigger grave for Big Thom without the help of that smartass Bright Thom.
Now everyone called Smiling Thom Bug-eyed Thom on account of his eyes almost getting squeezed out of his head. Bug-eyed Thom swore off his villainous ways and started his own private war against the bandits seeking revenge for what the bandits done to him and his kin. He was delighted to find that the brigands and their leader, the Stag Lord, had been wiped out by a group of settlers.
…. Bug-eyed jumped to his feet and muttered, ”No use getting all puddled eyed about the farking past. Best pay me respects to the owners of the fort.”
Bug-eyed Thom
Male Human Vigilante – 4
CN Medium humanoid (human)
Init +4; Senses Perception +10
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DEFENSE
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AC 20, touch 14, flat-footed 15 (+4 armor, +4 dex, +1 enchantment, +1 shield)
Hit Points 35 (4d8 +8 con +4 fcb)
Fort +3, Ref +9, Will +7
Special Defenses
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OFFENSE
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Speed 30 ft. (30 ft in armor)
Melee +1 Gauntlet +10 (1d6+6/x2) P or dagger +8 (1d4+4/ 19-20/x2) P
Ranged MW Light Crossbow +9 (1d8+2 19-20/x2)P 120 ft or dagger +8 (1d4+2/ 19-20/x2) P 10 ft
Special Attacks Fist of the Avenger, Lethal Grace, Omen
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STATISTICS
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Str 14, Dex 18, Con 14, Int 12, Wis 14, Cha 12
Base Atk +4 CMB +6; CMD 16
Feats Weapon Focus (1st Level); Shield Gauntlet Style (Bonus Race); Improved Unarmed Strike (Vigilante Talent); Shielded Gauntlet Attack (3rd Level); Weapon finesse (Vigilante Talent);
Traits (2) – Omen (faith), Brigand (campaign), Possessed (magic)
Skills(28 level, 8 BG) – Acrobatics +11 (4 rank), Appraise +8 (4 BG rank), Bluff +6 (2 rank), Diplomacy +8 (4 rank), Climb +6 (1 rank), Intimidate +9 (4 rank), Perception +10 (4 rank), Sense Motive +9 (4 rank), Sleight of Hand +8 (4 BG rank), Stealth +11 (4 rank), Swim +6 (1 rank)
ACP: -1
Languages(1) Common, orc
Combat Gear – +1 Chain Shirt (25 lbs, 1100 gp), +1 Gauntlet (1 lbs, 2003 gp), Dagger (1 lbs, 2 gp), club (8 lbs, - gp) MW light crossbow (4 lbs, 335 gp), Bolts [10] (1 lbs, 1 gp),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp), Scroll Case (1/2 lbs, 1gp), Potion [Cure Light Wounds]x2 (2 lbs, 100 gp)
GP: 555; SP: 8; CP:
Light Load 58 Medium Load 116 Heavy Load 175
Total Carried 35 lbs
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Special Qualities
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Bonus Feat Humans gain a bonus feat [Shield Gauntlet Style].
Brigand Start with an extra 100gp and gain a +1 trait bonus to bluff, diplomacy, intimidate, and sense motive when dealing with brigands and their ilk.
Dual Identity Gain two identities.
FCB – 4 hit points.
Heart of the Fey gain low-light vision, +1 to reflex and will saves, and perception and knowledge nature as class skills.
Improved Unarmed Strike You are considered armed even when unarmed.
Omen +1 to intimate and intimated as a swift action once per day.
Possessed Once per day attempt a knowledge check even if untrained. Gain +2 if you can normally use the skill untrained.
Seamless Guise +20 bonus to disguise checks to appear as his current identity.
Shield Gauntlet Style When wearing a gauntlet in your off hand and not using that hand to attack gain a +1 shield bonus.
Shielded Gauntlet Attack Gauntlet does damage equal to the sacred weapon damage of a warpriest at your base attack bonus minus 4. Gain an extra attack of opportunity with a gauntlet and can make a steal or disarm combat maneuver without provoking an attack of opportunity.
Social Talents
*Renown – Gain favorable treatment in your area of renown. Starting attitude is one category better in area of renown and +4 circumstance bonus to intimidate in area of renown.
*Loyal Aid - gain the service on a number of loyal allies who can help gather information or perform minor tasks. Gain a bonus equal to half your level on gather information checks inside your area of renown.
Unshakable Add class level to the DC of any attempts to Intimidate him.
Vigilante Specialization [Avenger] Gain a base attack bonus equal to your vigilante level.
Vigilante Talents
* Lethal Grace – gain Weapon Finesses and when attacking with weapon finesse and using strength for damage gain a bonus to damage equal to have of the vigilante level (max 5).
* Fist of the Avenger - gain Improved Unarmed Strike and when attacking with fist or gauntlet gain a bonus to damage equal to have of the vigilante level (max 5).
Weapon Focus +1 to hit with Gauntlets.
Weapon Finesse Use Dexterity to attack with certain weapons.

Irnk, Dead-Eye's Prodigal |

I will keep the recruitment open until 12 PM on Friday Pacific time since the Holidays do make it a bit difficult to get things in.
Reasonable. Sadly, life decided to hit me like a freight train almost as soon as I made my last post, so if it isn't obvious given I haven't posted since, I will be bowing out. Everyone, good luck & have fun.

GM_Coreyllon |
4 people marked this as a favorite. |

Thank you for all the interest. I am discussing the options with the group and will hopefully have an answer tomorrow night.
The final list of completed characters is:
Caerwyn Callandril as Caerwyn Callandrill- Rogue (Scout) 3/Fighter 1
Mightypion as Alexandr Vladimirovich Androv- Mutagenic Mauler 3/ Steelblood 1
Lathiira as Ravanel Sagewing- Magus (Spell Dancer 4)
Hustonj as Marik Kinza- Ranged Half-Orc Slayer
Vetiine as Elvina Naieath- Witch 4
FreeRadical as Maria K.- Wizard 4
Zorin Blitz as Zorin Blitz- Alchemist (Vivisectionist) 4
Bug-Eyed Thom as Bug-Eyed Thom- Vigilante 4
Thomas Leafbearer as Thomas Leafbearer- Cleric (Ecclesitherge)2, Wizard (Universalist) 2

hustonj |
Glad to see such interest. I've never gotten to play this AP, but good luck to all of us!
I think most of us who have started this AP haven't gotten as far as this group is.
I got added to a table even further through the AP than this group, but the GM has been very open that he's running well afield from the written AP, so I have no idea how much of what I'm seeing there might apply. The other PCs have been gestalted (I have not, yet.), and we're outnumbered by GM NPCs as part of the party at the same power level or higher. Most of the time I feel like I'm just along for the ride, with the weakest character in the group. I assume it is a very different experience from what this group is having.

GM_Coreyllon |

Thanks for all of the interest. We have selected Caerwyn Callandril to join the group. Please report to the Discussion board.