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Kingmaker [Pathfinder] - Character Profiles

Joined
Dec 27, 2012
Here is a template for your character, though feel free to use your own (Yes, I did borrow this from strange attractions).


Player [BMR screen name]:

Character Name:

Gender:

Sexual Orientation:

Main kinks:
  • For the player:
  • For the character:

Main dislikes:
  • For the player:
  • For the character:

Alignment:

Race

Image: (optional and put it in a spoiler)

Class and levels:

Ability scores (remember to list all sources of your bonuses):
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma


Max HP: (max HP first level)
Current HP:

Speed:

Saves:

Fortitude

Reflex

Will



AC: (again name all sources eg.: +2(shield)+5(chain shirt)+2(enhancement))
Touch AC
Flatfooted AC

CMD:
CMA:

BAB:
Attacks: (the most frequently used attacks)


Skills:


Feats:


Class abilities:


Traits:


Spells:



Equipment:


Backstory: OPTIONAL
 
And for starters, here's the party's guide/escort/babysitter

Player [BMR screen name]: Dream Guide

Character Name: Auger

Gender: Male

Sexual Orientation: Heterosexual

Main kinks:
  • For the player:
    -Femdom
    -Older Women
    -Sub
    -Impregnation
  • For the character:
    Older women
    Oral
    Impregnation

Main dislikes:
  • For the player:
    -Scat
    -Piss
    -Vore
    -Gore/pain
  • For the character:
    -Scat
    -Piss
    -Vore
    -Gore/Pain

Alignment: Chaotic Good

Race Suli

Image:
faust_viii_by_stormythegoddess.jpg

Class and levels: Fighter (Two-Handed Fighter) - 1

Ability scores (remember to list all sources of your bonuses):
Strength 19 (+4) (17+2)

Dexterity 13 (+1)

Constitution 15 (+2)

Intelligence 11 (0) (13-2)

Wisdom 14 (+2)

Charisma 10 (8+2)


Max HP: 12
Current HP: 12

Speed: 30

Saves:

Fortitude +4 (2+2)

Reflex +1

Will +1


AC: 15
Touch AC 11
Flatfooted AC 14

CMD: 16
CMB: 5

BAB: +1
Attacks:
Scythe +5 (2d4+6)


Skills:
Climb: 8 (1+3+4)
Diplomacy
Intimidate: 8(1+3+4)
Sense Motive: 4 (2+2)
Survival: 6 (1+3+2)


Feats:
Intimidating Prowess
Power Attack



Class abilities:
Low-Light Vision (racial)
Elemental Strike (+1d6 fire/electric/acid/cold damage) (1 round/day)
5 fire/electricity/acid/cold resist


Traits:
Indominatable Faith
Reactionary +2 bonus on initiative checks.


Spells:
N/A


Equipment:
Scythe
Chain Shirt
Sturdy Travellers Outfit

Tent
Flint and Steel
Bedroll
Gear Maintenance Kit
Trail Rations (7)
Backpack

Horse (light)
Riding Sadle
5gp
4sp


Backstory: OPTIONAL
 
Player: RPG-Girl

Character Name:Kiyoko

Gender: Female

Sexual Orientation: Pansexual

Main kinks:
  • For the player:
  • For the character:

Main dislikes:
  • For the player:
  • For the character:

Alignment: Neutral Evil

Race Earthkin Kitsune

Image:[/b]]
lol__ahri_by_juhaihai-d5mwlvx.png

Class and levels: Sorcerer (Kitsune Bloodline) 1

Ability scores:
Strength 8 (-1)

Dexterity 14 (+2)

Constitution 10 (+0)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 20 (+5)


Max HP: 7
Current HP: 7

Speed: 30ft

Saves:

Fortitude +0

Reflex +2

Will +4



AC: 12 (+2 Dex)
Touch AC 12
Flatfooted AC 10

CMD: 12
CMA: -1

BAB: +0
Attacks:
Foxfire +2 ranged touch (1d6 fire damage)


Skills:
Bluff +9, Craft (Jewelry) +6, Disguise +9, Knowledge (Arcana) +6, Preform (Sexual Techniques) +9, Spellcraft +6


Feats:
Additional Traits
Magical Tail
Eschew Materials


Class abilities:
Foxfire 8/Day
Kitsune Bloodline
Targets that have been deceived with Bluff or Diplomacy take a -2 penalty to Will saves against enchantment spells

Traits:
Geisha Training- Born to a well off family, she would never have become a full fledged Geisha, but attended the lessons and training eagerly soaking in what they could provide, from manners and etiquette, to more... enticing lessons.

Charming- One thing that Kiyoko has always been, is appreciative of all the forms that could be attracted to her, she makes little attempt to hide her.... eagerness for play if it is presented as an opportunity... or to tease.

Rich Parents- Her parents were well off, through a combination of sound investments, and careful... wealth redistribution. Still, as she embraced the family wanderlust, she received some seed money, most of which is in investments.

Sensual- One defining trait of this Kitsune is that for her, everything can and may be foreplay, that sex is an enjoyable act, and that pleasure is her primary goal in life. Still, she is skilled in the arts of pleasure, and will often engage partners, giving little rewards, and wearing little, though just enough to entice.


Spells:
Cantrips; Detect Magic, Dancing Lights, Ghost Sound, Prestidigdation
1st; Charm Person, Unseen Servant



Equipment:
Sensual Hot Weather Outfit
Gear Maintaince Kit
Grooming Kit

800gp in the Slave Trade (Investment)

30gp


Backstory: OPTIONAL
 
Sarenna Berken

Player: Cherubian
Gender: Female
Alignment: Chaotic Good
Race: Human
Class and levels: Sorceress (Cross-Blooded Orc/Draconic Black) 1
Darkvision (60 feet), Light sensivity

6359416_f260.jpg


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 Sarenna and her writer (me) will basically coincide. Just keep this in mind when formulations can become a bit confusing.

Main Dislikes
- Sarenna 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, Sarenna does not like to copulate with any males that are stronger / more individually powerful than her. Anyone she can blast away should it become necessary is fair game, though.

- Sarenna 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 Sarenna is a control freak it is enough that she knows that she retains control. As a sorceress, 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.

- Sarenna 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 Sarenna 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.


Strength: 7 (-2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 10 (0)
Charisma: 20 (+5)


Initiative: +5 = +3(Dex) +2(Reactionary trait)

Max HP: 9
Current HP: 9

Speed: 30

Saves:
Fortitude: 2 = 0(Base) +2(Con)
Reflex: 3 = 0(Base) +3(Dex)
Will: 2 = 2(Base) +0(Wis)

AC: 13 = 10 + 3(dex)
Touch AC: 13 = 10 + 3(dex)
Flatfooted AC: 10 = 10
Flatfooted Touch AC: 10 = 10

CMD: 13 = 10 +0(BAB) +3(Dex)
CMB: +3 = +0(BAB) +3(Dex)

Ranged Touch Attack:
To Hit: +3 = +0(BAB) +3(Dex)

Light Crossbow
To Hit: +3 = +0(BAB) +3(Dex)
Damage: 1d8 = 1d8


Common
Draconic
Goblin

Bluff +9 = 1(Rank) +5(Cha) +3(Class)
Knowledge(Arcana) +5 = 1(Rank) +1(Int) +3(Class)
Spellcraft: +5 = 1(Rank) +1(Int) +3(Class)
Perception: +4 = 1(Rank) +0(Wis) +3(Class)
Survival: +3 = 0(Rank) +0(Wis) +3(Class)


When you apply metamagic feats to <spell to be determined> that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Reactionary: Your gain a +2 trait bonus on Initiative checks
Sterile: You can not become pregnant

Bloodline Arcana:
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet.
Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Whenever you cast a spell with the acid descriptor, that spell deals an additional +1 point of damage per die rolled.

You can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You can cast many spells without needing to utilize minor material components.

Benefit: 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.
Add +1 to the Difficulty Class for all saving throws against Evocation spells.
You cast the spell Caustic Hands with greater than normal power.

Benefit: Treat your caster level as being two higher for all level-variable effects of the Caustic Hands spell.


Favored Class Points: +1 HP

Acid Splash
Detect Magic
Ghost Sound
Mage Hand


Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half; Spell Resistance yes

Highly corrosive acid shoots from your finger tips.

Any creature in the area of the acid splash takes 1d4 points of aci damage per caster level (maximum 5d4).
Vanish

Equipment:
60gp
Backpack
Bedroll
Sturdy clothing (boots, pants, shirt, cloak)
Acid Flask: +1 damage on Acid Splash spell
 
Player [BMR screen name]: khan

Character Name: Vannalys Nelethiel

Gender: Female

Sexual Orientation: Bisexual

Main kinks
  • For the player: Tightness, Public Places, Light bondage, Anal
  • For the character: Exhibitionism, Bondage, Being in control, Being pseudo raped
Main dislikes
  • For the player/character: Scat, Gore, Vore, Bloodplay, Bestiality

Alignment: CN

Elf Witch[/b]]
witch_by_magnaleon-d84gfbj.png

Ability Scores
Strength 7 (-2)
Dexterity 14 (+2) racial bonus
Constitution 12 (+1) racial penalty
Intelligence 20 (+5) racial bonus
Wisdom 12 (+1)
Charisma 15 (+2)

Max HP: 8 (1d6+2)
Current HP: 8

Speed: 30ft

Saves:
Fortitude base 0 + Con 1 = 1
Reflex base 0 + Dex 2 = 2
Will base 2 + Wis 1 = 3

AC: 12 (+2 Dex) Touch AC 12 Flatfooted AC 10
CMD: 10 + Str -1 + Dex 2 = 11
CMB: BAB 0 + Str -1 = -1

Initiative: +2
BAB: 0
Attacks: Melee -1 , Ranged: +2

Skills:
Bluff +6 (+9 to lie)
Craft (Leather) +5
Diplomacy +6 (+9 to persuade)
Knowledge(Arcane) +9
Knowledge(Nature) +9
Perception +5 (+7 with familiar at reach)
Profession (Dominatrix) +5
Sense Motive +1 (+3 with familiar at reach)
Spellcraft +9 (+11 to identify)
Use Magic Device +9 (trait)

Languages:
Common, Elven, Celestial, Draconic, Sylvan, Gnome, Orc.

Feats:
Extra Hex

Racial Abilities:
Fey Magic: when she is in the plains, she gains Create Water, Read Magic, Purify Food/Drink, Goodberry as spell-like abilities 1/day.
Dreamspeaker: +1 to the saving throw DCs of spells of the divination school and sleep effects. Dream 1/day as spell-like ability
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Fey Thoughts: Bluff and Perception are class skills for the character.

Class abilities:
Cantrips
Hexs
Time Patron (add spells known at every even level)
Witch Familiar (see below)

Traits:
Pragmatic Activator: use your Intelligence for Use Magic Device checks instead of Charisma.
Student of Philosophy: use your Intelligence on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Spells:
Prepared spells 3/3 (CL: 1st, concentration +6)
Usual Cantrips: Detect Magic, Guidance, Dancing Lights
Usual spells for towns L1: Sow Thought, Charm Person, Unseen servant
Usual spells for fights L1: Enlarge person, Peacebond, Cure Light Wounds

Known spells: cure light wounds, enlarge person, ear piercing scream, charm person, sow thought, mage armor, peacebond, unseen servant

Spell-like abilities:
Create Water, Read Magic, Purify Food/Drink, Goodberry 1/day while being in the plains
Dream 1/day

Hexes:
Slumber Hex DC 16: Will save negates. The target falls into a deep, magical sleep, as per the spell sleep for a number of rounds equal to the witch’s level. can affect a creature of any HD. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Evil Eye Hex DC 15: The target takes a –2 penalty on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks for 3+Int rounds. A Will save reduces this to 1 round.

Equipment:
Sexy Leather Body Harness
Tear-Away "Entertainer's" Outfit

Training Whip
Belt Pouch:
-Chain collar and Leash
-Manacles with average lock
Belt Pouch:
-Kit, Grooming
-7gps
Spell components Pouch

16 lbs out of her 23 carrying capacity

Donkey
-Bedroll
-Leather Artisan's common tools
-Kit, Gear Maintenance
-4Rations, Elven trail
-2Waterskins

Familiar:[/b]]
[img=380x240]http://www.wallpaperhd.pk/wp-content/uploads/2014/10/thrush-bird-wallpaper.jpg[/img]
Thrush
Mistress gains +3 Diplomacy
Speaks Common as a supernatural ability
Usually hidden in the feathers of her hat

HD: 1
HP: 4 (half of its mistress)

Ability scores
Strength 1 (-5)
Dexterity 15 (+2)
Constitution 6 (-2)
Intelligence 6 (-2)
Wisdom 15 (+2)
Charisma 6 (-2)

AC 17 (+2 Dex, +4 Size, +1 Nat) touch 16, flatfooted 15
Attack: BAB 0 + Dex 2 + Size 4 = 6
Damage: 1d2-5
Saves:
Fortitude base 2 + Con -2 = 0
Reflex base 2 + Dex 2 = 4
Will base 0 + Wis 2 = 2

Feat: Skill Focus (Perception)
Skills: Bluff +2, Diplomacy +2, Knowledge(Arcane) +2, Knowledge(nature) +2, Perception +9, Spellcraft +2, Use Magic Device +2, Fly +12
Hide+14

Alertness, Empathic link, Improved evasion, Share spells, Store spells


Backstory: OPTIONAL
 
Player [BMR screen name]: Sirix

Character Name: Lirix Jordson

Gender: Male

Sexual Orientation: Hetro

Main kinks:
•For the player: Begging
•For the character: Unknown, virgin due to stigma against him


Main dislikes:
•For the player: all the body fluids
•For the character: all the body fluids


Alignment: NG

Race Teifling

Image:
wotc_tiefling6232.jpg

Class and levels: Ranger (guide and skirmisher archetypes)

Ability scores (remember to list all sources of your bonuses):
Strength 14 (+2)

Dexterity 18 (+4) (racial+)

Constitution 14 (+2)

Intelligence 16 (+3) (racial+)

Wisdom 14 (+2)

Charisma 10 (0) (racial-)


Max HP: 12
Current HP: 12

Speed: 30

Saves:

Fortitude 4

Reflex 6

Will 1



AC: 20 (10+3 Armor+2 Shield+4 Dex+1 Nat)
Touch AC 14
Flatfooted AC 16

CMD: 17
CMA: +3

BAB: +1
Attacks: (the most frequently used attacks)
Bastard Sword +3 (1d10+2/+3, 19-20/x2)
Bite +3 (1d6+2, x2)
Shield bash +3 (1d6, x2)


Skills:
Handle animal +4
Heal +5
Intimidate +4
Knowledge Dungeoneering +7
Knowledge Nature +7
Perception +5
stealth +6
survival +6
Ride +6

Feats:
Exotic weapon proficiency- Bastard Sword

Combat Style Feats (weapon and shield):


Class abilities:
Track- add level to survival roll to track
Wild Empathy- add level to handle animal rolls to change attitude of creature.
Ranger's Focus- replaces favored enemies- +2 (/5levels) damage and attack to enemy of choice 1 (/3levels) a day

Racial Traits:
Prehensile tail- retrieve small stored items
Scaled body- 5 resistance to fire damage, +1 nat armor
Dark vision- see 60 ft in the dark
Maw- gain bite attack

Traits:
Pioneer +1 to survival and start with a horse
Armor Expert reduce armor check penalty by 1


Equipment:
Cart pulled by Ox
-nothing so far
Ranger's Kit
Gear Maintenance
Map Maker's Kit
Healer's kit (10 uses)
Heavy horse (starts with from trait)

Clothing
-Explorer's outfit (free starting)
-Hot weather clothing
2 gp left over



[SIZE=+1]Lirix Jordson[/SIZE]
Male NG Teifling Ranger (guide skirmisher), Level 1, Init 4, HP 11/11, Speed 30
AC 20, Touch 14, Flat-footed 16, CMD 17, Fort 4, Ref 6, Will 1, CMB +3, Base Attack Bonus 1
Bastard Sword +3 (1d10+2/+3, 19-20/x2)
Bite +3 (1d6+2, x2)
Shield bash +3 (1d6, x2)
Studded Leather, spiked Heavy wood Sheild (+3 Armor, +2 Shield, +4 Dex, +1 Deflect)
Abilities Str 14, Dex 18, Con 14, Int 16, Wis 12, Cha 10
Condition None
 
Player [BMR screen name]: khan

Character Name:

Gender: Female

Sexual Orientation: Bisexual

For the player: Tightness, Public Places, Light bondage, Anal
For the character: Exhibitionism, Bondage, Being in control, Being pseudo raped

Main dislikes:

For the player/character: Scat, Gore, Vore, Bloodplay, Bestiality



CN Elf Witch

witch_by_magnaleon-d84gfbj.png


Ability scores
Strength 7 (-2)
Dexterity 14 (+2) racial bonus
Constitution 12 (+1) racial penalty
Intelligence 20 (+5) racial bonus
Wisdom 12 (+1)
Charisma 15 (+2)

Max HP: 8 (1d6+2)
Current HP: 8

Speed: 30ft

Saves:
Fortitude base 0 + Con 1 = 1
Reflex base 0 + Dex 2 = 2
Will base 2 + Wis 1 = 3

AC: 12 (+2 Dex) Touch AC 12 Flatfooted AC 10
CMD: 10 + Str -1 + Dex 2 = 11
CMB: BAB 0 + Str -1 = -1

Initiative: +2
BAB: 0
Attacks: Melee -1 , Ranged: +2

Skills:
Bluff +6 (+9 to lie, trait)------------------class skill from racial trait 1+3+2/5
Diplomacy +6 (+9 to persuade, trait)------familiar bonus 1+3+2/5
Knowledge(Arcane) +9--------------------class skill 1+3+5
Knowledge(Nature) +9--------------------class skill 1+3+5
Perception +5 (+7 with familiar at reach)----class skill from racial trait 1+3+1
Profession(Dominatrix) +5-------------------class skill 1+3+1
Sense Motive +1 (+3 with familiar at reach)
Craft(Leather) +5
Spellcraft +9 (+11 to identify, racial trait)---class skill 1+3+5
Use Magic Device +9 ----------------------class skill 1+3+???



Languages: Common, Elven, Celestial, Draconic, Sylvan, Gnome, Orc.

Feats:
Extra Hex

Racial Abilities:
Fey Magic: when in ????, she gains Create Water, Read Magic, Purify Food/Drink, Goodberry as spell-like abilities 1/day.
Dreamspeaker: +1 to the saving throw DCs of spells of the divination school and sleep effects. Dream 1/day as spell-like ability
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Fey Thoughts: Bluff and Diplomacy are class skills for the character.

Class abilities:
Cantrips
Hexs
Time Patron (add spells known at every even level)
Witch Familiar (see below)

Traits:
Pragmatic Activator: use your Intelligence for Use Magic Device checks instead of Charisma.
Student of Philosophy: use your Intelligence on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Spells:
Prepared spells 3/3 (CL: 1st, concentration +6)
Cantrips: Detect Magic, Guidance, Dancing Lights
Usual spells for towns L1: Sow Thought, Charm Person, Unseen servant
Usual spells for fights L1: Enlarge person, Peacebond, Cure Light Wounds

Known spells: cure light wounds, enlarge person, ear piercing scream, charm person, sow thought, mage armor, peacebond, unseen servant

Spell-like abilities:
Create Water, Read Magic, Purify Food/Drink, Goodberry 1/day in the ???????????
Dream 1/day

Hexes:
Slumber Hex DC 16: Will save negates. The target falls into a deep, magical sleep, as per the spell sleep for a number of rounds equal to the witch’s level. can affect a creature of any HD. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Evil Eye Hex DC 15: The target takes a –2 penalty on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks for 3+Int rounds. A Will save reduces this to 1 round.

Equipment:
.
.
.

Thrush
Mistress gains +3 Diplomacy
Speaks Common as a supernatural ability

HD: 1
HP: 4 (half of its mistress)

Ability scores
Strength 1 (-5)
Dexterity 15 (+2)
Constitution 6 (-2)
Intelligence 6 (-2)
Wisdom 15 (+2)
Charisma 6 (-2)

AC 17 (+2 Dex, +4 Size, +1 Nat) touch 16, flatfooted 15
Attack: BAB 0 + Dex 2 + Size 4 = 6
Damage: 1d2-5
Saves:
Fortitude base 2 + Con -2 = 0
Reflex base 2 + Dex 2 = 4
Will base 0 + Wis 2 = 2

Feat: Skill Focus (Perception)
Skills: Bluff +2, Diplomacy +2, Knowledge(Arcane) +2, Knowledge(nature) +2, Perception +9, Spellcraft +2, Use Magic Device +2, Fly +12

Alertness, Empathic link, Improved evasion, Share spells, Store spells


Backstory: OPTIONAL
 
Player: a2znut

Character Name: Carmesí
Alignment: Lawful Evil
Gender: Female
Race: Human
ZbBJlDS.jpg
Languages: Taldane, Kelish, Infernal
Class and levels: Cleric 1
Traits:
  • Frightening Speed: Your careful study of Achaekek’s kills has unlocked a divine speed in you. Once per day during a combat encounter, you can move an additional 5 feet as a part of a move action without penalty.
  • Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Ability Scores:
Strength: 16(Point Buy)+2(Human Racial) = 18 (Modifier: +4)
Dexterity: 14(Point Buy) = 14 (Modifier: +2)
Constitution: 14(Point Buy) = 14 (Modifier: +2)
Intelligence: 12(Point Buy) = 12 (Modifier: +1)
Wisdom: 14(Point Buy) = 14 (Modifier: +2)
Charisma: 12(Point Buy) = 12 (Modifier: +1)

Initiative: Dex +2 = 2
Max HP: Base 1d8 Con +2 FCB +1 = 11
Current HP: 11
Speed: 30ft

Saves:
Fortitude: Base 2 Con +2 = +4
Reflex: Base 2 Dex +2 = +2
Will: Base 2 Wis +2 = +4

AC: 10(Base)+2(Dex)+4(Armour) = 16
Touch AC: 10(Base)+2(Dex) = 12
FlatfootedAC: 10(Base)+4(Armour) = 14
Flatfooted Touch AC: 10(Base)= 10
CMD: 10(Base)+0(BAB)+4(Str)+2(Dex) = 16

CMA: 0(BAB)+4(Str) = +4
BAB: +0

Attacks:
  • Longspear +4 Melee (1d8+6)
  • Sling +1 Ranged (1d3+4)

Racial Traits:
  • Fey Magic (Mountain, Acrobatics, Perception): The character has a mystic connection to one terrain type, selected from the ranger's favoured terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.
  • Bonus Feat: Humans select one extra feat at 1st level.

Skills:
Acrobatics: (1(Rank)+3(Class Skill)+2(Dex) = +6)
Disguise: (1(Rank)+3(Class Skill)+1(Cha) = +5)
Perception: (1(Rank) )+3(Class Skill)+2(Wis)+2= +6)

Feats:[/u]]

Exotic Weapon Proficiency (Sawtooth Sabre): You make attack rolls with the weapon normally.

Combat Reflexes (Combat): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Sacred Summons : When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.


Class abilities:[/u]]

Favoured Class: Cleric (Bonus: +1 HP)

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities.

A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

Murder: Creatures gain a bleed effect equal to your channel penalty.

Domain: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
  • Deception: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
  • Tactics: You are a crusader for your god, always ready and willing to fight to defend your faith.
    Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.


Spells:[/u]]

Orisons:
  • Create Water: Creates 2 gallons/level of pure water.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Light: Object shines like a torch.

1st Level Spells:
  • Divine Favour: You gain +1 per three levels on attack and damage rolls.
  • Negate Aroma: Subject cannot be tracked by scent.
  • Magic Weapon: Weapon gains +1 bonus.

Spell Like Abilities (Mountain/Hills):
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Know Direction: You discern north.
  • Virtue: Subject gains 1 temporary hp.
  • Recharge Innate Magic: Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.


Equipment:[/u]]
  • Cold Weather Outfit
  • Longspear
  • Sling
  • Chainshirt
  • Blanket
  • Cleric’s Kit
    • Backpack
    • Bedroll
    • Belt Pouch
    • Candles (10)
    • Holy Text of Achaekek
    • Flint and Steel
    • Iron pot
    • Mess Kit
      • Wooden Plate
      • Wooden Bowl
      • Wooden Cup
      • Wooden Fork
      • Wooden Knife
      • Wooden Spoon
    • Hemp Rope (50ft)
    • Soap
    • Spell Component Pouch
    • Torches (10)
    • Trail Rations (5)
    • Waterskin
    • Wooden Holy Symbol of Achaekek
  • Grooming Kit
    • Comb
    • Scissors
    • Nail File
    • Sponge
    • Hairbrush
    • Miniature Mirror
    • Soap
    • Chewing Stick
    • Tooth Powder


Kinks and Sexual Details:[/u]]

Orientation: Bisexual
Player Yes
  • Group
  • Public
  • Exhibition
  • Tentacles
  • Bestiality
Character Yes
  • Praying Mantis
  • Female on male rape
  • Group
  • Exhibition
Player No
  • Scat
  • Watersports
  • Vomit
  • Sexual Gore/Vore
Character No
  • Not being in control
  • Tentacles
  • Bestiality


Backstory: Coming soon.
 
Player [BMR screen name]: Sophos

Character Name: Cecil Piper

Gender: Male

Sexual Orientation: Pansexual

Main kinks:


For the player:
For the character:

Main dislikes:

For the player: Watersports, Gore, Scat
For the character: Watersports, Gore, Scat

Alignment:
CN

Race: Half-Elf

Image:
9e3a3a32a506f7d8e86a854e273f13bb.jpg

Class and levels: Archeologist 1

Ability scores (remember to list all sources of your bonuses):
Strength: 10 (+0)
Dexterity: 18 (17+1)
Constitution: 11 (+0)
Intelligence: 14 (+2)
Wisdom: 15 (+2)
Charisma: 18 (17+1)

Max HP: 8
Current HP: 8

Speed: 30

Saves:


Fortitude: 0 (0+2)
Reflex: 6 (2+4)
Will: 4 (2+2)

AC: 10+4 Dex+3 Armor = 17 AC
Touch AC: 14
Flatfooted AC: 13

CMD: 14
CMA: 10

BAB: +0
Attacks:
Elven Curved Blade, 1d20+4 Atk 1d10 Dmg 18/20/x2 Crit Range

Skills:
Acrobatics (1 Rank +3 Class +4 Dex) = 8
Diplomacy (1 Rank +3 Class +4 Cha) = 8
Disable Device (1 Rank +3 Class +4 Dex) = 8
Perception (1 Rank +3 Class +2 Wis) = 6
Linguistics (1 Rank +3 Class +2 Int) = 6
Sense Motive (1 Rank +3 Class +2 Wis) = 6
Sleight of Hand (1 Rank +3 Class +4 Dex) = 8
Stealth (1 Rank +3 Class +4 Dex) = 8

Feats:
Weapon Finesse

Class abilities:
Bardic Knowledge
Archeologist's luck

Traits:
Racial Traits:
Ancetral Arms
Keen Senses (+2 Perception)
Elven immunities
Low Light Vision
Elf Blooded
Fey Throught (Disable Device, Survival)

Regular Traits:
Reactionary: +2 Trait Bonus To Initiative
Fate's Favores

Spells:

0 Level Spells:
Mending
Prestidigitation
Detect Magic
Mage Hand

1st level Spells:
Charm Person
Unnatural Lust

Equipment:
Elven Curve Blade
Hide Shirt
 
Valeeria
Image
Female changeling spiritualist (fractured mind, onmyoji) 1 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Occult Adventures 72, 109, 111)
CN Medium humanoid (changeling)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 8 (1d8)
Fort +1, Ref +2, Will +4; +2 bonus vs. spell-like and supernatural abilities of fey, outsiders, and incorporeal undead
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
. . 2 claws -1 (1d4-1)
Spiritualist (Fractured Mind, Onmyoji) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—cure light wounds, shield
. . 0 (at will)—detect magic, grave words[OA], message, stabilize
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 9, Int 14, Wis 14, Cha 20
Base Atk +0; CMB -1; CMD 11
Feats Wasp Familiar
Traits calistrian courtesan, reactionary
Skills Acrobatics -4 (-8 to jump), Bluff +9 (+11 vs. creatures sexually attracted to her), Diplomacy +9 (+10 to gather information), Heal +6, Knowledge (religion) +6, Sense Motive +7, Use Magic Device +9; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Aklo, Common, Draconic, Elven
SQ emotional spellcasting, etheric tether, phantom (Valeeria (Lust Phantom)), spiritual resistance
Other Gear chain shirt, dagger, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Calistria, 32 gp
--------------------
Special Abilities
--------------------
Calistrian Courtesan (Diplomacy) You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (you
Darkvision (60 feet) You can see in the dark (black and white vision only).
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Green Widow (Green Hag) (Ex) +2 to Bluff vs. those sexually attracted to you.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spiritual Resistance (Su) An onmyoji’s phantom provides her with protection from supernatural forces. While the phantom is confined within the onmyoji’s consciousness (not stranded on the Ethereal Plane or fully manifested), it grants her a +2 bonus on saving throws again

---

Valeeria (Lust Phantom)
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 12 (1d10+2)
Fort +2, Ref +3, Will +2
DR 5/slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +2 (1d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 15, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 13
Feats Skill Focus (Diplomacy)
Skills Acrobatics +5, Bluff +5, Diplomacy +8, Fly +5, Perception +4, Stealth +5
Languages Common
SQ ectoplasmic phase lurch
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Alluring Presence (Su) As an immediate action, the phantom attempts a Diplomacy check against a creature targeting the spritualist with an attack or harmful spell, provided the phantom is within the target's reach (or range). The DC for this check is 10 + 1/2 the attacking creature's HD + the attackin creature's Wisdom modifier. If successful, the phantom becomes the target of all the creature's attacks for 1 round. This is a mind-affecting compulsion effect.

---

Vespa
Wasp familiar
CN Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 1st; concentration -3)
. . At will—divine guidance
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Ability Focus (poison: sting - injury), Weapon Finesse
Skills Acrobatics +3 (-5 to jump), Bluff -3, Diplomacy -3, Fly +11, Heal +4, Perception +4, Sense Motive +4, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion, share will
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Flight (40 feet, Average) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 12) (Ex) Sting—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
 
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