Looking for DM & Group for Pathfinder 1e High Level game

Started by Vergil Tanner, January 15, 2021, 12:32:42 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Zaer Darkwail

Indeed, also to alleviate the need for numbers or good eyes you can use cohort/recruits. Or bought an even powerful NPC instead of multiple employees. Either way, all my recruits are in the dojo, 2-4 working depending on how busy with adventuring, and remaining two are students (and sort cycle through in teaching duties). So even if not employees my recruits/students are in the area to help in case of trouble.

Muse

There's a feat in Tome of Battle that lets you get dexterity modifier to damage with any finesse weapon.  (Like, say, a katana or elven curve blade.)  Is that in use in this game? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Zaer Darkwail

Quote from: Muse on March 05, 2021, 01:55:18 PM
There's a feat in Tome of Battle that lets you get dexterity modifier to damage with any finesse weapon.  (Like, say, a katana or elven curve blade.)  Is that in use in this game?

I see why not, as we got both psionics/path of war used from Dreamscarred Press.

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

mjrbatou

Using cohorts and followers for labor is not free - they are working for you instead of someone else and still have their personal expenses.

Employees without the normal upkeep...yes, they will ignore part of their labor costs.  Even a mining operation needs packages, carts, and other supplies.
- every 2 employees without personal needs, like undead, will reduce the labor factor by 1.

Muse

Is Tian Xia "China," "Japan," or just "The asian area." 

*   *  * 

  MJ, I have 18,000 currently set aside for "Care fo followers" + "Alchemy shop."  Is that apropriate? 

<--head spins. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

indarkestknight

Quote from: Muse on March 05, 2021, 03:15:15 PM
Is Tian Xia "China," "Japan," or just "The asian area." 

*   *  * 

  MJ, I have 18,000 currently set aside for "Care fo followers" + "Alchemy shop."  Is that apropriate? 

<--head spins.

Tian Xia is a whole continent full of countries, much like the Inner Sea region.

Blinkin

Well Hell. It started out looking good, butit didn't get to the point that i wanted, so I'm back to Harlo. Not a bad thing, it was worth the try.
"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.

Zaer Darkwail

Just reposting this as did some redoing my things (basically swap the main character and upgraded my business).



Sir Darian Darklance, is an enigmatic figure in Shadowspire. His past is known to extend that he was born into a city far off country where his mother was a prostitute who sold the child to a slaver. The slaver then traveled off farther lands and in there, an elf bought the child from a slaver. The reason for elf buying a child was merely a test, a philosophical theory put into practice. He wanted to raise a human, an adaptive and quickly growing race, in a way where said human holds no prejudice against neither good nor evil nor law or chaos. Be guided by perfect zen-like altruism to all with the harmony of the balance of cosmos and society as a whole with a zealous manner.

The elf was an elderly master in the way of war and more so with martial arts. A monk who had studied many styles and now sought only enlightenment and testing philosophical theories. He raised Darian, guided his moral development, and provided wisdom and guidance for many years. Albeit Darian did not become wise as his mentor, but he was somewhat successfully integrated what the elf master sought to teach; the perfect altruism and balance in morals not led by prejudice or extreme ideals. Once his mentorship was over, he traveled the world and studied more the mysterious martial arts and his innate psychic potential.

In his journeys he eventually arrived at Shadowspire, where he opened a dojo where he accepted students to embrace perfect altruism with no prejudice to race, ethnicity, or what morals other has. But same time not to cling to altruism to the point it prevents acting violently when needed for survival or protecting others. He has gained few students, albeit his ways are hard to embrace philosophically speaking. But so far the few students he has taken have embraced true altruism one way or another (yet not become complete pacifists).

In city the council soon became aware of his prowess in battle after one intense incident with unleashed demons from a hidden seal, so he was turned into one city's operatives to deal with tougher problems which is the role which he has accepted gladly. The city council gave him the title of Knight of Twilight and thus right called as 'sir'. Albeit he himself cares not much for formalities.

Dojo of Twilight Road

Type: Monastery/Dojo (educational institution)
Size: Medium Business (rank 13 + MW) - 15,750gp
Buildings: Living quarters, kitchen, dinning hall, library, study rooms, lecture halls, practice/training area, infirmary, meditation garden, storage, forge
Employees:  7-9 employees
   3 Teachers/Educators
   1 Cook
   1 Healer/Nurse
   2-4 variable additional assistants depending how busy Darian is
      -Valora the Lightspoken (tiefling female cleric/angelfire apostle archetype, recruit)
      -Dementher the seer (tiefling male blind oracle of Heaven mystery, recruit)
      -Bailen Steel the iron warden (male half-orc warder/zweihander sentinel, recruit)
      -Thasius the scribe (human male figther/myrmidon+lorewarden, recruit)
      -Jandis Leafshade the groundskeeper (half-elf ranger/ambush hunter, recruit)
      -Ardar Blade the crafter/combat instructor (human soulknife/war soul, recruit)
Skill Check:  (1d20 + 11 skill + 2 MW tools - 7-9 labor factor) x 100 profit factor

Description: The dojo of the twilight road is built into a cliff face, facing towards the city and connected by long stairs which lead into the city proper itself. The stairs have a sort of special property, an optical illusion, where if you try to use the stairs during the day or under the moonlight, the stairs are treacherous to walk upon (causing you to trip or stumble) if you try to look where your stepping. While in twilight hours between sunrise and sundown or while blind, stairs are entirely normal to walk on.

Once you reach the top of the 9,999 steps, the temple entrance is humble looking with pillars to the main antechamber and through it lead to the main circular chamber with several passages, all of which thanks to optical illusion and clever passage planning, makes you circle around the chamber (enter one passage and exit from another enter same chamber and usually there is an automated mechanism active which lowers down false wall cover entrance to chamber). There is writing on a circular plate which reads; 'bow and be judged by wisdom'. If the person steps on the plate and kneels, a pressured plate then lowers the person with elevator sort fashion to the true antechamber where you find passages to various aspects of the temple grounds.

Naturally if expecting visitors the plate is already lowered and there are wooden stairs leading down. In the dojo there are amenities all needed to live inside the temple, only what is needed are food supplies for the kitchen which are regularly filled. Temple otherwise in business-wise functions as a place of study and has large and diverse library covering various lores and there are lecture classes and also study rooms. Also, there is the forge, which is used Ardar Blade at the moment and many clients come request weapons made from him. Many call his blades work of art and thus lots of customers come to line up for his forge for one of his masterpieces. Also, he is a renowned combat instructor as well.

Room and board can be rented which includes free meals to students and also needing separately pay for lecture classes or access to the library itself. Also, there are full-time students who pay nothing but are obligated to do work for the temple while staying and studying there. Temple teaching psionics, divine magic, and martial arts. Also, give good theories and basis for arcane studies albeit teachers wise none are arcane casters. The dojo philosophy is to embrace both inner light and darkness, achieve a balance of both, and learn to practice what's called pure altruism; altruism not motivated by reward, feeling good or because believing is the right thing to do. But perform it as selfless a manner as possible and towards anyone who has not disturbed the balance in local community.



Secret of the Dojo


Is that headmaster, is not Sir Darian Darklance but Ardar Blade instead. The rumored tales which talk about Darian's past? They are tales, old tales, told about him and reinforced by Darian as well as there is several years difference to events and none true people live anywhere close to Shadowspire (and warped as it is). As truth is, his tale is a much older than the lie told anyways.

Ardar Blade was once a human, a young teenager studying to be a blacksmith but had innate psionic potential regarding the raw creation of blades and weapons. But his latent psionic potential did not awaken until his desire to murder and kill was awakened. It happened when drow raiders assaulted his hometown, killing, pillaging with the sheer joy of it and reverence for spider goddess Lolth! He survived, but not his father, nor mother, and sister kidnapped. He laid hiding, biding time until raiders were gone. Then when they desire to murder them filled his mind, it's then when he conjured his mind blade the first time. First raw and rough draft of it. He became an avenger, who early on met with another adventurer who had a score to settle with drow; an elven ranger who studied ways of war and battle. Using tricks and maneuvers. He taught basics but then on Ardar learned intuitively and mastered his own flair and style with martial arts combined with his psionic power conjuring a weapon fitted to every style he learned stance into.

Albeit fueled by revenge for his family, he was also concerned for his sister. So while with ranger they together hunted and tracked for her in underdark, crossing cities, killing and interrogating drows involved with raid. Leading to slave merchants and then buyers. Eventually reaching some reason, back to surface to well-hidden ruins. In there he saw his sister and the drow 'mistress' who caressed her like a pet! Without hesitation he attacked, he slew the drow himself and moved to rescue his sister...however it was revealed the drow which he slew had been sisters lover, more so that said drow was a follower of Eilistrae as well, a good drow who sought bring hope and promise of moonlight to drows still stuck in underdark! His sister hatefully rejected her brother, called a murderer! A butcher!

As he was rejected by the last of his kin, more so struck by her words, he became lost and confused. Vendetta and rescuing his sister were all his goals, so he wandered the land, lost and unable even conjure his mind blade anymore. His guilt ate him inside, a life wasted on a vendetta. However, his other skills made him a good candidate to be an assassin. So without purpose, he joined the assassin guild who practiced dark shadowy martial arts. He slew and killed with no purpose, accepting gold and coin without spending it on anything besides survival and tools of the trade. His guilt condemned him, thinking he indeed is nothing more than a killer, murderer and thus deserves this life. Yet he had no true killing intent, so his psionic powers were latent again and sealed. Until years later, he was given an assignment. He went to the country where his target was; a woman who had eloped from a cruel nobleman. Nobleman wanted her killed for punishment for her disobedience. However as he found her; she had sought shelter from her father who was a smith, she was pregnant with a child from a noble and a woman had a distinct appearance similar to his own mother. She had a younger sister as well who looked like his sister.

He could not ignore a clear omen, a sign, where he turned back and the first time for years as an emotionless assassin, refused to fill the contract. More so to prevent anyone coming after this woman, he slew his client cold blood. His killing intent awakened his blade once more. He prepared, faced backslash from the assassin guild, and brought down leadership himself; as none in higher-ups knew about his psionic powers and gifts. Until mere young recruits were left, he told he leaves in peace if they leave him to peace. Then on he followed his own unique way of altruism, not prejudice anyone despite surface alliances and fights for those persecuted by others or who were superior in power. Despite what form the power would take.

His unique view caught the attention of elan council, more so his talent in psionics was remarkable. So he was recruited by them, to be reborn as elan. An immortal psionic power-filled existence. He accepted the bargain, process erasing last fragments of conflicting emotions, doubts, and attached guilts to his past so he can more wholehearted embrace his ideology. He lived decades on meditation and practicing his forms and wandering, encountering Darian along his journeys, a man who struggled with the conflicting natures he taught him to find balance in himself and find a way to embrace both celestial and fell powers which were cursed upon him to wield. With the combination of this newfound balance and Ardar's philosophy was made the philosophy of twilight road, which then together developed and then in Shadowspire, using Ardar's decades worth of savings, for building a dojo help guide people with internal struggles and embrace pure altruism without prejudice.

Now the reason for the deception about Darian being the grandmaster is simple; Ardar does not want people asking about his unaging appearance which true reason only Darian knows and someday Ardar may want to leave dojo behind, leave without having a restricting bond which limits his departure. For now, he wants to spread his ideology and teaching, serve the Shadowspire as a troubleshooter as well (albeit secretly but for this reason, Darian always takes Ardar if expecting such missions). Also, Darian makes a more imposing, dynamic, and charismatic for the face of the dojo anyways. Ardar was never much of a talker, loner most of his life and his transformation leave him a bit alienated from other races. So he prefers work in the background, even if so Darian and other student recruits know, that Ardar is true master of the dojo.

Vergil Tanner

My finished sheet will be up soon! Just gotta get some last details from IDK <3
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Blinkin

For good or ill, here's Harlo. I hope that I haven't made too many screwups.

Character Bio (WHIP)

Physical Description:

Harlo is a good looking man with a certain style and flare that can’t help but make him  stand out in a crowd; be it on the deck of a merchantman, or in the local tavern, he leaves

Standing at 6’, Harlo can come across as imposing, perhaps even a little menacing in the right light; his ice blue eyes  sometimes seems to look straight into the darkest, most hidden parts of the soul.

Harlo’s features, fair to any woman who falls into his sights, presents features with a strong, tanned face, a patrician nose and a defined, firm jaw that’s  accentuated by an immaculately groomed  jet black goatee.  He’s often found with a slight, mysterious smile on his lips that Suggests that he’s found something privately amusing. Although it’s probably not you. All topped by a mane of wind blown ebony locks To frame it all.

His lean, wide-shouldered form is accentuated by well toned, muscular limbs and a broad chest over a tight waist in a V-shape that runs from his shoulders. Narrow hips move with the grace of a dancer… or predator… with each deliberate movement of his legs.

Most often found in loose, comfortable tunics with well fitted leather breaches tucked into thigh high boots and a coat of contrasting color, He strikes quite a figure wherever he goes. A finely tooled weapons belt with a masterful work of art that is his rapier lays on the right; a whip rests on his other hip. A wide-brimmed, heavily plumed hat completes the image of the dashing fencer before you.

Personality:

Harlo rarely lacks for something to say, usually witty and perhaps just a little insulting, but that’s usually to his opponents. A fairly casual, easy going  man, Harlo is everything that a swashbuckler should be, urbane, polite, and loves a good duel. While he may  plan to possibly kill a man in a duel tomorrow, there is absolutely no reason why you can’t share a drink, conversation and some banter and piffy interchanges with him tonight; as long as the proper rules of etiquette are followed, he’ll even buy the drinks.

On the other hand, when the time calls for seriousness… well, he’s probably not the guy to look toward.  He’s not lazy, or doesn’t take things seriously, he just doesn’t want to look like he’s doing so. But, when the decks are awash with blood and the sails are flapping in the dead air, he’s the man you want at your back… Unless you’ve doubled crossed him, in which case, he’s still going to want to be at your back!

This is not to say that Harlo doesn’t have morals and principles; he has lots of morals and principles and you can rely on him to stick to them… you may not know what they are, but you
can be absolutely certain that he’ll follow them.

Background:

The third son of a well known merchant family, Harlo always seemed to have difficulties fitting into the family business. Not that he was lazy or  unwilling to do his part; his head was simply filled by the tales, the stories, the excitement of the adventures that many of the teamsters and traders who shipped and sold the merchandise across the country and sea. Harlo couldn’t help but dream of adventure, exploration and becoming a famous hero in his own tales someday.

When Harlo had grown to a proper age, he went out with the traders, the teamsters and learned the in’s and outs of business… and hated it! At least Until he had his first taste of the “excitement” of a gang of highwaymen who tried to waylay a convoy of wagons moving products from factory to market. although the event was more horror than exciting, surprisingly, it only added to Harlo’s wonderlust.

As the third son, Harlo knew from a young age that he wasn’t in line to inherit very much, so, he started using his inheritance early in the form of fencing lessons from a professional duelist. It was as much of a surprise to Harlo as it was to his parents that he not only that he was taking fencing lessons, but that he showed real talent for the art. Harlo soon found that he had  become a solo student for the next few years. He also took lessons from a ladies-man and the understanding of certain women in the world… another natural knack!

Finally, Harlo’s imagination and dreams couldn’t be held back any longer and our young fencer set out on the open road and adventure; at least until he ran out of sandwiches.

Harlo had not been on the road for very long before he encountered a traveling troop of entertainers and found himself working for the troop as a yardman. Over the next few months, he learned the way of the whip from two men who performed in the troop. Soon, he would become part of the act and for a year, he was as content as he had ever been. Alas, all things must pass, particularly after getting caught with the troop leader’s daughter. It was definitely time for Harlo to move on, quite quickly at that.

For the next few years, our swashbuckling duelist discovered a series of competitions between professional duelist, swordsmen and run of the mill people with a sense of adventure, just like him. Although he didn’t win many of the events, he did make a name of a sort for himself, it was just that as often as not it involved a girl in some form… It wasn’t his fault that he was so charming; girls just seemed to appear after a duel to… help him sooth his bruised ego.

To this point Harlo’s adventures weren’t without the opportunities to  explore new places and fight monsters, of course. He traveled extensively and , once, was actually a trainer for the child of a noble house in the way of the blade. while he found that he enjoyed teaching, but it wasn't as fulfilling to him as the travel and adventures that he enjoyed more.

Eventually, Harlo found himself in a city called Shadowspire. He had been on the trail of a band of Orcs after finding them defiling a young girl before slitting her throat and carrying her corpse away. Enraged by what he saw, he followed the band to Shadowspire and he managed to track down the band one by one until all but the leader was accounted for. He discovered that this orc was hard to get to, but a local innkeeper was deeply in debt to the orc band leader and that the girl had been his punishment for not paying  on his debt in time.

With a way into the orc's home-base, he arranged to buy the debt, and the inn as well; with the debt now in his hands, he went to see the orc. Needless to say, he canceled the debt and found himself with a tavern and Inn... From the take of the previous owner of a not insignificant  hidden chest, Harlo set about improving the premises and in a moment of brilliance, set up a microbrewery, called an old dwarf that he had known from a previous adventure, and set the dwarf up to run the brewery, with the understanding that the product would be drinkable by everyone.

Thus was created "Glazer's Glorious Ale (and Mead!)  that would be sold exclusively at the newly renamed "Adventurer's Lodge and Inn." Although it's only been a few months, the line of ale's, mead and a recently undertaken experimentation with a brandy and whiskey, the Lodge is quickly becoming a meeting place for adventurers, story tellers, travelers and anyone with coin to spend , drinks to imbibe , perhaps sleep off a bender spend a good night in one of the highest quality inn’s in town (for a very reasonable price).



Character sheet, or a fair facsimile  there of

Name: Harlo Glazer      Player: Blinkin
Race: Half-Elf         Gender: Male
Age: 27         height/Weight: 5’11/ 185 lbs.

Class: Swashbuckler-Inspired Blade/Fighter - Free-Hand
Favored Class: Swashbuckler
Level: 9/4         EXP: 315,001
Alignment: LN      Next Level: 5145,000

Ability Scores:
STR:   13   (+1) Carry: L: 50, M: 100, H: 150 lbs
DEX:   20   (+5)
CON:   16   (+3)
INT:   14   (+2)
WIS:   10   (+0)
CHA:   20   (+5)

Saving Throws:      Combat:
Fort:   +10         HP:   125/125
Reflex:   +14         Init:   +9
Will: +10            Speed:   30

Offense:         Defense:
BAB:   +13/+8/+3      AC:   27
TAB:   +22/+17/+12      Touch:   18
Range:   +18/+13/+8      Flat:   19
CMB:   +18 (DEX)      CMD:   +31

Class Skills: (5 per level)

23   Acrobatics      DEX   (3+5+2+13)
30   Tumbling      XXX   (Acrobatics+7)
15   Bluff         CHA   (3+5+0+7)
10   Climb         STR   (3+1+2+3)
14   Diplomacy      CHA   (3+5+0+7)
12   Disable Device   DEX   (3+5+3+1)
12   Escape Artist      DEX   (3+5+0+4)
12   Handle Animal:   CHA   (3+5+0+4)
15   Intimidate      CHA   (3+5+0+7)
10   Know; Geography:   INT   (3+2+0+5)
10   Know.; local:      INT   (3+2+0+5)
10   Know.; Nobility:   INT   (3+2+0+5)
15   Perception      WIS   (3+0+0+12)
12   Ride         DEX   (3+5+0+4)
15   Sense motive      WIS   (3+0+0+12)
13   Sleight of hand   DEX   (3+5+0+)
13   Stealth         DEX   (3+5+2+3)
13   Survival:      WIS   (3+0+0+10)
10   Swim:         STR   (3+1+0+6)

Languages: Common, Elven, Orc and Giant.

Feats:
(RF=Racial Feature, CF=Class Feature)

1st level; Swashbuckler (Inspired blade):
Deadly Agility      :   Finesse weapons use DEX for damage.
CF -   Deeds:         For 1 Panache Point…
   *Derring-Do:      add 1d6 to acrobatics, climb, escape artist, fly, ride or swim
            checks., reroll 6’s & add to total.
   *Dodging Panache:   Can add CHA mod to AC against 1 enemy as immediate
            Action.
   *Op. Parry/riposte:   Use  AOO to parry attacks, if successful, can riposte.
CF -   Deft Maneuvers:   +2 to CMD Imp. Disarm, Imp. Trip, mp. Dirty Trick,
            Imp. Sunder, etc, no AOO’s.
CF -   Weap. Focus; Rapier:   +1 to Attacks with rapier.
CF -   Inspired Panache (9):   Points to perform deeds equal to CHA+INT mods

2nd Level; Fighter1st:
   Cunning:      Gain 1 skill point when leveling.

3rd Level (Swashbuckler 2nd):
Combat Reflexes:   Gain AOO’s equal to DEX Mods in a round (5).
CF -   Charmed Life 3XDay:   Can use Charisma Mod to add to saving throws.

4th Level; Fighter 2nd
Weap. Spec.; whip:   +2 to damage with whips.
CF -   Whip Mastery:   No longer provokes AOO’s when using a whip and can do


5th Level (Swashbuckler 3rd):
   Weapon Versatility:   As free action, can change the damage type of a
            weapon that has  weapon focus.
CF -   Deeds:         As long as you have 1 Panache Point.
*Kip-up:      Can move from prone to standing as a move action
      W/o getting an AOO. 1 point, can do as a swift act. .
   *Menacing Swordplay: If an attack is successful, can use intimidate as a
         swift action to demoralize the target.
   *Precise Strike:      Add Swashbuckler level to damage with finessd
         Weapons; treat as sneak attack damage.
   *SB’s Init.:      +2 to init.
CF -   Nimble +1:      Gain 1 AC as described for Dodge

6th Level (Swashbuckler 4th:
CF -   Greater Disarm:   +2 to CMB and CMD; stacks with Imp. Disarm.
            lethal damage with a whip.

7th Level (Swashbuckler 5th):
   Steadfast Personality:   Use CHA Mod instead of Wis for Will saves.
CF -   Rapier Training:   +1 to Attack, +2 to damage with Rapiers.
CF -   Imp. Crit., Rapier:   Double crit. Range with rapiers.

8th Level (Fighter 3rd):
CF -   Elusive:      +1 Dodge Bonus to AC.

9th Level (Swashbuckler 6th(:
CF -   Greater Trip:      +2 to CMB and CMD; stacks with Imp. Trip.
CF -   Charmed Life 4xDay:   Same as Above.

10Th  Level (Fighter 4th):
   Quickdraw:      Can draw a weapon as a free action.

11th Level (Swashbuckler 7th)
   Lunge:         Add 5’ reach for -2 AC.
CF -   Nimble +2:      Same as above.
CF -   Deeds:         As long as you have 1 panache Point…
   *SB’s Grace:      Takes no penalty for moving at full speed with acrobatics
            when moving through a threatened area or an enemy
            occupied square.
   *Superior Feint:   When Purposely missing an enemy the enemy is denied
            DEX Bonus  until the Swashbuckler’s next turn.
   *Targeted Strike:   can spend 1 Panache to cripple foe with damage and special effect. Arm-Drops one carried item of SB’s choice; Head-confused for 1 rd.; legs-foe is knocked prone; Torso/wings-Staggered for 1 rd.

12th Level (Swashbuckler 8th):
CF -   Lightening swap:   Can swap weapons as a free action with a +2 against
            disarm attempts.

13th Level Swashbuckler 9th):
   Imp.  Whip Master:   Threaten your area+5’ )10’) & grab small objects.
CF -   Rapier Training 2:   +2 to attacks and +3 to damage.

Racial /Class Features:
Source   Name:      Description:
Racial:   Kindred Raised:   +2 to Charisma, +2 to any single other score. Replaces
Normal Ability mod, keen senses, multi-talented &
Elven  Immunity.
Racial   Elf Blood:      Counts as both human and elf for racial effects.
Racial:   Low light Vision:   Can see twice as far as humans in dim light.
Class:   4th lvl abil. Adjust.:   Add +1 to Charisma.
SB:   Weapon Prof.:      Rapier, short sword, dagger, hand crossbow.
SB:   Armor Prof.:      Light Armor, kbucklers.
SB:   Favored Class: Gain ¼ panache per level.
Fighter:   Weapon Prof.:      All simple and martial weapons.
Fighter:   Armor Prof.:      All armor and shields.
CM:   Disarm; rapier:      +10 to CMB and +12 to CMD For disarms.
CM:   Disarm; whip:      +9  to CMB and +11 CMD
CM:   Trip; Whip:      +8 to CMB, +10 vto CMD.
Racial:   8th Ability Adjust.:   +1 to DEX.
Racial:   12th Ability Adjust.:   +1 to Charisma.
Curse:   Increased Libido; x2:   Libido is doubled
Curse:   Size King:      Genitalia is doubled in size in all forms.
Curse:   Enhanced Cum:   Character creates a large amount of cum.
Trait:   Vagabond’s Child:   +1 to Disable Device and is a class skill.
Trait:   Elven Reflexes:   +2 to initiative.
Coin:         wt.:
   PP    3   0.15    0.05
GP:        1   0. 05
SP:        9   0.45
CP:       0   .00
Total:      31.9 GP   0.70 lbs.

Other Valuables:
2,500 gp bar of plat.
1,500 gp bar of mithril

Equipment:
+2 Swashbuckler’s Rapier of Answering:    25,320   Add 2D6+2 when using Bane.
Dam: 1D6+19   Crit: 15-20 X2   Wt.: 2
+1 adgile shocking Prehensile Whip:    20,801 GP
Dam:1d3+1D6+13   Crit: 20(x2)   Wt.: 2   range: 15’
+1 Darkwood Buckler:         1,203 GP
AC: +2   DEX: --   Skill: -0   Spell: 5%   wt.: 2.5
+3 mithril chain shirt:            10,100
AC: +7   DEX: +6   Skill: -0   Spell: 15%   wt.: 10
   Weapon and Armor Weight: 16.5 lbs.

Item:            Cost:   Wt.:   Notes:
Business:         15,000    0   Brewery and tavern.
Belt of physical Perfection:   16,000    1   +2 to all physical scores.
Boots of Speed:      12,000    1   Haste 10 rds per day.
Cape of Daring Deeds:       9,000    1   +2 saves, reroll daring deeds on a 5 or 6.
Effortless Lace:        2,500   neg   Allows one handed weapon to be used as a
                  light weapon.               
Goblet of Quenching:        180   1   Creates up to 2 gal. Of water per day.
Handy Haversack:       2,000    5   
Headband mental poweress:   10,000    1   +2 to 2 mental ability scores (Cha and Int)
Opalescent White Perm.:      10,000   neg   gain weapon prof & focus on whips.
Plume of Panache (x4):    4,000   neg   gives 1 panache each 1xday.
Potion, CLW (x8):         400    4   1D8+2
Ring of Tumbling:       2,500   neg   +5 to tumbling.
Wayfinder, Smugglers:       2,000   1   Has a space, up to 10 lbs. cap.
Bedroll:             .1    5
Canteen (x2):            4    2   1QT each.
Clothing, Traveler’s         0    1
Gloves, sharkskin:         6    1 (+2 Acrobatics/climb & vs disarm)
Pouch, belt:            1     .5
Rations, Elven trail:        14     7   +7 days.
Thieves’ Tools, Conceal:    190     .5   +2 to Disable device,-4 sleight of hand.
Total:       145,031.9   30.5 lbs. (Light)
"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.

Muse

*grins* 

Nice to meet you, Harlo! 

If anyone wants to see my characters--still a little wip--just let me knwo and I'll PM you.
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Callie Del Noire

Yeah I’m thinking Hanlo would be a fun pc to work with

pdragon

Alright, I think I'm finally done with her. This took way longer than any other character I've ever made. Phew.

Nevine
Name: Nevine Valmeia

Nickname/Moniker: The Lady of Bones, The Red Giant
Age: 99
Race: Tiefling
Gender: Futa
Primary Class: Oracle
Appearance: Standing at 32 feet tall, Nevine's imposing presence commands both fear and awe. Though born a regular tiefling, with crimson skin, jet black hair, and infernal horns and tail, through a combination of curses and surgical modifications she has gone beyond the already fearsome traits of her people and taken on the appearance of a true devil. She stands upon bronzed, cloven hooves, with goat like legs and dark fur trailing up to her lower thighs. Sprawling demon wings were grafted to her back, strong enough to let even her hulking form take flight. She was even implanted with a third eye, all three glowing with unholy light, all to give her the guise of a full blooded fiend. However despite this fearsome visage, Nevine's haunting beauty is undeniable. Her body is fit and shapely, and her endowments, both feminine and masculine, were considered bountiful even before gaining the proportions of a giant.

Personality: Nevine is a woman of pride and ambition. She is highly charismatic, both as a leader and when dealing with other powerful figures, and does well to hide her darker nature without ever really denying it. In fact just from interacting with her one would be forgiven to think she was not evil at all, being so cordial and reasonable. And while this is in part manipulation, Nevine genuine believes in the virtue of civility and good rapport, even when working towards darker ends. Nevine is by most accounts friendly, witty, and most surprisingly always true to her word. However this is not due to any code of honor or the like, but a result of a curse that compels her to fulfill any oath or promise she swears to. Ironically enough this puts Nevine amongst the most trustworthy people in the entire city.

Biography: Nevine was born a slave, born into captivity in a small mining town. Her parents were laborers, and Nevine was set to join them from a young age. At the time she didn't think much of her life, for it was all she knew: chipping at walls, hefting ore, pushing heavy carts. It wasn't until later in life, after being freed at age 20, having experienced freedom for the first time, that she truly comprehended the cruelty and humiliation she had been put through. It brewed a deep anger and resentment inside her, which later developed into a superiority complex. She had once been small, weak, left at the mercy and control of others, and so she swore to herself to become the very opposite. She would become large, powerful, and she would be the one in control, not just of her own life, but of everything, of everyone. She would never again be a slave, and she would rather place the entire world in her shackles first before she gave it the chance to try.

To this end she turned to necromancy, the ultimate form of control, to bend the forces of life and death itself to one's servitude. Nevine's pursuits lead her to fall in with a cult of Urgathoa, goddess of death and excess. At first she was just a normal adept, with no natural affinity for magic and difficulty manifesting even the most basic orrisons. That changed, however, when she was touched directly by the Lady of Despair, both blessed and cursed by the dark goddess. She became her oracle, a conduit of her power and insight, and with it she was able to rise up through the small cult and eventually take over entirely.

Over the years she would expand her cult, growing her numbers bit by bit from the shadows. While technically still worshippers of Urgathoa, Nevine has slowly shifted their focus from praising the goddess to devoutly following her own rule, creating a cult of personality with herself at the center. After all Nevine refused to be a slave to anyone, even the gods, and saw even her pallid princess as just a means to an end. While her cult does not have the influence or government backing of Zellova's, something that vexes her to no end, her following is nothing to scoff at. And while it's unclear what her actual long term plans are, for now she seems satisfied to sit back and slowly amass power, having displayed no overt threat or menace to the city thus far.

HP calculation

12d8: 3(5), 3(5), 7, 5, 4(5), 3(5), 2(5), 2(5), 5, 2(5), 6, 7 - total: 65
                                                             base:  8
                                                     constitution: 0
                                   charisma(level 7 and up): 35
favored class(oracle): 8
                                                      final total: 116


Cohort-Vespa
Name:Vespa
Race: Tiefling
Primary Class: Spiritualist
Phantom: Scarab

A woman of mysterious origins who has come into the service of Nevine in recent years. She is Nevine's self proclaimed "knight", and seems to carry herself as such. Dedicated, loyal, and possessing some level of honor and conduct, she faithfully serves Nevine with little question. She is trusted enough that she is often left to oversee the cult's day to day affairs when Nevine is away, and she often turns to her for council and insight on important matters.

Apperance: 5'10 210lbs. While dwarfed entirely by her mistress, Vespa is a fairly tall woman herself. She has snow white hair and dimly glowing blue eyes, with no visible iris or pupils. Her skin is fairly pale peach toned for a tiefling, not much darker than a humans. However she would never be mistaken for one, for in addition to a dexterous tail and particularly large, almost beetle-like horns, Vespa's limbs have been grafted with dark purple, almost black, chitin. The glossy carapace covers her arms up to the shoulders, and her legs all the way up to her hips, giving them a distinctly insectile appearance. She also sports an additional pair of arms, joined just under her first set, further adding to her bug-like form. These traits combined with the heavy armor she wears into battle have led to some referring to her as the "Beetle Knight"
Phantom




HP calculation

9d8: 1(5), 4(5), 3(5), 7, 3(5), 3(5), 2(5), 5, 6 - total: 48
1d10: 10 - total: 10
                                                             base:  8
                                                     constitution: -11                                 
favored class(spiritualist): 8
                                                      final total: 63


Followers
Followers:
50 lv.1 - 10 warriors, 10 commoners, 30 adepts
5 lv.2 - 5 experts
3 lv.3 - 3 aristocrats
2 lv.4 - 2 rogues
1 lv.5 - 1 cleric

Business: Blackstone Mine

Type: Mine
Size: Large Business (rank 1) - 6,250gp
Buildings: Redoubt - 5,150gp
Employees:  14 employees
   10 Zombie Laborers
   4 Assistants
Skill Check:  (1d20 + 3 profession skill + 2 MW tools - 9 labor factor) x 1000 profit factor

Description: Blackstone mine is a central fixture in the cult's operations. Not only is it Nevine's main source of funding, providing both tradeable ore and a more reliable source of onyx for her necromancy, but it doubles as the cult's lair and fortified base. This allows them to both make profits and expand the space of their dungeon at the same time, with the ultimate goal of hollowing out the entire mountain into effectively her own small city state.

What a thrill...with silence and darkness through the night....

Request Thread

mjrbatou

I'll work on the starting posts once I've gone back through this topic.  Hopefully the game can start in the next week.

Vergil Tanner

I'm just waiting on IDK to give me the last piece I need for my finished sheet <3
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Muse

*bounces*

Akari is ready and Kaname is close.  i still need you to talk me through her buisness and her followers, but I have some stuff banked for them, and some handy constructs to protect the buisness!
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Vergil Tanner

#317




Name: Alaya-Amestri Naadhyra Kyanti-Q'atara Kalish
Nicknames: “Alaya,” “Kya.”
Sex: Female
Age: 50

Race: Ifrit
Class: Scaled Fist 1 / Overwhelming Soul 12
Alignment: Neutral Good

Level: 13

Basic Appearance:

Alaya stands at about 5'10, placing her at about above average for an Ifreeti woman and more than tall enough to tower above most average human men. Her Efreeti heritage is obvious to any who have eyes and even the vaguest idea of what an Ifrit is; blazing orange skin that shifts in the light like a flickering hearthfire, and wild, flame-red hair that seems to move in its own breeze, imitating the raging inferno that runs through her blood. She keeps her hair long and loose, falling around the bottom of her back, shaping her silhouette as obviously as her luscious, hourglass form does; being a Princess of royal blood, she must always maintain the utmost standards of personal hygiene and physical fitness, meaning that she has sculpted her body into a dextrous, toned, agile form that keeps her legs long, her stomach taut and her muscles well-toned.

Further, she has truly been blessed by whatever Gods happened to be watching at the moment of her birth, since her figure is voluptuous and curvaceous with wide hips, a powerful and firm ass and a rather generous – some might even say unnaturally so – chest that she makes certain to flaunt with as much regularity as she can. Her gorgeous emerald green eyes and painted lips are often pulled into an inviting and salacious smile, giving her less of a dangerous look and more of an...inviting one. She never seems to wear armour, instead choosing to display her assets openly in a variety of revealing, seductive costumes that seem to change depending on her whims. They are always flexible and durable, however, and always seem to be designed to draw attention to certain...features that she likes to show off.


Personality:

Despite being from royalty, Alaya has somehow managed to avoid becoming haughty or arrogant or selfish. She maintains a genuine concern for the wellbeing of the people around her, as well as the sincere desire to make the world a better place however she can. She has a strong sense of justice and often ends up entangled in issues that were originally not her concern simply because she believed that somebody was being taken advantage of or being victimised in some way, much to her Bondsman's exasperation. She knows full well what people in positions of power can inflict on those beneath them, and how hopeless it can be when those in power above you seem intent on pushing you down. She knows what it's like to lose everything and be left without a single hope in the world, and she does not want that inflicted upon anybody else. She cherishes her friends and allies, and is usually the first person to offer a sympathetic ear or a shoulder to lean on...and, if she believes you have been wronged, the first person to insist that she offer her aid in any way she possibly can.

Despite her altruistic tendencies, Alaya is still from Royalty and still carries that somewhat elevated air about her, often expecting people to do as she desires without much second thought. Oftentimes they are simple requests - water, food, somewhere to sit, etc - and people can find themselves obeying without really thinking much of it. However, that attitude of perceived entitlement - even though it is nothing of the sort, and often not even conscious - can sometimes rub people the wrong way. She has a taste for the finer things in life, and whilst she is willing to "Muck in" for the sake of a good cause, she will be very quick to bathe, perfume and eat well following the experience to assuage her delicate tastes. It is not so much that she wishes to appear reach or important as much as it is that she has not yet fully adjusted to fugitive life and will often fall back on the "Royal Treatment," as it were. However, unlike other Nobles and Royals, she is generous to a fault and is often very quick to spread the wealth amongst the people she cares about, or those in need. Whilst usually extremely easygoing and friendly, her passions are easily inflamed and not quite so easily quenched; if you make her angry or provoke her joy, you will know about it extremely quickly!

Alaya is also extremely sexually permissive; whether from her own upbringing by a former courtesan-turned-concubine or an intrinsic part of her carefree and easygoing attitude, Alaya sees no issue in flaunting her sexuality and seducing any attractive individual she happens to take an interest in. Casual sex is the norm for her, and she often has a string of casual lovers lined up and ready to summon at a moment's notice. In this, at least, she does appear to take after her father! She is no stranger to using her body to get what she wants, either, and if it comes to it during negotiations or diplomatic overtures she is more than happy to retire to the bedchambers to seal a prospective deal. Indeed, when things turn violent, she is often the first to attempt a diplomatic solution, her honeyed words and easy, ready smile more than enough to turn would be enemies into overnight friends...or at least, allies of convenience. However, when diplomacy fails and violence is the only answer, she will fight fiercely and without surrender for what she considers to be the right thing, and in defence of the people she cares about or has sworn to protect. Diplomacy might be her favoured tactic, but should you pick a fight with her, she will fight like Hell to stand by her convictions, and will often give no quarter to those who have demonstrated that they are beyond reason.


Basic Background

Alaya was born fifty years ago in the Padirah Empire of Kelesh to one of Emperor Kalish's many, many concubines. Formerly a visiting courtesan, the Emperor immediately fell for her exotic looks, her fiery demeanour and her sharp wit and took her as one of his Year-Reign Concubines before the year was out. Taking after her mother, Alaya was immediately one of his favourite children and often doted on the young girl, much to some of her other sibling's intense jealousy; whilst she could never be Empress - the throne being required to be handed down along the male lineage - it was clear that Emperor Kalish adored her completely and she returned his devotion wholeheartedly. She was pampered, preened, showered in gifts and favour and given anything she desired. When she wanted to learn to ride a horse, she was given lessons. When she wanted to train with the Empire's foremost martial arts masters, a regime was established. When she wanted to plant her own grove of trees in the Imperial Gardens, preparations were made immediately, space cleared and entire weekend set aside to take her through the process. As she grew to maturity, her bond with her father only deepened, even as rumours of her sexual deviancy spread.

These rumours were spread by many of her jealous siblings who wished to see her fall from grace, but no matter how true they might have been - Alaya took after her father in more ways than one, it seemed! - nothing ever seemed to stick. Part of this was due to the lack of evidence that could be provided, part of it was due to her lovers wishing to keep their status as her lover and therefore keeping relatively quiet, and partly it was due to the fact that even if she was a sexual deviant...nobody seemed to care. First of all, the Emperor had 50 concubines and hundreds of children. That alone tends to desensitize a populace to the horrors of promiscuity. For another, Alaya liked to visit the local people and speak with them about their lives. She was an insatiably curious young woman who always wanted to know the latest business around town and made a point of speaking with the cityfolk whenever she could. Therefore, when rumours began to circulate, many ignored them simply because they knew Alaya personally and many of them were already pleasantly disposed towards her.

Her tension with her siblings, however, came to a head as these things often do. Her father was not immortal, and as he advanced in age, he made a final declaration that the heir had been chosen. Rumours abounded on who it could be, but one particularly popular rumour placed Alaya as next in line, breaking with all tradition and historical precedent. The truth of the rumour was suspect, as nobody could really pinpoint the source, but it was enough to provoke her older brother - and the most ambitious among them - into action. When news of their father's sudden death broke, he moved immediately to have himself crowned Emperor and declared as the True Heir. With the support of the military - whose Supreme Commander he had won over long ago - he seized the palace and within the day had solidified the support of the nobles and the various Satraps surrounding Kelesh. His subjugation of his siblings was equally rapid and brutal; the more ambitious or popular ones either ended up running afoul of bandits, convicted of various crimes or outright reassigned to dangerous fronts in their various wars to meet an unfortunate death on the front lines.

The less aggressive ones immediately bent the knee to their brother, forfeiting their claim to the throne before being assigned a governership in some far off, backwater Satrapy that couldn't secede or rebel if it wanted to.  All except Alaya. Alaya was a special case; popular with the people and known as one of the old Emperor's favourites, Alaya was dangerous. So of course, guards found evidence in her chambers of a treasonous plot to assassinate the Emperor and seize power, and Alaya was subsequently arrested and thrown into the slave pits to prepare for a public execution; a simple beheading was too good for her, apparently. Her brother wanted to make a show of it, to revel in her despair, to savour her slow, painful death in the arena. He was always a little bit of a gloater, after all, and it was that that proved his undoing; instead of dying in her first bout like he'd planned, Alaya ended up narrowly victorious, limping her way back to the pits as best she could after a long, gruelling match that tested her to the limits. After a meeting with her brother - who mockingly promised a stiffer challenge next time - Alaya resolved that she was not going to die in the pits like trash. She would escape, and find a way to bring her brother to justice.

That night, after managing to seduce a guard into giving her his keys (from his unconscious body after she knocked him out) she slipped out in the middle of the night and began her escape. She made a detour to rescue her Bondsman - the bodyguard trained from childhood to protect her, who had refused to bend the knee and ended up implicated in the plot alongside her - only to find that he too had staged an escape and was ironically on his way to rescue her. Reunited, they managed to sneak out of the arena and disappeared into the night, beginning the long and arduous journey across the Padishah Empire to safety. The journey took nearly an entire year of constant near misses, assassin dodging, encounters with her brother's agents and furtive nights spent fleeing from one town to the next, but eventually they managed to leave the Empire through Qadira, and soon ended up in the city of Shadowspire, where they were finally far enough away to begin to put down roots and begin planning. That was two years ago now, and whilst they have grown stronger and more well established, they are still nowhere near ready to return and overthrow her brother. Maybe they'll never be. But at the very least...Alaya is far enough away that her brother's grip might just be too distant to threaten her, and she can finally begin to rebuild her life. But then again...when was anything that easy?


Theme Song:



The Stats and Saves, Overview:

Spoiler: Click to Show/Hide

Stats:
HP: 105
Str: 7 (-2)
Dex: 22 (+6)
Con: 14 (+2)
Int: 12 (+1)
Wis: 12 (+1)
Cha: 22 (+6)

Senses: Darkvision 60ft
Speed: 30ft, 60ft Fly (Good)

Attack Options:
Flurry Of Blows +20 / +20 / +15 (2d6 +6)
Kinetic Fist +20 / +20 / +15 (2d6 + 2d6 (Fire) + 6)
Fire Blast +21 Touch (6d6 +10)
Air Blast +21 (6d6 +16)
Plasma Blast +21 (12d6 +22)

CMB: +20

AC: 32
TAC: 26
FFAC: 26
CMD: 36
Immunities: Mental Control, EG Charm & Compulsion.


Fortitude Save: +15
Reflex Save: +20
Will: +9 (+2 Vs Evil)
Initiative: +21

Acrobatics +14
Bluff +19
Diplomacy +22
Escape Artist +17
Fly +22 (+2)
Knowledge History +9
Knowledge Nature +16
Knowledge Nobility +13
Perception +16 (+18)
Perform Dance +19
Profession Courtesan +7
Sense Motive +14 (+16)
Stealth +18



The Sheet:

Spoiler: Click to Show/Hide

Skills

(4 + Int ( 1 ) ) = 5 / Level + Misc (6) = 71

Languages:
Common, Ignan, Elven

Class Skills:
Acrobatics, Bluff, Climb, Craft, Diplomacy, Heal, Escape Artist, Intimidate, Knowledge History, Knowledge Nature, Knowledge Nobility, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim, UMD


Ranked Skills:

Acrobatics (Dex) (5), Bluff (Cha) (10), Diplomacy (Cha) (13), Escape Artist (Dex) (1), Fly (Dex) (6), Knowledge History (Int) (5), Knowledge Nature (Int) (5), Knowledge Nobility (Int) (8), Perception (Wis) (12), Perform Dance (Cha) (10), Profession Courtesan (Wis) (3), Sense Motive (Wis) (10), Stealth (Dex) (9),


Race, Traits & Feats

Racial Bonuses:

- +2 Dex, +2 Cha, -2 Wis
- Outsider, Native
- 30ft Speed
- Languages: Common, Ignan, Elven
- Wildfire Heart: +4 Racial Initiative
- Burning Hands: Once / Day, DC 17, CL 13.
- Fire In The Blood: When hit by fire damage, Fast Healing 2 / 1 Rd. 26hp / Day.
- Darkvision 60ft


Feats:

- IUS: Unarmed Strike deals Lethal

- Stunning Fist: 4 / Day, DC17, Target Stunned 1 Round.

- Combat Reflexes: Extra AoO = Dex Mod (Total: 7)

- Precise Shot: No -4 Firing Into Melee

- Spell Penetration: +2 Spell Penetration

- Improved Initiative: +4 Initiative

- Pummeling Style: Total Unarmed Strike Damage before DR

- Extra Wild Talent: Gain Expanded Defense: Air as Bonus Talent

- Recruits: (Taken at Level 13) Gain 6 Level 9 Cohorts

- Pummeling Charge: Can make Full Attack on Charge with Unarmed Strikes.

- Weapon Focus Unarmed Strike



Traits:

- Reactionary: +2 Initiative

- Traditionalist: +1 Knowledge Nobility, CS.


Classes

Monk Unchained (Scaled Fist) 1

- Unarmed Strike: D6 Damage

- AC Boost: Charisma To AC, +1 Dodge

- Flurry Of Blows: One Extra Full BaB Attack / Turn.


Kineticist (Overwhelming Soul) 12

- Elemental Focus: Fire
   - Fire Blast: Touch AC, 6d6 + ½ Cha, Burn 0
   - Pyrokinesis: Can duplicate Spark, Flare or Light
   - Searing Flesh: Unarmed or Natural Attackers take 3 Fire Damage, or 6 when Grapple.

- Expanded Element: Air
   - Air Blast: Normal AC, 6d6 + 6 + Cha, Burn 0
   - Aerokinesis: +2 Hot, Breath Weapons, Clouds, Gases. Make Scent less effective.
   - Enveloping Winds: Ranged Attacks = 30% Miss Chance.

- Composite Blast: Plasma, Normal AC, 12d6 + 12 + Cha, Burn 2.

- Infusions:
   - Kinetic Fist: +3d6 Fire Damage on Unarmed Strikes, no SR, Burn 1.
   - Burning Infusion: Catches Fire, 1d6 each round, +2 Atk, DC, SR. Ref DC22, Burn 1.
   - Fan Of Flames: 15ft cone, Kin Blast Damage. Ref DC22, Burn 1.
   - Eruption: 10 x 40 Cylinder, full damage, Ref Half DC2, Burn 2.
   - Pure-Flame: Ignores SR, Burn 4.

- Utility:
   - Skilled Kineticist: +1/2 Level on Primary Element Class Skills.
   - Searing Flame: Searing Flame reduces enemy Fire Resistance.
   - Extended Range: Extend to 120ft, Burn 1.
   - Air Cushion: Constantly under Feather Fall, 1 SC Larger for determining wind.
   - Wings Of Air: Gain Fly Speed 60ft, Good (+4)
   - Elemental Whispers: Gain Air Familiar in mind, may manifest as creature.

- Mental Prowess: Can't accept Burn. Twice per day, may reduce WT Burn by 1.

- Overwhelming Power: +1 Atk & Dam / 3 levels on Kinetic Blasts.

- Gather Power: Move Action Burn -2, Full Round -3, FR + Move Burn -5.

- Infusion Specialisation: Combined Infusion Cost -3.

- Metakinesis:
   - Empower: 1 Burn
   - Maximise: 2 Burn

- Elemental Familiar:
   Jerboa (+4 Initiative) (Diminutive)

   AC: 23, Touch: 17, FF: 20 SR: 17

   HP: 69
   Str: 1 (-5)
   Dex: 16 (+3)
   Con: 8 (-1)
   Int:  11 (+0)
   Wis: 15 (+2)
   Cha: 3 (-4)
   
   Bite +13 (1d2-5)
   20ft
   Ref: +13, Fort: +9, Will: +7

   Acrobatics: +15
   Perception: +21
   Stealth: +27

   Alertness, Improved Evasion, Empathic Link, Speak With Master, SR


Inventory

Magic Item Slots:

Head: Of Protection From Evil
Headband:
Eyes:
Shoulders: Cloak Of Resistance +2
Neck: Natural Armour +2
Chest: Of Charisma +4
Body: Monk's Robe
Belt: Of Dexterity +4
Wrists:
Hands: Stonefist Gloves
Ring 1: Of Protection +2
Ring 2: Shield

Slotless: Cracked Green (Atk), Dusty Rose, Opulescent White Pyramid & Wayfinder, Cracked Dusty Rose Ioun


Complete Inventory:

Starting Wealth: 150k

- Belt Of Dexterity +4 (16k)
- Bodice Of Charisma +4 (16k)

- Monk's Robe (13k)
- Stonefist Gloves (10k)
- +2 Agile Handwrap (18,300)

- Cracked Green Ioun Stone (Atk) (4k)
- Dusty Rose Ioun Stone (5k)
- Cracked Dusty Rose Ioun Stone (500gp)
- Amulet Of Natural Armour +2 (8k)
- Ring Of Protection +2 (8k)

- Cloak Of Resistance +2 (4k)
- Ring Of Shield (4k)
- Opalescent White Pyramid & Wayfinder (2k)
- Earrings Of Protection From Evil (4k)
- Sleeves of Many Garments (200gp)

- Rope 50ft, Silk (10gp)
- Mirror (10gp)
- Traveler's Anytool (250gp)

End Wealth: 2,730
Total Weight:









Recruits:


Talyana "Talya" Nazoryn

Sex: Female
Race: Drow
Level: Oracle 9 (Divine Herbalist)

Talyana is a young (by Drow standards) Oracle who decided early in life that the Drow way was cruel, capricious and ultimately self destructive. Unusually for a Drow, she also decided that this was not desirable, and sought ways to change it, guided by what she felt was a higher power that called for peace and understanding. Predictably enough, this view of an idealistically cooperative society was frowned upon in the Underdark, and she was cast out of her high-born family who disowned her and her radical ideas. And by "cast out," she means "sold into slavery and forced to please one cruel master after another. After her latest owner took her on an ill-fated venture to the surface, Talyana was freed by the combined efforts of Alaya and her then-group of allied heroes. Talyana decided to follow Alaya in her studies, eventually latching onto the belief that Alaya herself was a physical avatar of the higher being's will on Golarion.

Whether that's true or not (it probably isn't), Talyana is dedicated to Alaya's service and shares her liberal beliefs about physical intimacy. Indeed, she seems to enjoy being sexually rewarded for effective and efficient acts, and is quick to be friendly and offer intimacy to most people they meet. Alaya did not create these ideas, of course - Talyana seems to have taken Calistria's more carnal beliefs to heart - but has certainly encouraged them simply by being her charismatic and overly affectionate self. Beyond the physical, Talyana is friendly and outgoing, always strives to see the best in people and is quick to try and find diplomatic solutions to problems...often trying to offer herself as a bartering chip where necessary. However, she knows that sometimes evil cannot be reasoned with, and in such events, she does her best to keep her friends and allies in fighting shape, even if it means sacrificing her own well-being.

Character Sheet

HP: 65
Str: 8 (-1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 20 (+5)

Attacks: Crossbow +10 / +5 (1d8 +1)

Tactics:
Lifelink + Lay On Hands = Constant Healing, use Cure Spells and Channel as necessary. Drop buffs where appropriate. Buff own AC if necessary.

AC: 22
TAC: 13
FFAC: 19
CMD: 18

Fort: +4
Ref: +6
Will: +6

Channel Energy: 5d6 (+10 on self) 9 / Day
Lay On Hands: 4d6 (+8 On Self) 8 / Day

Senses: Darkvision 60ft, Blindsense 30ft
Languages: Elven, Undercommon, Common (Spire)
Favoured Class: 2 x Drow (+1/2 Level for Curse),

Racial:
+2 Dex, +2 Cha, -2 Wis
Voice In The Darkness: Dim Light or Darker, +2 Intimidate & Stealth
Immunities: Immune Magical Sleep, +2 Vs Enchantment
Spell Resistance: SR 6 + CL (9) = 15
Keen Senses: +2 Perception
Stalker: May move through underground Difficult Terrain normally. Gain Nimble Moves as a BF.
Poison Use
Surface Infiltrator: Low Light Vision, no Darkvision or Light Blindness.

Trait: Exalted Of The Society

Oracle 1: Clouded Vision, Life Mystery (Herbalist Healers Way), Fey Foundling
Oracle 3: Life Mystery (Life Link), Extra Channel
Oracle 5: Extra Lay On Hands
Oracle 7: Mystery (Herbalist Master Healing Technique), Extra Revelation (Channel)
Oracle 9: Point Blank Shot

Clouded Vision: Can only see 60ft, Darkvision and Blindsense 30ft
Channel Energy: 5d6 (+10 on self) 3 + Cha / Day
Lay On Hands: 4d6 (+8 On Self) 3 + Cha / Day
Life Link: 9 Bonds, may end any number as a single Immediate Action

Skills:
Diplomacy (9) +16
Heal (9) +12
Knowledge Religion (9) +13
Profession Herbalist (9) +20

Master Herbalist: Competence Bonus Prof Herb = 1/2 Oracle Level, uses Cha instead of Wis. Can identify potions as if using Detect Magic, using Prof Herb instead of Spellcraft, can attempt after 1 round.

Healer's Way: Lay On Hands, but can't be used on Undead.

Master Healing Technique: Heals with Healer's Way, Free Action can Prof Herbalist to attempt to end ongoing condition. Failure by 5 or more causes target to become sickened for 1 round. 10 or more = Nauseated.
DC20 = Fatigued, Shaken, Sickened
DC25 = Dazed, Staggered
DC30 = Confused, Exhausted, Frightened, Nauseated
DC35 = Blinded, Deafened, Paralyzed, Stunned


Spells Known:
Level 0 (DC 15): 8
Level 1 (DC 16): 5 (8 / Day)
Level 2 (DC 17): 4 (7 / Day)
Level 3 (DC 18): 3 (7 / Day)
Level 4 (DC 19): 2 (5 / Day)

Level 0: Create Water, Dec Mag, Enhan Dip, Guidance, Light, Purify F&D, Read Magic, Stabilize
Level 1: CLW, Bless Water, Divine Favour (+3), Sanctuary, Shield Of Faith (+3), Bless
Level 2: CMW, Calm Emotions, Ironskin (+5), Shield Other, Weapon Of Awe
Level 3: CSW, Prayer, Bestow Curse, Summon Monster III
Level 4: CCW, Restoration, Blessing Of Fervor

Inventory

210gp

- +1 Light Crossbow (2,335gp): 1d8 +1, 19-20 / x2, 80ft
- +1 Breastplate (1,350gp): +7 AC, +3 Max Dex, -3 ACP
- +1 Buckler (1,155gp): +2 AC
- Circlet Of Charisma +2 (4k)
- Mnemonic Vestment (5k)
- Scroll Of Lesser Restoration (150gp)
- Scroll Of Silence (150gp)
- Scroll Of Dispel Magic (375gp)
- Scroll Of Invisibility Purge (375gp)
- Diamond Dust 100gp x2





Az'gregore "Gregore" Kragkhan

Sex: Male
Race: Half-Orc
Level: Paladin (Sacred Servant) of Ragathiel 8 / Bloodrager 1

Gregore, like many half-orcs, was not born of pleasant circumstances. His father was a marauding warlord to the north, and his mother was one of many human women who did not vacate their home village nearly quickly enough. The rest is easy to surmise, with Gregore's mother being kept as nothing more than a pet or a toy by her Warlord captor, and the young Gregore being treated like a slave to be used for the clan's amusement, fated to eventually die on the front lines as little more than cannon-fodder. Gregore was a rowdy child, even by orc standards, frequently getting into fights with his full-blooded siblings and their gaggle of thuggish lackeys. He didn't often win, granted, but he bloodied them enough to make it clear that if they wanted to grind his or his mother's face into the dirt, they would have a tough time doing it and walking away unscathed. That didn't stop the beatings, of course, but it at least gave them brief reprieves between them. Eventually, his mother lost what little patience she had and fled, the young Gregore stumbling along behind her as they escaped into the darkness. Alas, the escape was noticed, and it wasn't long before his father's dogs had brought his mother down.

They would have killed Gregore, too, had it not been for a passing Paladin of Ragathiel who saw the sordid affair unfolding and decided to get involved. After cutting down the vanguard of his father's hunting party, he spirited Gregore away and took him under his wing as a trainee Paladin of The Angel of Vengeance. Now, Gregore continues to hone his talents and sharpen his skills for the day when he inevitably meets his father in bloody, retributive combat, an act that Alaya - who met him on an investigation into orc raids to the north - has promised to assist him with...and after hearing of her own family troubles, Gregore has sworn to see her brother punished for his act of treachery, too. Whilst prickly and standoffish given his history and his treatment by others, Gregore has a strong moral compass and will often instigate conflict if he sees an injustice or an act of oppression of any kind. He is not celibate, like many Paladins opt to be, and controls his savage urges through regular...indulgences...though he is very rarely gentle about it. Despite his bestial blood calling to him, he has made it a point to be on the right side of conflict as often as he can, and will never knowingly help a tyrant or an oppressor against the downtrodden.

Character Sheet

HP: 100 (+18)
Str: 20 (+5)
Dex: 12 (+1)
Con: 14 (+2)
Int: 10 (+0)
Wis: 8 (-1)
Cha: 16 (+3)

Attacks:
+16 / +11 Butchering Axe (3d6 + 7)
+16 / +8 Butchering Axe PA (3d6 + 16)
+18 / +13 Butchering Axe Rage (3d6 +10)
+18 / +10 Butchering Axe Rage PA (3d6 + 19)

Tactics:
Rages as Free Action, takes turn, ends rage as Free Action. Optimistic Gambler gives 1d4+1 extra rounds of rage. End Rage, Swift Action, Lay On Hands to heal and remove Fatigue, enter rage, attack, end rage, repeat. Cast spells and heal as necessary via Mad Magic.

AC: 19 (+4) (-2 Rage)
TAC: 18
FFAC: 11 (+4)
CMD: 25

Fort: +14
Ref: +7
Will: +9 (+2)

Senses: Darkvision 60ft
Languages: Common, Orc
Favoured Class: (8 x HP)

Racial:
- +2 To One Stat (Str)
- Common & Orc
- +2 Intimidate
- Orc Ferocity: Once Per Day, below 0hp, may fight on for 1 round.
- Weapon Familiarity
- Darkvision 60ft
- Orc Blood


Trait: Optimistic Gambler (Morale Bonus Statuses last 1d4+1 extra round)

Bloodrager 1: Furious Focus
Bloodrager 1 / Paladin (SS) 2: Mad Magic (May cast spells while raging)
Bloodrager 1 / Paladin (SS) 4: Ferocious Tenacity (Damage to kill you, rounds of rage to negate)
Bloodrager 1 / Paladin (SS) 6: Ferocious Resolve (Gain Ferocity and +2 Intimidate During)
Bloodrager 1 / Paladin (SS) 8: Extra Rage
Bonus: Weapon Focus


Skills:
Perception +8
Survival +6
Spellcraft +8
Intimidate +12 (+2 Ferocity)


Bloodrage: 12 Rounds / Day, Free Action Start & End, +4 Morale Bonus Str and Con, +2 Will. -2 AC. Ends, fatigued 2 x Raged Rounds.
Bloodline: Elemental, 1d6 Fire Damage.
Fast Movement: +10ft Move Speed
Smite Evil: 2 / Day, Cha to Hit and Damage. AC = +Cha vs Target.
Detect Evil
Divine Grace: +Cha To Saves.
Lay On Hands: 7 / Day, 4d6, Removes Fatigued and Staggered. Channel Energy 4d6.
Aura Of Courage: Immune To Fear, Within 10ft +4 Vs Fear.
Divine Health: Immune To Disease
Domain: (Paladin -3) Destruction (Rage): Spells 1st: True Strike, 2nd: Shatter
      Destructive Smite (3 / Day): Melee, Morale Bonus on Damage = 1/2 Cleric (+2)
Divine Bond: Holy Symbol, select two of the following 8 mins:
      +1 caster level to any paladin spell cast
      +1 to the DC to halve the damage of channel positive energy when used to harm undead
      +1d6 to channel positive energy
      +1 use/day of lay on hands
Call Celestial Ally: Lesser Planar Ally, no cost or payment Once / Week.

Spells:
Level 1 (DC 13) (2+1): True Strike, Divine Favour (+1), Hero's Defiance
Level 2 (DC 14) (2+1): Shatter, Righteous Vigor, Ironskin


Inventory

1,135gp

Belt of Strength +2 (4k)
Necklace of Charisma +2 (4k)
White Pyramid Ioun Stone & Wayfinder (Butchering Axe) (2k)

+1 Butchering Axe (2,365gp): 3d6 Slashing, x3
+1 Banded Mail (1,400gp): +8 AC, +1 Max Dex, -5ACP





Master Zephyrian

Sex: Male
Race: Wyvaran
Level: Monk Unchained 9

Not much is known about Zephyrian's early life; he has been around for nearly a century, wandering the world to quietly hone his skills as a martial artist and to pass on both the discipline and teachings to the younger generation. Whilst not the most skilled martial artist in the world - in fact, he has deliberately avoided honing his combat skills until very recently - he has a great deal of wisdom that he enjoys sharing with the people around him. When he and Alaya met, he was very adverse to using his skills in a violent or aggressive manner, instead preferring to simply guide those who would use his skills to a better path. He taught Alaya the basics of martial arts when she came calling on his Dojo in The Spire, and once she had attained enough skill to find her own path forwards, he assumed that was the end of it. Flirtation notwithstanding, she was not looking for mastery...more augmentation to her current skills.

However, his pacifist streak ended when Alaya returned to him seeking assistance; a local orphanage had suffered a break in, and several children had been taken hostage by unknown assailants. After some discussion, Alaya was able to convince him that it was possible to use his skills to help people more directly and that strict, rigid pacifism would only make certain situations worse. That it was better to bloody his hands in conflict than it was to allow innocents to lose their lives for his ideals. He joined her on her quest to return the children to their home, and along the way realised how rusty his skills had become. When the battle was done, he resolved to hone his skills further to be able to apply his wisdom in who and where and what to protect, joining Alaya's household to better learn from her own passionate sense of moral judgement; a true master, after all, recognises that even sometimes the student can be the teacher. The fact that Alaya had been able to seduce him into satisfying his baser impulses with her was also a small consideration.

Character Sheet

HP: 90
Str: 10 (+0)
Dex: 20 (+5)
Con: 12 (+1)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 8 (-1)

Attacks (count as magic, silver and cold iron):
+16 / +16 / +11 Flurry (1d10 +5)
1 Ki Point = +16 (1d10 +5)

Tactics:
Flurry Of Blows. First Attack: Leg Sweep, Trip Opponent. Provokes two AoOs. Continue to attack or switch targets depending on situation, attempting to maximise Hammer The Gap damage. Uses Barkskin to buff AC and Wholeness to regenerate HP. Pummeling Style adds up all unarmed damage before applying DR.

CMB: +16 (+5 Trip)

Stunning Fist 9 / Day: DC 17, Stunned or Fatigued.
Ki Pool: 7 / 7

AC: 22 (+3 AoO, +4 Defensive Spin, +4 Barkskin)
TAC: 21 (+3 AoO +4 D Barkskin)
FFAC: 16 (+4 Barkskin)
CMD: 29 (+4 Vs Trip)

Fort: +8
Ref: +11
Will: +6 (+2 Enchantment)

Speed: 60ft, Fly 30ft (Average)
Senses: Darkvision 60ft
Languages: Common, Draconic, Elven, Orc
Favoured Class: 7 x HP, 2 x SP

Racial:
- +2 Dex, +2 Wis, -2 Int
- Type: Dragon
- Immune To Magical Sleep and Paralysis
- Common & Draconic
- Flight: Fly 30ft Average (0)
- Evasive Manoeuvrers: Start with Average Fly, +2 AC and Dodge Vs Siege Weapons.


Trait: Valknar Alumnus (Trip)

Monk 1: Improved Unarmed Strike, Combat Reflexes, Stunning Fist, Weapon Focus US
Monk 2: Deft Maneuvers
Monk 3: Pummeling Style
Monk 4: Barkskin
Monk 5: Vicious Stomp, Defensive Spin
Monk 6: Dodge / Mobility, Wholeness Of Body
Monk 7: Greater Trip
Monk 8: Insightful Wisdom
Monk 9: Hammer The Gap, Leg Sweep


Skills:
Fly +17
Intimidate +11
Knowledge History +14
Perception +15
Sense Motive +15
Stealth +17

Improved Evasion (Failed Save, Half Damage, successful save, no damage)
Fast Movement: 30ft
Ki Powers:
   – Qinggong Power, Barkskin: 1 Ki Point, +4 Natural Armour 90 mins
   – Wholeness Of Body: 2 Ki Points, Standard Action, 1d8 + 9 Healing.
   – Insightful Wisdom: 2 Ki Points, Immediate Action, Ally within 30ft rerolls Attack or Save
Purity Of Mind: +2 Vs Enchantment
Purity Of Body: Immunity to disease (supernatural and natural)
Style Strike: One style strike per flurry.
   – Defensive Spin: +4 Dodge AC Vs Target
   – Leg Sweep: Normal Damage, gain free Trip Attempt, no AoO.


Inventory

1,900gp

+2 Dex (4k)
+2 Int (4k)
+1 Bracers Of Armour (1k)
Amulet Of Agile Fists (4k)
Masterwork Handwraps (300gp)





Mylaea Endyran

Sex: Female
Race: Elf
Class: Promethean Alchemist 9

Mylaea never talks about her history or her origins, instead preferring to live in the moment with her tinkerings and discoveries. All that people seem to know is that she came from an Elven conclave somewhere to the west, and struck out on her own when her home became too small to contain her curiosity and wanderlust. For the next half a century, she seems to have meandered this way and that with little plan or goal in mind, only to eventually settle in The Spire when dragged there by an old friend; she came to the Padishah court decades ago to show off her moving marvels to the Emperor, and found an enthusiastic and curious young woman eager to find out how she'd done it. After many late night conversations, demonstrations and - eventually - nights of passion, Mylaea eventually moved on to find something new to wonder about. Many years later, she and Alaya met up again whilst the latter was investigating a mysterious explosion in the hills near a small village. It turned out that Mylaea's latest workshop had caught fire after being attacked by some local bandits, and she was in the market for a new place. Luckily, Alaya had just the place where she could practice her art in peace!

Mylaea is...odd. That's the first thing most people notice about her, and often is the thing that is closest to anybody's mind. She's intelligent and friendly enough, of course, and has an effervescent, permanently bubbly personality that almost infects everybody around her with her optimistic enthusiasm. Her boundless curiosity is almost endearing, as much as it often gets her into trouble, and she seems to look at the world through a different lens than most people. She isn't childish or child-like in any way, shape or form; she's clearly one of the most clever people that you'll ever meet. She just looks at the world through a somewhat skewed angle, asking questions that are sometimes keen in their insight...and sometimes make no sense whatsoever. She spends a great deal of time tinkering in her laboratory, seemingly less interested in potions and poultices than she is in the inner workings of mechanical contraptions and how they work. She has an active sex drive, too, though she seems to view it more as a curiosity to be experimented with than something driving her towards a specific goal. Her Homunculus companion, Alfin, seems all too eager to help her in all of her experiments, however.

Character Sheet

HP: 77
Str: 8 (-1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 20 (+5)
Wis: 12 (+1)
Cha: 10 (+0)


Attacks:
Crossbow +10 / +5 (1d10)

Tactics:
Mylaea relies on buffing and preparation to be useful in combat, supporting her allies from afar by supplying extracts and spell effects. The main combatant is her Homunculus, Alfin, who uses her natural attacks and extracts prepared by Mylaea to protect her mistress and her friends from harm.

CMB: +9

AC: 20 (+4 Barkskin, +4 Shield, +3 Reduce Person, +2 Cat's Grace)
TAC: 13
FFAC: 17
CMD: 18

Fort: +7 (+6 Vs Poison)
Ref: +9
Will: +4 (+2 Enchantment)

Speed: 30ft
Senses: Darkvision
Languages: Common, Elven, Draconic, Dwarven, Infernal, Sylvan
Favoured Class: Alchemist, 5 x HP, 4 x Elf


Racial:
- +2 Dex, +2 Int, -2 Con
- Elven Immunities: Immune Magical Sleep, +2 Vs Enchantment
- Blended View: Darkvision 60ft
- Fey-Sighted: Detect Magic as constant SLA, Caster Level = Character Level
- Crossbow Training: Can reload L. Crossbow as Free, H. Crossbow as Move.

Trait: Pragmatic Activator

Alchemist 1: Precise Shot, Promethean Disciple
Alchemist 2: Infusion
Alchemist 3: Improved Initiative
Alchemist 4: Chameleon
Alchemist 5: Skill Focus (Craft Alchemy)
Alchemist 6: Material Mastery
Alchemist 7: Extra Traits (Patient Calm, Artisan)
Alchemist 8: Spell Knowledge (Shield)
Alchemist 9: Rapid Reload (H. Crossbow)


Skills:
Craft Alchemy +24 (+9)
Disable Device +15
Heal +13
Knowledge Arcana +17
Knowledge Nature +17
Perception +13
Spellcraft +17
Stealth +16
Use Magic Device +17


Discovery:
   – Promethean Disciple: Craft Construct, uses Craft Alchemy
   – Infusion: Allows others to use Extracts
   – Chameleon: +4 Stealth Check (+8 at Level 10)
   – Material Mastery: Extract of same school and level of spell, reduce -5 to -2 when Crafting.
   – Spell Knowledge: Shield as 2nd Level Extract
Poison Use
Swift Poisoning

Extracts:
1st = 7 / Day
2nd = 5 / Day
3rd = 4 / Day

1st: CLW, Enlarge Person, Reduce Person, Heightened Awareness, Comprehend Languages, Crafter's Fortune, Expeditious Retreat, Endure Elements, Negate Aroma

2nd: Barkskin, Invisibility, Bull's Strength, Cat's Grace, Shield

3rd: Channel Vigor, Heroism, Water Breathing, Displacement

Homunculus Companion: Alfin

Size: Medium
HP: 57 (7d10 +7)
Speed: 30 ft, fly 40 ft (Average)
AC: 23 TAC: 13 FFAC: 20
SR: 20 (11 + Master's Alchemist Level)
Attack: Bite +11 (1d6 +4 Plus Poison) +12 2x Claws (1d6 +4)
Ability Scores Str 18 (+4), Dex 16 (+3), Con —, Int 10 (+0), Wis 12 (+1), Cha 7 (-2)
Saves: Fort: +2 Reflex: +5 Will +3
SQ: Darkvision, Low-Light vision, Poison (1 / Minute 60 Minutes, Sleep, DC15, Cure 1 Save), Sympathetic Alchemy, Telepathic Link (1,500ft), Proficient Simple Weapons, Evasion, Speech (Common) Spell Resistance, Toughened Hide (+1000gp)
Feats: Light Armour Proficiency, Improved Natural Armour, Improved Natural Weapon, Weapon Focus Claw
Languages: Common (can’t speak).
Equipment: +1 Chain Shirt
Skills: Craft Alchemy +5, Perception +11, Fly +13


Inventory

590gp

Headband of Int (4k)
Alchemist's Lab (200gp)
+1 Llamelar Leather (1,210 gp): +5 AC, +3 Max Dex
+1 Chain Shirt (1,250 gp): +5 AC, +3 Max Dex (Homunculus)
+1 Buckler (1,155) x2
Crossbow, Heavy (350gp): 1d10, 19-20 x2, 120ft, Free Reload

– Poppet (Tiny) (1,160gp)
   – Poppet: 310
   – Athletic: 200
   – Swimming: 400
   – Scaling: 400
   – Agile: Stealthy 200
   – Nimble: 400
   – Fleet Poppet 250
      Str 8, Dex 18, Con – , Int – , Wis 5, Cha 1
      HP 5, AC 16
      Speed 30ft, Climb 20ft, Swim 20ft
      Stealth +12





Fenlyria "Fen" Artemisia

Sex: Male
Race: Musetouched Aasimar
Class: Bard 9

The scion of a defunct noble house from the Riverlands, Fenlyria doesn't tend to look back very often. His early life, due to his lack of traditional masculine traits was full of abuse and tyranny at the hands of his domineering father, which was only broken on the odd occasion he went off to fight another neighbouring lord for another square foot of land or so. Therefore, when his house was eventually conquered by his various rivals due to his father's belligerence and warmongering, it couldn't come a moment too soon; as soon as the writing was on the wall and his father was looking the other way, Fen set out to discover both himself and the world beyond the riverlands, not once looking back at the smouldering ruins of his "noble heritage."

At his core, Fen likes nothing more than entertaining people, dragging his fans aside for some intimacy, then rolling around in large amounts of treasure pretending that he's a dragon. He's used to the finer things in life and always loves indulging, though he isn't selfish or greedy. In fact, he's generous to a fault, very quick to offer money or generosity to those in need and always willing to offer a helping hand. His biggest love, however, is dancing and provoking emotions and rapture in those watching. He is happiest when he is on stage in the middle of the limelight, basking in the adulation of him simply being him. And for those he deems cute enough...he is always willing to give them a private performance or two, if they can keep up with his seemingly limitless reserves of energy.

Character Sheet

Init +10; Senses darkvision 60 ft.; Perception +9
AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +3 Dex)

hp 68 (9d8 + 18)
Fort +7, Ref +11, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Resist acid 5, cold 5, electricity 5
Speed 30 ft

Melee longspear +6/+1 (1d8/x3)
Special Attacks bardic performance 30 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +5, inspire courage +4, inspire greatness, suggestion)

Spell-like Abilitites (CL 9th; concentration +13)
1/day - glitterdust (DC 16)

Bard Spells Known (CL 9th; concentration +13)
3rd (4/day) - charm monster (DC 17), haste, mass feather step, purging finale
2nd (5/day) - gallant inspiration, shamefully overdressed (DC 16), versatile weapon
1st (6/day) - charm person (DC 15), grease (DC 15), liberating command, saving finale, vanish
0 (at will) - ghost sound, mage hand, mending, message, prestidigitation, sift
Masterpieces (DC 18) - dance of captivating desire

TACTICS
Before Combat If aware of combat in the immediate future, Fen casts mirror image on himself.
During Combat Unless in immediate reach of an enemy or otherwise in immediate danger, Fen uses his standard action to cast haste on the party and activates inspire courage as a move action by dancing. Cast versatile weapon for allies as necessary, stay out of melee. On second turn, cast mirror image if it isn't already up. Support party with saving finale, liberating command, and purging finale, all of which can be used as immediate actions. Conserve spells. Vanish is a last resort that will end a dancing-based inspire courage. Can also be cast on allies to get them out of a tight spot.

Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 19
Base Atk +6; CMB +5 (+9 to dirty trick, disarm, reposition, steal, and trip); CMD 19

Feats Extra Performance, Flagbearer, Grand Performer, Improved Initiative, Master Performer
Traits Reactionary, Strength of the Sun

Skills Bluff +18, Diplomacy +18, Intimidate +18, Knowledge (arcana) +13 (5 ranks), Knowledge (dungeoneering) +13 (5 ranks), Knowledge (local) +13 (5 ranks), Knowledge (nature) +13 (5 rank), Knowledge (planes) +13 (5 ranks), Knowledge (religion) +13 (5 ranks), Linguistics +5 (1 rank), Perception +12 (9 ranks), Perform (dance) +18 (9 ranks), Perform (keyboard) +18 (9 ranks), Perform (sing) +18 (9 ranks), Sense Motive +18, Stealth +11 (5 ranks), Spellcraft +13 (9 ranks)

Languages Common (Taldane), Celestial, Kelish
SQ bardic knowledge +4, lore master 1/day, versatile performance (keyboard, sing)
Gear longspear, +2 chain shirt, cracked dusty rose ioun stone, cloak of resistance +2, ring of protection +1, flag, weapon cord, 4,534 gp, 9 sp






Kahria

Sex: Female
Race: Half-Orc (Almost Human)
Class: Hunter 9

Kahria has been alone for most of her life, that she can remember. She vaguely recalls images and shapes of a time before memory, of a family, of a tribe, but those are all they are; whispers of a dream half-remembered from a time before waking. Her first clear memories are riding Spirit across the dunes of the Kelesh deserts, searching for water and what little game might be found so that she can survive another day in the inhospitable wilds of the vast, arching dunes. Though she can't explain why she didn't venture into the villages that dotted the landscape accurately, she does know that she was aware from an early age that such a thing would be bad. She knew not how she knew it or where she heard it from, but she knew it as surely as she knew the shifting of the sands and the burning of the sun. Spirit was the only companion she needed, really, and she lived her life day to day, acting on impulse and instinct to survive. That was, of course, until she met Alaya and Hadrhune traveling incognito across the desert.

Kahria stumbled upon them being set upon by mysterious cloaked assassins, and using the logic that those who were just had no need to hide their identities, she intervened. Alaya being the force of personality she is, she was convinced to help them leave the desert in one piece...and by the time it came to bid each other farewell, Kahria found herself accepting Alaya's invitation to accompany them to lands further afield. Now, Kahria isn't the type to plan; she acts on impulse and instinct, letting her gut reactions, her honed intuition tell her the best path forwards. If she needs something, she takes it. If she wants something, she pursues it. She is not subtle or circumspect in any way, shape or form; she is about as up front and direct as a woman can get, because life in the desert does not often reward hesitation or uncertainty. Much to her delight, however...Alaya is much the same way, following her passions wherever they blow her. Maybe that's why the pair of them...get along...so well!

Character Sheet

Init +6; Senses darkvision 60 ft., Perception +13
AC 19, touch 14, flat-footed 13 (+5 armor, +4 Dex)

hp 62 (9d8 + 9)
Fort +7, Ref +11, Will +5
Speed 30 ft.

Melee cestus +10 (1d4+2/19-20/x2)
Ranged +1 adaptive orc hornbow +10/+10/+5 (2d6 + 3/x3) or +1 adaptive orc hornbow +12/+7 (2d6 +3/x3)
Special Attacks animal focus (9 minutes/day)

Hunter Spells Known (CL 9th; concentration +10)
3rd (3/day) - fickle winds, greater magic fang, mass feather step, strong jaw
2nd (4/day) - barkskin, carry companion, stone call, versatile weapon
1st (6/day) - abundant ammunition, aspect of the falcon, gravity bow, heightened awareness, resist energy
0 (at will) - create water, guidance, know direction, light, purify food and drink, stabilize

Str 14 Dex 18 Con 10 Int 8 Wis 13 Cha 13
Base Atk +6; CMB +8 (+10  to dirty trick, disarm, reposition, steal, trip); CMD 22

Feats Clustered Shots, Coordinated Shot (bonus), Enfilading Fire (bonus), Genie-Touched Companion, Improved Spell Sharing (bonus), Keen Scent, Manyshot, Precise Shot (bonus), Rapid Shot, Weapon Focus (bows) (bonus)
Skills Climb +6 (1 rank), Craft (arrows) +5 (3 ranks), Handle Animal +13 (9 ranks), Heal +8 (4 ranks), Intimidate +8 (4 ranks), Knowledge (geography) +6 (4 ranks), Knowledge (nature) +6 (4 ranks), Linguistics +1 (2 ranks), Perception +13 (9 ranks), Ride +16 (9 ranks), Stealth +16 (9 ranks), Survival +8 (4 ranks) (+12 following tracks), Swim +6 (1 rank)

Traits Almost Human, Reactionary
Languages Auran, Common (Taldane), Kelish, Orc
SQ animal companion, hunter tactics, improved empathic link, nature training, swift tracker, wild empathy +10, woodland stride
Gear +1 adaptive orc hornbow, cestus, +1 mithril chain shirt, 60 arrows, 6 pheromone arrows, cloak of resistance +1, cracked opalescent ioun stone, efficient quiver, hunter's kit, wayfinder, 11 gp, 7 sp, 5 cp

TACTICS
Pre-combat Cast barkskin, using improved spell sharing to split the duration between Huntress and Animal Companion. Cast heightened awareness on self. Animal Companion should be using Animal Focus at all times, with appropriate foci for the situation. Cast greater magic weapon on animal companion as well, giving all natural attacks a +1 enhancement bonus. If aware that combat is imminent, cast aspect of the falcon and gravity bow.

Combat Use heightened awareness to get bonus on Initiative when combat begins. Use Animal Focus to boost Strength and Dexterity unless the situation calls for a different Focus. If the party is having trouble attacking a specific enemy that the Huntress could attack, she prioritizes attacking them; otherwise, she prioritizes taking down soft targets, letting the hard-hitters target the tougher targets. Do not use Deadly Aim and Rapid Shot constantly, only where appropriate. If the Huntress or the party are having trouble with an enemy that heavily relies on weapon or spell attacks that use ranged attack rolls, apply fickle winds. Steed should only take one move action a turn, unless the Huntress is casting a spell that turn. If case of boss monster encounters, use a pheromone arrow to boost attack and damage (Huntress has scent, and therefore increases attack and damage by +2 against targets marked with a pheromone arrow). If down to last pheromone arrow, cast abundant ammunition before using it.

Assumed Buffs: Animal Focus (Bull, Tiger), barkskin (45 minutes per cast), heightened awareness (90 minutes per cast)
Init +12; Senses Perception +15
AC 25, flat-footed 19, touch 16
Ref +13
Melee cestus +12 (1d4 +4/19-20)
Ranged +1 adaptive orc hornbow +12/+12/+7 (2d6 + 5/x3) or +1 adaptive orc hornbow +14/+9 (2d6 +5/x3)
Str 18, Dex 22
CMB +10 (+12 to dirty trick, disarm, reposition, steal, trip); CMD 26
Skills Climb +8, Knowledge (geography) +8, Knowledge (nature) +8, Perception +15, Ride +18, Stealth +18, Swim +8


"Spirit," Genie-touched (Zefaheen) Shissah Animal Companion
TN Large animal
Init +7; Senses desert senses, sand sense, Perception +9
AC 26, flat-footed 19, touch 16 (+7 Dex, +10 natural armor, -1 size)

hp 66 (8d8+18)
Fort +9, Ref +13, Will +6 (+10 vs enchantment, +8 vs illusions)
Resist electricity 10

Speed 60 ft
Melee bite +12 (1d8+5) and 2 hooves +10 (1d4 + 2)
Space 10 ft; Reach 5 ft.

Str 21, Dex 24, Con 16, Int 3, Wis 14, Cha 10
Base Atk +6; CMD +12 (+14 with); CMD 29 (33 vs tripping)
Feats Combat Reflexes, Coordinated Shot (bonus), Diehard, Endurance, Enfilading Fire (bonus), Improved Spell Sharing (bonus), Iron Will, Multiattack (bonus)
Skills Acrobatics +11 (1 rank), Perception +9 (4 ranks) (+18 in desert environments), Stealth +11 (1 rank), Survival +4 (2 ranks) (+12 in desert environments)

SQ animal focus, desert dweller, desert walker, devotion, easily trained, evasion, share spells, tricks (attack [2], come, defend, down, guard, heel, hunt, rescue, stay, track, and work), woodland stride
Languages Auran, Kelish (cannot speak)
Gear feed (5), military saddle

Assumed Buffs: Animal Focus (Bull, Tiger), barkskin (45 minutes per cast), greater magic fang (9 hours)
Init +9
AC 32, flat-footed 23, touch 18
Ref +15
Melee bite +15 (1d8+8) and 2 hooves +13 (1d4 + 4)
Str 25, Dex 29
CMB +14 (+16  to dirty trick, disarm, reposition, steal, trip); CMD 33 (37 vs tripping)
Skills Acrobatics +13, Stealth +13







Holdings:

Theatre Troupe:
Small drama and arts theatre, 8,000gp Invested. Fenlyria likes to help out and is often the star of their dance-orientated shows.

Large Noble Villa [24k + 4k Locks, Windows & Doors]

Noble Villa


Staff:
1 Valet, 1 Head Maid, 1 Head Chef, 5x General Servants, 6 x Level 1 Guards, 3 x Level 3 Guards, 1 x Level 5 Guard Captain




First Floor:




Kitchen, Dining Room, Common Room, Ballroom, Private Bar, Training Hall





Gardens

Integrated Outdoor / Indoor Pool, Lush Gardens & Groundskeeper Shed, Summer Bath-House, Picnic Pagoda, Exotic Greenhouse, Guardhouse & Training Yard, Dressage / Archery / Outdoor Event Field, Outdoor Plaza





Basement




Secret Treasure Room, Magical Laboratory, Wine Cellar




Second Floor




Library, Reading Room, Study, “Private Entertainment” Room





Third Floor



Master Bedroom, Bathing Room, Hardrhune's Room, Cohort's Rooms, Guest Quarters, Servant's Quarters


Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Vergil Tanner

THERE we go, holy fuck. @_@

That took so goddamn long. I hope people like it and that it's ok! <3 Let me know if there are any issues. <3
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Zaer Darkwail

*jaw hitting the floor*

Damn, that's quite a post both your recruits and the noble villa!

Callie Del Noire


Vergil Tanner

That's why it took so long xD I had to basically build four more level 9 characters xD I'm grateful to IDK for taking Fenlyria and Kahria off my hands from a mechanical perspective. I still wrote their basic overview, but IDK helped a lot dealing with their builds. xD A lot of maths was involved in getting the theatre troop to the point where it could support the household staff without me having to fiddle around with pennies every IG day xD

But yeah, that's...all done. Of course, any of Alaya's friends are welcome to drop by the mansion any time they feel like it! And if people want to discuss connections between their characters any of her Recruits that catch your eye, I am MORE than happy to do that! They'll be played by the GM in combat (hence the Tactics section indicating how the build is intended to work) but Roleplayed by me and IDK out of combat. So if you want some connections and relationships with them, just hit me and IDK up and we can talk <3
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Blinkin

Seemed a little short,  Maybe a little more thought on her views? ;(
"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.

Vergil Tanner

More thought on whose views about what? You've lost me >.>
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Blinkin

Quote from: Vergil Tanner on March 14, 2021, 10:19:16 AM
More thought on whose views about what? You've lost me >.>

And, an other attempt at humor falls 60 stories to the sidewalk far below... followed by a safe... and piano... and the lounge lizard playing the piano.

When will I ever learn to just not try in threads?
"I am a Southern Gentleman, which means that I'm a rogue and a scoundrel. When I'm not kissin' the hands of married women, I'm slipping off their wedding rings."
My Ons' & offs'
Absenses & Apologies (Updated 3/02/23)
Blinkins' Thinkin's (Story Ideas)
Yes, I really am blind.
Being Literate is the ability to read and understand a language. When you ask for literate, what you are looking for is Verbosity, which is the ability to use lots of words without actually saying very much... like politicians. I consider myself both literate and verbose.