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Pathfinder 1E [Canceled] Pathfinder: Giantslayer

isidorus

Explorer
Supporter
Saran Beastman Witch

Race[sblock]
Race: Beastman
Type: Humanoid (human) 0 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Human 0 rp
None
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Natural Armor 2 rp
Feat and Skill Racial Traits:
Flexible bonus feat 4 rp
Skilled 4 rp
Magical Racial Traits:
Fell Magic(EX) 3 rp
Movement Racial Traits:
None
Offense Racial Traits:
Natural Attack:Hoof 1 rp
Senses Racial Traits:
Low Light Vision 1 rp
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp
[/sblock]
Character
[sblock=Option]


NFORMATION
Name: Saran
Player: Isidorus
Race: Beastman
Class: Witch 1
Level: 1
Alignment: Chatoic netural
Languages: Common
Deity: None
Size: Large
Gender: Male
Age: 21
Height: 6'-0"
Weight: 185#
Hair Color: Black
Eye Color: Green
Skin Color: Medium

ABILITIES
Str: 10 +3 (0 points)
Dex: 12 +2 (2 points +2 racial)
Con: 10 +2 (2 points)
Int: 12 + 4 (5 points +2 racial)
Wis: 10 +2 (2 points)
Cha: 8 +0 (0 points)

COMBAT
HP: 8 [d6, +2 Con]
AC: 13 [10 base, +2 Dex, +1 natural]
AC Touch: 12 [10 base, +2 Dex]
Flatfooted: 14 [10 base, +1 natural]
Init: +2 [2 Dex]
CMB: +0 [0 BAB, ]
CMD: 12 [10 base, +2 Dex]
Fortitude: +1 [0 base +1 Con]
Reflex: +2 [0 base, +2 Dex]
Will: +3 [2 base, +1 Wis]
Speed: 40'

WEAPON
Melee dagger +0 (1d4/19-20) BAB +0
quarterstaff +0 (1d6) BAB +0
hooves -5 (1d4)


SPECIAL ATTACKS
hexes (evil eye, healing, slumber)

Spell-Like Abilities (CL 1st; concentration +0)
1/day—bleed (DC 12), chill touch (DC 13), detect poison, touch of

fatigue (DC 12)

ARMOR
None

RACIAL
Abilities: +2 INT, +2 DEX -2 CHA
Base Speed: 30'
Favored: Witch
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail
Natural Armor +1
Natural Attack: Hoof 1d4
Extra Skill point per level
Fell Magic

CLASS: Witch

Witch Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, inflict light wounds (DC 15)
0 (at will)—bleed

(DC 14), light, spark[APG] (DC 13)


Armor/Weapons: All simple weapons


FEATS
Extra Hex[APG]
Extra Hex[APG]


TRAITS

Magical Lineage (Acid Arrow) A chosen spell counts as 1 level lower when metamagic feats are applied to it


PATRON
Shadow

SPECIAL ABILITIES

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (6 rounds, DC 13) (Su)

Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).

Familiar Bonus: +3 to Appraise checks.
You gain the Alertness feat while your familiar is within arm's reach.

Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.


Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Slumber (1 round, DC 13) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg)

DRAWBACK
None

SKILLS 6 [2 base, +3 Int, +1 human]
Acrobatics -1 [ +2 DEx -3 ACP](-5 to jump)
Appraise +3 [+3 int]
Bluff +0 [ 1 rank -cha]
Climb - 3[-3 ACP]
Heal +5, [1 rank, +3 class skill =1 wis]
Intimidate +3, [1 rank, +3 class skill -1 cha]
Perception +2, [1 rank, = 1 wis]
Spellcraft +7, [1 rank, +3 class skill +3 Int]
Stealth -1 [0 ranks +2 DEx -3 ACP]
Survival +2 [1 rank, = 1 wis]

CARRYING CAPACITY
Light: 33#
Medium: 66#
Heavy: 100#

EQUIPMENT
Artisnas's Outfit (0gp, 0#, worn)
Backpack (2gp, 2#, back)[ bedroll 10 candles, 5 days trail rations]
Belt pouch (1 gp) [flint and steel 9 1 gp)
Total (8gp, 47#, light)



FINANCES: 18 gp

Appearance: Saran is a humanoid with a satyr like appearance. He has long black hair hangs down over hos bewitching green eyes. He wear a cloak to hide his hoffed feet. Although he has a intimidating appearance Saran is a little introverted.

Background: Saran's mother was a Witch that consorted with all matter of beings in the spirit world. He gets his appearance from his unknown father and possible hag lineage of hos mother. He inherited his magical ability from his Mother and learned all he could. One day as he was collecting herbs for his mother Saran saw a explosion near his home. He ran home to find a fiendish monster that he fought and barely killed. His world turned upside down he retreated to a older town and set up shop as a procurer of healing remedies, until his appearance got around and he was driven from the town. Since then he has traveled the inner sea looking for work with any groups that would pay him.


[/sblock]
 

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Shayuri

First Post
A work in progress so y'all can see where I'm going, and I can work on it easily from anywhere.

[sblock=Niraya]
Female Sakaniyani Synthesist Summoner 1
Alignment: Neutral
Languages: Common

[sblock=Appearance]
acye7l.jpg
[/sblock]

Statistics
Str: 08 (-1)
Dex: 16 (+3) 5
Con: 12 (+1) 2
Int: 10 (+0)
Wis: 10 (+0)
Cha: 16 (+3) 5

Hit Points: 9
Armor Class: 16 (10 + 3 Dex + 1 size + 2 armor)
Initiative: +3
BAB: +0
CMD: +1
Speed: 30'

Saves
Fort: +1
Reflex: +3
Will: +2

Trait:
- Campaign
- Soaring Sprinter (+2 acrobatics to keep balance or jump; Acrobatics is class skill)

Feats
1 Point Blank Shot

Class Abilities: Synthesist Summoner
Proficiencies: Light armor, Simple weapons
Cantrips
Eidolon
Fused Link (caster can sacrifice HP to prevent damage to it)
Summon Monster 1 (Std action, 3+3/day)

Racial Abilities
Small Fey
+2 Dex, +2 Cha, -2 Str
Low Light Vision
Spell Resistance: 11+lvl (3RP)
Fey Damage Resistance: 5/cold iron (3RP)
Stalker: Stealth and Perception are always class (1RP)
Climb Speed 20 (2RP)
Jumper: Always running for jumping purposes (2RP)
Treespeech (2RP)

Skills
Acrobatics +7 (1 rnk + 3 dex + 3 class)
Stealth +11 (1 rnk + 3 Dex + 3 class + 4 size)

Languages: Common, Sylvan

Spellcasting (Summoner CL2, DC13)
Spell slots
1 - 2

Known
0 Acid Splash, Guidence, Mage Hand, Light
1 Shield, Rejuvenate Eidolon

Weapons
Spear (small), +0 to hit, 1d6-1 dmg, 20' (+4 to hit thrown), 2gp

Armor
Leather, AC +2, 10gp

Equipment
Backpack, 2gp
Belt pouch, 1gp

Money 5gp [/sblock]

[sblock=Eidolon Form]
Medium Bipedal Outsider
Temp HP: 11
AC 15
Fort +3 Ref +1 Will +2
Move 30
Init +1
Str 18, Dex 12, Con 13
Special Qualities
- Darkvision 60'
- Share Spells

Attacks
- Claws, +5/+5, 1d4+4/1d4+4

Evolutions (3ep)
Limbs
- Arms (free)
- Legs (free)
Claws (free)
Ability Increase (Str), 2
Improved Natural Armor, 1
[/sblock]

[sblock=Race: Sakaniyani]
RP: 15 (Advanced)
Small (0RP)
Fey (2RP)
+2 Cha, +2 Dex, -2 Str (Std 0 RP)
Languages: Common, Racial + 7 w/Int (std 0RP)

Spell Resistance: 11+lvl (3RP)
Fey Damage Resistance: 5/cold iron (3RP)
Stalker: Stealth and Perception are always class (1RP)
Climb Speed 20 (2RP)
Jumper: Always running for jumping purposes (2RP)
Treespeech (2RP)[/sblock]
 
Last edited:

Scotley

Hero
Okay, here's my attempt at a Lupin Brawler for your approval. I will get the background and appearance stuff typed in before the weekend is out. He's a little weak at first level, but should come into his own when he get flurry of blows next level.

[sblock=Race]
Race: Lupin
Type: Monstrous Humanoid (3 rp) Monstrous humanoids have the darkvision 60 feet racial trait.
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Advanced (4 rp) (+2 str, +2 con, +2 dex, -2 cha, +4 wis)
Languages: Standard 0 rp
Racial Traits: Hardy (3 RP) Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Ability Score Racial Traits: None
Defense Racial Traits: Natural Armor +1 (2 rp)
Magical Racial Traits: None
Movement Racial Traits: None
Offense Racial Traits: None
Senses Racial Traits: None
Weakness Racial Traits: None
Other Racial Traits: Moon-Touched Damage Resistance (3 RP) Members of this race gain DR 5/silver.
Total: 15 rp

These humanoids are believed to be the result of hybrid lycanthrope forms breeding true. The Lupins are not shape changers, but seem fixed in a state not quite beast and not quite man. They are humanoid in form with powerful bodies covered in thick canine fur with the heads reminiscent of a large dog or wolf though without powerful jaws and sharp teeth for an animal bite. Fur color is typically gray or black though patches of white are fawn are sometimes seen. They are somewhat shorter than humans and not quite as heavy. They possess the innate strength of lycanthropes with unusual durability and their thick coats providing natural armor and they have a resistance to normal weapons, though like lycanthropes they are vulnerable to silver. They possess an innate wisdom, but their fearsome bestial appearance is off-putting to others limiting their social acceptance.
[/sblock]

[sblock=CHARACTER INFORMATION]
Name: Calder
Player: Scotley
Race: Lupin
Class: Brawler
Level: 1
EXP: 0
Alignment: Neutral Good
Languages: Common
Deity: None
Size: Medium
Gender: Male
Age: 21
Height: 5'-8"
Weight: 150#
Fur Color: Charcoal Gray
Eye Color: Brown
ABILITIES
Str: 16 +3 (5 points, +2 racial)
Dex: 13 +1 (1 points+2 racial)
Con: 14 +2 (2 points, +2 racial)
Int: 10 0 (0 points)
Wis: 14 +2 (0 points +4 racial)
Cha: 10 +0 (2 points, -2 racial)

COMBAT
HP: 13 [d10, +2 Con, +1 FC]
AC: 15 [10 base, +1 Dex, +3 armor, +1 natural]
AC Touch: 11 [10 base, +1 Dex]
Flatfooted: 14 [10 base, +3 armor, +1 natural]
Lupins gain DR 5/silver.
Init: +1 [+1 Dex]
CMB: +4 [1 BAB, +3 Str]
CMD: 15 [10 base, +1 BAB, +3 Str, +1 Dex]
Fortitude: +4 [2 base, +2 Con]
Reflex: +3 [2 base, +1 Dex]
Will: +4 [0 base, +2 Wis]
Lupins gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Speed: 30'
WEAPON
Claw(x2): Attack: +5 [1 BAB, +3 Str, +1 WF], Damage: 1d4+3, Crit: 20, Type: BS

ARMOR
Studded Leather: AC: +3, MDB +5, ACP: -1

RACIAL
Abilities: +2 Str, +2 Con, +2 Dex, +4 Wis, -2 Ch
Base Speed: 30'
Favored: Brawler (HP)
Normal Movement 30'
Natural Armor +1
Lupins have the darkvision 60 feet racial trait.

CLASS: Brawler

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.

Bonus Feat: Improved Unarmed Strike (see below for additional details)

Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers.

Pending Level Advancement:
Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
AC Bonus (Ex): At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load.

FEATS
Power Attack - can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls

TRAITS
Vexing Defender (Giantslayer Campaign Trait): You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
Frontier-Forged (Any Frontier Area) Benefit: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
DRAWBACK
Pride: Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
SKILLS 4 [4 base, +0 Int, 0 race]
Acrobatics +6 (1 rank, +3 CS, +1 Dex, +1 Trait) +4 to move through without aoo if enemy is larger.
Climb +3 (0 rank, +0 CS, +3 Str)
Escape Artist +1 (0 rank, +0 CS, +1 Dex)
Heal +2 (0 rank, +0 CS, +2 Wis)
Knowledge (Dungeoneering) +4 (1 rank, +3 CS, 0 Int)
Perception +7 (1 rank, +3 CS, +2 Wis, +1 trait)
Sense Motive +6 (1 rank, +3 CS, +2 Wis)
Stealth +1 (0 rank, 0 CS, +1 Dex)
Survival +3 (0 rank, +0 CS, +2 Wis, +1 Trait)
Swim +3 (0 rank, +0 CS, +3 Str)

CARRYING CAPACITY
Light: 76#
Medium: 153#
Heavy: 230#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Studded Leather (25gp, 20#, worn)
Backpack (2gp, 2#, back)
Bedroll (1 sp, 5#, back)
Javelin x2 (2 gp, 4# carried)
Total (29 gp, 1 sp, 31#, light)

FINANCES: 9 sp

Appearance: At least a few lines to describe what your character looks like.

Background: At least a few paragraphs to describe your character's past.
[/sblock]
 

Kaodi

Hero
Okay, so there is still work to do on equipment and the fluff, but I want to go to bed so I figured I would post what I have for you to see.

[sblock=RACE]Race: "Peakrider"
Type: Monstrous Humanoid 3 rp
Size: Small 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Standard (-2 Str, +2 Dex, +2 Wis) 0 rp
Languages: Standard 0 rp (Peakrider, Common + Draconic, Dwarven, Giant, Gnome, Goblin, Halfling, Orc)
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Fearless 1 rp
Lesser Defensive Training (Giant) 1 rp
Natural Armor 2 rp
Feat and Skill Racial Traits:
None
Magical Racial Traits:
None
Movement Racial Traits:
Climb 2 rp
Gliding Wings 3 rp
Fast 1 rp
Offense Racial Traits:
Bite 1 rp
Swarming 1 rp
Senses Racial Traits:
None
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp

The peakriders are a local adaptation of a race of insectile humanoids with its origins in the ancient Osirion of Garund.

In the Mindspin and other extenstive mountain ranges of Western Avistan they found an environment that allowed them to make

better use of their small but sturdy wings than in many places of their homeland. While they are unable to gain lift, they

can proficiently climb to a height from which they can glide substantial distances.

Peakrider society is organized around around the veneration of an interpretation of the Osiriani deity Maat that is unique

to their family of races. While their days do not tend to active worship, except for a small priest class that mirrors most

other societies, their lives are organized around certain principles that they believe are divinely inspired.

Not burrowers by nature, peakrider villages and towns are usually crafted from trees taken from further down the slopes,

with their homes built to incorporate many neighbouring trees. They do however quarry material to build the outer

barricades of their settlements, leading other races to often label those settlements as "groves".[/sblock]

[sblock=Venom]INFORMATION
Name: "Venom"
Player: Kaodi
Race: Peakrider
Class: Alchemist (Vivisectionist)
Level: 1
Alignment: Neutral
Languages: Common, Giant, Peakrider, Orc
Deity: Maat (Peakrider interpretation)
Size: Small
Gender: Male
Age: 16
Height: 3'3"
Weight: 39
Hair Color: None
Eye Color: Black
Skin Color: Sickly Yellow/Grey

ABILITIES
Str: 08 -1 (0 points, -2 racial)
Dex: 17 +3 (7 points, +2 racial)
Con: 12 +1 (2 points)
Int: 14 +2 (5 points)
Wis: 10 +0 (-2 points, +2 racial)
Cha: 10 +0 (0 points)

COMBAT
HP: 10 [d8, +1 Con, +1 FC]
AC: 1 [10 base, +3 Dex, + armor, +1 natural]
AC Touch: 13 [10 base, +3 Dex]
Flatfooted: 1 [10 base, + armor, +1 natural]
Init: +3 [3 Dex]
CMB: -1 [0 BAB, -1 Str]
CMD: 12 [10 base, +0 BAB, -1 Str, +3 Dex]
Fortitude: +3 [2 base, +1 Con]
Reflex: +6 [2 base, +3 Dex, +1 Trait]
Will: +0 [0 base, +0 Wis]
Speed: 40', Climb 30'

WEAPON
Bite: Attack: +3 [0 BAB, +3 Dex], Damage: 1d2-1, Crit: 20, Type: BPS

ARMOR
: AC: +, MDB , ACP:

RACIAL
Type: Monstrous Humanoid
Abilities: -2 Str, +2 Dex, +2 Wis
Base Speed: 30'
Favored: Alchemist (HP)
Darkvision 60'
Fast Movement +10'
Climb 30'
Gliding Wings
Natural Armor +1
Bite 1d2
Fearless
Lesser Defensive Training (Giant)
Swarming

CLASS: Alchemist (Vivisectionist)
Armor/Weapons: Light armour / simple weapons and bombs
Bonus Feats: Brew Potion, Throw Anything
Alchemy
Mutagen
Sneak Attack +1d6

SPELLCASTING: Alchemist
Extracts/Day: 1 - 2
Extracts Known: 1 - Ant Haul, Cure Light Wounds, Jump, Long Arm

FEATS
Brew Potion - Create potions of any 3rd-level or lower spell that you know and that targets 1+ creatures or objects.
Throw Anything - No penalties for using an improvised ranged weapon. +1 circumstance bonus on attack rolls made with thrown

splash weapons.
Weapon Finesse - Use Dex instead of Str on attack rolls with light weapons.

TRAITS
Roll With It - +1 trait bonus to Reflex saves. 1 or 2/day (DM Ruling Required) negate critical hit by giant subtype

creature.

SKILLS 6 [4 base, +2 Int]
Craft (Alchemy) +6 (1 rank, +3 CS, +2 Int)
Knowledge (Arcana) +6 (1 rank, +3 CS, +2 Int)
Knowledge (Nature) +6 (1 rank, +3 CS, +2 Int)
Perception +4 (1 rank, +3 CS, +0 Wis)
Sleight of Hand +7 (1 rank, +3 CS, +3 Dex)
Spellcraft +6 (1 rank, +3 CS, +2 Int)

CARRYING CAPACITY
Light: 17.5#
Medium: 39.75#
Heavy: 60#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Backpack (2gp, .5#, worn)
Dagger (2gp, .5#, worn)
Alchemy Crafting Kit (25 gp, 5#, backpack)
Formula Book (0g, 3#, backpack)
Total (29gp, 9#, light)

FINANCES: 1gp


Appearance: The appearance of this peakrider is mostly typical for his race, though he is a bit more stooped, a bit more

suspicious. Venom is roughly humanoid in shape, but his features are quite insectoid. He has smooth skin, a sickly yellow

in the front, and a stony grey in the back. His eyes are large and black, segmented very finely. No nose, with small

antennae relative to most actual insects. His mouth is humanoid, but augmented with a pair of mandibles sticking out of the

sides. Venom's limbs are thin and segmented as well, attached to a blocky body with no apparent waist. A peakrider does not

quite have a true exoskeleton, but Venom's skin is relatively tough. And his back appears so be a sort of soft shell which

when closed hides his stout, clear wings.

Background: Venom's people, the peakriders, live at the top of the treeline in the alpine slopes of the Mindspin mountains.

Their colonies are compact but sport many members. The peakrider social structure is very orderly and traditional, and

while Venom never found it unbearable per se, it has not been a comfortable match for a long time. Long intrigued by his

race's similarity to beetles and some other insects, he chose to study a path that brings his closer to the peakriders'

primal roots: that of an alchemist. Among the peakriders and their related races, alchemists are particularly known for

their manufacture of poisons and other deadly concotions that simulate natural abilities lost long ago. Venom, however, is

particularly concerned with 'delivery' , and his particular path follows the peakrider philosophy of the sting.

The peakriders of the Mindspin Mountains are viewed as pests by local giant populations, but they have learned to use their

small size to buzz and weave around the much larger foes with significant agility. Venom has had to be ever mindful of

these foes as he descended from his home in the mountains to the small town of Trunau. He hopes to find some work soon, as

his funds have been gobbled up by expensive alchemical gear. [/sblock]
 
Last edited:

Kaodi

Hero
Okay, I think I am good to go now. Equipment turned out to be rather easy once I got down to it. All of my dough was eaten up by the alchemy crafting kit so there was hardy any other choices to be made, ;) . The character background is not nearly as extensive as some of my other characters, but I think that is partially handled by the racial background.
 



Scotley

Hero
It appears that I needed to specify what I was looking for a bit better. There are four slots available for this campaign. They follow the basics:
Martial: Fighter, Barbarian, etc.
Skilled: Rogue, Bard, etc.
Divine: Cleric, Druid, etc.
Arcane: Wizard, Sorcerer, etc.

I do not see how I can really fill all four spots with the submissions to date. So I am reaching out to those that have submitted and asking if anyone is willing to either change to a different class or possibly submit an additional entry. Because of this change I am making the deadline April 30. I do not wish to reveal anything else. I wish for everyone to have an equal chance at this campaign.

Looks like we have barbarian covered for Martial making my Brawler redundant at best. I'd be willing to make a change to a skill monkey of some sort. Will set to work. I should be able to have something to you well before the deadline.
 


[MENTION=11520]Scotley[/MENTION], I don't think I've got dibs on anything at this moment; rather, I just happened to be the first one to post a complete character submission. First in time doesn't make first in right.

Just for kicks and giggles, I'll take a stab at a full-on cleric. Or maybe a paladin. Or a druid. Or a bard. Something healer-ish. Probably not til closer to deadline day.

The warpriest looked pretty good, though.
 

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