Character Name: Kitira Gender: Female Sexual Orientation: Bisexual Kinks: faves Exhibitionism, Light Bondage, Humiliation (both ways), pretty much everything else Dislikes: I'm removing most of my usual dislikes for this character so just no bathroom stuff nor blood in sexual situations
STATISTICS Str 8, Dex 17, Con 13, Int 14, Wis 10, Cha 20 BAB: +0, CMB: -1, CMD: 12 Feats: Summon evil monster Traits: Extremely Fashionable, Irrepressible, Crime (Sedition) Skills: Climb +7, Sense Motive +2, Linguistics +6, Spellcraft +6, Knowledge(planes) +6, Use Magic Device +9, Diplomacy +11(+1), Bluff +12(+1) Languages: Common, Catfolk, Elven, Orc, Infernal SQ: Clever Cat, Climber, Scent
SPECIAL ABILITIES Cat's Luck: Once per day can roll a Reflex saving throw twice and take the better result, must decide before the saving throw is attempted. Clever Cat: social obstacles as games to be played and won. receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. Climber: possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). Scent: can detect opponents within 30 feet by sense of smell, can follow tracks by smell, can identify familiar odors just as humans do familiar sights. Cantrips Lesser Eidolon: can summon her eidolon in a ritual that takes 1 minute to perform. Class level is halved for determining her eidolon’s abilities. Life link: Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points to prevent this. They must remain within 100 feet of one another for the eidolon to remain at full strength. Summoning Mastery: 10/day Summon Monster I, only one summon monster may be in effect while the eidolon is summoned. If not summoned then this is only limited by its uses per day.
TRAITS Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp(and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. Irrepressible: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Crime (Sedition): You receieve a +1 trait bonus on Bluff checks and Bluff if always a class skill for you. Further, if you ever take the Leadership feat, you gain a +1 trait bonus on your Leadership score.
EQUIPMENT:
None
Eidolon Name: Tigiri Gender: Female, Herm (varies each time summoned)
Biped Eidolon
LE Medium Outsider Init +1, Senses: Darkvision 60ft, Perception +10
DEFENSE AC: 13 (+1dex+2nat) Touch: 11 Flatfooted: 12 Flatfooted Touch: 10 Max HP: 11 (1d10+1) Current HP: 11 Fort +3, Ref +1, Will +2
SPECIAL ABILITIES Darkvision 60ft: see with no light source at all, black-and-white only Link: A summoner and her eidolon share a mental link allows for communication across any distance. They share magic item slots. Share Spells: The summoner may cast a spell with a target of “you” on her eidolon and may cast spells even if the spells normally do not affect creatures of the eidolon’s type (outsider)
-------------------- Str 8, Dex 16, Con 12, Int 12, Wis 20, Cha 15 Base Atk +0; CMB -1; CMD 12 Feats Improved Channel Traits blessing of darkness, sacred conduit, sedition Skills Bluff +7 (+11 to tell a lie), Diplomacy +6, Knowledge (religion) +5, Sense Motive +9, Spellcraft +5 Languages Celestial, Common, Infernal SQ beguiling liar, channel evil, fiendish summonining, prehensile tail
-------------------- Special Abilities
-------------------- Beguiling Liar +4 to Bluff to tell a lie. Channel Evil 1d4 (5/day, DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius. Darkvision (60 feet) You can see in the dark (black and white vision only). Dazing Touch (8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Fiendish Summoning You can only summon fiendish creatures and evil outsiders of your patron's alignment. Hell's Corruption (1 round, 8/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks. Silent Image (3/day) (Sp) You can use silent image 3 times per day as a spell-like ability. Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
-------------------- Traits
-------------------- Blessing of Darkness Your innate connection with the powers of darkness serves you well when evil zealots pray on your behalf. Whenever a spellcaster capable of channeling negative energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of its effects. Sacred Conduit Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Sedition You receive a +1 trait bonus on Bluff checks and Bluff if always a class skill for you. Further, if you ever take the Leadership feat, you gain a +1 trait bonus on your Leadership score.
-------------------- Equipment
--------------------
Nothing at this time.
-------------------- Background
--------------------
TBA
-------------------- Appearance
-------------------- Age 114 Hair Colour Black with white highlights Skin Colour White with black fiendish markings Eye Colour Yellowish Breast Size 36D Vulva Hairless Devilish Features Mara has a set of horns that curve back from her forehead, digitigrade legs with cloven hooves, sharp fingernails, pointed ears and a flexible spade-shaped tail
-------------------- Kinks
--------------------
Sexual Orientation
-Anal sex
-Futa/herm/shemale
-Scat
-Blood/Gore/Vomit
--------------------
Personality and In-Game Traits
--------------------
Mara is a whore, down to the core, however she is very particular in how she earns this title. She prefers to be naked, or mostly so; her normal appearance is a pair of leg and armor stockings/armor with a belt and little else. This is because she is deeply religious in the dogma of her patron, Ardad-Lili, which has manifested in the ingrained, religious and sexual desire to always keep her womanhood exposed, no matter the conditions. If clothed, the woman will always be wearing something that contains easy access to this part of her body; a thin loincloth, short skirt or the like, none of them with any covering underneath. To her, this signifies several important aspects (that can be revealed in game). She encourages other women close to her to likewise be exposed; doing so grants that woman her favor, while refusing generates her ire.
Mara has a naturally hairless sex and encouarges other females to shave their womanhood. Indeed, she has the preference of women over men but will lay with both. As per her goddess' dogma, she considers men to be dull-witted creatures useful to charm, seduce and use for personal and religious reasons, however she considers them easy prey, expendable and beneath contempt. She would think nothing of killing a man, seeing him as a slave or taking everything from him without a second thought. Towards other women, Mara can act differently depending on the female in question. Women are superior to men, though to those she is close to, she can be a steadfast ally, both in the sheets and without...as long as that ally keeps in Mara's favor. To other women, she considers it a challenge and a game to seduce them into sex and joining her religion; she'll stoke the fires against their closest male companions or relatives and ignite the embers of female/female sexuality hidden in the deepest desires of most women. However, she isn't above simply taking what she wants from a woman by force if absolutely necessary.
As a side-effect of her fiendish heritage, Mara see's herself above others, including women she is close to; after all, she has the blood of her patron's race running through her veins and this is more than enough to distinguish her as superior. This, combined with focusing on her patron's domains of evil and lust, Mara is quite forceful with her desires on those that have already succumbed to her charms or prove otherwise resistant to them. She will touch, and fondle them without warning or permission.
Traits: Arson Grants an additional +2 damage to all fire attacks Accelerated Drinker Drink potions as a move action Pragmatic Activator Use Magic Device checks used INT modifier instead of CHA
Player: Cherubian
Gender: Female
Alignment: Lawful Evil
Race: Aasimar (Garuda blooded)
Class and levels: Unchained Monk 1
Sexual orientation: Hetero
As a general rule I do not really enjoy any sexual acts that my character does not enjoy either, and as such the kinks of Avara and her writer (me) will basically coincide. Just keep this in mind when formulations can become a bit confusing.
Main Dislikes
- Avara is quite the control freak, and that extends to the sheets. As such any act where she does not retain at least some sense of control is basically out. So no strictly non consensual scenes with her on the receiving end. This includes being coerced into sex by means like mind control, aphrodisiacs and the like.
- As a corollary to the first point, Avara does not like to copulate with any males that are stronger / more individually powerful than her.
- Avara also has an aversion to any sex scenes where she is still clothed. As a rule of thumb she should be naked from elbow to knee at the least before anything kinky, including oral sex, goes down. The male(s) she is interacting with are not subject to this restriction.
- There are of course the usual reservations regarding bodily fluids other that saliva and sperm.
- In case of doubt, please ask.
Main Likes
- While Avara is a control freak it is enough that she knows that she retains control. As a monk, and with her slender and lithe build, she is prone to be underestimated, and she loves to toy with that. As long as she is confident she can overcome her partner should he go too far she is often readily allowing him to dominate her and give him the illusion of control. Being groped, degraded, raped even, by some lowly thug or other leecherous weakling can turn her on big time under the right circumstances.
- Avara has a hidden exhibitionistic streak. Whether forced by circumstance or voluntarily, showing off her massive breasts or all of her gorgeous body is no small source of excitement for her.
- Deep down Avara is convinced no male is deserving of her anyways. So when she goes about satiating her carnal needs she often picks the other end of the male spectrum, consorting with men who are old, overweight, ugly, or all of the above.
High Treason: Your gain a +1 trait bonus on Will saves
Deft Dodger: Your gain a +1 trait bonus on Reflex saves
Reactionary: Your gain a +2 trait bonus on Initiative checks
Sterile: You can not become pregnant
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
You know just where to strike to temporarily stun a foe.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 15 = 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels you have in classes other than monk. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
You are trained to use precision instead of brute force in melee combat, striking where it hurts the most.
Prerequisites: Weapon Finesse.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on damage rolls.
Special: Natural weapons are considered light weapons.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Spell-Like Ability (Sp): Aasimars can use See Invisibility once per day as a spell-like ability (caster level equal to the aasimar's class level).
Type: Aasimars are outsiders with the native subtype.
Favored Class Points: +1 HP
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Dexterity bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The base damage dealt by a monk's unarmed strike is 1d6.
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
Equipment: nothing, not even tattered, dirty prison clothes
Character Name: Kiara Stormbringer Gender: Female Race: Sylph Image:
Class and levels: Sorceress 1 Traits:
Havoc of the Society: Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Following Breeze (Sylph): As long as you get a running start, you gain a +2 trait bonus on Acrobatics checks made to jump. Your speed increases by 5 feet when you use the run action.
Crime: Piracy[/b]]
You have been caught in the act of piracy on the high
seas. This is a rare crime these days since Markadian I
called the Victorious burned the last major pirate fleet to
threaten these isles. Still the crime is punished harshly.
Likely you are the sole survivor of your ship.
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you. (Selected Intimidate)
Jolt Cantrip: +3 vs. Touch AC, 1d3 Electrical Damage +1 Force Damage
Unarmed Strike: -1 vs. AC, 1d3-1 Bludgeoning Damage
Racial Traits:
Energy Resistance: Electricity 5
Spell-Like Ability: Feather fall 1/day
Darkvision: 60 feet
Storm in the Blood: Gain fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The Sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. (Alternate racial trait. Replaces air affinity.)
Feats:[/u]] Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Airy Step: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.
Level 1 Bloodline power:Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials: You gain the feat Eschew Materials at 1st level.
Spells:[/u]]
(Spells/Day|1st lvl: 4) Cantrips:
Jolt: Deal 1d3 electrical damage with a ranged touch attack.
Prestidigitation: Performs minor tricks.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Breeze: Create a light wind that blows against target from direction of your choice.
1st Level Spells:
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Windy Escape: You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.
Equipment:
Leather Breeches
Longbow
Quiver w/ 20 Arrows
Kinks and Sexual Details[/u]]
Orientation: Bisexual Yes
Character Name: Phaendar Alignment: Lawful Evil Gender: Female Race: Half-Elf
Languages: Talirean, Elven Class and levels: Esquire (Cavalier Archetype) 1 Traits:
Magical Knack (Oracle): Pick a class when you gain this trait, your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Crime:
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Duelling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, duelling of any sort is punished severely. Duelling to the death is a sure way to be sent to Branderscar Prison.
Benefit: You gain a +1 trait bonus to Fortitude saves
Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Oracle, Cavalier)
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Exotic Weapon Proficiency (Falcata): You make attack rolls with the weapon normally.
Noble Scion (Scion of War): You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Distracting Charge: When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost.
Class abilities:[/u]]
Favoured Class: Cavalier (Bonus: +1 HP)
Cavalier Order: Order of the Flame
Challenge: A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.
Glorious Challenge: A glorious challenge does not count against the cavalier's number of challenges per day, but otherwise acts like a cavalier's challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier's challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).
Skills: A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier's current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1).
Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armour Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.